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 |
GAD4010 | Pixel Art | 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: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor EMRE GÖKÇE ÇİMEN |
Course Objectives: | This course aims to teach the students how to produce game graphics with manual pixel placement. All pixel art techniques will be addressed and within the semester, the students will have the chance to make all graphic assets -including character sprites, object sprites, background art, tile sets, portraits and buildings- for pixel art games of varied genres. |
The students who have succeeded in this course; - will be able to identify and define core pixel art techniques, such as dithering, anti-aliasing, and color palette management. - will be able to explain the principles of sprite animation and how they contribute to character movement and expression in pixel art games. - will be able to demonstrate the creation of tile sets and background art using manual pixel placement techniques for various game environments. - will be able to compare and contrast the visual styles and techniques used in different genres of pixel art games, evaluating their effectiveness. - will be able to design and produce a complete set of game assets, including character sprites, object sprites, and environment graphics, for a self-directed pixel art game project. |
This course covers the basic concepts and application of game art theories. The first weeks focus on the basic definitions and theories of game art, while the following weeks focus on how these theories are applied to game projects. Learning Methods: Lecture, Implementation, Individual Study, Project, Tech-Enhanced Learning |
Week | Subject | Related Preparation |
1) | Introduction to pixel art | |
2) | Features of pixel art | Crash Course Adobe Premiere |
3) | Basic pixel art techniques | Working on Project1: first cuts |
4) | Colors, lighting, highlights and shading | Working on Project1: draft cuts |
5) | Dithering, textures, materials, antialiasing and common mistakes | Working on Project1: final cuts |
6) | Drawing monster and vehicle sprites | P1 Due + P2: Working with Concepts |
7) | Drawing objects and user interface elements | Working on Project2: draft cuts |
8) | MIDTERM | Getting feedback and iteration |
9) | Topdown graphics and tilesets | P2. Mid Screening Critiques |
10) | Isometric graphics | P2 Due + P3. Working on Case Studies |
11) | Sidescoller tilesets | Working on Project3: concept frames |
12) | Creating background graphics | Working on Project3: collecting materials |
13) | Basic character and vehicle animations | Working on Project3: production |
14) | Background animations and parallax scrolling | Working on Project3: production |
Course Notes / Textbooks: | Hervieux, M. (2015). Learning pixel art. Max Hervieux. Azzi, M. (2017). Pixel logic: A guide to pixel art. Michael Azzi. Feldman, A. (2000). Designing arcade computer graphics. Wordware Publishing. Davies, R. (2009). The complete guide to isometric pixel art. Rhys Davies. |
References: | Çimen, E. G. (2016). Pixel art series [In Turkish]. Kahramangiller. https://www.kahramangiller.com/yazidizisi/pixel-art/ |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Homework Assignments | 3 | % 20 |
Midterms | 1 | % 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 | 4 | 56 |
Study Hours Out of Class | 2 | 4 | 8 |
Project | 3 | 16 | 48 |
Homework Assignments | 3 | 3 | 9 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 127 |
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. | 2 |
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. | 2 |
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. | 3 |
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. | 2 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 4 |
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. | 2 |