Course: Design of PC Games 1

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Course title Design of PC Games 1
Course code KAU/AUPH1
Organizational form of instruction Seminar
Level of course Bachelor
Year of study not specified
Semester Winter
Number of ECTS credits 3
Language of instruction Czech
Status of course Compulsory, Compulsory-optional
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Domlátil Vojtěch, Doc. MgA.
  • Guman Jakub, Bc.
Course content
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

Learning activities and teaching methods
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
prerequisite
Knowledge
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
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
N/A
learning outcomes
Knowledge
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
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
N/A
N/A
teaching methods
Knowledge
Multimedia supported teaching
One-to-One tutorial
Skills
Individual study
Students' portfolio
Competences
Discussion
assessment methods
Knowledge
Individual presentation at a seminar
Continuous assessment
Skills
Skills demonstration during practicum
Project
Seminar work
Competences
Seminar work
Recommended literature
  • Anderson, Stephen P. Seductive interaction design : creating playful, fun, and effective user experiences. Berkeley : New Riders, 2011. ISBN 978-0-321-72552-3.
  • Bartle, Richard. "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs".
  • Bogost, I. Persuasive Games. 2008.
  • Donovan, T. Replay: The History of Video Games. 2010.
  • Earle Castledine, Myes Eftos, Max Wheeler. Vytváříme mobilní web a aplikace pro chytré telefony a tablety. 2013.
  • Elizabeth Castro, Bruce Hyslop. HTML5 a CSS3. 2012.
  • Eyal, Nir. Hooked: how to build habit-forming products. New york, 2014. ISBN 978-1-59184-778-6.
  • Galloway, A. R. Gaming: Essays On Algorithmic Culture. 2006.
  • Huizinga, J. Homo ludens: o původu kultury ve hře. Dauphin, Praha, 2000.
  • Hunicke Robin. A Formal Approach to Game Design and Game Research. 2004.
  • Koster Raph. A Theory of Fun for Game Design.
  • Schell, Jesse. The art of game design : a book of lenses. 1st pub. Burlington : Morgan Kaufmann, 2008. ISBN 978-0-12-369496-6.
  • Švelch, J. Počítačové hry a jejich místo v mediálních studiích. FSV UK, Praha, 2007.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester