ADV4625 Advertising PhotographyBahçeşehir 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
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.

Basic information

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.

Learning Outcomes

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.

Course Content

Weekly Detailed Course Contents

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

Sources

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:

Evaluation System

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

ECTS / Workload Table

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

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.