Course details

Visual Digital Game Styles 2

VSDH2 FaVU VSDH2 Acad. year 2022/2023 Summer semester 2 credits

Current academic year

The course combines theoretical instruction and presentation with a focus on the medium of digital games and the adjacent field. It focuses in detail on understanding the relationship between stylization and authenticity in developing one's own visual style in a chosen genre or creative intent. It introduces students to the current state of game development, the technology and principles used. Through the sub-topics of the class, frameworks can be developed that overlap into board or card games, or installation/escape games.


Language of instruction




Time span

  • 13 hrs lectures
  • 13 hrs seminar



Subject specific learning outcomes and competences

Ability to assign key parameters to visual principles and their reasons in contemporary game-oriented culture and production.

Learning objectives

The aim of the course is to provide students with a practical and theoretical introduction to the current possibilities of digital games and their role in diverse ecosystems. Understanding the terminology and general orientation in the cultural environment of digital game presentation and development. Through practical examples, students will gain an understanding of sophisticated working methods and gain deeper insight into the topic. The skills acquired are a prerequisite for enhancing the author's work using this medium.

Prerequisite knowledge and skills

Keen interest in the evolution of video game culture and the development of contemporary digital games.

Fundamental literature

  • 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 classes.

Teaching methods and criteria

Theoretical 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 lessons is determined by the schedule. Lessons take place in a computer study room, or, depending on the situation, in the Studio of Game media 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 BIT (in English), 1st year of study, Elective
  • Programme IT-BC-3, field BIT, 1st year of study, Elective
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