PHOTOGRAPHY AND VIDEO | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD3026 | Tabletop Game Design | 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: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor ERTUĞRUL SÜNGÜ |
Course Objectives: | This course focuses on games played around a table. It essentially aims the students to understand analog game design processes, but also to acquire information on how to integrate game design and create links with all the other aspects of analog game production. It involves the students in various and numerous workshops and group activities. The course relies on pragmatic reasoning and professional experiences rather than academic informations and ultimately aims to widen prespectives and open a creative mind on the analog game design subject. |
The students who have succeeded in this course; After successful completion of the course, the learned is expected to be able to: 1) Comprehend the scale of use for game mechanics 2) Understanding tabletop game mechanics 3) Using pragmatic reasoning and professional perspective for analog game design 4) Being able to analyze tabletop game making techniques 5) Integrating game design and creativity on all analog projects |
This course will cover the creation of a game from the very first game idea to the production documents needed by factories, including creating and respecting a policy, brain storming a game, pitching, writing game design documents, writing rules documents, prototyping, playtesting and finalizing documents for production. |
Week | Subject | Related Preparation |
1) | Historical approaches to desktop games and design processes | |
2) | Defining the types of games and examining game concepts | |
3) | Game pacing, management of dynamics and mechanics. | |
4) | The formal and dramatic elements of the tabletop games | |
5) | Measuring the tabletop gaming experience and iterative development | |
6) | Concepts of competition, talent and luck in tabletop games | |
7) | Desktop game components: mechanics, narration and dynamics | |
8) | From idea to prototype: playable prototyping | |
9) | Gameplay testing and playability, game analysis | |
10) | Applicable game production and game production stages I | |
11) | Applicable game production and game production stages II | |
12) | Presentation and decision making for projections | |
13) | Final project preperation & revision | |
14) | Final project presentation |
Course Notes / Textbooks: | Oxford History of Board Games, David Parlett, 2009. The Civilized Guide to Tabletop Gaming: Rules Every Gamer Must Live By, Teri Litorco, 2016 Game Design Workshop – Tracy Fullerton Fundamentals of Game Design – Ernest Adams & Adam Rolling Challenges for Game Designers – Brenda Brathwaite & Ian Schreiber |
References: | "XU, Yan, et al. Chores Are Fun: Understanding Social Play in Board Games for Digital Tabletop Game Design. In: DiGRA Conference. 2011. WHALEN, Tara. Playing well with others: Applying board game design to tabletop display interfaces. In: ACM symposium on user interface software and technology. New York: ACM Press, 2003. WIGDOR, Daniel, et al. Under the table interaction. In: Proceedings of the 19th annual ACM symposium on User interface software and technology. ACM, 2006. p. 259-268." |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Presentation | 1 | % 5 |
Project | 9 | % 25 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 1 | 14 |
Application | 14 | 3 | 42 |
Study Hours Out of Class | 8 | 8 | 64 |
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) | Knowledge of photographic and video media and ability to use basic, intermediate and advanced techniques of these media. | |
2) | Ability to understand, analyze and evaluate theories, concepts and uses of photography and video. | |
3) | Ability to employ theoretical knowledge in the areas of the use of photography and video. | |
4) | Familiarity with and ability to review the historical literature in theoretical and practical studies in photography and video. | |
5) | Ability in problem solving in relation to projects in photography and video. | |
6) | Ability to generate innovative responses to particular and novel requirements in photography and video. | |
7) | Understanding and appreciation of the roles and potentials of the image across visual culture | |
8) | Ability to communicate distinctively by means of photographic and video images. | |
9) | Experience of image post-production processes and ability to develop creative outcomes through this knowledge. | |
10) | Knowledge of and ability to participate in the processes of production, distribution and use of photography and video in the media. | |
11) | Ability to understand, analyze and evaluate global, regional and local problematics in visual culture. | |
12) | Knowledge of and ability to make a significant contribution to the goals of public communication. | |
13) | Enhancing creativity via interdisciplinary methods to develop skills for realizing projects. | |
14) | Gaining general knowledge about the points of intersection of communication, art and technology. |