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Visual storytelling in games (5 cr)

Code: GD00DT43-3009

General information


Enrollment
07.04.2025 - 21.04.2025
Registration for introductions has not started yet.
Timing
01.08.2025 - 31.12.2025
The implementation has not yet started.
Number of ECTS credits allocated
5 cr
Local portion
4 cr
Virtual portion
1 cr
Mode of delivery
Blended learning
Unit
Department of Culture
Campus
Kouvola Campus
Teaching languages
English
Seats
20 - 22
Degree programmes
Degree Programme in Game Design
Teachers
Brenda Jiménez
Groups
GDKV24SP
Game design, full-time studies
Course
GD00DT43

Realization has 11 reservations. Total duration of reservations is 41 h 15 min.

Time Topic Location
Thu 11.09.2025 time 12:00 - 15:30
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Thu 18.09.2025 time 09:00 - 12:30
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Thu 25.09.2025 time 12:00 - 15:30
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
K219 Hoitoluokka+teoria (54), kirjastorakennus
Thu 02.10.2025 time 12:30 - 16:00
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Thu 09.10.2025 time 12:00 - 15:30
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Wed 15.10.2025 time 10:00 - 14:15
(4 h 15 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Thu 06.11.2025 time 08:15 - 11:45
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Wed 19.11.2025 time 08:15 - 11:45
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Wed 26.11.2025 time 08:30 - 12:00
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Tue 02.12.2025 time 08:30 - 14:00
(5 h 30 min)
Visual storytelling in games GD00DT43-3009
MS05 Tietokoneluokka (28+1), Meduusa-studio
Thu 04.12.2025 time 08:15 - 11:45
(3 h 30 min)
Visual storytelling in games GD00DT43-3009
MS10 Tietokoneluokka (26+1)
Changes to reservations may be possible.

Objective

You know how to set a visual theme to tell a story.
You are able to create a rhythm of action, which supports your story.
You are able to utilise camerawork, sound and acting together with set-up design, props and characterisation in your story’s timeline.
You know the basics of the camera angles, lenses, depth of field, aperture and other camera techniques needed in gameplay visualisation.
You know how to storyboard to communicate the story based on camera frames and angles.
You know the basics of the sound work for games.
You know the basics of light design for games.
You know the basic editing methods for storytelling.
You know the basic production methods for audiovisual work.
You learn the basics of how to show your character on screen so that it supports the story.

Content

How to generate a sense of time and space?
How to set a mood in a game through visual means and character tasks?
How to create suspense, thrill or comedy in a scene?
How to visualise missions of the character in a scene?
How to create a sense of continuity and phase a rhythm of the action in a scene?
How to tell a short story?
How to visualise the scene with a camera?
How to tell the story with sound elements?
How to light up one scene?
What editing methods can be used for storytelling?
How to provide a character in front of the camera?
How to produce a simple audiovisual story?

Course material

Lectures, videos, links and tutorials on Learn.

Study forms and methods

You will attend classes according to a weekly schedule at the Kouvola campus.
Your active participation in these scheduled lessons is mandatory. Remote participation is not possible. Generally, scheduled contact lessons are neither recorded nor duplicated as online lectures.
You will progress by attending scheduled lessons and completing tasks and assignments individually or in groups.
You must complete the given assignments and practical exercises.

RDI and work-related cooperation

RDI will be intergrated where possible

Timing of exams and assignments

Deadlines:
– In order to benefit from the dedicated feedback sessions students must have at least partially completed the assignments on review at that time.
– If a student misses the deadline for an assignment feedback session, no assurance of feedback at a later date can be given. Current works take precedence.
– If a student can not achieve a required deadline the lecturer must be informed and an extension will be negotiated.
– Unauthorised late return of course assignments will have an effect on final grading. (Between 1 and 2 points deducted)

Student workload

Students complete assignments independently. In class, students will receive feedback and deepen their expertise. The assignments are mostly based on group work

Further information

Further information
– Demonstrations and lectures provide relevant theoretical content.
– Students complete a series of analysis exercises and assignments in groups with the help of instructions provided on Learn.
– Students will receive dedicated feedback sessions on their assignments at regular intervals
– Students will deepen their expertise in the use of professional language related to visual scripting, storyboard drawing techniques, and planning a shooting plan for a game trailer.

Evaluation scale

1-5

Assessment methods and criteria

Assessment Methods:
Collaborative Learning outcomes (Group works)
Peer review and self-evaluation
Register of Attendance
Adherence to schedules and deadlines
Activity Checklists
Performance Rating scale for classroom and homework assignments

Assessment Criteria
Students ability to develop ideas, logical thinking, creativity, ability to communicate one’s ideas both verbally and visually, quality of work, ability to follow instructions, ability to work to deadlines, level of attendance, activity and contribution to class, evidence of improvement in technical/design/aesthetic skills.

Grading. Fail, Incomplete, 1: pass, 2: pass+ 3:commended 4: Highly commended 5: Distinction

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