POV4438 Advanced Digital 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
POV4438 Advanced Digital 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 DELIZIA FLACCAVENTO
Recommended Optional Program Components: None
Course Objectives: The aim of this course is to introduce students to principles of color theory, managing hardware for input, output and storage and using software for color management, photo retouching, special effects, masks and filters.

Learning Outcomes

The students who have succeeded in this course;
1. Learn to organize digital image files.
2. Improve digital darkroom techniques.
3. Use digital darkroom software.
4. Analyze digital photographs.
5. Assemble a digital portfolio.
6. Learn to modify digital images.
7. Develop camera and digital darkroom skills.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introdution to course outline. Looking at samples of modified images. Overview of our "toolbox."
2) Toolbox: selection and masks. Input principles, resolution. Interpolation, file formats and resizing. Working on the assignments.
3) Working with layers: Linking layers, layer masks, adjustment layers. Assignment 1
4) Working with layers II: Alpha channels, blending modes. Working on the assignments.
5) Color: color modes, gamuts, channels, correcting images, color balance, hue, saturation, using level and histogram. Effects: invert, threshold, posterize. Presentation: Midterm project progress. Assignment 2
6) Painting, brushes, gradient tools, filling and stroking selections, and layers. Presentation: Midterm project progress. Working on the assignments.
7) Retouch, liquify command, transforming, clone stamp, patch tool, blur, sharpen, using burn, dodge and sponge. Presentation: Midterm project progress. Working on the assignments.
8) Vector shapes, drawing, editing and managing paths. Asssignment 3
9) Working with raw format, "camera raw" plug-in, image enhancement and correction. Using Adobe Bridge and Lightroom, organizing images and assembling portfolio. Working on the assignments.
10) HDR, merging and tone mapping, tone compressor, detail enhancer. Assşgnment 4
11) Panoramic photography, using panoramic tripod head, merging, stitching and tone mapping. Working on the assignments.
12) Manipulation, bringing different photography parts together, using masks and brushes. Starting the final projects.
13) Presentation: Progresses in the final projects. Working on the presentation.
14) Presentations of final projects. Working on the presentation.

Sources

Course Notes / Textbooks: 1. EVENING, Martin. The Adobe Photoshop Lightroom 3 Book: The complete guide for Photographers. Adobe Press, 2010.
2. SCHEWE, Jeff. Adobe Photoshop CS5 for Photographer. The Ultimate Workshop. Focal Press, 2010.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 4 % 40
Midterms 1 % 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 4 56
Study Hours Out of Class 13 2 26
Homework Assignments 4 10 40
Midterms 1 1 1
Final 1 1 1
Total Workload 124

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.