Game Engine for Artistic Creation 1

Display Schedule

Code Completion Credits Range Language Instruction Semester
373GE1 Z 1 4SO English, Czech winter

Subject guarantor

Eric ROSENZVEIG

Name of lecturer(s)

Jakub KREJČÍ

Learning outcomes of the course unit

Students adopt abilities to creatively work in game engine environments at the beginning level. The ability to sufficiently understand the environment for the use of game engines for a wide scale of artistic expression - as a tool for film, installation, interactivity, etc.

Mode of study

Seminars

Prerequisites and co-requisites

Course does not require programming skills, but it is welcomed. Open to all students. Experience with 3D modeling software like Blender is welcomed. Students are expected to bring their own laptop with pre-installed last official release of Unity. https://unity3d.com/get-unity/download

(write to Jakub Krejčí - dokonalychas@gmail.com for help/questions).

Course contents

Students in this course learn to work with fundamental devices and user environments of the Unity game engine. As well the course is devoted to the preparation of a project (concept, script) of one's interactive or game oriented artistic piece whose form may be 3D animation, video, an interactive application, installation, performance, etc. Part of the course is an introduction to the use of the C Sharp programming language and as well a glimpse into game oriented art.

Recommended or required reading

Laptop or Mac with the newest version of Unity 3D software

Study material:

QUARANTA, Domenico a BITTANTI, Matteo. Gamescenes: Art in the age of videogames. Monza: Johan & Levi Editore, 2009. 456 s. ISBN 978-8860100108.

HARRELL, D. Fox. Phantasmal media: an approach to imagination, computation, and expression. Cambridge, Massachusetts: MIT Press, 2013. 440 s. ISBN 978-0262019330. Available at: https://monoskop.org/media/text/fox_harrell_2013_phantasmal_media/

NITSCHE, Michael. Video game spaces: image, play, and structure in 3D game worlds. Cambridge, Mass.: MIT Press, 2008. 305 s. ISBN 978-0262141017. Available at: https://epdf.tips/video-game-spaces-image-play-and-structure-in-3d-worlds.html

SCHRANK, Brian. Avant-garde Videogames: Playing with Technoculture. Cambridge, Mass.: MIT Press, 2014. 217 s. ISBN 978-0262027144. Available at: http://www.artgamedev.com/schedule/avant-garde_games_draft_schrank.pdf

https://unity3d.com/

https://catlikecoding.com/unity/tutorials/

https://github.com/keijiro

Assessment methods and criteria

Students must attend all module lectures, monitor instructors steps and at the end present their own artistic work. Grading is on tasks completed on time, consultations, preparations of one's project.

Note

Instruction takes place once every 14 days on even calendar weeks

Students can use their own prepared materials as: 3D models, animations, images, audio, photos, videos and other. Lecturer will consult and provide example assets. We will oversee example projects and try to create our own as well. Cooperation between students is possible. There will be one or more local computers to work with.

Jakub Krejčí uses Unity for performance, animation and Virtual Reality. He studied at the Center for Audio-visual Studies at FAMU

Schedule for winter semester 2019/2020:

06:00–08:0008:00–10:0010:00–12:0012:00–14:0014:00–16:0016:00–18:0018:00–20:0020:00–22:0022:00–24:00
Mon
Tue
Wed
Thu
Fri
room SF 3116
Studio FAMU - VR LAB

(Klimenská ulice)
KREJČÍ J.
09:30–12:30
EVEN WEEK

(parallel1)
Date Day Time Tutor Location Notes No. of paralel
Fri 09:30–12:30 Jakub KREJČÍ Studio FAMU - VR LAB
Klimenská ulice
parallel1

Schedule for summer semester 2019/2020:

The schedule has not yet been prepared

The subject is a part of the following study plans