General information


Subject type: Basic

Coordinator: Ana Beatriz Pérez Zapata

Trimester: Second term

Credits: 6

Teaching staff: 

Eduard Anglada Ruiz

Academic year: 2024

Teaching course: 2

Languages ​​of instruction


  • Catalan

Classes will be held in Catalan, with possible documentation in Spanish and English.

Competencies / Learning Outcomes


Basic skills
  • B3_Students have the ability to gather and interpret relevant data (usually within their area of ​​study), to make judgments that include reflection on relevant social, scientific or ethical issues

     

  • B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences

     

  • B5_That students have developed those learning skills necessary to undertake further studies with a high degree of autonomy

     

Specific skills
  • V8. Visually represent concepts and / or data for the ideation and creation of video games.

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

     

Presentation of the subject


Graphic design is a creative field that connects, from artistic and visual expression, to a wide range of disciplines and project formats. In its classic conception, it is a discipline linked to communication, brand creation and the configuration of messages through graphic expression. In a current context we can also understand graphic design as a tool to create visual narratives and complex and transformative discourses, with the potential to make an impact on political, social and cultural reality.

From the profile of (video)games, graphic design is configured as a tool of expression with a wide range of application in different lines, such as game design and visual art, branding motion graphics and the visual communication between game and player through the design of graphic user interfaces, in addition to its relevance as a tool for the development and ideation of any visual proposal in its conceptualization phases.

The course covers key theoretical concepts around design, the basics of graphic communication, composition and the use of visual resources such as typography or colour. It also covers a tour and deepening of the standard market design tools in graphic composition, digital illustration and editorial design (Adobe Photoshop, Adobe Illustrator and Adobe Indesign).

In summary, a journey through the fundamentals of graphic design, communication and the applications and formats specific to digital and audiovisual design is carried out, providing the student with the basic tools and skills (theoretical and practical) to develop projects of visual communication and graphic representation within the (video) games market.

 

Information regarding the classroom:

The classroom (physical or virtual) is a safe space, free of sexist, racist, homophobic, transphobic and discriminatory attitudes, either towards the students or towards the
faculty We trust that together we can create a safe space where we can make mistakes and learn without having to suffer prejudice from others.

Contents


1. BASIC PRINCIPLES OF GRAPHIC DESIGN

Dedication: 46h. Large group/theory: 12h; Small group/laboratory: 8h;
Directed activities: 4h; Independent learning: 22pm

Description.

This content works on:

  • 1.1. Introduction to graphic design.
  • 1.2. Brief historical tour.
  • 1.3. Composition
  • 1.4. Theory of form, color and texture.
  • 1.5. Typography.

Activities linked to theoretical explanation classes with practical examples to analyse.
…………………………………………………………………………………………………………………………………… …………

2. DESIGN AND CREATIVITY

Dedication: 7h. Large group/theory: 2h; Small group/laboratory: 1h;
Directed activities: 1h; Independent learning: 3pm

Description.

This content works on:

  • 2.1. Introduction to creativity.
  • 2.2. Project definition: "briefing".
  • 2.3. Graphic elaboration of ideas.
  • 2.4. Creative techniques and methods.

Activities linked to theoretical explanation classes with practical examples to analyse.
…………………………………………………………………………………………………………………………………… …………

3. DESIGN OF GRAPHIC INTERFACES (UI)

Dedication: 7h. Large group/theory: 2h; Small group/laboratory: 1h;
Directed activities: 1h; Independent learning: 3pm

Description.

This content works on:

  • 3.1. UI definition.
  • 3.2. Types of graphical user interface.
  • 3.3. The concept of diegesis.

Activities linked to theoretical explanation classes with practical examples to analyse.
…………………………………………………………………………………………………………………………………… …………

4. DIGITAL ILLUSTRATION

Dedication: 30h. Large group/theory: 8h; Small group/laboratory: 4h;
Directed activities: 2h; Independent learning: 16pm.

Description.

This content works on:

  • 4.1. Digital illustration techniques and typologies
  • 4.2. Vector VS Bitmap.
  • 4.3. Plotting tools.
  • 4.4. Color and Typography in Illustrator.
  • 4.5. Work and export formats.

Activities linked to theoretical explanation classes with practical examples to analyse.
…………………………………………………………………………………………………………………………………… …………

5. DIGITAL PHOTOCOMPOSITION

Dedication: 30h. Large group/theory: 8h; Small group/laboratory: 4h;
Directed activities: 2h; Independent learning: 16pm.

Description.

This content works on:

  • 5.1. Introduction to digital photo-composition.
  • 5.2. Transformation tools in Photoshop.
  • 5.3. Selections and masks.
  • 5.4. Layout and composition in Photoshop.


Activities linked to theoretical explanation classes with practical examples to analyse.
…………………………………………………………………………………………………………………………………… …………
 

6. TILES I TILEMAPS WITH PHOTOSHOP AND UNITY

Dedication: 30h. Large group/theory: 8h; Small group/laboratory: 4h;
Directed activities: 2h; Independent learning: 16pm.

Description.

This content works on:

  • 6.1. Definition of tileset i tilemap.
  • 6.2. Creation of grids, patterns and pixel art in Photoshop.
  • 6.3. Hierarchy and preparation of the tileset.
  • 6.4. Import of tilesets in Unity.
  • 6.5. Creation of tilemaps: layer hierarchy i palette tile.
  • 6.6. Animation of useful.

Activities linked to theoretical explanation classes with practical examples to analyse.

 

Activities and evaluation system


The subject is assessed based oncontinuous assessment of them learning practices, L 'assistance and involvement in laboratory sessions and development of a content exam at the end of the course.

The practices of the subject involve a continuous assessment that corresponds to a total of 70% of the final grade. The remaining 30% corresponds to the theory and analysis exam. Practices are divided according to the following criteria:

  • Practice 1: Ideation, branding and logo design for a game (individual work) (15% of the final mark).
  • Practice 2: Creation of iconography and design of graphical user interfaces (UI) (individual work) (25% of the final mark).
  • Practice 3: Design of tileset i tilemap for a 2D video game (work in pairs) (30% of the final mark).

Each evaluation practice will have a general briefing with an explanation of the objectives, work methodology and delivery schedule.

Rules for carrying out practical activities.

At each activity, you will be informed of the regulations to be followed, and of the particular conditions that govern them. Completing the internship is mandatory. Punctuality and rigor in the delivery of the different activities will be assessed as follows:

  • Formats other than those required will not be accepted.
  • Late work will not be accepted.
  • Assignments not submitted through the subject campus will not be accepted.

Any of these three incidents will automatically affect the qualification NOT SUBMITTED, (that is, accounting 0 with respect to the final qualification of the sum of the different activities). If any of the practice or follow-up activities are not carried out, it will be considered NOT PRESENTED.


Given the content of the subject, creativity will be assessed based on an understanding of the theoretical and practical aspects specified in the work methodology, the correct organization of information, preparatory sketches, the search for innovative solutions, cleanliness and the graphic clarity in the result of the activities.


Exam description.


The exam corresponds to a test of theoretical and analytical knowledge in relation to the topics covered in the subject. The percentage of the final grade corresponding to the examination of contents is of 30%. The development of the exam must be carried out during the time proposed during the week established for this purpose by the academic secretariat of the Tecnocampus.


This information applies to the exam in its first call and recovery version.


It is necessary to obtain one minimum rating of 5 in the content exam to be able to make a weighted average with the rest of the course's activities. a note less than 5 will entail the need to take the exam again to the call for recovery.


Evaluation activity in recovery period.


For cases that suspend the continuous evaluation of the practicals and/or the examination of contents, it will be necessary to recover the subject in the second call, with the consequent delivery of the suspended or not presented practicals and/or the repetition of the exam


Regarding practices NOT PRESENTED on the dates proposed during the continuous assessment, they will have to appear in the recovery call. As in penalty for being outside the term of the ordinary evaluation, deliveries in recovery period will be assessed about 70% of the total value. The practices presented during the ordinary assessment, but suspended with a grade below 4, will also have to be re-delivered under this penalty. Practices suspended between 4 and 4,9 must be retaken in the make-up call, without penalty on the maximum grade, correcting the issues agreed with the teacher.

The rating of NOT SUBMITTED in the ordinary call due to lack of activities and examination, entails the impossibility of appearing for the second call.

Assistance and involvement
Attendance at practical laboratory sessions is mandatory, following the criteria and regulations of the center. Attendance lower than the minimum imposed in the regulations will result in the loss of the right to evaluate the subject.

Information regarding plagiarism
Identification of plagiarism is considered a serious circumstance that may result in a failing grade for an activity. In case of detection of plagiarism, the coordination of the degree will be informed so that the corresponding disciplinary measures can be taken.

REFERENCES


Basic

BEIRUT, Michael. (2001). Fundamentals of Graphic Design. infinite

LUPTON, Ellen and COLE PHILLIPS, Jennifer. (2016). Graphic design: New fundamentals. Gustavo Gili.

Satué, E. (2012). Graphic design: From the Origins to the Present Day. Madrid: Alianza Editorial

Complementary

BAINES, Phil and HASLAM, Andrew. (2002). typography Function, Form and Design. Gustavo Gili.

BRARDA, Maria (2016). Motion Graphics Design: the creative direction of TV branding. Gustavo Gili.

DONDIS, Donis A. (2011). The syntax of the image: Introduction to the visual alphabet. Gustavo Gili.

FRUTIGER, Adrian. (2007). The book of typography. Gustavo Gili.

LUPTON, Ellen. (2011). Think with types. A key guide for students, designers, editors and sculptors. Gustavo Gili.

MAEDA, John. (2006). The laws of simplicity. Gedisa Editorial.

MUNARI, Bruno (1987). Design and Visual Communication. Gustavo Gili.

WONG, Wucius (2008). Principles of design in ccolor. Gustavo Gili.

WONG, Wucius. (2012). Fundamentals of design. Gustavo Gili.