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Class History of Games and Interfaces

  • Presentation

    Presentation

    Video games have existed for over half a century, currently assuming an important place in contemporary culture. In this sense, for a better understanding of their current state and their expansive potential, it is necessary to approach the past. This course consists of an approach to the history of video games with the purpose of understanding the different typologies and existing classifications and analysing the most influential developments that have occurred over the decades, both in terms of the creation and evolution of the industry and the personalities, innovations and trends that have shaped the way of thinking about video games.

  • Code

    Code

    ULHT1075-12371
  • Syllabus

    Syllabus

    1. Fundamental principles of Design for the conception of graphic interfaces for video games:
    -Historical development of the construction of interfaces:
    -Human Computer Interaction
    -Concepts of transparency, immediatez and direct manipulation.
    -Interaction Design
    -History of graphical interfaces.
    -Case studies of graphical interfaces;
    -Concepts of Communication Design applied to the design of graphical interfaces.
    2.Project - conception of a video game interface (maquette) framed with the historical period taught
    3.To understand the historical development of video games
    -Development of technologies, impact and socio-cultural context, evolution of game genres, legal framework and business models.
    4.Understanding the cultural context and impact of videogames
    -Game cultures, Gamers' identities, Demographics, Impact, Ludology, Narratology, Critical approaches.
    -Know how to develop market analysis and study reports

  • Objectives

    Objectives

    To promote the understanding of the History of Interfaces and Video Games by crossing between theoretical and practical aspects.

    To develop and promote the coherent application in a video game project of the fundamentals of Communication Design, such as typography, colour, composition and symbol.

    To explore the medium of computer games from various points of view. Set out an analysis of the history of computer games, and explore the relationship between games and the wider culture of which they are a part. Apply relevant theories to the analysis of the culture generated by computer games in practical domains.

    The projectual component is based on the development of a period graphic interface for a videogame, framed by the historical references taught, and highlighting the fundamental knowledge of Design transmitted during the semester.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    A series of innovative methodologies are implemented in all the sessions of this curricular unit:

    - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense.

    - Use of STEAM resources.

    - The Maker Movement, as several disciplines and teachers are involved in the development of this course;

    - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.

  • References

    References

    • Barroso, I. (2018), Revolução Interactiva: Compêndio visual de computadores, computadores, consolas doméstica e portáteis, Lisboa, Burb ed.

      Bolter, J. & Grusin, R. (2000). Remediation - Understanding New Media. MIT Press.

      De La Roca, O. (2007), An Eye For Color. Nova Iorque: HarperCollins Publishers.

      Heitlinger, P. (2006). Tipografia – Origens, formas e uso as letras. Lisboa: Dinalivro.

      Melissinos, C. & O’rourke, P. (2012). The Art Of Videogames: From Pac Man To Mass Effect. New York: Welcome Books.

      Pastoureau, M. (2016). Azul: História de uma cor. Lisboa: Orfeu Negro.

      PERAL, J. (2017). Becoming a Video Game Artist: From Portfolio Design to Landing the Job. Boca Raton: CRC Press.

      Tondreau, B. (2016). Layouts Essential. 100 Principles Design for Using Grids. Massachusetts: Rockport.

      McCormick,L. (2013). Playing with Type: 50 graphic experiments for exploring typographic design principles. Beverly: Rockport.
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