_ .. / ... / art(s) / game(s) / idea(s) / cycle(s) / _ / .

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.

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


process


As a rule, try to master the material, and do not let the material master you.

cognitive modes


tools


guest speakers


These experts will also take part in judging your portfolio.

products


As indicated between brackets, each of the products favors a particular mode of interaction.

portfolio -- design as a product


Note, that the portfolio itself must be regarded as a product (of design).

themes and variations


game design


assignments -- basic exercises


  1. text-only logo -- 3D text
  2. story plot -- with sketches
  3. visual workshop -- experiment with graphic features

templates


rules


At the risk of stating the obvious, please show respect to the guest-speakers. They are experts in their own field, although they may not be as computer-wise as some of you.

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

essay topics


Or, if you think of a better topic, try to get it approved by your supervisor.

peer review


You will also be asked for a self-assessment!

recommended literature

A. Eliëns (nov 2004)