POV4513 Editorial PhotographyBahçeşehir 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
POV4513 Editorial Photography 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 : Instructor HALUK ÇOBANOĞLU
Course Lecturer(s): Instructor HALUK ÇOBANOĞLU
Recommended Optional Program Components: None
Course Objectives: This course is aimed at advanced level students who have in mind a work they would like to improve and complete. Its main objective is to fill the gaps in different areas of photographic expertise. There are weekly exercises. For many of us, self-promotion and project making are the most difficult stages of the creative process. Weekly presentations and discussions address different topics as image editing, statement writing, building a website, perfect portfolio etc.


Learning Outcomes

The students who have succeeded in this course;
1. Understand the basic principles of editorial photography.
2. Learn how to use all the settings and functions of their cameras while practice taking editorial photographs.
3. Understand how different camera settings can affect the final image.
4. Become familiar with the computer components that are related to editorial photography.
5. Acquire a good grasp of the latest digital technologies and their relation to photography
6. Use background options, simple lighting possibilities and sound recording options based on their own projects.
7. Express a personal voice, improve editing skills and unique create original works.
8. Develop a new approach to magazine photography.

Course Content

This course consists of two major parts. The first part aims at explaining editorial photography, photojournalism, documentary photography and at teaching how to use a great range of media as an editorial photographer. In this part, students are introduced to both classical and contemporary examples in comparison with their original works. The second part students are expected to improve their practical skills, their use of equipment and their social skills with regards to interpersonal communication as well as their links to the worlds of commerce and media.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction, first examples and discussion.
2) East-West: Photographic approaches. Working on the assignments.
3) Photographing social landscapes. Examples from the founders of editorial photography. Assignment 1
4) Traditional editorial photography. The history of photojournalism. Working on the assignments.
5) Shooting for magazines. How to prepare an effective portfolio. Assignment 2
6) Appropriate equipment, camera and light for editorial photography. Working on the assignments.
7) Life as a documentary. Motivating students to start a long term documentary project. Assignment 3
8) Effective editing. Working on the assignments.
9) Contact with the professional world. The editorial project as a commercial work. Assignment 4
10) Commercial editing. Working on the assignments.
11) Defending editorial projects with oral presentations. Assignment 5
12) Advanced editorial and commercial editing. Working on the assignments.
13) Taking on a project as a freelance photographer and create a personal website. Final Assignment A
14) Final presentations. Final Assignment B

Sources

Course Notes / Textbooks: Wells, L. (2003). The photography reader. London New York: Routledge.
References: 1. Berger, J. (2008). Ways of seeing. London: Penguin.
2. Janus, E. & Lambert, M. (1998). Veronica's revenge : contemporary perspectives on photography. Switzerland Zurich New York New York City: LAC Scalo Distributed in North America by D.A.P.
3. Stahel, U. (2003). Well, what is photography? : a lecture on photography on the occasion of the 10th anniversary of Fotomuseum Winterthur. Winterthur, Switzerland Zurich: Fotomuseum Winterthur Scalo.
4. Wells, L. (2009). Photography : a critical introduction. London New York: Routledge.

Other resources and artists' books may include:

1. Ara Guler (Ed.Tavlas,Nezih). Fotocep, 2010.
2. Henri Cartier-Bresson. Thames and Hudson Gallimard, 2008.
3. Arabesk. Cobanoğlu,Haluk. Fotografevi, 2007.
4. New York Subway. Cobanoglu, Haluk. YGS, 2003.
5. Camera Work. Stieiglitz, A. Taschen, 2008.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 6 % 60
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 4 56
Study Hours Out of Class 13 4 52
Homework Assignments 7 3 21
Final 1 1 1
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.