Lecturer(s)
|
|
Course content
|
1) *Game psychology 2) Consultation, presentation of projects 3) *Design of game mechanics and possibilities or pitfalls of their implementation. 4) Consultation, presentation of projects 5) *Monetization, financing, promotion and marketing Creation of a design document and its requirements, familiarization with the so-called production cycle. 6) Consultation, presentation of projects 7) *Board games II - differences in board game design, practical tip for crowdfunding and production 8) Consultation, presentation of projects 9) *Narrative Design II - Characters 10) Consultation, presentation of projects 11) *Narrative design III - structure and methods of narration 12) Consultation, presentation of projects 13) *Submission of the final version of the semester project - Presentation to the extent set by the teacher, defense
|
Learning activities and teaching methods
|
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
|
prerequisite |
---|
Knowledge |
---|
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 |
---|
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 |
---|
N/A |
N/A |
N/A |
learning outcomes |
---|
Knowledge |
---|
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 |
---|
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 |
---|
N/A |
N/A |
teaching methods |
---|
Knowledge |
---|
Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills |
---|
Skills demonstration |
Students' portfolio |
Competences |
---|
Discussion |
assessment methods |
---|
Knowledge |
---|
Seminar work |
Continuous assessment |
Skills |
---|
Skills demonstration during practicum |
Project |
Practical exam |
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.
-
Austin Shaw. Design for Motion. ISBN 9781138812093.
-
Bendazzi, Giannalberto. Animation : a world history. Volume 1, Foundations - the Golden age. 2016. ISBN 978-1-138-85452-9.
-
Harryhausen, Ray, Dalton, Tony. Century of Stop-Motion Animation: From Melies to Aardman. Watson-Guptill, 2008. ISBN 0823099806.
-
Chris Bateman. Game Writing, Narrative Skills for Videogames. Bloomsbury Academic. 2021.
-
Christopher Vogler. Scénáristova cesta. NAMU. 2023.
-
Jesse Schell. The Art of Game Design. Taylor & Francis Ltd. 2019.
-
Pavel Dobrovský. 50 let videoher. Naked Dog & Xzone.
-
Raph Koster. A Theory of Fun for Game Design. ? The State of Play: Creators and Critics on Video Game Culture. Seven Stories Press. 2015.
-
Scott Rogers. Level up! The Guide to Great Video Game Design. ohn Wiley & Sons Inc. 2014.
-
Tracy Fullertonová. Workshop herního designu. NAMU. 2021.
-
Wiedemann, Julius. Animation Now!. Hong Kong : Taschen, 2007. ISBN 978-3-8228-3789-4.
|