GAD1007 2D Digital ArtBahçeşehir 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
GAD1007 2D Digital Art Fall 2 2 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Instructor KADİR BERAT AKDEMİR
Course Lecturer(s): Instructor KADİR BERAT AKDEMİR
Course Objectives: This course aims to teach students the foundations of design and creative problem solving with 2D art and design. The students will learn how to use Photoshop for design and art purposes, learn to create assets for game design. The students will also practice how to create pleasing images and proper design for different aspects of a digital game.
The core foundations that will be explored in this class are form, shape, composition, light and shadow, color theory, perspective and digital painting techniques. As well as design, how to research and use photo references, creating scenes and assets appropriate for the chosen project.

Learning Outcomes

The students who have succeeded in this course;
1. Evaluate shape and design language;
2. Identify shapes and proportions and their affect on design;
3. Effectively turn conceptual ideas into visual materials;
4. Apply appropriate design ideas for the various purposes and requirements of digital game design projects;
5. Manipulate images and references to effectively acquire unique and original design ideas, and apply these findings within a project;
6. Work within the limitations of a creative project;
7. Design functioning, interesting and purposeful compositions for idea communication and storytelling;
8. Evaluate light and lighting for storytelling purposes;
9. Apply color theory and consciously design the color palette or make color choices for projects;
10. Recognise and apply professional presentations and create formats to present art and design materials.

Course Content

During the course, students will be introduced to fine arts, visual communication, digital art and graphic design fields. Students will solve design related problems via using their creativity and computer skills.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course; review of the syllabus
2) Introduction to Game Art Game art styles and Genres Announcement of Project1: Research of well-known art for games
3) Fundamentals of drawing Basics digital art Demonstrations for perspective, color theory, composition, balance, line quality First drafts of PRJ1: Drawing and coloring for games
4) Introduction of digital art Basics of Photoshop Announcement of Project2 :Photoshop exercise
5) Advanced tools of Photoshop Demonstration for PRJ3
6) Submission of PRJ3 Discussing game creation pipeline Introduction to methods of creating game art(2D,3D,motion graphics.stop-motion,Pixel Art)
7) Continue to Adobe Photoshop Transition idea of 2d art to 3d art Game Studios and their characteristics
8) Character Creation for games Anatomy,proportion,clothing,props Photoshop photobash techniques for concept design Announcement of Project4
9) Basic drafts of PRJ4: Character Design Getting feedbacks
10) Advanced drafts of PRJ4: Photoshop Working on the Character Design Getting feedbacks
11) Submission of PRJ4 Principles of Environment Design Announcement of the FINAL PRJ5: Creating Digital environment Design
12) Basic drafts of PRJ5 Digital coloring and photobash techniques for environment design
13) Advanced drafts of PRJ5 getting feedback
14) Lighting and rendering Demo Getting feedbacks
15) Color Correction Polishing the design using fx techniques Creating the mood for the game using photosohop effects Getting feedbacks
16) Submission and Jury

Sources

Course Notes / Textbooks:
References: "Drawing and painting fantasy landscapes and cityscapes by Rob Alexander;
Art fundamentals : theory and practice by Otto Ocvirk"

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Application 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
Application 10 3 30
Study Hours Out of Class 8 6 48
Project 4 3 12
Final 1 3 3
Total Workload 135

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. 1
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 3
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. 3
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
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 3
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 5
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 1
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 2
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 1
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. 1
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 1
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. 1