COP4303 Oktotech - Video AssistBahçeşehir 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
COP4303 Oktotech - Video Assist 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: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi ERKAN BÜKER
Recommended Optional Program Components: -
Course Objectives: The objective of this course is focusing on video production formats and learning video assisting

Learning Outcomes

The students who have succeeded in this course;
The students who have succeeded in this course;
1) Analyse different camera techniques
2) Be working on camera, shooting and lighting techniques in detail
3) Be able to work on and observe production processes
4) Be working on sound, editing and continuity in film production
5) Be learning production and postproduction of a short film or video

Course Content

Producing videos focusing on video assist techniques, digital film cameras, sound, editing and production techniques in detail. This course is a practical course focusing on technical production processes.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Video Assisting - An Introduction
2) Video Assist equipments
3) Technical competencies- Digital Cinema Cameras
4) Technical competencies- Video formats
5) Technical competencies- Simple Electricity
6) Technical competencies- Hierachy in Set
7) Technical competencies- Sound
8) Technical competencies- Editing and Continuity
9) LYNX Video Assist Properties
10) Introducing how to use LYNX Video Assist
11) Oktomag Video Assist Properties
12) Introducing how to use Oktomag Video Assist
13) Set Production, practices
14) Set Production, practices

Sources

Course Notes / Textbooks: -
References: -

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 20
Final 1 % 50
Paper Submission 1 % 30
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 3 3 9
Field Work 3 5 15
Project 5 5 25
Homework Assignments 4 4 16
Preliminary Jury 1 3 3
Final 1 15 15
Total Workload 125

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.
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.