CARTOON AND ANIMATION | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
VCD4128 | Game Studio | Spring | 2 | 2 | 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: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi İPEK TORUN |
Course Lecturer(s): |
Dr. Öğr. Üyesi GÜVEN ÇATAK |
Recommended Optional Program Components: | VCD4113 Interactive Arts & Design |
Course Objectives: | Main objective of the course is to introduce video games by focusing on their current status in new media and entertainment market; analyzing them with a sociocultural and multidiscipliner perspective; and experiencing the design process for various purposes like education, advertising, social media, etc. Discussion topics start with cultural and economic effects of games on society and follow the new trends like gamification, machinima, games for change, etc. As a midterm paper, students propose research topics relating games with non-game issues and environments. Working on game design process through the adventure genre is the other focus of the course. Adventure game mechanics and dynamics are defined to lead students for developing their own game concepts and design documents which serves as the final project. |
The students who have succeeded in this course; 1. Define the game culture and its current status in new media. 2. Recognize the video game history as an alternative guide for the digital evolution. 3. Recognize the relations of games with other disciplines. 4. Define the effects of games on society. 5. Recognize how games are used today in different areas. 6. Study the game design process through the adventure genre. 7. Identify game mechanics and dynamics through puzzle systems and visual interfaces. 8. Develop a game concept and its design document. 9. Recognize video games as a media for visual communication campaigns. |
Course Outline The course is structured in two parts: • First part focuses on how games influence everyday life and interact with other disciplines. Besides current trends like gamification and games for change, theoretical background of games is also dicussed. Regarding those topics, students propose a subject and prepare a research paper about it. • Second part will concentrate on game development and design process through the adventure genre. Analyzing the game dynamics and mechanics of adventure games will form a basis for the students to develop their own game concepts and prepare design documents as a final project. |
Week | Subject | Related Preparation |
1) | 1. introduction to course: review of the syllabus | |
2) | 2. screening & discussion: push the button! Part1 history of games / social effects | |
3) | 3. screening & discussion: push the button! Part2 history of games / current trends announcement of midterm paper | |
4) | 4. discussing gamification / games for change | |
5) | 5. discussing game art / machinima / art games | |
6) | 6. discussing game genres introduction to game design focusing on adventure games | |
7) | 7. presentation of midterms /discussion session | |
8) | 8. screening 'existenz' reviewing adventure genre dynamics announcement of final project | |
9) | 9. screening ‘making of another world’ focusing on adventure game interfaces discussing puzzle types & mechanics | |
10) | 10. guest lecturer | |
11) | 11. screening 'making of metal gear solid II' brainstorming on final project concepts | |
12) | 12. workshop for the final project - first drafts synopsis / characters / game world / levels | |
13) | 13. workshop for the final project - in progress gameplay / puzzles / audiovisual style | |
14) | 14. workshop for the final project - final drafts designing the concept document |
Course Notes / Textbooks: | - Game Work: Language, Power & Computer Game Culture - The Computer Game Design Course: Principles, Practices & Techniques for the Aspiring Game Designer - Rules of Play: Game Design Fundamentals - Level Up! The Guide to Great Video Game Design - Gaming: Essays on Algorithmic Culture - The Art of Game Design: A Book of Lenses - Gamescenes: Art in the Age of Videogames - Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps - Reality Is Broken: Why Games Make Us Better and How They Can Change the World |
References: | - Game Work: Language, Power & Computer Game Culture - The Computer Game Design Course: Principles, Practices & Techniques for the Aspiring Game Designer - Rules of Play: Game Design Fundamentals - Level Up! The Guide to Great Video Game Design - Gaming: Essays on Algorithmic Culture - The Art of Game Design: A Book of Lenses - Gamescenes: Art in the Age of Videogames - Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps - Reality Is Broken: Why Games Make Us Better and How They Can Change the World |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 20 |
Midterms | 1 | % 35 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 55 | |
PERCENTAGE OF FINAL WORK | % 45 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Project | 13 | 63 |
Final | 3 | 21 |
Total Workload | 126 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have theoretical and practical knowledge and skills in cartoon and animation. | |
2) | To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. | |
3) | Making animated films with various artistic styles and techniques. | |
4) | Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. | |
5) | To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them. | |
6) | To be able to evaluate cartoon and animations in the framework of their knowledge and skills. | |
7) | To be able to define and manage learning requirements in the field of cartoon and animation. | |
8) | To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field. | |
9) | To monitor developments in the field of cartoon and animation using foreign languages and to communicate with foreign colleagues. | |
10) | To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. | |
11) | Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. | |
12) | To have sufficient knowledge about ethical values and universal values in the field of cartoon and animation. |