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 |
FTV4938 | TV Workshop | 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 |
Recommended Optional Program Components: | None |
Course Objectives: | This course is an advanced level television workshop. There will be two main components to the course: theoretical framework and production practice. In the first part, the course will engage with issues surrounding television studies and television production. The second part will focus on and studio production. The overall aim of the course is to provide students with the fundamental knowledge and skills necessary about television theory, aesthetics and production practices. |
The students who have succeeded in this course; 1. Will be able to analyses tv programs 2. Will be able to desing a new visual world works with research results. 3. Will be able to learn relationship between reality and tv programing. 4. Recognize the spesific types of goals and objectives in tv and target. Students can begin to define emotions and design to production. 5. Will be able to begin to use technical equipment for the coordinate motor-skills. 6. Will be able to analyse sight, sound and motion that call emotions 7. Will be able to begin to use technical equipment for the coordinate motor-skills. 8. Will be able to put the implementation steps of a production and create a strategy of visuality. |
This course is designed to cover the theoretical production steps, writing processes and practical tv programs from using the camera to editing a program |
Week | Subject | Related Preparation |
1) | Documentary and the effect of tv | |
2) | News, Politics and TV as İnformation | |
3) | Narrative television I | |
4) | Television studies and television practice | |
5) | Everyday Television | |
6) | News, politics and TV as Information----- Project I due | |
7) | The practitioner's perspective | |
8) | The Practitioner’s perspective: Visual Dimension ------ Project II due | |
9) | The Practitioner’s perspective: Lighting and cinematography----- Term Project Proposals Due | |
10) | The Practitioner’s perspective: Sound and Editing | |
11) | Issues in Production | |
12) | Projects and presentations | |
13) | Documentary and Factual Television | |
14) | Documantary tv programs |
Course Notes / Textbooks: | |
References: | 1. Holland, P. (1997) The Television Handbook, Routledge: London 2. Lee Goldberg-Willian Rabkin )2003) Successful Television Writing |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 10 |
Laboratory | 9 | % 10 |
Application | 4 | % 20 |
Field Work | 4 | % 10 |
Homework Assignments | 3 | % 10 |
Project | 3 | % 20 |
Final | 1 | % 20 |
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 | 14 | 3 | 42 |
Project | 14 | 3 | 42 |
Total Workload | 126 |
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. |