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 |
FTV3980 | Making B Movie | Spring | 3 | 0 | 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. NİLAY ULUSOY |
Course Lecturer(s): |
Prof. Dr. NİLAY ULUSOY |
Course Objectives: | This course aims to understand B-Movies as new genre in the cinema. Students will aim to understand what is the basic setting of low budget movies and they will focus on producing their own B movie based on their analyzes in the genre. |
The students who have succeeded in this course; i. understand the common characteristics of B movies. ii. gain the ability to design a B movie. iii. Learn the rules of B Movie making iv. Learn to create a film with a low budget and the tricks in a low budget film production. Develop an understanding of the common characteristics of B movies, including their visual style, narrative structures, and thematic concerns, and learn how to design, shoot, and edit a B movie effectively. |
This course enables students to learn the fundamental principles of B-movies and understand their place in cinema. The impact of B-movie compositions on meaning creation through visuals and the techniques used are discussed in detail. Additionally, the differences between A-movies and B-movies in terms of narrative, aesthetics, and production are examined. The course is taught through theoretical lectures, film analysis, and case studies of selected scenes. Students engage in individual and group projects to develop a practical understanding of B-movie aesthetics. Assessment is based on written analyses, scene shootings, and projects focused on visual storytelling. |
Week | Subject | Related Preparation |
1) | information about course | - |
2) | B movie analysis of famous director and producers | Duel – Steven Spielberg |
3) | B movie analysis of famous director and producers | Braindead – Peter Jackson |
4) | B movie analysis of famous director and producers | Cape Fear -Martin Scorsese |
5) | B movie analysis of famous director and producers | Joy Ride – J.J. Abrams |
6) | B movie analysis of famous director and producers | The Teror – Ford Coppola |
7) | Final Project: Script Design | Neighbor – Robert Masciantonio |
8) | Final Project: Script Design | - |
9) | Final Project: Production Planning | - |
10) | Final Project: Preparing Shooting Plan | - |
11) | Final Project :Art Design and Make-up | - |
12) | Final Project :Art Design and Make-up | - |
13) | Final Project : Shooting | - |
14) | Final Project : Editing | - |
Course Notes / Textbooks: | |
References: | Planning the Low-Budget Film Robert Latham Digital Filmmaking 101: An Essential Guide to Producing Low-Budget Movies Dale Newton Sir Destroy All Movies!!! The Complete Guide to Punks on Film Zack Carlson , Bryan Connoly |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 30 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 3 | 3 | 9 |
Field Work | 3 | 5 | 15 |
Study Hours Out of Class | 4 | 3 | 12 |
Project | 5 | 5 | 25 |
Midterms | 1 | 3 | 3 |
Final | 1 | 15 | 15 |
Total Workload | 121 |
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. |