Intendierte Lernergebnisse
Class starts too early? You can't come to Klagenfurt in time? Fear not!We won't be meeting every single week, some assignments will be asynchronous with others (probably) taking place online, and we may even start our sessions a little later anyway (which will be discussed in our Welcome Session!).Students completing this class will be familiar with the most important terminology in video game criticism, and will be able to apply this knowledge to in-depth analyses of the medium.Important notice:Blended Learning integrates thoughtfully structured online activities into face-to-face courses. Detailed instructions about the schedule and procedure will be provided via e-mail and Moodle. To stay up-to-date, please make sure to check your AAU inboxes on a regular basis.This information is subject to change. Please check course description regularly for updates.
Lehrmethodik inkl. Einsatz von eLearning-Tools
Short lecture inputs; hands-on analyses of selected games; participation in a Game Jam; discussions
Inhalt/e
Game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. This course introduces students to the craft of designing computer and video games, including a detailed analysis of the key game design elements, such as examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. Plus, we will discuss the major game genres and identify the design patterns and unique creative challenges that characterize them. We'll start by taking a look at various examples, then moving forward to an accessible, practical approach to analyzing games (beginner's guide). Video games and other digital experiences have become the leading medium in western, post-/late modern societies, overcoming stereotypical expectations as to the gender and age of players. In order to be able to appreciate games and their socio-cultural potential accordingly, it is necessary to use an appropriate terminology and accurate critical methods - we must learn to 'read' games. This is what this class is there to achieve, to give students access to useful theories and then have them apply this knowledge to their hands-on, shared experience of selected games.Keywords/Topics:Development cycleCraft of designing (video) gamesGame design elementsMajor game genresVideo game marketingVideo game journalismPractical approach - analyzing gamesSocio-cultural potentialAppropriate terminologyCritical thinkingHands-on experience
Erwartete Vorkenntnisse
No prior knowledge required.
Literatur
Reading packets will be provided in digital form. There is no need to buy any books.Link auf weitere Informationenhttps://www.itec.aau.at/gamejam/