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 |
VCD3113 | 3D Modelling | 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 : | Instructor ECE ARIHAN |
Course Lecturer(s): |
Instructor CAN PEKDEMİR Prof. Dr. HASAN KEMAL SUHER |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to introduce 3D modelling and provide a basic understanding of the pipeline of 3D animated films. Students will learn about the terms and techniques of 3D modelling and use industry standard 3D software. The relation of 3D modelling between sculpture, painting, architecture, computer games, cinema, music will also be explained in this course. |
The students who have succeeded in this course; I. Define and discuss the virtual 3D environment. II. Implement basic skills of 3D modelling. III. Describe and implement texture mapping. IV. Demonstrate basic animation skills in 3D environment. V. Develop practical skills to use industry standard 3D software. |
This course provides an introduction to 3D modelling techniques and principles, focusing on developing the skills needed to create, manipulate, and render 3D objects. Students will explore a variety of software tools and workflows used in the design industry, with an emphasis on applying these skills to real-world visual communication design projects. The course will cover fundamental concepts such as geometry, texture mapping, lighting, and rendering, culminating in a final project showcasing the students' 3D modelling proficiency. |
Week | Subject | Related Preparation |
1) | Introduction to 3D modelling (Basic concepts of 3D modelling and general information about 3D software) | |
2) | Geometry and Basic Modelling Techniques | |
3) | Combining and Modifying Geometry | |
4) | Polygon modelling 1 (objects) | |
5) | Polygon modelling 2(organic) | |
6) | Introduction to Materials and Textures | |
7) | Midterm | |
8) | Lighting Basics | |
9) | Camera Setup and Basic Rendering | |
10) | Building a Simple Scene | |
11) | Refining Modelling Techniques | |
12) | Texturing and Material Application | |
13) | Simple Animation Concepts | |
14) | Course Review |
Course Notes / Textbooks: | Derakhshani, D. (2011). Introducing Autodesk Maya 2012. John Wiley & Sons. |
References: | Vaughan, W. (2011). Digital modeling. New Riders. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Midterms | 2 | % 40 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Study Hours Out of Class | 14 | 4 | 56 |
Midterms | 2 | 4 | 8 |
Final | 1 | 5 | 5 |
Total Workload | 125 |
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. |