ADK2007 Concept art & motion design I
- Course codeADK2007
- Number of credits15
- Teaching semester2025 Autumn
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended: 2TEG102A Drawing, 2PREV101A Development and previsualisation, ADK1001 3D-art & generalisation I, and ADK1003 Game design
- Concept art field
- Idea development
- Design principles
- Aesthetic and formal aesthetics in relation to visual art and design
- What images will convey - visual expression and context
- Digital art expressions, intentions, and presentation
- Use of different software for design
- Motion and UX design theory
- Portfolio development
Learning Outcome
Upon completing the course, the student will have achieved the following learning outcomes:
The student:
- has knowledge of concept art for use in games, animation, advertising, as illustration, and information design
- has knowledge to develop and carry out design projects by combining relevant digital tools, techniques, methods, and forms of expression in relation to concept art
- has knowledge of formal-aesthetic means in relation to the development of digital visual expressions and design
- has knowledge of idea and concept development
- has knowledge of creative design processes
- has knowledge of applied color theory and various perspectives within color theory
- has knowledge of the principles of cinematic storytelling
- has knowledge of motion and user interface design and stylistic genres in both areas
- has knowledge and understanding of the relationship between form and content, various means, and ideas in visual moving and static representations
- has knowledge of different file formats and related content and compression standards
The student:
- can carry out creative processes in the concept art field that demonstrate the ability to experiment, develop, and present ideas
- can use formal aesthetics consciously in relation to the development of digital visual expressions and design
- can visualize space and perspective in the picture plane
- can apply color theory in practice and apply various perspectives on color theory
- can visualize and develop various forms of figurations, with simplifications and abstractions
- can develop characters and represent them from different angles in "turn-arounds" and present them in different contexts
- can create digital visual expressions and representations of informative, narrative, subjective, or schematic nature
- can use drawing and motion design to use space-creating means to visualize space and perspective in the picture plane
The student:
- can work purposefully, creatively, and independently in creative design processes
- has knowledge of idea-based concept development
- has practice in problem-solving in relation to artistic creative processes
- has an understanding of formal aesthetics
- has knowledge of art, motion design, and UX design theory
- can design and carry out balanced animated compositions
- can plan, design, and set up aesthetic and functional UX design
- can develop a visual identity in relation to branding
The course is designed as a combination of lectures, practical creative exercises, weekly submissions, self-study, group reviews, 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 assignments, each counting for 50% of the final grade. At least one folder must be completed for the Game School Expo.
Reading list
No reading list available for this course