POV4218 Juxtaposition-Mixed ImagesBahçeşehir 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
POV4218 Juxtaposition-Mixed Images Spring 3 0 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:
Course Coordinator : Dr. Öğr. Üyesi TOLGA HEPDİNÇLER
Recommended Optional Program Components: None
Course Objectives:

Learning Outcomes

The students who have succeeded in this course;

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation and Course lecture on Aims and Goals Screening: Wim Wenders “Himmel uber Berlin” and discussion
2) Deconstructing Berlin as an artistic subject matter : Historical and Social chage and its effects on artistic production
3) German Dada and Expressionism in Berlin
4) Visit to Neu Naional Galerie: Discovering German Bauhaus and contemporary art.
5) German art from WWII to the fall of wall : Subject matters, genres and artistic juxtapositions
6) New German Artistic and Visual Experience after reunification Homework: Analyze and germen artist within his/her biographical/formal and iconographıc context. Homework: Analyze a german artist within his/her biographical/formal and iconographıc context.
7) Visit to Hamburger Bahnhof Museum: Exploring the limits of contemporary art and German conceptual artists
8) Proposals for the artistic projects. Evaluation and feedbacks on the proposed projects.
9) Early German Photography and contemporary photographic experiences since 1960s.

Sources

Course Notes / Textbooks:
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Homework Assignments 1 % 30
Midterms 1 % 20
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 3 42
Application 3 12 36
Presentations / Seminar 1 10 10
Homework Assignments 1 9 9
Midterms 1 10 10
Final 1 12 12
Total Workload 119

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.