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 |
GAD3010 | Cinematography for Games | 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: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Assoc. Prof. GÜVEN ÇATAK |
Recommended Optional Program Components: | For the in-class activities and projects, Adobe After Effects will be used for editing and sound. |
Course Objectives: | Main objective of the course is to provide knowledge and solid understanding about cinematics in games, including techniques, cutscenes, camerawork, photography, lights and editing. |
The students who have succeeded in this course; - To learn and talk the film language. - To understand how cinematography and editing works. - To experiment filmmaking with game technologies. - To design time-based projects for the game industry. - To meet and practice necessary tools. |
Through the course, we will explore and analyze the paintings, animations, movies, trailers and cinematics for better understanding on necessity of its usage. Course will also cover basic concept design, 3D visualization and editing. This course is a project-based course that includes teamwork and in-class activities that affect the grades; students are expected to fulfill the requirements. |
Week | Subject | Related Preparation |
1) | Introduction and Review of the Course | |
2) | Five C's Of Cinematography Scene Types, Scene Flow, Camera Transitions, Shot Techniques In-class Activity | |
3) | Golden Angle and Understanding Images&Paintings In-class Activity | |
4) | Composition, Mood, Motivation and Leading the Eye In-class Activity | |
5) | Understanding and Analyzing the Cinematics and Cutscenes in Games In-class Activity | |
6) | Introduction to Adobe After Effects Basic Editing | |
7) | Trailers for Games In-class Activity | |
8) | Cinematic for Games In-class Activity | |
9) | Introduction to basic Storyboard and Storytelling Storyboards to Pipeline In-class Activity | |
10) | Project Rooms: Creating&Fixing Narrative and C&C | |
11) | Project Rooms: Storyboard and Storytelling and C&C | |
12) | Recap of all Concepts | |
13) | C&C, Aiding Critics and Questioning | |
14) | Assignment Critics |
Course Notes / Textbooks: | Understanding Comics, Scott McCloud (Book) The Order of Things, Foucault (Book) The Art of Oban Star-Racers, Savin Yeatman-Eiffel (Book) Setting the Scene, Harry N.Inc (Book) There Will be Blood, Paul Thomas Anderson (Movie) Every Frame a Painting, Taylor Ramos&Tony Zhou (Youtube) + Online resources and screenings |
References: | Motion Graphic Design: Applied History and Aesthetics Master Shots Film Editing Creative Motion Graphic Titling for Film, Video, and the Web Machinima: The Art and Practice of Virtual Filmmaking |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Project | 2 | % 50 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 10 | |
PERCENTAGE OF FINAL WORK | % 90 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 3 | 24 |
Project | 3 | 9 | 27 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
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. | 3 |
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. | 4 |
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. | 2 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 2 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
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. | 5 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 2 |
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. | 2 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 2 |
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. | 2 |