(en)Pole | (en)Opis | ||||||
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Course type | major | ||||||
Didactic methods |
didactic dialogue, didactic discussion, workshop activities, individual project |
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Language of lecture | polski; | ||||||
Liczba punktów ECTS: | (en)-brak- | ||||||
Liczba godzin w bezpośrednim kontakcie z nauczycielem akademickim | (en)-brak- | ||||||
Liczba godzin samodzielnej pracy studenta związanych z osiągnięciem efektów uczenia się (zgodnie z profilem specyfiki kształcenia na wydziale) | (en)-brak- | ||||||
Prerequisites |
Over the past few years I have tried to approach the subject of recruitment in several ways
We are all biased toward something. Our dislikes may or may not be realized. We can work on the former, but it is difficult to counteract prejudices that we do not see or understand. Whether our feelings are the result of ignorance or hostility, they cannot affect individuals' access to education in their chosen field. Judging an individual's abilities after reviewing a portfolio or even a brief interview is not possible because the skills presented may be based on access to resources, not on one's strengths. For example, a person whose parents provided art education in kindergarten will draw differently from a person who decided to draw on their own, The current level of workshop skills does not matter much. The workshop is mechanical. Some master it faster, others slower, but it is an accessible tool for all. That is why evaluating a portfolio (especially
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Teaching goals (program content, subject description) |
Because the studio combines two (or even three if you count board games and computer games separately) related but nevertheless independent disciplines, the skills acquired will differ depending on the learning path chosen by the student.
Learning about game types, genres, and mechanics - usually by playing Developing a clear system of icons, layout, and interface to make the rules easier to understand and the gameplay smoother. Developing a layout that conveys the game's theme, story, and desired mood. This point also includes such issues as character design (including animation of movement and gestures), environment design, illustration of the worlds concept. Preparing a functional board game prototype or a working demo in the case of computer games*.
The ability to build a narrative using a sequence of images with attention to the role of the panel and its composition for the rhythm of the story. Workshop versatility allowing them to change their style depending on the requirements of the story being told and the overall mood of the comic. The ability to design narratives for both screen and paper. |
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The form of passing the course (assesment methods and criteria) |
As I wrote in the final requirements, I am not interested in the end result of the assignments performed only in the progress the person being graded will make. Therefore, I am grading the quality of work during the semester, not the quality of the final piece. |
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Final requirements |
When giving a midterm grade, I don't care how well something is drawn/designed. If I can see even a very advanced technique in someone, but I don't see a clear attempt to work through one's limitations, then the project can only be graded as good.
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Compulsory literature used during classes |
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Additional literature recommended for the student's self learning |
This list is changed every semester and includes comic books and board games that Games:
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Learning outcomes |
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Metody weryfikacji przedmiotowych efektów uczenia się |
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The weekly number of hours of classes or lectures, the number of ECTS points assigned to the subject and information on the form and completion of the subject are included in the study program and Course Cataloque (information is displayed in Akademus system) |
(en)studia | status | (en)czas[h] | ECTS | (en)forma | pass |
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Graphic Arts s.5 | (en)d | 120 | 8 |
exercise 120h |
exercise
[exam] |