POV4355 Advertising 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
POV4355 Advertising 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: This course aims to introduce the students the technical aspects of advertising photography and assist them in putting their knowledge into practice.

Learning Outcomes

The students who have succeeded in this course;
1. Understand advertising photography within its historical practices.
2. Identify various applications in the genre.
3. Gain ability to practice advertising photography in studio and on location.
4. Show dexterity in practical aspects of advertising photography.
5. Demonstrate ability to operate post-production softwares related to advertising purposes.

Course Content

Students will engage with technical aspects of photographic illustration inside the setting of a studio. Photo illustration is based on a vocabulary of sets, still lives, models, as well as a grammar of a complex system of cameras, films and lighting, and the creation of totally controlled images to be used in fine arts, commercial world and editorial areas.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Understanding the advertising characteristics of advertising photography, location, tools and techniques.
2) CRITICS OF THE STUDENT WORK Assignment 1
3) Rules of studio photography. Tools used in advertising photography. Creating a mood through lighting. Working on the assignments.
4) CRITICS OF THE STUDENT WORK Assignment 2
5) Composition Rules I Working on the assignments.
6) CRITICS OF THE STUDENT WORK Assignment 3
7) Composition rules II. point of view and shooting plans. Creating a classic campaign. Working on the assignments.
8) Mid-term presentations Working on the presentation.
9) Guest Photographer Working on the assignments.
10) CRITICS OF THE STUDENT WORK Assignment 4
11) Advertising photography. Production process, from creative idea to print. Using photoshop photography resources in advertising. Working on the assignments.
12) CRITICS OF THE STUDENT WORK Assignment 5
13) CRITICS OF THE STUDENT WORK Working on the assignments.
14) Final Study Preparation for Final Assignment

Sources

Course Notes / Textbooks: 1. Marshall, H. (1989). Art-directing photography. Oxford: Phaidon.
2. Salomon, Allyn (1982) Advertising photography. New York: American Photographic Book Pub.
References: Other sources may include:

1. www.ilford.com
2. www.sinar.com
3. www.ar-studio.com/Portfolios/
4. www.jimappleton.com/Ads-01.htm
5. www.ericmeola.com
6. www.the-lightbox.com/Marketing/
7. www.grafixoncall.com/Photography.html
8. www.studiohl.gr/
9. meta4sapporo.com/english/top.html
10. www.bga-photo.co.uk/index2.html
11. www.photographe-de-mode.com/photos-de-mode-couleur.html
12. www.5thfloorstudios.com/commercial.html
13. www.mira.com
14. www.picturesque.com
15. freestockphotos.com
16. www.photosource.com
17. Creative options (1996) New York:American Showcase.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 5 % 50
Midterms 1 % 10
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 5 4 20
Midterms 1 1 1
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.