Course detail

Studio IV - Game Media - winter

FaVU-B4MU-ZAcad. year: 2020/2021

The course allows students to inspect the relationship between digital games and films, animations, physical simulations, or streams. Parallel content and identification of basic camera or editing techniques across the gaming and film industries. Interactive and static film, VR movies and digital games, cartoon, generated, flat, physical or 3D animations. Students analyze when and how this boundary is overcome and whether the two spheres of the moving image are mutually beneficial in terms of the degree or mode of interaction. They are familiar with Machinima's production of past, present and associated tools. Students further analyze the current phenomena that work primarily with the viewer, the "Speedrun" scene, documented or live broadcast E-sport, commented gaming. "Play as an attractive backdrop", playing on the background of a civil commentary outside the game theme. The current social position of players and developers in the Czech Republic.

Learning outcomes of the course unit

Students recognize common and contradictory practices or mechanics in the relationship of digital games, film, animation. They manage to analyze the technological background of this spectrum and participatory culture.

Prerequisites

Experience with experimental game design on physical and digital basis and its application in the environment of a high school of art.

Co-requisites

Not applicable.

Recommended optional programme components

Not applicable.

Recommended or required reading

"Iconoclash" Beyond the Image Wars in Science, Religion and Art, Latour Bruno, Weibel Peter
"FUTURE CINEMA" The Cinematic Imaginary after Film, Shaw Jeffrey, Weibel Peter
http://opvk.ffa.vutbr.cz/texty/zakladni-informace-o-projektu.html
Umění počítačových her, Helena Bendová, 2016 (CS)
Jessper Jull, The Art of Failure: An Essay on the Pain of Playing Video Games (CS)
Henry Jenkins, Convergence Culture: Where Old and New Media Collide, 2008 (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 obtain a credit it is necessary to continuously present the bachelor project and to regularly consult the project development.

Language of instruction

Czech

Work placements

Not applicable.

Course curriculum

Types of animation in digital games and animated film
Physical simulation
VR
Machinima
Speedrun
E-sport
Stream
Let's play
Podcast

Aims

Students gain a sophisticated insight into the relationship between digital games, film and related cultures.

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.

Classification of course in study plans

  • Programme VUB Bachelor's

    branch VU-IDT , 4. year of study, winter semester, 15 credits, compulsory

Type of course unit

 

Lecture

39 hours, optionally

Teacher / Lecturer

Seminar

195 hours, compulsory

Teacher / Lecturer