Abstract

The article presents the results of a pedagogical experiment related to identifying the possibilities of making changes to the work program "Illustration". The purpose of the innovations is to develop spatial thinking in the process of developing an author's comic book for students studying under the educational program "Graphic Design". It is proposed to change the content and structure of training sessions in the discipline in accordance with modern market reality. Current requests in the professional design and advertising environment reflect the real picture of increasing the importance of knowledge, skills and abilities not only in the field of book graphics, but also in the field of illustration in the development of modern graphic design products. 2D graphics programs explore options for creating three-dimensional and four-dimensional environments using traditional artistic and digital graphic tools. New methods of teaching future graphic designers to create space in a comic book in conditions of increasing the role of digital illustration are considered. The connection of the construction of the visual hierarchy of the components of the environment with current technologies is revealed.

Full Text
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