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 |
GAD1007 | 2D Digital Art | Fall | 2 | 2 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor KADİR BERAT AKDEMİR |
Course Objectives: | In this course, students will start to learn how to draw sketches (objects and environment design) in Adobe Photoshop. After their sketches, they will jump on digital painting and design their concept art. The main objective of this course is to provide a strong comprehension game objects and environment background pipeline in 2D digital art. This is a project-based course and students are expected to demonstrate the techniques taught in class through their projects. Industry standard techniques will be taught and used to complete assigned projects. |
The students who have succeeded in this course; 1) Will understand the principles of 2D Digital Art on Adobe Photoshop. 2) Will learn how to draw sketches + line art and details. 3) Will learn to digital paintings with different style. 4) Will learn to shading + color. 5) Will learn how to apply lights and shadows. 6) Will learn how to design background 7) Will learn how to create object and environment design sheets. |
2D Digital Art course plays a critical role in vocational education by preparing students with relevant, industry-aligned skills, while the learning outcomes directly support the broader goals of career readiness and professional competence within the program. |
Week | Subject | Related Preparation |
1) | Introduction to the course; review of the syllabus | |
2) | Principles of 2D Digital Art & Where We can use it in game industry | |
3) | Introduction to Adobe Photoshop | |
4) | How to draw sketches (Game object sketches from references) | |
5) | Object Sketches (Start to sketch 2 objects on their own subjects) | |
6) | Line Art (Adding ‘’Line Art’’ with details of the 2 objects) | |
7) | Adding Colors + Light and Shadow | |
8) | MIDTERM PROJECT | |
9) | Object drawing -1 (Start to draw last 3 objects from their subjects) | |
10) | Object drawing -2 (draw last 3 objects from their subjects) | |
11) | Line Art (Adding ‘’Line Art’’ with details of the 3 objects) | |
12) | Adding Colors + Light and Shadow | |
13) | Background Design | |
14) | FINAL PROJECT |
Course Notes / Textbooks: | FRANK CALICÓ - Learn the Fundamentals of Digital Drawing SIMONE GRUNEWALD - Art Fundamentals: Theory in Practice LINNEA KIKUCHI - Master the Basics of Digital Coloring ERIKA WISEMAN - Understand the Basics of Photoshop ANDREA COFRANCESCO - How to Draw Manga & Anime Style LORD GRIS - The Art Journey of Gris |
References: | FRANK CALICÓ - Learn the Fundamentals of Digital Drawing SIMONE GRUNEWALD - Art Fundamentals: Theory in Practice LINNEA KIKUCHI - Master the Basics of Digital Coloring ERIKA WISEMAN - Understand the Basics of Photoshop ANDREA COFRANCESCO - How to Draw Manga & Anime Style LORD GRIS - The Art Journey of Gris |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Midterms | 1 | % 40 |
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 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 6 | 48 |
Project | 4 | 3 | 12 |
Final | 1 | 3 | 3 |
Total Workload | 135 |
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 |