FTV4935 Narrative Scene AnalysisBahçeşehir 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
FTV4935 Narrative Scene Analysis Spring 3 0 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 : Prof. Dr. NİLAY ULUSOY
Course Lecturer(s): Dr. CİHAT ARINÇ
Recommended Optional Program Components: None.
Course Objectives: The purpose of the course is to give students the tools to understand how narrative cinema works from an aesthetic perspective. In the course we watch films, and by analysing both the orginal scripts and the final product on the screen we attempt to answer these 2 questions: 1) what is the effect the director wants to create with the film; and 2) how does the director use the elements of cinema to create this effect? The “elements of cinema” specifically refer to: the narrative structure in the screenplay; the choice of actors, locations, lighting, camera positions, and lenses; the style of acting; the approach to the editing; use of music and sound; and how all of these elements tie into the larger issue of “point of view” in a cinematic sense.

Learning Outcomes

The students who have succeeded in this course;
1. Will be able to watch a scene and break it down into shots and camera positions.
2. Will be able to compare a script to the finished film and make evaluations on those differences.
3. Recognize that narrative filmmaking is about “creating an effect” vs. “telling a story”.
4. Will be able to analyze how to evaluate what effect a director wants to create in their film.
5. Will be able to evaluate what “point of view" means in narrative cinema, how it is created cinematically, and how to evaluate it in terms of narration and narrative sctructure.

Course Content

Every week we screen one feature length film. Also, the original script for 1 scene from the film is given to the students, along with a series of questions about that scene. The students have one week to write the answers to the questions. In the following week we watch the scene again and have a lecture where we answer the questions about that scene that were given the week before.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Course introduction. none
2) Screening of the film “Sideways”. Understanding of how to break a scene down. Introduction to conventional narrative language.
3) Screening of the film "The Insider”. Creating a deeper emotional point of view via camera and lense choice.
4) Screening of the film “Lost Highway”. Taking point of view deeper into the unconsciousness. Use of a dynamic sound mix to play with and shift point of view.
5) Screening of the film “La Promesse”. Understanding what “naturalism” means and how to achieve it in cinema. Restricted point of view in the emotional plane.
6) Screening of the film “Elephant”. Extreme restriction of point of view beyond the audiences expectations. Introduction to large scale narrative structure.
7) Screening of the film “Days of Heaven”. Discussion of displaced point of view in narration.
8) Screening of the film “Bad Lands”. Understanding of the effect of a displaced point of view, what kind of emotional effect this produces.
9) Screening of the film “The Limey”. Discussion of uncertain point of view in narration.
10) Screening of the TV shows “The Office” & “Curb Your Enthusiasm”. Understanding of elements of traditional sit-com formal elements, and seeing new directions in the form.
11) Screening of the film “Crouching Tiger, Hidden Dragon”. Understanding of genre expectations. Formal elements of action sequences and how to play with them.
12) Screening of the film “Secrets and Lies”. Depth of characterization and multiple restricted point of views.
13) Screening of the film “L’Argent”. Restriction of formal qualities to bring out pure cinematic effects.
14) Screening of the film “Dark Water”. Use of cinematic elements and point of view in creating effects in the horror genre. Final lecture. Recap of all subjects covered in the semester into a complete picture of how narration in cinema works.

Sources

Course Notes / Textbooks: Yok.
References: None.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 6 % 40
Presentation 2 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 3 42
Presentations / Seminar 2 3 6
Homework Assignments 6 6 36
Final 1 4 4
Total Workload 130

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.