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Course info
KAU / AUPH2
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Course description
Department/Unit / Abbreviation
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KAU
/
AUPH2
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Academic Year
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2023/2024
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Academic Year
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2023/2024
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Title
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Design PC Games 2
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Form of course completion
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Pre-Exam Credit
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Form of course completion
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Pre-Exam Credit
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Long Title
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Design of PC Games 2
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Accredited / Credits
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Yes,
3
Cred.
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Type of completion
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-
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Type of completion
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-
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Time requirements
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Seminar
3
[Hours/Week]
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Course credit prior to examination
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No
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Course credit prior to examination
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No
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Automatic acceptance of credit before examination
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Yes in the case of a previous evaluation 4 nebo nic.
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Included in study average
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NO
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Language of instruction
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Czech
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Occ/max
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|
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Automatic acceptance of credit before examination
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Yes in the case of a previous evaluation 4 nebo nic.
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Summer semester
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23 / -
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0 / 6
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0 / 0
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Included in study average
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NO
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Winter semester
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0 / -
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0 / -
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0 / -
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Repeated registration
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NO
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Repeated registration
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NO
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Timetable
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Yes
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Semester taught
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Summer semester
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Semester taught
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Summer semester
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Minimum (B + C) students
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10
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Optional course |
Yes
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Optional course
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Yes
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Language of instruction
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Czech
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Internship duration
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0
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No. of hours of on-premise lessons |
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Evaluation scale |
S|N |
Periodicity |
každý rok
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Periodicita upřesnění |
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Fundamental theoretical course |
No
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Fundamental course |
Yes
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Fundamental theoretical course |
No
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Evaluation scale |
S|N |
Substituted course
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KVU/AUPH2
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Preclusive courses
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N/A
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Prerequisite courses
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N/A
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Informally recommended courses
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N/A
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Courses depending on this Course
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N/A
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Histogram of students' grades over the years:
Graphic PNG
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XLS
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Course objectives:
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The aim of the course is to continue with the project of designing and practical implementation of a computer game or a meaningful concept, which can be used to prepare a more complex computer game (animation of game characters, etc.). The course is intended for advanced people interested in games. Game development takes place in teams with software engineers and possibly other studio professions.
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Requirements on student
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Credit requirements: - 80 per cent attendance of lessons - Completing and successful handing in submissed partial seminar tasks of required degree, - Completing and handing in semestral task (project) - Keeping the deadlines for handing in both the submissed partial tasks and the semestral project.
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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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Activities
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Fields of study
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Guarantors and lecturers
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Literature
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Basic:
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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Recommended:
Hunicke Robin. A Formal Approach to Game Design and Game Research. 2004.
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Recommended:
Koster Raph. A Theory of Fun for Game Design.
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Recommended:
Galloway, A. R. Gaming: Essays On Algorithmic Culture. 2006.
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Recommended:
Bartle, Richard. "Hearts, Clubs, Diamonds, Spades: Players Who suit MUDs".
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Recommended:
Huizinga, J. Homo ludens: o původu kultury ve hře. Dauphin, Praha, 2000.
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Recommended:
Eyal, Nir. Hooked: how to build habit-forming products. New york, 2014. ISBN 978-1-59184-778-6.
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Recommended:
Elizabeth Castro, Bruce Hyslop. HTML5 a CSS3. 2012.
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Recommended:
Bogost, I. Persuasive Games. 2008.
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Recommended:
Švelch, J. Počítačové hry a jejich místo v mediálních studiích. FSV UK, Praha, 2007.
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Recommended:
Donovan, T. Replay: The History of Video Games. 2010.
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Recommended:
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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Recommended:
Earle Castledine, Myes Eftos, Max Wheeler. Vytváříme mobilní web a aplikace pro chytré telefony a tablety. 2013.
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On-line library catalogues
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Time requirements
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All forms of study
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Activities
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Time requirements for activity [h]
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Undergraduate study programme term essay (20-40)
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30
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Team project (50/number of students)
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10
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Contact hours
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39
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Total
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79
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Prerequisites
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Knowledge - students are expected to possess the following knowledge before the course commences to finish it successfully: |
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 - students are expected to possess the following skills before the course commences to finish it successfully: |
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 - students are expected to possess the following competences before the course commences to finish it successfully: |
N/A |
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Learning outcomes
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Knowledge - knowledge resulting from the course: |
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 - skills resulting from the course: |
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 - competences resulting from the course: |
N/A |
N/A |
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Assessment methods
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Knowledge - knowledge achieved by taking this course are verified by the following means: |
Individual presentation at a seminar |
Continuous assessment |
Skills - skills achieved by taking this course are verified by the following means: |
Skills demonstration during practicum |
Project |
Seminar work |
Competences - competence achieved by taking this course are verified by the following means: |
Seminar work |
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Teaching methods
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Knowledge - the following training methods are used to achieve the required knowledge: |
Multimedia supported teaching |
One-to-One tutorial |
Skills - the following training methods are used to achieve the required skills: |
Individual study |
Students' portfolio |
Competences - the following training methods are used to achieve the required competences: |
Discussion |
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