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 |
VCD1112 | Art, Culture and Society | Spring | 3 | 0 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Prof. Dr. NİLAY ULUSOY |
Course Lecturer(s): |
Assist. Prof. TOLGA HEPDİNÇLER Assist. Prof. DENİZ GÜRGEN Prof. Dr. NİLAY ULUSOY Assist. Prof. GÖNÜL EDA ÖZGÜL |
Recommended Optional Program Components: | None |
Course Objectives: | This class aims to introduce students to visual culture as an interdisciplinary field of study that deals with arts, media, culture, and society. After introducing art history and its concepts and analytic methods, we will have a historical overview of visuality through painting, photography, and cinema. Finally, we will conclude this class by looking at how virtuality started to frame our everyday life through the contemporary instances of visual forms including virtual reality and the Internet. |
The students who have succeeded in this course; I. are introduced to art history II. are introduced to the basic concepts of art III. Gain the ability to analyze works of art formally IV. Gain the ability to analyze the content and context of the works of art V. are introduced to visual culture VI. gain a basic notion of the social history of art VII. can compare different conceptions of time in different cultures (Western and non-Western) VIII. can survey the basic art historical periods and movements IX. gain knowledge about art museums |
Art, Culture and Society class introduces basic skills of understanding and analyzing works of art. To this end, this class aims to give analytical skills to understand images, historical and social skills to understand their context and the artistic practices. |
Week | Subject | Related Preparation |
1) | Introduction to the Class, What Is Art and What Is Art History? | |
2) | Judging by Appearances | |
3) | Looking Beyond Picture Frame | |
4) | Art Today: Contemporary Ways of Looking | |
5) | Art in Museums and Galleries: Spectacle and Display | |
6) | Categorizing the History of Art | |
7) | Midterm | |
8) | Introduction: What is Visual Culture? | |
9) | Museum visit | |
10) | Picture Definition: Line, Color, Vision | |
11) | The Age of Photography | |
12) | Virtuality: From Virtual Antiquity to the Pixel Zone | |
13) | Transculture: From Kongo to Congo | |
14) | First Contact: From Independence Day to 1492 and Millennium | |
15) | Conclusion and Review for the Final Exam | |
16) | Final Exam |
Course Notes / Textbooks: | Pooke, Grant and Graham Whitham. Teach Yourself: Art History. London: Hodder Education, 2004. 2nd ed. Mirzoeff, Nicholas. An Introduction to Visual Culture. London and New York: Routledge, 2009. 2nd ed. |
References: | Mirzoeff, Nicholas (Ed.). Visual Culture Reader. London and New York: Routledge, 2012. 3rd ed. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Presentation | 1 | % 10 |
Midterms | 1 | % 40 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 14 | 70 |
Presentations / Seminar | 1 | 3 |
Midterms | 1 | 3 |
Final | 1 | 3 |
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. |