VCD3113 3D ModellingBahçeşehir 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
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.

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 İPEK TORUN
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 make an introduction to 3D modelling and computer animation world and to give a basic understanding of “how it works” in 3D animatio. Students will be informed about terms and techniques of 3D modelling and learn to use a 3D software. The relation of 3D modelling between sculpture, painting, architecture, computer games, cinema, music will also be explained in this course.

Learning Outcomes

The students who have succeeded in this course;
I. To gain an understanding about virtual 3D environment.
II. Practice skills of 3D modelling and texture mapping.
III. Practice skills of basic animation in 3D environment.
IV. Learn to use one of the industry standard 3D softwares.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) 1. Week : Introduction to 3D modelling (Basic concepts of 3D modelling and general information about softwares)
2) 2.Week : Starting with 2d shapes
3) 3.Week : Transforming to 3d meshes
4) 4.Week : Polygon modelling 1(objects)
5) 5.Week : Mid term 1
6) 6.Week : Polygon modelling 2(organic)
7) 7.Week : Materials / Shaders
8) 8.Week : Basic Mapping 1
9) 9.Week : Mapping 2
10) 10.Week : Mid Term 2
11) 11.Week : How to create a texture in Photoshop.
12) 12.Week : Introduction to Animation (Basic concepts of 3D animation and general information about softwares)
13) 13.Week : First Animation: Bouncing ball
14) Review

Sources

Course Notes / Textbooks:
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Midterms 2 % 40
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Homework Assignments 11 60
Final 3 24
Total Workload 126

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.