DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
EDT5016 | Graphic Design | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
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. TUFAN ADIGÜZEL |
Recommended Optional Program Components: | None |
Course Objectives: | This is a visual aided lecture course supported with studio learning environment designed specifically for educational technology program students. The general aim of the course is to introduce design basics as they relate to the issues of visual communication in the field of education. |
The students who have succeeded in this course; 1.Identify design elements and design principles. 2.Realize relative visual relationships in graphic composition. 3.Exercise visual form and visual language. 4.Develop creative visual communication skills. 5.Develop critical design thinking 6.Exercise with design software 7.Develop effective education models using visual design |
The course will introduce the dynamics of word( typography) and image projecting on visual identity; the employment of tools in the application areas of graphic design; and principles of animation, multimedia and interactive design. |
Week | Subject | Related Preparation |
1) | Introduction to the Course / Review of the Syllabus Journal/Sketch Book Requirements | |
2) | Visual Literacy (Lecture) Introduction: – Point Exercise | |
3) | Intentional - Unintentional Design Street Graphics (Lecture) / Point and Line in Arts and Design (Lecture) | |
4) | Street Graphics: Signs and Symbols (Lecture) Introduction to Typography | |
5) | Gestalt Principles (Lecture) Critique :Graphic Space in Photography / Rhythm/Tension/Contrast (Lecture) Positive-Negative Space (Lecture ) | |
6) | SHAPE in Art and Design /COMPOSITION ( Lecture) | |
7) | Meaningful White Space( Lecture) / Composition with 3 Basic Shapes | |
8) | MID-TERM : Visual Composition and Poster Design | |
9) | Visual Identity Design | |
10) | Basic Drawing as a tool of communication | |
11) | Principles of animation | |
12) | Digital image processing | |
13) | Visual concept development | |
14) | Multi-media and interaction design |
Course Notes / Textbooks: | 1-David A Lauer, and Stephen Pentak, Design Basics, Fifth Edition (New York: Wadsworth, 2002) 2-Otto G.Ocvirk, Robert E.Stinson,Philip R. Wigg, Robert O. Bone, David L.Cayton; Art Fundementals:Theory and Practice; Tenth Edition;(Mc Graw Hill, 2006). 3-Donis A. Dondis, A Primer of Visual Literarcy (Cambridge: The MIT Press, 1996) 4-Herbert Zettl, Sight Sound Motion: Applied Media Aesthetics, (California: Wadsworth, 1993) |
References: | Arnheim, Rudolf. (1969). Art and Visual Perception: A Psychology of the Creative Eye, University of California Press, Berkley. Becer, Emre. ( 2008). İletişim ve Grafik Tasarım, 6.Baskı Dost Kitabevi, Ankara. Berger, A. Arthur. (1998). Seeing is Believing, Mayfield Publishing, London. Brereton, Richard. (2009). Sketchbooks:The Hidden Art of Designers, Illustrators& Creatives, Laurence King Publishing, London.UK. Bowers, John. (1999). Introduction to Two Dimensional Design, John Wiley & Sons, USA. Colour Mania (Victionary, 2009). Mustieness, Carlos, and Hilland Thomas(ed.).(2006).Icons, Colors, Signs,Taschen, Italy. Donis A. Dondis. (1996) A Primer of Visual Literacy ,The MIT Press, Cambridge. Feldman, Edmund Burke.(1992).Varieties of Visual Experience, Fourth Edition, Harry N.Abrams, New York. Gastman, R., Neelon C, Smyrski, A. (2007). Street World:Urban Culture from Five Continents, Thames& Hudson., London. Janson, H. W. Janson.(1970). History of Art, Abrams, New York Krause, Jim. (2006). Color Index, David and Charles Books,UK. Krause, Jim. (2002). Color Index, USA Levey, Michael. (1968). A History of Western Art, Oxford University Press, Oxford. Lucie-Smith, Edward. (1995). Art Today, Phaidon Press Limited, London Mason, John Mason. (1989). Arts and Artists, J.G. Ferguson Publishing Company. McAlhone, Berly. (1998 ). A Smile in the Mind: Witty Thinking in Graphic Design, Phaidon Press, London. Naegele Isabel, and Baur Ruedi. ( 2004). Scents of The City, Lars Müller Publishers, Switzerland. Oei, Loan and Kegel De Cecile. (2002). The Elements of Design, Thames & Hudson, London, UK. Ocvirk, Stinson, Wigg, Bone, Cayton.(2006). Art Fundamentals, Tenth Edition, Mc Graw-Hill International Edition, New York. Pentak, Stephen and Roth, Richard. (2003). Color Basics, Wadsworth Publishing, USA. Pentak, Stephen, Lauer A David.( 2002). Design Basics, Fifth Edition, Wadsworth Publishing, USA. Tyson, Carl N. (1996). Art Through The Ages, Harcourt Brace & Company Zakia, D Richard. (1994). Perception and Imaging, Focal Press, Boston. ZelanskiI, Paul; Fisher, Mary Pat. (1996, 1984). Design Principles and Problems, by holt, Rinehart and Winston, USA. Zettl,Herbert. (1993). Sight, Sound, Motion: Applied Media Aesthetics, Wadsworth, California. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 15 |
Homework Assignments | 2 | % 45 |
Project | 1 | % 25 |
Midterms | 1 | % 15 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 75 | |
PERCENTAGE OF FINAL WORK | % 25 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Project | 1 | 50 | 50 |
Homework Assignments | 2 | 30 | 60 |
Midterms | 1 | 40 | 40 |
Total Workload | 192 |
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. |