Lecturer(s)
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Course content
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- Students are responsible for their own further development and work independently - Confrontation of graphic design tools with current trends and technologies - Complete realization of a task including its defense and presentation - The course is perceived as a dialogue between the student and the teacher - The focus is on independence and own initiative when searching for solutions - The lecturer is merely an observer providing feedback and establishing an individual development plan
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Learning activities and teaching methods
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Dialogic (Discussion, conversation, brainstorming), Activities related to graphics and visual arts
- Home preparation for classes
- 450 hours per semester
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prerequisite |
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Knowledge |
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Proficient level of work with graphic programs and knowledge from the previous courses. The student is able to present their work orally and in writing. The student is albe to use current findings and available tools for own innovative solutions. The ability of self-reflection and work with resources (time, skills, material and technologies), high motivation. |
Proficient level of work with graphic programs and knowledge from the previous courses. The student is able to present their work orally and in writing. The student is albe to use current findings and available tools for own innovative solutions. The ability of self-reflection and work with resources (time, skills, material and technologies), high motivation. |
learning outcomes |
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The student is able to identify and further develop his/her own strengths. With every project, students are able to deepen their visual and designer skills and effectively manage projects including the final result presentation. Students are able to critically reflect and establish further development objectives. |
The student is able to identify and further develop his/her own strengths. With every project, students are able to deepen their visual and designer skills and effectively manage projects including the final result presentation. Students are able to critically reflect and establish further development objectives. |
Video game promotion |
Video game promotion |
Presenting own video game |
Presenting own video game |
Virtual reality |
Virtual reality |
Worldbuilding for VR |
Worldbuilding for VR |
Asset creation for game store |
Asset creation for game store |
Skills |
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Video game promotion |
Video game promotion |
Presenting own video game |
Presenting own video game |
Worldbuilding for VR |
Worldbuilding for VR |
Prototype creation for VR |
Prototype creation for VR |
Asset creation for game store |
Asset creation for game store |
teaching methods |
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Knowledge |
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Dialogic (Discussion, conversation, brainstorming) |
Dialogic (Discussion, conversation, brainstorming) |
Activities related to graphics and visual arts |
Activities related to graphics and visual arts |
assessment methods |
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Analysis of creative works (Music, visual arts, literature) |
Analysis of creative works (Music, visual arts, literature) |
Analysis of the student's performance |
Analysis of the student's performance |
Recommended literature
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Jan JIRKOVSKÝ a kolektiv. Game industry: vývoj počítačových her a kapitoly z herního průmyslu. Praha, 2011. ISBN 978-80-904387-1-2.
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Jason Schreier. Krev, pot a pixely. 2019. ISBN 978-807577824.
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Jesse Schell. The Art of Game Design: The Book of Lenses. 2019. ISBN 978-1138632059.
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