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The classes will be taught in Catalan and Castile, with English documentation.
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.
In Introduction to artistic expression, a subject in the subject of Artistic Creation, students they will learn to use drawing as a method of expression and communication. From sketching a character to designing a freehand perspective scenario or defining a storyboard that tells a cinematic of the game. The course consists of lectures, video capsules and presentations, and case studies.
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 Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.
At the end of the course the student is able to:
The subject uses the following work methodologies:
This subject is developed through lectures, presentations, video capsules and case studies
Topic 1. Creation and representation: the landscape, the environment and the design of scenarios.
1.1. Natural landscape drawing.
1.2. The perspective.
1.3. Define the aesthetic rules of a world and its objects.
1.4. Quick color sketching techniques.
Topic 2. Communication and expression: from the sketch to the creation of characters.
2.1. Freehand drawing: the importance of sketching and quick notes.
2.2. The morphology of the human figure
2.3. Space and volume. Graphic composition.
2.4. Notes and representation of actions and movement.
Subject 3. Sequences and action: the storyboard and the figurative narration.
3.1. Analysis of great authors of the storyboard.
3.2. Blocking and kinematic sequences.
3.3. Camera shots.
3.4. Character and stage drawing as a whole.
With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):
A1: Individual exercise: Creating a world: sketches, illustration (Evidence of learning outcomes E8.1, E8.2)
The student will face the creation of a new world and the pictorial representation of the characteristic elements that form it. In this way he will understand the rapid representation of scenarios, landscape sketches and basic rules of freehand perspective as he learns to look for iconographic and aesthetic references to create a coherent world.
A2: Individual exercise: Creation of a main character: sketches and action poses (Evidence of learning outcomes E8.1 and E8.2)
Sketching first and after conducting a study of the silhouette, shape and posture the student will have to design a main character who could star in a video game. The final drawing should be representative enough for a 3D artist to understand it and create a three-dimensional model from it. Individual activity.
A3: Group work: Storyboard of a cinematic sequence (Evidence of learning outcomes E8.1, E8.2 and 8.3)
Design a cinematic sequence of about 40 seconds and prepare the necessary storyboards for the art and animation team. Use an industry standardized format.
A4. Final exam (Evidence of all learning outcomes)
There is a single final exam where the knowledge acquired during the course is evaluated. The test consists of a practical drawing exercise that will test creativity, expressive and communicative ability, and the ability to solve a creative process in a given time.
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.
A1. Exercise: Creating a world: sketches, illustration 10%
A2. Exercise: Creation of a main character: sketches and poses for action 10%
A3. Work in group: Storyboard of a cinematic sequence 30%
A4. Final Exam: 50%
Final grade: A1 0,1 + A2 0,1 + A3 0,3 + A4 0,5
- It is necessary to obtain a mark superior to 5 in the final exam 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. .
- It is necessary to obtain a mark superior to 5 in the final exam of recovery to pass the asignatura.
- The mark of the resit exam will be applied only to the mark of the A4 activity.
Halligan, F. (2015). The art of movie storyboards: Visualizing the action of the world's greatest films. Lewes: Ilex Gift.
Loomis, A. (2012). Creative illustration. London: Titan Books.
Rinzler, JW (2014). Star Wars storyboards. Harry N. Abrams.
Hogarth, B. (1996), Dynamic figure drawing, Watson Guptil Publications
Gurney, J. (2009). Color and Light - A Guide for the realist painter. Andrews McMeel Publishing.