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 |
VCD3124 | Advanced Drawing | 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: | Face to face |
Course Coordinator : | Instructor ECE ARIHAN |
Recommended Optional Program Components: | None |
Course Objectives: | The objective of the course is to use drawing as a creative tool to understand, communicate and interpret various artist’s works, art movements and various art theories. Students are encouraged to develop their ability in drawing as an expression and to further their critical analysis and communication effectiveness in drawing. This course aims to develop an understanding of the theory and history of art in relation to individual’s drawing projects. This course includes directed readings. Studio experience in addition to outside research and practices compose the core of drawing II course where body, visual memory and perceptual performance is questioned, communicated and interpreted. |
The students who have succeeded in this course; 1) Master in making sketches with ink and other water based drawing materials 2) Gain the routine of drawing daily to develop own drawing language 3) Use literacy to understand art theories, art movements and artist’s manifestations of art 4) Provide a routine to make use of relevant literary material and writing to communicate individual’s own artistic approach 5) Define “signs” inside verbal, social, cultural material 6) Study the relationship between “signs” and art 7) Experiment with line 8) Experiment with materials 9) Learn to make research from various resources to deepen on creative process 10) Manage time productively 11) Create a productive working plan(sub-learning outcome) 12) Identify progress potential and weak points 13) Trust on intuition and individual’s insights as well as insight of other class members after adequate research and sketches in the progress of a project. |
The course is structured in three parts. First part aims students to practice various qualities of water based painting and drawing materials. Experimenting with various materials on different compositions is expected on small and big scales. An experimental drawing language of individual is explored. In addition, literary resources selected by students are added to the presentations of experimental Works. Second part of the course will concentrate on the research of artistic movements, art theories and various artist’s works. Lectures and student seminars aim to approach diverse artistic manifestations. Out of class visits to art shows, exhibitions support class research and work to give insight and inspiration for individual work. Choosing texts and writing about them as well as about the art Works visited are natural components of this process. “Signs” and “memories” are defined within verbal, social and cultural materials during this process. The third part will cover to provide more space to students to Express themselves in portraits. Context and composition of the work will make use of previous research and literacy skills on signs and memories to render portraits in a creative and innovative way. |
Week | Subject | Related Preparation |
1) | Ink and Brush Exercises | |
2) | Emphasizing Contour (blind contour-edged contour) exercises | |
3) | Preparing Value Scales with water based materials | |
4) | Composition in Line – Experimenting with various line solutions | |
5) | Art and Sign Lecture and Presentation | |
6) | Art and Sign Student Seminar | |
7) | Art and Memory: Lecture and Presentation | |
8) | “Sign and memory” Midterm Project | |
9) | Art and Institution | |
10) | Art and Concept Lecture and Presentation – Definition of concept for art works | |
11) | Visual concept formulation and idea development with class work exercises – Delivery of literary material of each student | |
12) | Portrait and Context – Presentation of research and literary material | |
13) | Portrait and Composition- Presentation of Draft Portrait | |
14) | SUBMISSION OF PORTRAIT |
Course Notes / Textbooks: | |
References: | Vitamin P New Perspectives in Painting; (London: PHAIDON, 2003) John Berger, Ways of Seeing, Penguin Books H.H Arnason & Marla F. Parther, A History of Modern Art, Thames and Hudson, London |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 10 | % 20 |
Midterms | 2 | % 40 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 56 |
Study Hours Out of Class | 13 | 37 |
Project | 12 | 24 |
Final | 1 | 8 |
Total Workload | 125 |
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. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
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) | 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) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
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. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
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. |