General information


Subject type: Basic

Coordinator: Juan José Pons López

Trimester: Second term

Credits: 6

Teaching staff: 

Francisco José Pinel Cabello

Academic year: 2025

Teaching course: 1

Languages ​​of instruction


  • Catalan

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

Competencies / Learning Outcomes


Specific skills
  • E8. Visually represent concepts and / or data for the ideation and creation of video games.

General competencies
  • 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.

Transversal competences
  • 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.

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 students or teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer the prejudices of 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 

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 TILED.
  • 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 tilemaps 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.
  • The use of generative AI tools to achieve technical and artistic results in design practices is not permitted.

Any of these 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. It consists of a test part, a content development part and an analysis part. 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.


The only activity that can be recovered is the content exam.


Regarding practices not presented o suspended, these DO NOT they may re-apply after the deadline or during the recovery period.

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.

Any form of academic fraud will be sanctioned in accordance with the center's assessment regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.

 

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.

Bibliography


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.