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 |
ACL4005 | Literature and Film | Spring | 3 | 0 | 3 | 6 |
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 : | Assist. Prof. HATİCE ÖVGÜ TÜZÜN |
Recommended Optional Program Components: | none |
Course Objectives: | This course will examine how fiction, short story and/or plays have provided the textual foundations for cinematic productions. |
The students who have succeeded in this course; Students will learn • how to interpret a film and comment/ discuss its treatment of a literary and/or dramatic text, • to point out distortions of texts on screen end evaluate reasons for such distortions, • to differentiate free adaptations (such as postmodernist) from distorted versions of texts, • to develop their own critical assesment and write argumentative papers by the end of the semester. |
works of literature and their adaptation to film |
Week | Subject | Related Preparation |
1) | Capote’s Novella, Analysis/ Discussion | Reading |
2) | Film /Analysis/ Discussion Breakfast at Tiffany’s | Reading |
3) | Harper Lee’s novel: To Kill a Mockingbird / Analysis/ Discussion | Reading |
4) | Analysis/ Discussion | Reading |
5) | Film /Analysis/ Discussion | Reading |
6) | Introduction to Asian-American writers. | Reading |
7) | Analysis/ Discussion of the novel | Reading |
8) | Analysis/ Discussion of the novel | Reading |
9) | Joy Luck Club Analysis/ Discussion | Reading |
10) | general discussion | |
11) | Introduction to Jane Austen & 18th century | Reading |
12) | Analysis/ Discussion of Pride and Prejudice | Reading |
13) | Lost in Austen /Analysis/ Discussion | Reading |
14) | Over-all wrap up discussion | Reading |
15) | Final Examination | |
16) | Final Examination |
Course Notes / Textbooks: | 1. Truman Capote: Breakfast at Tiffany’s (film: Breakfast at Tiffany’s) 2. Harper Lee: To Kill a Mockingbird (film: To Kill a Mockingbird) 3. Amy Tan: Joy Luck Club (film: Joy Luck Club) 4. Jane Austen: Pride and Prejudice ( Film:Lost in Austen) |
References: | Film History, Thomas& Bordwell |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 5 | % 30 |
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 | 3 | 42 |
Homework Assignments | 1 | 2 | 2 |
Quizzes | 3 | 6 | 18 |
Midterms | 1 | 12 | 12 |
Final | 1 | 15 | 15 |
Total Workload | 89 |
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. |