POV4350 Photo Essay and News 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
POV4350 Photo Essay and News 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 aims at inciting the students to develop a critically thoughtful, informed approach to magazine photography.

Learning Outcomes

The students who have succeeded in this course;
1. Identify basic terms of photo essay and news photography.
2. Illustrate a personal and practical approach to magazine photography and new media.
3. Execute exercises designed to develop a personal voice. Use editing skills, and unique elements in a work.
4. Acquire an overview of documentary photography.
5. Show dexterity in using all the settings and functions of the camera when taking editorial photographs.
6. Design a personal vision as a photographer.
7. Explore ways to develop a personal style while focusing on long-term goals.

Course Content

Each week, students will tackle a typical magazine assignment: read a manuscript, conduct research, conceptualisation, photography, print, edit, and present work as an opening spread to a story. The class will critique work in an open forum. Discussions will also cover the practicalities of model releases, fees, portfolio presentation, and job delivery. Slide presentations and lectures will offer an overview of the history of magazines from their original goals to how they operate in today's market. Guest photographers, photo editors, and art directors will share their perspectives on the field. Assignments, tailored to individual needs, styles, and objectives, guide students to develop a personal—and marketable— style.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction.
2) Making of a photo journal and daily practise with the camera. Assignment 1
3) The perfect fit, tailoring your work for portfolio, website, gallery submission and business. Working on the assignments.
4) Photographing urban landscape. Assignment 2
5) Here and now: The essence of a place. Working on the assignments.
6) Travel photography and photo essay. Assignment 3
7) Discussions over composition, equipment, lighting, print style, and emotional weight in imagery, as well as the works of master photographers. Working on the assignments.
8) First editing, why is so important? Assignment 4
9) Black and White vs. Color photography. Working on the assignments.
10) Discussions over composition, equipment, lighting, print style, and emotional weight in imagery, as well as the works of master photographers. Assignment 5
11) Field trip. Working on the assignments.
12) Advance editing. Assignment 6
13) Oral presentations of assignments. Working on the presentation.
14) Final presentations. Preparation for Final Assignment

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 6 4 24
Final 1 1 1
Total Workload 133

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.