ADK2008 Concept art & motion design II
- Course codeADK2008
- Number of credits15
- Teaching semester2026 Spring
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended: ADK2007 Concept art & motion design I, and the prerequisites of ADK2007 Concept art & motion design I
- Bitmap graphics
- Vector graphics
- UI (user interface) & UX (user experience) design
- Visual understanding and storytelling
- Typography
- Compositing, layers, and graphic masking
- Implementation of 2D & 3D elements in 3D space
- Visualization in a game engine
Learning Outcome
Upon completing the course, the student will have achieved the following learning outcomes:
The student:
- has extensive knowledge of methods for planning time-based media with related mood boards and storyboards
- has extensive knowledge of the aesthetic and practical use of colors
- has general knowledge of typography
- has knowledge of the fundamental relationship between form and content
- has, from the perspective of the field, knowledge of artistic and design-related practices, intentions, works, styles, genres, movements, and institutions
- has extensive knowledge of the principles related to UI (user interface) & UX (user experience) design
- has extensive knowledge of the principles of cinematic storytelling
- has knowledge of cinematic techniques and editing techniques
The student:
- can master the basic principles of image composition and cinematic storytelling
- can visually translate and interpret experiences through various design and drawing techniques, emotionally and aesthetically
- can express themselves visually as a common basis for communication, in dialogue with others
- can create visual representations that convey precise observations, informal signs, and playful imaginative works
- can use UI & UX design principles to set up logical and efficient interactive systems
- can use visual language to create specific expressions and moods in time-based and interactive media
- can demonstrate critical thinking and problem-solving in development processes aimed at film and games
- can set up simple interactivity in a game engine
- has developed their own stylistic visual perspective
- can demonstrate skills in directing in connection with the production of graphics for time-based media
- can use and work across multiple software in the production of digital artistic works
The student:
- can present their work and communicate professional intentions clearly and professionally
The course is structured as a combination of lectures, continuous submissions, laboratory exercises, self-study, and supervision.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Written assignment | ECTS - A-F | Individual |
| 50 | Folder 1 | |
Written assignment | ECTS - A-F | Individual |
| 50 | Folder 2 |
- 2 individual folder assignments, each counting for 50% of the final grade. At least one of the folders must be completed for the Game School Expo.
Reading list
No reading list available for this course