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E4_Design, plan, edit, program and market interactive multimedia applications
E10_Apply processes, methods and techniques to develop creativity and innovation in audiovisual production, multimedia development and video game programming
Guió Interactiu focuses the learning of the degree on audiovisual narrative forms of expression linked to interactivity in all its forms.
The subject is part of the subject of multimedia and animation, but also includes other subjects of basic training such as history (focusing specifically on video games with a significant narrative load) and communication (audiovisual script, in terms of writing and creativity).
In this sense, on the one hand the contents approach the history of the video game industry, its current ecosystem and its narrative potential. In addition, the student will learn to design and write eminently narrative video games, through the theoretical knowledge, the writing of documents specific to the industry, as well as other formats such as interactive cinema, visual novel, text game, escape rooms or the VR experiences.
The classroom (physical or virtual) is a safe space, free of sexist, racist, homophobic, transphobic and discriminatory attitudes, either towards students or towards teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer prejudice from others.
0. Introduction to the subject.
BLOCK 1. FORMATS AND INDUSTRY
1. Formats of the interactive narrative
2. Interactivity and fun.
3. Professional profiles. The video game and non-digital game ecosystem. The roles of the narrative designer and the Game Writer.
BLOCK 2. NARRATIVE DESIGN CONCEPTUAL TOOLS
4. Structure and directed freedom
5. Interactive narrative and fictional worlds
5.1. Narrative Vs. worlds of fiction.
5.2. The game-fiction worlds of the video game.
5.3. Narrative architectures
5.4. Backstory, Story, Setting.
6. MDE. Mechanics, dynamics and game experience.
7. Character and avatar
A1. Practice. Creating a branching narrative in Twine 10%
A2. practice Creation of a GDD 30%
A3. practice GDD Pitching 10%
A4. theory Reading papers 10%
A5. theory Final exam 40%
Considerations:
- The subject consists of a theoretical part and a practical one. It is necessary to pass both the theoretical part and the practical part in order to pass the subject.
- It is necessary to attend at least 80% of the practice sessions to be able to enjoy the continuous assessment. A maximum of two excused absences will be accepted.
- If the average grade of the practical activities is lower than 5 out of 10, the practical part of the subject is suspended and, therefore, the student will have to recover this part of the subject.
- An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
- A final exam with a grade lower than 5 out of 10, regardless of the rest of the grades for the activities, implies that the student will have to retake the theoretical part of the subject.
- You must take the final exam. In case of not doing so, the student will have a NP and will not be able to opt for recovery.
- Three of the five activities with NP imply that the course has not been followed and result in a global NP. In this case, the student will have a NP and will not be able to opt for recovery.
- The identification of plagiarism is considered a serious circumstance that may lead to a failing grade in the subject. In case of detection of plagiarism, the coordination of the degree will be informed so that the corresponding disciplinary measures can be taken.
Cuadrado, Alfonso; Planells, Antonio José (2020). "Fiction and video games. Theory and practice of storytelling" Editorial UOC. Barcelona.
Hassapopoulou, M. (2024). Interactive Cinema: The Ambiguous Ethics of Media Participation (Vol. 63). U of Minnesota Press.
Case, J., Freeze, E., & Pane, S. (2024). Story Mode: The Creative Writer's Guide to Narrative Video Game Design. Bloomsbury Publishing.
Planells, Antonio José (2016). "Video Games and Fiction Worlds." Chair Editions. Madrid.
Navarro Remesal, Víctor (2019) "Cine Ludens. 50 dialogues between play and cinema". Editorial UOC. Barcelona.
Gifreu, Arnau (2013). “The interactive documentary. Evolution, characterization and development perspectives ”. UOC. Barcelona.
Murray, Janet (1999). "Hamlet on the Holocaust: The Future of Narrative in Cyberspace." Paidós. Barcelona
Navarro, Víctor (2016). "Directed Freedom A Grammar of Video Game Analysis and Design." Shangila. Santander.
Giannetti, Claudia; Tavares, Mirian; Lunenfeld, Peter; Koenitz, Hartmut; Shaw, Jeffrey; Mendes da Silva, Bruno (2021). The Forking Paths. Interactive Film as Media https://www.academia.edu/49986923/The_Forking_Paths
Nicklin, Hannah. Writing for Games: Theory and Practice. CRC Press, 2022.
Bateman, Chris, ed. Game writing: Narrative skills for videogames. Bloomsbury Publishing USA, 2021.
Cantallops, MM (2023). Rompecabezas: five decades of video games and puzzles. paper heroes
Garcia, A., & Niemeyer, G. (Eds.). (2017). Alternate reality games and the cusp of digital gameplay (Vol. 5). Bloomsbury Publishing USA.
Koenitz, H. (2023). Understanding interactive digital narrative: immersive expressions for a complex time. Routledge.
Reed, AA, Murray, J., & Salter, A. (2020). Adventure games: Playing the outsider. Bloomsbury Publishing USA.