ADK2008 Concept Art & Motion Design II

    • 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

Compulsory requirements that have been passed are valid for only 12 months. Students who wish to take exams after 12 months must pass the compulsory work requirements again in the next regular implementation of the course.

Form of assessment
  • Individual portfolio 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.
Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Written assignment
ECTS - A-F
Individual
50
Folder 1
Written assignment
ECTS - A-F
Individual
50
Folder 2
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School