Course: Disciplinary software VI

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Course title Disciplinary software VI
Course code KEO/FU072
Organizational form of instruction Lecture + Lesson
Level of course Bachelor
Year of study not specified
Frequency of the course Each academic year
Semester Summer
Number of ECTS credits 2
Language of instruction Czech
Status of course Compulsory
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Mrkus Pavel, doc. Mgr.A.
  • Tarakji Karim, MgA.
Course content
1. Recapitulation of knowledge from the previous semester. 2. Introduction to interactive formats. 3.- 4. Modeling in the game engine environment. 5-6 Creation of interactive elements and physics. 7. Partial practical demonstrations and tasks; presentation of artworks generated by means of interactive applications. 8. Animation and movement in an interactive virtual environment. Assignment of an independent semestral project. 9-10 Realization of an independent project. 11. Presentation of an individual interactive project.

Learning activities and teaching methods
unspecified, unspecified, unspecified, unspecified
Learning outcomes
Disciplinary software VI / 3D software II - Interactive environment The follow-up course deepens the basics of creation of interactive and generative contents in the game engine environment in combination with 3D software. It provides basic orientation in the matters of constructing virtual and interactive simulations, using elementary building modules of the game language. It creates a platform for interaction between virtual and physical environments and user interfaces. It deals mainly with game applications being subsequently used in creating artistic and performative content. The course responds dynamically to current practices and developments in the field.
The gained capabilities constitute an encompassment and an aquirement of knowledge and experience in the given field of study, they result from a concrete annotation of the subject and are aimed at a profile´s fulfilment of the graduate of the given field of study.
Prerequisites
Successful completion of the previous study

Assessment methods and criteria
unspecified
1. Fulfilling partial tasks and assignments throughout the semester 2. Active participation in the Studio tutoring
Recommended literature
  • Blender Fundamentals: https://cloud.blender.org/p/blender-fundamentals/. Blender Fundamentals: https://cloud.blender.org/p/blender-fundamentals/.
  • Blender User Manual: https://docs.blender.org/manual/en/latest/. Blender User Manual: https://docs.blender.org/manual/en/latest/.
  • GREGORY, Jason. Game Engine Architecture. Taylor & Francis, 2018.
  • McCAFFREY, Mitch. Unreal Engine VR Cookbook. Developing Virtual Reality with UE4. Addison Wesley, 2017.
  • ROMERO, Marcos. Blueprints Visual Scripting for Unreal Engine. The faster way to build games using UE4 Blueprints. Packt Publishing, 2019.
  • STEINMETZ, Frederik; HOFFMANN, Gottfried. Cycles Encyclopedia. Blender Foundation, 2016.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester