Teaching Areas
Media and Game Studies
The courses on “Media and Game Studies” convey the fundamentals of modern media history with a special focus on the technological and aesthetic shaping of new audiovisual media (theatre, film, television, digital games) as well as the theory and history of analog and digital games. The scientific institute strives for a convergence of media theory and media practice. Topics include “Introduction to Academic and Scientific Methods”, “Introduction to Media and Game Studies”, “Media Theory, Empirical Media Research”, “Player Research”, “Media Pedagogy”, “History and Theories of Analog Games”, “History and Theories of Digital Games”, “History and Theory of Analog and Digital Networking”, “Nonlinear Adaptation”, “Newest Approaches to Media and Game Studies”. The CGL thus offers students both humanities and social sciences perspectives and contents in media studies and game studies.
Game Arts
The specialized courses “Game Arts” convey the basics of the design of all visual components of a digital game. In the context of the development process, these include “Concept Art” (visual representation in the early phase of project development), “Illustration” (design of two-dimensional graphic components), “2D Animation” (conception, design and production of analog and digital 2D animations), “3D Design & Animation” (conception, design and production of 3D computer graphics and animation) and “Interface” (development of “Graphical User Interfaces” according to design and ergonomic parameters). In artistic practice, students develop and consolidate their skills (nude drawing, drawing from nature, perspective, objects, etc.). These skills are then applied in the context of game development within the framework of “Character & World Design” (design of game figures, objects and entire game worlds) – from conception (drawing, 3D sound models etc.) to implementation in 2D and 3D game engines.
Game Design
The specialized courses “Game Design” convey the basics of game mechanics and audiovisual narration, i.e. of Ludic and narrative design. The understanding of narrative structures – both traditionally linear and interactive-multilinear – and their appropriate use will be trained in theoretical-historical reflection as well as in practical exercises. Topics include “Game Design Fundamentals”, “Systems Design”, “Mechanics and Storytelling in Analog and Digital Games”, “Fundamentals of Dramatic and Epic Story Telling”, “Open Worlds”, “Story Worlds”, “Emergent Game Play”, “Level Design”, “Single Player vs. Multiplayer Mechanics and Storytelling”, “Serious Games and Game-Based Learning”, “Game Audio”, “User Interface Design”, “The Game Design Document”, “Game Player Analysis” and “Play Testing”.
Game Programming
The specialized courses “Game Programming” deal with the information-technical basis of a digital game. Programming languages connect the linguistic world of man with the technical-abstract world of the computer and are therefore the means to create simulated effects by processing algorithms and data structures. “Game Programming” as part of applied computer science conveys theoretical contents in connection with a strong share of technology and practice. Basic concepts of computer architecture and function, programming languages, graphic technologies, basic mathematics (trigonometry, linear algebra), computer science (algorithms, AI), frontend (2D/3D graphics, browser) and backend technology (network, databases, client/server) as well as operating systems and software management are learned.
Sound in Games
The pedagogy in this field relies on the following principles: encourage creativity & curiosity in theoretical aspects (perception, acoustic film and game analyzing) and practical aspects (understanding methods and practices of game sound). The goal is to encourage deep listening awareness even for students not specialized in sound.
Media Economics and Entrepreneurship
The classes are designed to introduce basic knowledge of macro and micro economics as well as some theories of media management, human resource management and project management. Although the classes can be considered an introduction into these fields, they shall also delve deeper in theory within particular areas. The timeframe is structured to not only enable a glimpse of the theories of economics and offer some practical exercises, but also to foster self-reflection on management and organization.