Studio III - Game Media - summer
FaVU-B3MU-LAcad. year: 2020/2021
The subject draws on a wider awareness of the design of game design and leads students to experimental attitudes and realizations of the subject. It analyzes the boundary between physical and digital games across established artistic practices and contextually-used "spatial installation" media. Within the scope of the physical space, the topic of board, escape or card games and their potential role in the institutional environment of a high school of art, or gallery or festival environment, is opened here. In such an environment, naturally, the question is "Why is there a game when it is not needed?". Finding the answer to this question is one of the important aspects of stimulating the working attitudes and expressive means of individual students in the studio.
Learning outcomes of the course unit
Students are able to work with the media of digital games or its physical parallel in a wider context.
Experience with the realization of the Creative Visual Novel, Orientation in Anime + Participatory Culture.
- compulsory prerequisite
Recommended optional programme components
Recommended or required reading
Juul Jesper-Half-Real Video Games between Real Rules and Fictional Worlds 2011
CyberArts", Ars Electronica Edition
Jesse Schnell, The Art of Game Design: A Book of Lenses (CS)
Planned learning activities and teaching methods
Students are led to realize individual or collective exercises and tasks. They continuously improve their technical and theoretical knowledge in the field. They are actively discussing and presenting their work results in the atelier field. In complementary activities, he participates in thematic exhibitions, excursions, festivals and lectures.
Assesment methods and criteria linked to learning outcomes
To award the credit, it is necessary to submit partial studio assignments and collective or individual semester work. Subsequently, before the committee, he / she defends the results of the semester examination.
Language of instruction
The boundary between physical and digital games
Card and board games
Play as a space installation
Digital games in the environment of institutions
"Why is there a game when it's not needed?"
Students make an experiment with the digital game theme at the highest possible level and extend beyond this theme into physical space as well.
Specification of controlled education, way of implementation and compensation for absences
Presentation and submission of semestral studio works and exercises. Consultation, participation in teaching and studios is obligatory.