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Presentation
Presentation
Know how to apply in a coherent way concepts for the conception of art projects with communication rules in fundamental aspects such as composition, colour and layout design. Know how to apply concepts related to emotional factors in the process of creating a video game; Be able to identify and use a projectual method adjusted to the art project of a video game with communication design exercise; Know and apply technical domains of computer-aided art design Perform the final project demonstrating a solid acquisition of knowledge transmitted in the classroom, with critical sense in the state of the art.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
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Code
Code
ULHT1075-17338
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
Contemporary Concept Art and Layout design framework. 2. Brainstorming: Development of concepts related to the construction of characters for video games. 3. Principles of illustration applied to character and creature design. 3.1. Learning skills in visual language 3.2 The theory of shapes applied to contexts of empathy and interest. 3.3. 3.3. Creature design and physiognomy 3.4 Notions of Concordance 3.5. elaboration of modelsheets 4. Technical skills (Pixel Art) 4.1. character design (layout and model sheets). 4.2. illustration applied to the design of characters 4.3. pixel art style and its technical limitations 5. Construction of poses and character animations 5.1 Basic principles of cartoon animation 5.2. basic rules of the animated form 5.3. sprite sheets production 6. The colour 6.1. relationship between colour, perception and space. 6.2. colour systems 6.3 Hues and environments. 6.4. the colour and emotion 7. Production of art dossier
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Objectives
Objectives
Know and acquire own language and methodology of visual communication; Develop an informed view of the artistic design processes for video games Understand the emotional side of video games through colour and morphological vocabulary Develop and recognise production inherent to visual composition and communication design Promote coherent and informed application to playable applications in fundamental areas such as typography, colour, composition or layout. Acquire methodological, technical, aesthetic and conceptual knowledge oriented to the creation of graphic elements of video games, necessary for proper communication of the project on different platforms.
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Teaching methodologies and assessment
Teaching methodologies and assessment
A series of innovative methodologies are implemented in all the sessions of this curricular unit: - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense. - Use of STEAM resources. - The Maker Movement, as several disciplines and teachers are involved in the development of this course; - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.
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References
References
BEIMAN, N. (2007) Prepare to board! Creating story and characters for animated features and shorts. Burlington: Focal Press EKMAN, P. (2003) Emotions Revealed: Recognizing faces and feelings to improve communication and emotional life. New York: Times Books. ISBISTER, Katherine (2006) Better game characters by design: A psychological approach. San Francisco: Elsevier. LANKOSKI, P. (2004) Character Design Fundamentals for Role-Playing Games. In Beyond Role and Play: Tools, Toys and Theory for Harnessing in the Imagination (pp. 139-148). Finland:M. Montola, J. Stenros. LILLY, E. (2015) The Big Bad World of Concept Art for Videogames. Designstudio Press. STANCHFIELD, W. (2009) Drawn to Life: 20 Golden years of Disney Master Classes. Burlington: Focal Press SOLARSKI, C. (2012). Drawing basics and Videogame Art: Classic to cutting-edge art techniques for winning videogame design. New York: Watson-Guptill Publications TAVINOR, G. (2009). The Art of Videogames. West Sussex: Wiley-Blackwell
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Office Hours
Office Hours
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Mobility
Mobility
No