Lehrveranstaltung:IAM 2006:Computer Games Development: Unterschied zwischen den Versionen
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{{Lehrveranstaltung | {{Lehrveranstaltung | ||
|vererbung= | |vererbung= | ||
|in_handbuch=Nein | |||
|studiengang=IAM 2006 | |studiengang=IAM 2006 | ||
|verwendbarkeit= | |||
|modul=Wahlpflichtfach Informatik | |modul=Wahlpflichtfach Informatik | ||
|name= | |name= | ||
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|voraussetzungen= | |voraussetzungen= | ||
|voraussetzungen_lv= | |voraussetzungen_lv= | ||
|wird_gehalten= | |wird_gehalten=veraltet | ||
|wiederholungspruefung=Nein | |||
|semester=IAM 6, IAM 7 | |semester=IAM 6, IAM 7 | ||
|credits=5 | |credits=5 | ||
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|sws_praktikum= | |sws_praktikum= | ||
|tp=4 | |tp=4 | ||
|lehrformen=Seminaristischer Unterricht, Übungen | |||
|notengebung= | |notengebung= | ||
|url=https://www.hs-augsburg.de/fakultaet/informatik/studium/wahlpflichtveranstaltung/computer_games_development/index.html | |url=https://www.hs-augsburg.de/fakultaet/informatik/studium/wahlpflichtveranstaltung/computer_games_development/index.html | ||
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|gewichtung= | |gewichtung= | ||
|lehrende=Philip McClenaghan | |lehrende=Philip McClenaghan | ||
|anmerkungen= | |anmerkungen= | ||
|qualifikationsziele=On completion of this module, the student will be able to demonstrate: | |||
* An appreciation of the computer games industry | |||
* An understanding of computer games design and the ability to critically evaluate computer games | |||
* An understanding of design implementation | |||
* The ability to create a pre-production games proposal document | |||
* The ability to articulate course related ideas and concepts in English, both verbally and in written form | |||
|inhalte=The aim of this course is to provide students with an understanding of computer games and the computer games industry. Conceptual design and critical analysis exercises allow students to explore a range of relevant topics in order to gain the ability to look at computer games objectively and from an informed standpoint. Students present their work (in English) both verbally and in written form through presentations and analysis documents. | |||
|literatur=* Adams, E & Rollings, A (2007) Fundamentals of Game Design. Prentice Hall | |||
* Oxland, K (2004) Gameplay and Design. Addison Wesley | |||
* Poole, S (2000) Trigger Happy. Fourth Estate. | |||
* Gamasutra Website (http://www.gamasutra.com/) | |||
}} | }} |
Version vom 21. September 2020, 10:58 Uhr
Diese Lehrveranstaltung wird nicht mehr angeboten.
Studiengang | Interaktive Medien (IAM 2006) |
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Studienabschnitt | Vertiefungsphase |
Modul | Wahlpflichtfach Informatik |
Name | Computer Games Development |
Name (englisch) | Computer Games Development |
Kürzel | CGDEV4.WP |
Voraussetzungen | Es müssen mindestens 80 Credits in den Studienabschnitten Grundlagen- und Orientierungsphase und Aufbauphase erworben worden sein. |
Wird gehalten: | veraltet |
Semester | IAM 6, IAM 7 |
Lehrformen | Seminaristischer Unterricht, Übungen |
Credits | 5 |
SWS | 4 (Lehre: 4, Teaching Points: 4) |
Workload | Präsenzstudium: 60 h (durchschnittlich 4 h pro Woche) Eigenstudium: 90 h (durchschnittlich 6 h pro Woche) |
Notengebung | Kommanote (1,0; 1,3; 1,7; 2,0, 2,3; 2,7; 3,0; 3,3; 3,7; 4,0; 5,0) |
Gewichtung (Modulnote): | 100 % |
Verantwortliche(r) | |
Lehrende(r) | |
Homepage | https://www.hs-augsburg.de/fakultaet/informatik/studium/wahlpflichtveranstaltung/computer games development/index.html |
Lernziele
On completion of this module, the student will be able to demonstrate:
- An appreciation of the computer games industry
- An understanding of computer games design and the ability to critically evaluate computer games
- An understanding of design implementation
- The ability to create a pre-production games proposal document
- The ability to articulate course related ideas and concepts in English, both verbally and in written form
Inhalte
The aim of this course is to provide students with an understanding of computer games and the computer games industry. Conceptual design and critical analysis exercises allow students to explore a range of relevant topics in order to gain the ability to look at computer games objectively and from an informed standpoint. Students present their work (in English) both verbally and in written form through presentations and analysis documents.
Literatur
- Adams, E & Rollings, A (2007) Fundamentals of Game Design. Prentice Hall
- Oxland, K (2004) Gameplay and Design. Addison Wesley
- Poole, S (2000) Trigger Happy. Fourth Estate.
- Gamasutra Website (http://www.gamasutra.com/)
Prüfungen
Nummer | Prüfer | Zweitprüfer | Prüfung | Prüfungsart | Prüfungsdetails | Hilfsmittel |
---|---|---|---|---|---|---|
1930364 | nicht mehr angeboten | Studienarbeit, Präsentation |