Lecturer(s)
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Course content
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1) *Getting to know the course of the semester, assignment of the semester project. Survey of platforms for the project, establishing a realistic plan and options. Possibilities and limits of the use of artificial intelligence. 2) Consultation, presentation of projects 3) *Game history and prehistory: what are we starting from? 4) Consultation, presentation of projects 5) *Key components of game design, game genres Creation of a design document and its requirements, familiarization with the so-called production cycle. 6) Consultation, presentation of projects 7) *Prototyping, playtesting and iteration 8) Consultation, presentation of projects 9) *Narrative design I: worldbuilding 10) Consultation, presentation of projects 11) *Board games I - a window into the history and development of gaming over time 12) Consultation, presentation of projects 13) *Submission of the final version of the semester project
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Learning activities and teaching methods
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Project-based instruction, Instruction based on dialogue, Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Seminar classes, Individual study, Seminar
- Contact hours
- 130 hours per semester
- Presentation preparation (report) (1-10)
- 10 hours per semester
- Individual project (40)
- 40 hours per semester
- Graduate study programme term essay (40-50)
- 50 hours per semester
- Preparation for an examination (30-60)
- 55 hours per semester
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prerequisite |
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Knowledge |
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about project planning (sketches, scenarios, simple storyboards, animation works) content analysis of the subject and its structuring into the scenario gaming elements and the structure of interactive components and their chaining on technological procedures in the area of animated exercises about contemporary stylistic canons of interactive design about visual means of appropriate interactive design and creation |
Skills |
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plans to project a simpler interactive application or trick and visual effect suggests story building, a storyboard, or a game or interactive element structure realizes a short animation unit designed for web browsers, an e-book, or a game application 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 he is able to accept and assert in a way the evaluation and critical response |
Competences |
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N/A |
N/A |
N/A |
learning outcomes |
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Knowledge |
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about planning a simpler project of interactive application visual style content analysis and structure of the topic of work about a simple architecture of interactive and game elements about basic technological procedures in the field of animated exercises about contemporary stylistic canons of interactive design about visual resources suitable for interactive design and creation about visual means of appropriate interactive design and creation |
Skills |
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plans an interactive application project or a simple trick and visual effect suggests the construction of a plot or the structure of a game or interactive element implements a simple animation unit designed for web browsers, an e-book, or a gaming application 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 he is able to accept and assert in a way the evaluation and critical response |
Competences |
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N/A |
N/A |
teaching methods |
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Knowledge |
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Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills |
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Skills demonstration |
Students' portfolio |
Competences |
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Discussion |
assessment methods |
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Knowledge |
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Seminar work |
Continuous assessment |
Skills |
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Skills demonstration during practicum |
Project |
Practical exam |
Competences |
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Seminar work |
Recommended literature
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Chris Bateman. Game Writing, Narrative Skills for Videogames. Bloomsbury Academic. 2021.
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Christopher Vogler. Scénáristova cesta. NAMU. 2023.
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Jesse Schell. The Art of Game Design. Taylor & Francis Ltd. 2019.
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Pavel Dobrovský. 50 let videoher. Naked Dog & Xzone.
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Raph Koster. A Theory of Fun for Game Design. ? The State of Play: Creators and Critics on Video Game Culture. Seven Stories Press. 2015.
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Scott Rogers. Level up! The Guide to Great Video Game Design. ohn Wiley & Sons Inc. 2014.
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Tracy Fullertonová. Workshop herního designu. NAMU. 2021.
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