Game Engine for Artistic Creation 2

Display Schedule

Code Completion Credits Range Language Instruction Semester
373GE2 ZK 1 4SO English, Czech summer

Subject guarantor

Eric ROSENZVEIG

Name of lecturer(s)

Jakub KREJČÍ

Learning outcomes of the course unit

The aim is the obligatory presentation of the rise of a piece in a school presentation, one's exhibit or group event. Part of the course is an introduction to the use of the C Sharp programming language and a glimpse into the field of game oriented art.

Mode of study

Seminars

Prerequisites and co-requisites

This course does no require experience with programming but it is welcomed. Experience with 3D modelling software such as Blender is welcomed. Students are to bring Mac laptops with the latest version of Unity 3D.

Course contents

Students from the previous semester know the basic devices and use them for the construction of their own project, which they consult on in groups and work towards a result. The project should be in the form of an interactive or game oriented art piece which can be an animated video, interactive application, computer game, mobile application, installation, performance or other.

The course requires the use of 3D modelling software (Blender), for preparations of one's environment, object or animated figure. A database of assets is to be created for this whose parts are ordinarily also sound collections, images, video, or a Pure Data patch, and other digital data.

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:

The schedule has not yet been prepared

Schedule for summer 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.
09:00–11:00
(parallel1)
Date Day Time Tutor Location Notes No. of paralel
Fri 09:00–11:00 Jakub KREJČÍ Studio FAMU - VR LAB
Klimenská ulice
parallel1

The subject is a part of the following study plans