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 |
GAD2019 | Character Design | Spring | 2 | 2 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | ONUR CAN ÇAYLI |
Course Objectives: | In this course, students will explore concepts and approaches involved in creating successful character designs that can be applied to video games. Students will develop an understanding of character design through the creation of weekly exercises and a course-long 3D project. The course will be delivered in the form of studio projects, individual and class critiques, lectures, discussions, workshops and readings. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) Will gain understanding on character design concepts in game design 2) Learn how to use 3D modelling programs 3) Will be able to improve the character design according to the game concepts 4) Identify scenarios by creating in-game personas |
Through the lesson, students will master the basics of game concept art as well as learn the stages of character creationfor video games. Throughout the course, interactive character animation and character design will be thought, both theoretically and practically. |
Week | Subject | Related Preparation |
1) | Basic Game Art Concepts | |
2) | Blender Basics for Game Characters | |
3) | Character Modeling | |
4) | Unwrapping and Uvs | |
5) | Normal Maps | |
6) | Digital Painting Color Maps | |
7) | Materials and Shaders | |
8) | Character Rigging | |
9) | Character Animations I | |
10) | Character Animations II | |
11) | Implementing Your Character in Unity | |
12) | Project Overview | |
13) | Project Polishing | |
14) | Final Project Presentations |
Course Notes / Textbooks: | Creative Character Design. Bryan Tillman, 2011 |
References: | Alive Character Design: For Games, Animation and Film: For Games, Animation & Film. Haitao Su, 2011 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Application | 1 | % 10 |
Presentation | 1 | % 20 |
Project | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
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. | 1 |
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. | 4 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 1 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 5 |
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. | 3 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 1 |
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. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 1 |
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. | 1 |