Lecturer(s)
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Placrová Natálie, Mgr.
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Trebuňa Roland, MgA. Ing.
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Course content
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First - 2 Getting with the program from the viewpoint of an animator Third - 4 A simple animation exercise 5th - 6 Developing the specifics of technical options 7th - 8 Options interactive divorced 9th - 10 interactive card 11th - 12 Common interactive project, each of two variants of a small segment of the total 13th Presentation and evaluation
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Learning activities and teaching methods
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Multimedia supported teaching, Students' portfolio, One-to-One tutorial, Skills demonstration, Task-based study method, Individual study, Lecture with visual aids, Practicum
- Presentation preparation (report) (1-10)
- 10 hours per semester
- Undergraduate study programme term essay (20-40)
- 35 hours per semester
- Contact hours
- 39 hours per semester
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prerequisite |
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Knowledge |
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about project planning (sketches, scenarios, simple storyboards, animation works), content analysis of the game theme, recapitulation of game elements and structure of interactive components and their chaining reflection of contemporary style canons of interactive and game design the choice of suitable visual aids suitable for the game environment |
Skills |
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work at the user level with PC and basic graphics editors and animation programs and with programs for interactive creation, logically chain the sequence of game strategies to solve a particular program and analyze the gameplay, to show your own creativity in relation to general assignments and the will to look for different art solutions, alter them and constructively evaluate |
Competences |
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N/A |
N/A |
N/A |
learning outcomes |
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Knowledge |
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programming simple game features, basic functionality, and creating a gaming environment in one of the available SW for playing games (such as Tululoo Game Maker, Construct 2, Blender, etc.) technical and technological specifics of software for creating PC games, their capabilities and basic functions, basic programmable terminology and canons focused on the art of the project, |
Skills |
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to plan and realize simple PC game project with original motive, to use basic softwares for PC game development, their functions and differences and to use them for own creating, to apply skills for transfering application into final form in different formats, |
Competences |
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N/A |
N/A |
N/A |
teaching methods |
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Knowledge |
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Students' portfolio |
One-to-One tutorial |
Seminar classes |
Skills |
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Skills demonstration |
Students' portfolio |
Competences |
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Discussion |
assessment methods |
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Knowledge |
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Seminar work |
Continuous assessment |
Skills |
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Skills demonstration during practicum |
Project |
Practical exam |
Competences |
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Seminar work |
Recommended literature
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DeLoura, Mark A. Game programming gems 2. Hingham : Charles River Media, 2001. ISBN 1-58450-054-9.
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DeLoura, Mark A. Game programming gems. Rockland, Mass. : Charles River Media, 2000. ISBN 1-58450-049-2.
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Dickheiser, Michael. Game programming gems 6. 1st ed. Boston : Charles River Media, 2006. ISBN 1-58450-450-1.
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Kirmse, Andrew. Game programming gems 4. Hingham : Charles River Media, 2004. ISBN 1-58450-295-9.
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Pallister, Kim. Game programming gems 5. 1st ed. Hingham : Charles River Media, 2005. ISBN 1-58450-352-1.
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Treglia, Dante. Game programming gems 3. Hingham : Charles River Media, 2002. ISBN 1-58450-233-9.
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