GAD3010 Cinematography for GamesBahçeşehir 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
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.

Basic information

Language of instruction: English
Type of course: Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Lecturer(s): Dr. Öğr. Üyesi 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.

Learning Outcomes

The students who have succeeded in this course;
By the end of this course, students should:

● Be able to create a short cinematics, using specific cinematography techniques
for the games
● Be able to understand and analyze scenes, cinematic, animations and trailers for the games

Course Content

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.

Weekly Detailed Course Contents

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

Sources

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

Evaluation System

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

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 3 24
Project 3 9 27
Final 1 3 3
Total Workload 126

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. 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