Semester: 7
ECTS: 4
Lectures: 15
Practice sessions: 30
Independent work: 75
Module Code: 24-421-0305
Semester: 7
ECTS: 4
Lectures: 15
Practice sessions: 30
Independent work: 75
Module Code: 24-421-0305
Module title:
Creation of a digital interactive experience blueprint
Lecturers and associates:
Module overview:
The objective of this course is to enable students to learn to:
Understanding and analysing existing solutions
Strategic development and design of the same with an emphasis on maintaining the motivation of use, immersiveness during use and the atmosphere that the solution provides to the user
Technological integration, user experience and presentation of complex solutions
Anticipate future trends and innovations
Critical thinking and valorisation of elaboration of ideas into a multimedia interactive solution
This course introduces students to the basics of visual storytelling through a multimedia approach to the use of diverse audio-video interactive content. It is crucial for understanding from communication all the way to the atmosphere in such solutions.
The course is taught through the integration of theory, knowledge, while it is highly focused on individual practical learning and problem solving. Course verification is based on analysis and critical review of past and present examples that provide correlation with student projects and on presentation. An individual student project is based on an individual practical approach to creating documents for game design or a multimedia interactive solution that encompasses everything necessary to guide further strategic, programming and marketing development.
This course is part of a group of media-related courses within the study, which actively guides students through the creation of a video game at a conceptual level with an in-depth focus and attention to detail. The skills learned in this course will significantly contribute to other future courses related to media content.
In this course students will learn:
the phenomenon of video games and games, interactive and immersive multimedia solutions
explore the reasons for playing video games
explore demographic data by platform and device type
explore demographic data by genre
player needs, player expectations and habits
form ideas for video games or multimedia interactive solutions
develop conceptual solutions, explore and conceptualize mechanics
critically refer to a video game or multimedia interactive solution
genre versus expectations and trends
stories and narratives, flow and progress
interactivity, choices, nonlinear versus linear, gameplay and mechanics
level structure, flow and progress, design and progressive level growth
interface design and experience, AI integration and learning curves
visual elements and effects, audio elements and effects
integration of elements and layers, achieving the desired effects
critically review trends and anticipate future developments, operation and improvements.
Literature:
Required readings:
1. Griffey, J. (2019). Introduction to Interactive Digital Media: Concept and Practice. Routledge.
2. Jesse Schell, J. (2014) The Art of Game Design: A Book of Lenses. 2nd edition. Boca Baton, FL: CRP Press
Supplementary readings:
1. Adams, E. and Dormans, J. (2012) Game Mechanics: Advanced Game Design. 1st edition. Indianopolis: New Riders Publishing
2. Xiong, J., Hsiang, EL., He, Z. et al. Augmented reality and virtual reality displays: emerging technologies and future perspectives. Light Sci Appl 10, 216 (2021). https://doi.org/10.1038/s41377-021-00658-8
3. Doerner, R., Broll, W., Grimm, P., and Jung, B. (Eds.). Virtual and Augmented Reality (VR/AR): Foundations and Methods of Extended Realities (XR). SpringerCham. https://doi.org/10.1007/978-3-030-79062-2