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 |
ADV4625 | Advertising Photography | 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. HASAN KEMAL SUHER |
Recommended Optional Program Components: | None |
Course Objectives: | Students will engage in a technical study of photographic illustration in a studio setting. Photo illustration is based on a language whose vocabulary consists of sets, still lives and models; a grammar of cameras, films and lighting systems; and a photographer who creates totally controlled images directed toward fine art, editorial and commercial application. |
The students who have succeeded in this course; I. Understand advertising photography within its historical practices II. Identify various applications in the genre III. Gain ability to practice advertising photography in studio and on location IV. Show dexterity in the use of practical issues of Advertising Photography V. Demonstrate ability to operate post-production softwares related to advertising purposes. |
Week | Subject | Related Preparation |
1) | Understanding the advertising characteristics of advertising photography, location, tools and techniques. | |
2) | CRITICS OF THE STUDENT WORK | |
3) | Rules of studio photography. Tools used in advertising photography. Creating a mood through lighting. | |
4) | CRITICS OF THE STUDENT WORK | |
5) | Composition Rules I | |
6) | CRITICS OF THE STUDENT WORK | |
7) | Composition rules II. point of view and shooting plans. Creating a classic campaign. | |
8) | Mid-term presentations | |
9) | Guest Photographer | |
12) | CRITICS OF THE STUDENT WORK | |
13) | CRITICS OF THE STUDENT WORK | |
14) | Final Study |
Course Notes / Textbooks: | Marshall, Hugh (1989) Art-directing photography. Oxford : Phaidon. Salomon, Allyn (1982) Advertising photography. New York: American Photographic Book Pub. Creative options (1996) New York:American Showcase. www.ilford.com www.sinar.com www.ar-studio.com/Portfolios/ www.jimappleton.com/Ads-01.htm www.ericmeola.com www.the-lightbox.com/Marketing/ www.grafixoncall.com/Photography.html www.studiohl.gr/ meta4sapporo.com/english/top.html www.bga-photo.co.uk/index2.html www.photographe-de-mode.com/photos-de-mode-couleur.html www.5thfloorstudios.com/commercial.html www.mira.com www.picturesque.com freestockphotos.com www.photosource.com |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 20 |
Midterms | 1 | % 30 |
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 | 3 | 42 |
Study Hours Out of Class | 14 | 5 | 70 |
Homework Assignments | 1 | 7 | 7 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
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. |