Visual Digital Game Styles 1
VSDH1 FaVU VSDH1 Acad. year 2023/2024 Winter semester 2 credits
The course combines theoretical and practical instruction with a focus on the medium of digital games and the adjacent field of practice. The bulk of the course focuses on the identification and analysis of visual styles and graphical possibilities of contemporary and historical digital games. In this area, the course traces parallels between contemporary art, digital games, and the moving image across platforms. The course introduces students to the possibilities and modes of presenting digital games inside and outside of institutional settings.
Language of instruction
- 13 hrs lectures
- 13 hrs seminar
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.
Acquired terminology in digital/video game development and participatory culture. Orientation in the possibilities and ways of presenting digital games depending on the platform and environment. Ability to clearly characterize the visual design of digital games.
Prerequisite knowledge and skills
Keen interest in the evolution of video game culture and the development of contemporary digital games.
- Jesse Schnell, The Art of Game Design: A Book of Lenses, CRC Press, 2008 (2. vyd. 2014).
- Jesper Jull, The Art of Failure: An Essay on the Pain of Playing Video Games, The MIT Press, 2013 (2. vyd. 2016).
Syllabus of lectures
Typology and terminology of individual visual styles of digital games.
Presentation of digital games in the physical and internet environment.
Typography and information graphics in digital games (HUD, menu, narrative and informative text).
Participatory culture and presentations - Fan art, Cosplay, Let's play, festivals, e-sports.
Attendance (80%) and active participation in classes.
The time frame of the lesson 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.
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Course inclusion in study plans