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 |
ADV3621 | Ad Design I | Fall Spring |
2 | 2 | 3 | 11 |
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 : | Dr. Öğr. Üyesi ŞAFAK ŞAHİN |
Recommended Optional Program Components: | None |
Course Objectives: | This course aims at providing the students with an ability to use the required graphics design programs (Adobe Photoshop and Adobe lllustrator), and a skill to plan and implement all the creative process according to the brief in hand. Another goal of the course is the training of advertisers of the next and the new age, with a skill to use the media of the new age, creation of alternative channels and the necessary application techniques. |
The students who have succeeded in this course; 1) Students will be able to sense basic principles of design concept and design theories. 2) Students will be able to comprehend differences between Visual Communication Design, Graphic Design and Advertising Design. 3) Students will be able to interprets concepts about perception and persuasion in Visual Communication Design. 4) Students will be able to comprehend color concept in Design. 5) Students will be able to comprehend basic approaches of Graphic Design and Advertising Design. 6) Students will be able to use Adobe Illustrator vectorel drawing software. 7) Students will be able to use Adobe Photoshop image processing software. |
Students will be able to realize unique design samples about classic, contemporary design within the framework basic design, visual communication design and advertising design principles. |
Week | Subject | Related Preparation |
1) | Visual Communication and Design, Design elements and design principles. Practice: Using Adobe Illustrator Menus & Toolbox: Drawing tools, objects and object attributes (Drawing basic geometric shapes with Illustrator) | |
2) | Visual Communication and writing. Comprehension, measures of perception, relations of recalling in visual communication. Practice: Adobe Illustrator for freeform drawing: (Creating a composition with geometric objects and a silhouette) | |
3) | Visual Communication Design and Colour Practice: Drawing and coloring with Illustrator: (Drawing a character from TV Show Southpark) Deadline for 1st Homework (Basic design elements on Streets) | |
4) | Visual perception and principles of Gestalt Theory: Figure-Background, balance, relations between structure features of image and their symbolising forms and the principle of appropriateness of the meanings. Practice: Drawing and coloring with Adoe Illustrator: (Drawing a character from TV Show Southpark) | |
5) | Gestalt Theory and composition: Perceptional groupings, identical images different images and symbolising. Practice: Using text and graphics to design a poster composition: | |
6) | Writing and graphic design. Graphic Design principles. Practice: Using text and image and masking function on Illustrator | |
7) | Writing and graphic design. Graphic Design principles. Deadline for 2nd Homework: (Compositions from geometric objects on Streets) | |
8) | Using Adobe Photoshop: Interface and tools: Cropping tools, text tool and Layer Concept on Photoshop (Image Manipulation) | |
9) | Colour models: HSL Model, additive and subtractive colour models, digitalizing colours Practice: Using Adobe Photoshop: Tools and commands Layer Style and Layer Mode functions | |
10) | Practice: Using Adobe Photoshop: Tools and commands Layer Style and Layer Mode functions Deadline for 3rd Homework. (Different Layout formats) | |
11) | Using Adobe Photoshop: Commands and effects Color Correction on Photoshop Practice: Advertising product sample: Poster Design | |
12) | Using Adobe Photoshop: Layer Masking and color blending (Recoloring a black and white photo) Practice: Advertising product sample: Poster Design | |
13) | What is 3D? 3D applications on Computer graphics. Using Adobe Photoshop: 3D Typography, Smart Object and Action Functions. Practice: Advertising product sample: Brochure Design | |
14) | Practice: Print Advertisement sample. Deadline for 4th Homework. (Print Advertisement Sample) |
Course Notes / Textbooks: | • Advertising Design and Typography, Alex White (Allworth Press-2006) • Cutting Edge Advertising, Jim Aitchison (Practice Hall-2004) • Advertising Principles and Practice, Sandra E. Moriarty (Pearson Education-2009) |
References: | • Communication Arts Magazine • Novum Magazine • Gallery Magazine |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 2 | % 20 |
Midterms | 2 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 15 | 210 |
Homework Assignments | 2 | 6 | 12 |
Midterms | 2 | 6 | 12 |
Final | 1 | 4 | 4 |
Total Workload | 280 |
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. |