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Digital media and game development - course description

General information
Course name Digital media and game development
Course ID 11.3-WE-INFD-DMaGD-Er
Faculty Faculty of Engineering and Technical Sciences
Field of study WIEiA - oferta ERASMUS / Informatics
Education profile -
Level of studies Second-cycle Erasmus programme
Beginning semester winter term 2018/2019
Course information
Semester 2
ECTS credits to win 6
Course type obligatory
Teaching language english
Author of syllabus
  • dr hab. inż. Marek Sawerwain, prof. UZ
Classes forms
The class form Hours per semester (full-time) Hours per week (full-time) Hours per semester (part-time) Hours per week (part-time) Form of assignment
Lecture 15 1 - - Credit with grade
Laboratory 30 2 - - Credit with grade
Project 15 1 - - Credit with grade

Aim of the course

  • To familiarize students with the design and production of computer games or digital media.
  • Presentation of the requirements of the electronic entertainment industry.
  • Shaping basic skills in preparing for work as a game designer, game programmer or digital media creator.

Prerequisites

Computer Graphics, 3D Games Programming

Scope

Game study. History of video games. Types and categories of video games. Game evaluation in terms of technology, narration, playability, interaction and aesthetics.

Digital media study. Computer animations and special effects. Digital media evaluation in terms of technology, narration and aesthetics.

Game design theory. Principles and methodology of game production. Game concept (mechanics, game rules, world modeling). Game economy (simulations, rules of play, "rewards and punishments" for a player, complexity of the game, interaction and player experience building).

Digital Storytelling. Linear and nonlinear narration. Scripts and screenplays. Principles of digital drama. Build of character.

Game programming. Physics and games. Environment for game development. Data representations. Artificial Intelligence of non playable characters (NPC).

Game Assets. Design of computer game components or computer animation. Designing a soundtrack and sound elements.

Level Design. Designing virtual worlds - the level of the game or the scenography of film/animation.

Document Creation. Development of a document containing the concept of game/animation, scenario, asset description and illustrations, scenography description and illustrations, description of selected project environment, description of data format and code components, user demography, comparison with similar games.

Game creations/Films production. Developing of a prototype game or multimedia application. Evaluation of the prototype.

 

Teaching methods

Lecture: conventional lecture
Laboratory: laboratory exercises, group work
Project: project method, discussions and presentations

Learning outcomes and methods of theirs verification

Outcome description Outcome symbols Methods of verification The class form

Assignment conditions

Lecture - obtaining a positive grade in written exam. 
Laboratory - the main condition to get a pass are sufficient marks for all exercises and tests conducted during the semester.
Project - a condition of pass is to obtain positive marks from all project tasks and preparation written report of project.
Calculation of the final grade: = lecture 40% + laboratory 30% + project 30%.

Recommended reading

  1. Adams E.: Fundamentals of Game Design, 2nd edition, New Riders, 2009.
  2. Rucker R.: Software Engineering and Computer Games, Addison Wiley, 2002.
  3. Fox B.: Game Interface Design, Thomson, 2005.
  4. Freeman D.: Creating Emotion in Games: The Craft and Art of Emotioneering, New Riders, 2003.

Further reading

  1. Adams E.: Fundamentals of Game Design, 3rd edition, New Riders, 2013.
  2. Adams E., Dormans J.: Game Mechanics: Advanced Game Design, New Riders, 2012.
  3. Bateman C.: Game Writing: Narrative Skills for Videogames, Cengage Learning, 2006.
  4. Adams E.: Break Into The Game Industry: How to Get A Job Making Video Games, McGraw-Hill Osborne Media, 2003.
  5. Morrison M.: Teach Yourself Game Programming, Sams Publishing, 2002.
  6. Herhuth E.: Pixar and the Aesthetic Imagination: Animation, Storytelling, and Digital Culture, University of California, reprint edition, 2017.
  7. Sanglard F.: Game Engine Black Book: Wolfenstein 3D, CreateSpace Independent Publishing Platform, 2017.

Notes


Modified by dr hab. inż. Marek Sawerwain, prof. UZ (last modification: 29-03-2018 13:12)