FF:TIM_B_020 Visual Composition in Time II - Course Information
TIM_B_020 Visual Composition in Time II
Faculty of ArtsSpring 2020
- Extent and Intensity
- 1/1/0. 4 credit(s). Type of Completion: zk (examination).
- Teacher(s)
- doc. MgA. Filip Cenek (lecturer), doc. PhDr. Martin Flašar, Ph.D. (deputy)
- Guaranteed by
- doc. MgA. Filip Cenek
Department of Musicology – Faculty of Arts
Contact Person: Bc. Jitka Leflíková
Supplier department: Department of Musicology – Faculty of Arts - Timetable
- Fri 10:00–11:40 218
- Prerequisites
- IM048 Visual Composition in Time I
creativity, stamina, knowledge of digital games - Course Enrolment Limitations
- The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 10 student(s).
Current registration and enrolment status: enrolled: 0/10, only registered: 0/10, only registered with preference (fields directly associated with the programme): 0/10 - fields of study / plans the course is directly associated with
- there are 12 fields of study the course is directly associated with, display
- Course objectives
- The course is focused on the practical creation of digital game prototypes. The output and ongoing work is a typical iterative cycle of development: game design> prototype creation> playtest> repeat
Upon successful completion of the course, students will have:
portfolio:
. playable prototype skill-based digital games (2D, 3D, platformer)
. playable prototype narrative-based digital games (exploration, game-book)
. "extra credit": playable prototype card game
ability:
. design and analyze game mechanisms
. create prototypes of games
. visualize interaction systems
. basic control and work in UNITY
knowledge:
. tools commonly used in the gaming industry
. development cycle (pre-production, production, release) - Syllabus
- Students create games both individually and in groups.
- game design | basics (rules, conflict, formal systems, motivation); genre specifics (asynchronous games, balancing, difficulty, onboarding, probability); narrative tools (non-linear dialogue, narration through the environment, audiovisual narration)
- work with tools | VUE, Bitsy, Unity, Twine / Inklewriter
- game creation | 2D skill based - platformer / shooter, 3D story driven, competitive card game, game-book
- Literature
- required literature
- SCHELL, Jesse. The Art of Game Design: A book of lenses. 2008. ISBN 0-12-369496-5. info
- CRAWFORD, Chris. The art of computer game design : [reflections of a master game designer]. Berkeley: Osborne McGraw-Hill, 1984, xiv, 113. ISBN 0881341177. info
- KOSTER, Raph. A Theory of Fun for Game Design. 2004. ISBN 978-1-932111-97-2. info
- recommended literature
- FULLERTON, Tracy. Game design workshop : a playcentric approach to creating innovative games. Edited by Eric Zimmerman. 3rd edition. Boca Raton, FL: CRC Press, Taylor & Francis, 2014, xxvii, 507. ISBN 9781482217162. info
- A theory of fun for game design. Edited by Raph Koster. Scottsdale, AZ: Paraglyph Press, 2005, x, 244 p. ISBN 1932111972. info
- TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. Rules of play : game design fundamentals. London: MIT, 2004, xv, 672. ISBN 0262240459. info
- Teaching methods
- . theoretical preparation
. creativity in the course
. working on projects in groups outside the classroom
. project consultation - Assessment methods
- . final (group) project
. continually completed game prototypes - Language of instruction
- Czech
- Further comments (probably available only in Czech)
- Study Materials
The course is taught annually.
Information on the extent and intensity of the course: přednáška+individuální výuka.
- Enrolment Statistics (Spring 2020, recent)
- Permalink: https://is.muni.cz/course/phil/spring2020/TIM_B_020