TIM_B_020 Visual Composition in Time II

Faculty of Arts
Spring 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.
The course is also listed under the following terms Spring 2021, Spring 2022, Spring 2023, Spring 2024, Spring 2025.
  • Enrolment Statistics (Spring 2020, recent)
  • Permalink: https://is.muni.cz/course/phil/spring2020/TIM_B_020