Lecturer(s)
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Domlátil Vojtěch, Doc. MgA.
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Guman Jakub, Bc.
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Course content
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Assigning semestral works, setting requirements implementation process 7 double lessons: 1. history and development pc games, genres, typology homework: find 5 interesting games and present them 2. game design, process and methods homework: on the base new procedures try to change rules chosen game 3. workshops, common preparation for final work (brainstorming included), creating game concept homework: on the base of workshop create a design new game 4. narration in games - game as an medium telling the story homework: add narration see point 3 5. Appropriate technology procedures for concrete game homework: submit a game prototype using a chosen technology 6. funding, advertising, marketing homework: advertising strategy, funding possibilities 7. testing and releasing the game homework: list of tasks for completing the game
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Learning activities and teaching methods
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Lecture supplemented with a discussion, Collaborative instruction, Project-based instruction, Instruction based on dialogue, Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Individual study, Seminar
- Team project (50/number of students)
- 10 hours per semester
- Undergraduate study programme term essay (20-40)
- 30 hours per semester
- Contact hours
- 39 hours per semester
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prerequisite |
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Knowledge |
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to plan animation project (sketches, scenarios, storyboards, animation) conceptual analysis of the linear and nonlinear game environment on the chosen topic to recapitulate the technological procedures in the field of computer animation reflect historical and contemporary styling animation canons to select the appropriate visual means suitable for animated creation with regard to the realized project |
Skills |
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create a simple animation exercise project with understanding, discusses the subject and proposes linear and nonlinear construction of a story (scenario, storyboard) creatively uses cartoon, desktop or PC animation technology reflects his work in historical and contemporary contexts, reflects its work in the context of professional, technical and technological processes, with erudition, presents his work to the professional community is able to accept and use creatively the critical and critical response |
Competences |
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N/A |
learning outcomes |
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Knowledge |
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describes and explains the history and theory of the design and creation of interactive computer games, suggests the concept of game design and a short logical story, decides on the appropriate software tool to create it with respect to the balance of functionality, playability and aesthetic appeal, motivate and, in the discussion with the teacher, choose the best option with regard to the given topic, own style preferences, target group and other socio - cultural context |
Skills |
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applies logical and algorithmic thinking to the generated game environment, choose the appropriate gaming functionality with regard to the gameplay and other pre-requisites of the target group, takes full advantage of the software environment to apply its own animation style to the game environment, communicates professionally with other professions involved in development teams: programmer and graphic designer, realizes its own simple casual game, considers and suggests its presentation to the gaming community and the wider public through simple gaming marketing tools |
Competences |
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N/A |
N/A |
teaching methods |
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Knowledge |
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Multimedia supported teaching |
One-to-One tutorial |
Skills |
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Individual study |
Students' portfolio |
Competences |
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Discussion |
assessment methods |
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Knowledge |
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Individual presentation at a seminar |
Continuous assessment |
Skills |
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Skills demonstration during practicum |
Project |
Seminar work |
Competences |
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Seminar work |
Recommended literature
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Anderson, Stephen P. Seductive interaction design : creating playful, fun, and effective user experiences. Berkeley : New Riders, 2011. ISBN 978-0-321-72552-3.
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Bartle, Richard. "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs".
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Bogost, I. Persuasive Games. 2008.
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Donovan, T. Replay: The History of Video Games. 2010.
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Earle Castledine, Myes Eftos, Max Wheeler. Vytváříme mobilní web a aplikace pro chytré telefony a tablety. 2013.
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Elizabeth Castro, Bruce Hyslop. HTML5 a CSS3. 2012.
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Eyal, Nir. Hooked: how to build habit-forming products. New york, 2014. ISBN 978-1-59184-778-6.
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Galloway, A. R. Gaming: Essays On Algorithmic Culture. 2006.
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Huizinga, J. Homo ludens: o původu kultury ve hře. Dauphin, Praha, 2000.
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Hunicke Robin. A Formal Approach to Game Design and Game Research. 2004.
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Koster Raph. A Theory of Fun for Game Design.
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Schell, Jesse. The art of game design : a book of lenses. 1st pub. Burlington : Morgan Kaufmann, 2008. ISBN 978-0-12-369496-6.
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Švelch, J. Počítačové hry a jejich místo v mediálních studiích. FSV UK, Praha, 2007.
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