Course details

Visual Digital Game Styles 1

VSDH1 FaVU VSDH1 Acad. year 2020/2021 Winter semester 2 credits

Current academic year

The course combines theoretical and practical lessons with a focus on the digital game medium and the adjacent field of application. The theoretical part of the lecture focuses on identifying and analyzing visual styles and graphical possibilities of contemporary and historical digital games. In this area, the lesson looks at parallels between contemporary art, digital games, and moving images across platforms. Within the exercise students are introduced to the possibilities and ways of presenting digital games inside and outside of the institutional environment.

Guarantor

Language of instruction

Czech

Completion

Credit

Time span

  • 13 hrs lectures
  • 13 hrs seminar

Department

Lecturer

Subject specific learning outcomes and competences

Students acquire terminology used in the development and participative culture of digital games. They can navigate through the possibilities and ways of presenting digital games depending on the platform and the environment. They are able to intelligibly present a digital game depending on its nature and context.

Learning objectives

The aim of the course is practical and theoretical familiarization of students with the current possibilities of digital games and their role in various ecosystems. Understanding of terminology and general orientation in the cultural environment of presentation and development of digital games. Students will acquire sophisticated work methods and gain a deeper insight into the subject. The acquired skills are a prerequisite for enhancing the creative work with this medium.

Prerequisite knowledge and skills

Prerequisites are the artistic and theoretical skills demonstrated at the entrance exam. Previous experience with the Adobe program suite is welcome, but it is not unnecessary.

Fundamental literature

  • Jesse Schnell, The Art of Game Design: A Book of Lenses, CRC Press, 2008 (2. vyd. 2014).
  • Jesper Jull, The Art of Failure: An Essay on the Pain of Playing Video Games, The MIT Press, 2013 (2. vyd. 2016).

Progress assessment

Attendance (80%) and active participation in lecture. Implementation and collective presentation of assigned tasks.

Teaching methods and criteria

Lectures accompanied by practical exercises, commented play and presentation of the viability of the subject matter. Discussions and tutorials to inspect students' creative intentions.

Controlled instruction

The time frame of the lesson is determined by the schedule. Lessons take place in a computer study room, or, depending on the situation, in the Studio of Multimedia FaVU VUT (building U2). At least 80% attendance is required for credit. Making up for the missed lessons depends on the agreement with the teacher and assumes completion of the missed tasks.

Course inclusion in study plans

  • Programme BIT, 1st year of study, Elective
  • Programme IT-BC-3, field BIT, 1st year of study, Elective
Back to top