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 |
VCD4150 | 3D Printing | 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 : | Assist. Prof. ECE ARIHAN |
Course Lecturer(s): |
Instructor CAN PEKDEMİR Prof. Dr. HASAN KEMAL SUHER |
Recommended Optional Program Components: | None |
Course Objectives: | This course enables students to understand the history, evolution and potential of 3D printing in design. It aims to provide technical competence in 3D modeling software and hardware. It also encourages the students to explore creative and practical applications in visual communication design and provides the opportunity for innovative experiments through the forms and materials of 3D printing. In addition, it contributes to students' awareness of understanding the ethical, sustainable and cultural impacts of 3D printing. |
The students who have succeeded in this course; 1) Analyze the principles and history of 3D printing and its impact on design and society. 2) Apply technical skills to create 3D models using industry-standard software. 3) Design and fabricate functional and aesthetic 3D objects, demonstrating innovation and creativity. 4) Evaluate the quality and functionality of 3D printed objects and identify areas for improvement. 5) Propose sustainable and ethical solutions in the context of 3D printing materials and methods. |
This course introduces students to the principles, techniques, and applications of 3D printing. It covers the fundamentals of 3D modeling, materials, and printing technologies, exploring their creative and practical applications. Through hands-on projects, students will learn to conceptualize, design, and produce 3D-printed objects, gaining experience in problem-solving and innovative techniques. Teaching Methods: Lecture, Individual Study, Project, Implementation, Technology-Enhanced Learning |
Week | Subject | Related Preparation |
1) | Introduction to 3D Printing | |
2) | Fundamentals of 3D Modeling | |
3) | Materials and Techniques | |
4) | Principles of Design for 3D Printing | |
5) | Hands-on 3D Printing | |
6) | Advanced 3D Modeling Techniques | |
7) | Midterm Project | |
8) | Applications in Visual Communication Design | |
9) | Sustainability and Ethics in 3D Printing | |
10) | Designing a Product for 3D Printing | |
11) | The Integration of 3D Printing with Other Technologies (AR/VR, electronics) | |
12) | Final Project Preparation | |
13) | Final Project Feedbacks | |
14) | Reflection and Future Directions |
Course Notes / Textbooks: | Lipson, H., & Kurman, M. (2013). Fabricated: The new world of 3D printing. John Wiley & Sons. |
References: | Bernier, S. N., Luyt, B., & Reinhard, T. (2015). Design for 3D printing: scanning, creating, editing, remixing, and making in three dimensions. Maker Media, Inc.. |
Semester Requirements | Number of Activities | Level of Contribution |
Midterms | 1 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Study Hours Out of Class | 15 | 4 | 60 |
Midterms | 1 | 4 | 4 |
Final | 1 | 5 | 5 |
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. |