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 |
POV3437 | Storyboard | Spring | 2 | 2 | 3 | 5 |
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. NAZLI EDA NOYAN CELAYİR |
Recommended Optional Program Components: | POV 2525 Concept Dev. And Visualization POV 2344 Cinematography POV 3341 Visual Storytelling POV 4337 Picture Theory POV 4111Graduation Project I POV 4112 Graduation Project II |
Course Objectives: | This course deals with the storyboard which is the last stage before the shooting of an actual film ( reel film, animation or advertisement). The students will be familiar with the basic concepts and terminology of the storyboard and will have the opportunity to do applications. |
The students who have succeeded in this course; I. To visualize concepts. II. To be able to understand the language of the visual design and have the ability to do applications. III. To prepare drafts based on the script ( frame, camera, acting, connecting the frames, duration of frames, sound etc.), and to communicate these aspects visually. IV. To be able to use different media and technologies successfully with respect to the expectations and necessities of the industry. |
Week | Subject | Related Preparation |
Course Notes / Textbooks: | Handouts would be given weekly. Harold Whitaker and Hohn Halas, Timing for animation Focal Press Marcie Begleiter, From Word To Image Peter Ettedgui, Production Design And Art Directiob Screencraft Focal Press Treasures of Disney Animation Art Abbeville Press Publishers |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Total | % | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % |
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. |