POV4216 Advanced Editing and Post-ProductionBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
POV4216 Advanced Editing and Post-Production Spring 2 2 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi TUNA TETİK
Recommended Optional Program Components: None
Course Objectives: The aim of this course is to introduce students to advance post-production skills such as color correction, reframing, keying, tracking and compositing as well as to the application various special effect techniques used to modify pre-edited footage.


Learning Outcomes

The students who have succeeded in this course;
1. Ability to work with digital tools in order to endow them with capabilities to handle post-production situations.
2. Focus on advanced techniques and strategies for digitally altering video footage.
3. Show ability to fully participate in teamwork projects.
4. Refine skills as storytellers and structural engineers of the screen.
5. Operate post-production softwares.

Course Content

This course is prepared for providing the students with the basic knowledge on different techniques and effects regarding the essential components of editing such as colour, light and text. Students will be expected to apply and develop their practical skills through assignments.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the software.
2) Working with the keyframe and its attributes. Working on the assignments.
3) Working with “masks” and their applications. Assignment 1
4) Creating, arranging and animating textual components. Working on the assignments.
5) Painting, erasing and cloning techniques. Assignment 2
6) Motion tracking techniques. Assignment 3
7) Keying techniques. Working on the assignments.
8) Time warping. Assignment 4
9) Using the camera and the light. Working on the assignments.
10) Color correction techniques Assignment 5
11) Transition Effects. Working on the assignments.
12) Adding plug-ins and creating presets. Laboratory Work Assignment 6
13) Export formats and saving the project. Working on the assignments.
14) Exemplary solutions and applications. Preparation for Final Assignment.

Sources

Course Notes / Textbooks: 1. Adobe Creative Team. Adobe After Effects CS5 Classroom in a Book. Adobe Press, 2010.
2. Christiansen, Mark. Adobe After Effects CS5 Visual Effects and Compositing Studio Techniques. Adobe Press, 2010.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 20
Homework Assignments 6 % 30
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Study Hours Out of Class 13 2 26
Homework Assignments 6 5 30
Final 1 13 13
Total Workload 125

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.