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E8. Visually represent concepts and / or data for the ideation and creation of video games.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
The subject of Graphic Design is part of the subject of Artistic Creation, and offers students an approach to the theory and practice of traditional graphic design, as well as current laws of usability and UX. In this way, the student will be able to propose solutions to problems related to the creation of interactive products and video games. From master classes, presentations and laboratory practices, the student will acquire knowledge of design fundamentals, history of graphic design, user interface design and specific software for designers.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.
The learning outcomes that the student must achieve are:
E8.1. To devise the graphic aspect of a video game, according to the types of user, the type of game and the cultural and historical context of the same.
E8.2 Represent graphically the elements of a video game: scenes, characters, levels, etc.
E8.3. Visually represent information and data using infographics and other cutting-edge techniques.
The course combines master classes, presentations, video capsules, case studies, problem solving and laboratory practices.
1.1.Semiotics
1.2.Theory of perception.
1.3.Color theory
1.4.Typography
1.5.Iconography
1.6.Concepts of composition: weight, balance, symmetry, scale.
1.7.Theory and practice of the layout and treatment of the text.
2. Brand creation. Branding.
2.1. Briefing
2.2. Naming
2.3. Image formats and industry standards. Logos
3. History of graphic design
4. User Experience and User Interface
4.1. What is UX?
4.2. Information Architecture
4.3 User Interface in video games. Typologies.
5. Creation of environments and characters.
6. Computer tools for creating and editing images.
6.1. Adobe Photoshop
6.2. Adobe Illustrator
In order to gather evidence of the achievement of the expected learning outcomes, the following activities will be carried out:
A1. Group work: Explanatory infographic of the narrative of a game. (Evidence of learning outcome E8.2, E8.3)
The student must synthesize complex information, transform it into icons, perform a visual narrative exercise and practice the division of space using grids and layout. In addition, you will need to use specific graphics creation software: Adobe Illustrator.
A2. Partial Exam: UX / UI (Evidence of Learning Outcome E8.1)
The student will have to propose the UI of a collective creation game, and define the brand and graphic style of the main menu. However, you will need to apply the principles of usability. In addition, you will need to use specific graphics creation software: Adobe Illustrator and Adobe Photoshop
A3. Laboratory Practices. (Evidence of learning outcomes E8.1, E8.2, E8.3)
Students will carry out a compendium with which they assess the knowledge acquired during the course (creativity, expressive and communicative ability, and the ability to solve a creative process in a given time). The practice is based on the creation and realization of character and environments for a video game.
General criteria of the activities:
- The teacher will present a statement for each activity and the evaluation and / or rubric criteria.
- The teacher will inform of the dates and format of the delivery of the activity.
The grade of each student will be calculated following the following percentages:
A1. Group work: Infographic explaining the narrative of a game: 30%
A2. Partial exam: UX / UI: 35%
A3. Laboratory practices: 35%
Final grade: A1 0,30 + A2 0,35 + A3 0,35
Considerations:
- It is necessary to obtain a final note equal or upper to 5 to pass the asignatura.
- An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
- It is the responsibility of the student to avoid plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .
Recovery:
- If NF is less than 5, the subject will be suspended and to recover it, the student will have to present the suspended activities with the pertinent modifications.
The final grade is calculated with the following formula:
Final rating revaluation (NFR) [revaluation] = 0.30 · [A1] + 0.35 · [A2] + 0.35 · [A3]
Dondis, DA (1976). The syntax of the image: Introduction to the visual alphabet (JG Beramendi, Trans.). Barcelona: Gustavo Gili.
Satué, E. (2012). Graphic design: From the Origins to the Present Day. Madrid: Alianza Editorial
Maeda, J. (2006). The laws of simplicity. Barcelona: Gedisa Editorial.