Course detail
Digital games prototyping
FaVU-1DGP-ZAcad. year: 2020/2021
Students create games during the course both individually and in groups. The course focuses on the following topics: game design basics (rules, conflict, formal systems, motivation); genre specifics (asynchronous games, balancing, difficulty, onboarding, probability); narrative tools (nonlinear dialogue, environment narration, audiovisual narration); working with tools (VUE, Unity, Twine / Inklewriter); game production (2D skill based - platformer/shooter, 3D story driven, competitive card game, game-book).
Language of instruction
Number of ECTS credits
Mode of study
Guarantor
Department
Learning outcomes of the course unit
portfolio:
• playable prototype – sklil-based digital game (2D, 3D, platform game)
• playable prototype – narrative-based digital game (exploration, game book)
• playable prototype – card game
ability to:
• design and analyze gaming mechanisms
• create game prototypes
• visualize interaction systems
• basic control and work in UNITY
knowledge:
• on instruments commonly used in the game industry
• of the development cycle (pre-production, production, release)
Prerequisites
Co-requisites
Planned learning activities and teaching methods
Assesment methods and criteria linked to learning outcomes
• game prototypes finished during the cousre (40% of the evaluation)
Course curriculum
• work with VUE, Unity, Thread / Inklewriter
• 2D skill based gameplay - platformer / shooter, 3D story driven, competitive card game, gamebook
Work placements
Aims
Specification of controlled education, way of implementation and compensation for absences
Recommended optional programme components
Prerequisites and corequisites
Basic literature
CRAWFORD, Chris. The art of computer game design : [reflections of a master game designer]. Berkeley: Osborne
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.
KOSTER, Raph. A Theory of Fun for Game Design. 2004. ISBN 978-1-932111-97-2. info
McGraw-Hill, 1984. xiv, 113. ISBN 0881341177.
SCHELL, Jesse. The Art of Game Design: A book of lenses. 2008. ISBN 0-12-369496-5.
TEKINBAŞ, Katie Salen a Eric ZIMMERMAN. Rules of play : game design fundamentals. London: MIT, 2004. xv, 672. ISBN 0262240459.
Recommended reading
Classification of course in study plans