Status message

The course description for the semester you wanted is not published yet. Showing you instead the latest version available.

ADK2008 Concept art & motion design II

    • Course code
      ADK2008
    • Number of credits
      15
    • Teaching semester
      2026 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended: ADK2007 Concept art & motion design I, and the prerequisites of ADK2007 Concept art & motion design I

Course content
  • 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:

Knowledge

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
Skills

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
General competence

The student:

  • can present their work and communicate professional intentions clearly and professionally
Teaching and working methods

The course is structured as a combination of lectures, continuous submissions, laboratory exercises, self-study, and supervision.

Required coursework
  • 3-5 individual assignments
Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Written assignment
ECTS - A-F
Individual
  • All
50
Folder 1
Written assignment
ECTS - A-F
Individual
  • All
50
Folder 2
Form of assessment
  • 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.
Course name in Norwegian Nynorsk: 
Konseptkunst & motion design II
Course name in Norwegian Bokmål: 
Konseptkunst & motion design II
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Mediefag
Programme of study
Bachelor's Degree in Animation and Digital Art
Course level
Intermediate course, level II (200-LN)