FF:TIM_B_028 Digital games prototyping - Course Information
TIM_B_028 Digital games prototyping
Faculty of ArtsSpring 2025
- Extent and Intensity
- 1/1/0. 4 credit(s). Type of Completion: zk (examination).
- Teacher(s)
- Mgr. et Mgr. Zdeněk Záhora (lecturer)
- Guaranteed by
- Mgr. et Mgr. Zdeněk Záhora
Department of Musicology – Faculty of Arts
Contact Person: Bc. Jitka Leflíková
Supplier department: Department of Musicology – Faculty of Arts - Timetable
- Tue 12:00–13:40 G13, except Mon 21. 4. to Sun 27. 4.
- Prerequisites
- 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 20 student(s).
Current registration and enrolment status: enrolled: 22/20, only registered: 2/20, only registered with preference (fields directly associated with the programme): 1/20 - fields of study / plans the course is directly associated with
- Theory of Interactive Media (programme FF, B-INME_) (3)
- Course objectives
- The course focuses on the practical development of digital game prototypes. The output and ongoing work is a typical iterative development cycle: game design > prototyping > playtest > iterate
- Learning outcomes
- Upon successful completion of the course, the student will have:
Portfolio:
. a playable prototype of a skill-based digital game (2D, 3D, platformer)
. playable prototype of a narrative-based digital game (exploration, game-book)
. "extra credit": a playable prototype of a card game
Ability:
. design and analyze game mechanisms
. create prototypes of games
. visualize interaction systems
Knowledge:
. tools commonly used in the gaming industry
. development cycle (pre-production, production, release) - Syllabus
- Students create games during the course 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, narrative environments, audiovisual narration)
- working with tools | VUE, Bitsy, Twine, nanDECK
- game development | 2D skill based - platformer/shooter, 3D story driven, competitive card game, game-book
- Literature
- required 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
- KOSTER, Raph. A Theory of Fun for Game Design. 2004. ISBN 978-1-932111-97-2. 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
- recommended literature
- SCHELL, Jesse. The Art of Game Design: A book of lenses. 2008. ISBN 0-12-369496-5. 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
. creation in course hours
. project consultation - Assessment methods
- . final project
. completed game prototypes during the course - Language of instruction
- Czech
- Further Comments
- Study Materials
The course is taught only once.
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/phil/spring2025/TIM_B_028