
visual design -- guidelines
The goal of the course visual design is to get you familiar with various aspects of design, as detailed in the original proposal. You may well understand that the Faculty of Exact Sciences is not the natural habitat of such a course, and these guidelines and regulations are provided, not only to give you an idea of what the course will offer but also to counter-act against the potential risks involved.
perspective(s)
In general the course aims at establishing aesthetic awareness, by providing suitable exercises and assignments. In addition, you are supposed to become familiar with the craft of design, which necessarily involves the use of tools and techniques.
track(s) -- perspective:
track(s) -- perspective
- styling -- concept and presentation
- digital content -- material, animation
- tech track -- special effects
process:
process
- spectrum -- sketch ... finalize
- ignore/exploit -- the rethorics of the material
cognitive modes
cognitive modes
- reflect -- sketch
- experience -- finalize
tools:
tools
- sketch -- paper & pencil, text editor, simple drawing program
- finalize -- photoshop, maya, rendering engine, etcetera
guest speakers:
guest speakers
- visual design -- styling, design, aesthetics, management
deliverable(s)
products:
products
- web site -- e.g. conference, campaign (browse)
- 2D/3D animation -- promotion/ad (temporal sequence)
- virtual space -- game/infotainment (navigate)
- ebook -- story (sequential experience)
portfolio -- design as a product:
portfolio -- design as a product
- concept(s)
- sketches & explorations
- finalized products
- evaluation & reflection
themes and variations:
themes and variations
- design a house style for ...
- non-linear visual storytelling
- game design -- style, content and effects
game design:
game design
- style -- develop concept, plot and visual assets for a game of choice
- content -- develop environments, models and animations for a game of choice
- effects -- develop models, textures and special effects (shaders) for a game of choice
exercise(s)
assignments -- basic exercises
assignments -- basic exercises
- text-only logo -- 3D text
- story plot -- with sketches
- visual workshop -- experiment with graphic features
templates:
templates
- portfolio page -- content & layout
- visual labs -- text, images, movies
- tech lab -- shaders, models, ...
regulation(s)
rules:
rules
- be present -- 2 omissions max.
- be in time -- hard deadlines
- be online -- have your portfolio available
- be creative -- don't steal without a reason/mentioning
- be smart -- there is no 2nd chance
remarks:
remarks
- if you cannot make it, fake it
- you may (have to) reverse engineer your design
- deliver -- silence is lethal
- be authentic -- but only if possible
final remarks:
final remarks
... postmodern design is of a highly reflective nature ... appropriating design of the past ... in other words, sampling is allowed but no plagianarism
reflection(s)
essay topics:
essay topics
- 2D vs 3D aesthetics
- animation -- stills, sequences and stories
- elements of style -- diversity and confluence
peer review:
peer review
- creativity, productivity, quality
recommended literature
- David Dabner, Design and Layout: Understanding and Using Graphics, Quarto Publishing Inc.
- Simon Danaher, Digital 3D Design, Thomson 2004
- David Santiago Creating 3D Effects for Film, TV and Games, Thomson 2005
A. Eliëns (nov 2004)

(C) A. Eliëns 21/5/2007
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