top of page
Introduction
Why choose this course?
Key features
 Engage with learning and teaching through hands-on practical activity, supported by our expert academic team and vibrant studio culture.
 Benefit from special guest lectures to enhance your understanding of the industry and learn directly from film and game industry professionals.
 Produce your own portfolio to enhance your employability, by taking final-year modules in Personal Project and Professional Practice.
 Gain a valuable international experience as part of your studies with our DMU Global programme. Students from related courses have been inspired by urban architecture in New York and explored the cultural context of art in Berlin.
 Get one-to-one support to develop your drawing skills and meet like-minded creatives at the Leicester Media School Drawing Centre.
 Benefit from Education 2030, where a simplified ‘block learning’ timetable means you will study one subject at a time and have more time to engage with your learning, receive faster feedback and enjoy a better study-life balance.
Overview
Our course encompasses two distinct practical themes - concept art and comic art, both of which focus on fundamental, traditional art skills and contemporary digital techniques.
In concept art you will be helped to master a range of industry-focused tools and techniques for developing pre-production, production and post-production art for the film and video game industries. In comic art you will develop a practical understanding of idea generation, visual storytelling and visual communication.
These two themes mean you will access a wide range of creative possibilities and opportunities. They are underpinned by contextual studies to inform and enhance your practice through an exploration of the historical, cultural and social contexts of the wider world of print and web-based comic arts, graphic novels and visual communication.
The course features regular guest lectures and workshops, giving you an opportunity to experience first-hand what it takes to design successful content. Our studio culture encourages peer collaboration and networking with industry professionals to support you as you create your portfolio.
You will be able to develop skills in your own special interests and graduate as a skilled comic and concept artist, ready to work in a range of roles across the creative industries.
Modules
Year 1
Block 1: Visualisation 
Introduces a series of fundamental skills and ideas: requirements and practices required in Art and Design fundamental skills and the tools, techniques and processes used in the visualisation of comics and concept art. Students will develop personal practice whilst working in a studio environment and learn contextual studies; an exploration of the historical, cultural and social contexts of, print and web-based comics, graphic novels, concept arts and concept art.   
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 2: Design Thinking 
This module introduces you to the practice of ‘design thinking’; the intellectual activity that precedes and underpins the design process.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 3: Making Comics 
An introduction to comics creation workflow and skills such as storytelling and preparing work to specified requirements. It will allow students to develop generating ideas, and continue to improve drawing skills whilst covering the basics of Clip Studio Paint EX and Adobe InDesign.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Concept Art 
Building on ‘Visualisation’ and ‘Design Thinking’, this module introduces you to the workflow of concept art. Covering areas, topics and themes such as: working to real world industry specifications, history and overview of comics and concept art, exploring industry workflow and design process and research, planning and writing for academic purposes.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Year 2
Block 1: Visual Narrative 
This module covers key concepts and ideas of Visual Narrative, explored among both concept and comic art. The module will cover areas, topics and themes such as: use of visual tools to build the narrative, the mechanics of sequential art, introduction to critical theory and critical thinking.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 2: World Building 
This module builds upon previous modules by introducing the practice of ‘World Building’; the act of establishing the environment and background into which narrative and Inhabitants will fit.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours
• Tutorial: 30 hours
• Studio/lab: 60 hours
• Self-directed study: 130 hours
• Assessment: 62 hours
Block 3: Professional Practice Comics 
Building on Making Comics and Visual Narrative modules, this will utilise the knowledge and skills acquired during these modules and apply them in the context of a professional brief. Topics covered include: creating work for an industry standard brief, developing further their design, skills, developing further their knowledge of software and professional conduct.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 4: Character Building 
Introducing the practice of ‘character building’; the act of establishing characters and other entities to furnish your worlds with life. Topics and themes covered include: character building fundamentals, use of idea generation, and iterative creative processes in response to set briefs and the use of research to inspire and enrich your ideas.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Year 3
Block 1: Professional Practice 
The aim of this module is to gain experience of working with external industry briefs, to explore employability (including freelancing) and to conduct the initial planning and research for the dissertation.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 2: Dissertation 
The dissertation will demonstrate knowledge and understanding of your chosen specialism (comics or concept art) and to gain further experience of professional practice through working with industry briefs.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 3: Personal Project: Planning and Pre-Production 
This module covers the initial planning and pre-production work that will support the production and completion of the personal project.  The specifics of this process will be dependent on the chosen specialism chosen.    
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Block 4: Personal Project: Production and Post-Production 
The aim of this module is to carry out the production of the personal project that has evolved from the planning and pre-production phase.  This is aligned to industry practice, and serves to firstly underpin contemporary industry practice and secondly to enable students to complete a major sustained piece of work to support future aspirations.  
This block module runs over seven weeks of teaching time with the following delivery pattern:  
• Lecture: 18 hours 
• Tutorial: 30 hours 
• Studio/lab: 60 hours 
• Self-directed study: 130 hours 
• Assessment: 62 hours 
Entry Criteria
ENTRY REQUIRED DOCUMENTS
Home Office Share Code
For EU students only.
IF no Qualification
Please provide CV with at least 2 years of work experience, and employee reference letter.
Entry criteria
 120 UCAS points from at least two A-levels with Art and Design at grade B or above, or
 Art and Design BTEC National Diploma/ Extended Diploma at DDM
Plus, five GCSEs at grade 4 or above, including English and Mathematics or equivalent.
Alternative qualifications include:
 Pass in the QAA accredited Access to HE Art and Design course with at least 15 level-3 credits in Art and Design at Distinction. English GCSE required as a separate qualification
 Art and Design Foundation Diploma: Pass
We will normally require students to have had a break from full-time education before undertaking the Access course or
 International Baccalaureate: 30+ points including Art and Design at higher level grade 6
 T Levels Merit
Portfolio Required: You will also need a good portfolio according to the course guidelines as part of your application. Portfolio guidance for Concept and Comic Arts.
Interview Required: No
Contextual offer
To make sure you get fair and equal access to higher education, when looking at your application, we consider more than just your grades. So if you are eligible, you may receive a contextual offer. Find our more about contextual offers.
We welcome applications from mature students with non-standard qualifications and recognise all other equivalent and international qualifications
English language
If English is not your first language then an IELTS score of 6.0 overall with a minimum of 5.5 in each component (or equivalent) is essential.
English Language tuition, delivered by our British Council accredited Centre for English Language Learning, is available both before and throughout the course if you need it.
Assessment
ASSESSMENT METHODS
1. INTERNAL ENGLISH TEST if you don't have an English accredited certificate
2. Academic Interview
Career Opportunities
Graduate Careers
We expect graduates of this course to work as 3D artists, visualisation and VR artists, environment artists, character artists, concept artists, technical artists, team leads, studio managers, producers and directors.
DMU Global
Our innovative international experience programme DMU Global aims to enrich studies, broaden cultural horizons and develop key skills valued by employers.
Through DMU Global, we offer an exciting mix of overseas, on-campus and online international experiences, including the opportunity to study or work abroad for up to a year.
Placements
Work-based placements are one of the best ways to boost your skills and experience, and can often lead to your first graduate role.
They are the perfect means of discovering how your studies relate to the real world, and provide an opportunity to improve your confidence and make contacts to help you get ahead in the job market.
DMU’s dedicated Placements Teams can help you by providing access to hundreds of opportunities, giving one-to-one CV advice and interview preparation, and offering training sessions and support from a dedicated tutor.
bottom of page