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Class Seminars II

  • Presentation

    Presentation

    Game Development

    Game Design

    Game Studies

  • Code

    Code

    ULHT6275-22899
  • Syllabus

    Syllabus

    - Game development and metrics 

    - Polishing and game balance 

    - Code best practices 

    - Game art references as cultural heritage 

    - Post-Morten: The art of a game failure

  • Objectives

    Objectives

    - To enhance the possibilities of study and acquisition of autonomous skills, complementing the areas of activity of the other CUs in the semester (CD, RM&G,GP&A), with the introduction of content in the state of the art through teachers and invited experts. 

    - Complementing the professional and artistic profile of the students through contact with diverse realities of the industry and research in games, either through the tutoring of the responsible teacher, or through lectures by invited professionals and specialists; 

    - Extend the network of professional and artistic contacts by dialoguing with the UC faculty and guests about ongoing projects and possibilities for future work. 

    - Disseminate good game production practices, confronting Game Design with metrics based game development, gathering quantitative and qualitative information about games, polishing and balancing games, among others, as a complement to the knowledge in other UCs in 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.

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

  • References

    References

    Juul, J. (2013).The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge: MIT Press.

    Goodwin, S. (2016). Polished Game Development: From First Steps to Final Release. Apress 

    Mol, A. et. al. (2017). The Interactive Past: Archeology, Heritage & Videogames. Leiden: Sidestone Press

    Monteiro, M. (2019). Ruined by Design: How Designers Destroyed the World, and What We Can Do to Fix. Fresno: Mule Design (Independently published) 

    White, M. (2019). Breaking Out of the Games Industry. Boca Raton: CRC Press

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