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 |
GAD4014 | In-Game Lighting Design | Spring | 3 | 0 | 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 SERVER ZAFER MASALCI |
Recommended Optional Program Components: | This course is a specialization course. Students taking this course are required to have basic visual design knowledge such as Unreal Engine game engine and light theory. Students who have not taken/completed the following courses should not take this course: GAD1005 - Game Design Thinking GAD2017 - Game Development I GAD2018 - Game Development II GAD2020 - Level Design |
Course Objectives: | The main objective of this course to build a solid and comprehensive understanding of lighting pipeline in games by utilizing the fundamentals of lighting and color theory with Unreal Engine 5. This course contains both theoretical and practical applications on lighting design. There will be a final project which students are required to create their own lighted scene with the points taught during the classes. The most fundamental aspects of lighting, color and composition of scene will be explained, and students will be expected to complete assigned projects to demonstrate and develop their skills with the programs. |
The students who have succeeded in this course; By the end of this course, each student should: 1. Have a comprehensive understanding of the lighting pipeline for games. 2. Learn core elements of lighting, color, composition, and theories behind it. 3. Get a complete introduction to core competency with the Unreal Engine 5. 4. Learn how create well designed and composed lighted scenes. 5. Learn how to use baked and real-time rendering scenarios. 6. Learn how to use light in game for different gameplay scenarios. |
Week | Subject | Related Preparation |
1) | Introduction to In-Game Lighting Design and Course Overview | |
2) | There's a dark side to everything: Understanding The Light | Asgmt #1: Lighting Examples |
3) | Introduction to Unreal Engine 5 Light Actors, Grey boxing, Lighting with Lumen I | Practice #1: Creating Basic Scene with UE5 |
4) | Evoking The Feelings: Understanding Color | Practice #2: Adding Colors and Materials |
5) | Lighting with Lumen II | Practice #3: Lighting Design with Lumen |
6) | Beyond The Rule of Thirds: Understanding Composition | Asgmt. #2 Composition Examples |
7) | Midterm Presentations | Midterm Presentations |
8) | Believe in Light Through Darkness: Using Contrast in Lighting Design | Asgmt. #3: Analyze a Game’s Lighting Design |
9) | Bake Lighting I | Asgmt. #3 Presentation |
10) | Bake Lighting II | Practice #4: Lighting Design for Baked Scenarios |
11) | Interaction with Light | Practice #5: Creating Interaction with Lights Using Blueprints |
12) | May The Light Be with You: Guiding player with Light | Final Project Feedbacks |
13) | Using RTX, Path Tracer and Octane Renderers in UE5 | Final Project Feedbacks |
14) | Lighting Optimization Techniques | Final Project Feedbacks |
Course Notes / Textbooks: | |
References: | - Level Design: Concept, Theory, and Practice. R.Kremers (2009) - Level Up! The Guide to Great Video Game Design - The Art of Game Design: A Book of Lenses. J.Schell (2008) - Color and Light: A Guide for the Realist Painter. J. Gurney(2010) - Colour: A Workshop for Artists and Designers. D. Hornung(2005) |
Semester Requirements | Number of Activities | Level of Contribution |
Application | 4 | % 35 |
Midterms | 1 | % 25 |
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 |
Laboratory | 5 | 2 | 10 |
Application | 5 | 4 | 20 |
Presentations / Seminar | 2 | 10 | 20 |
Homework Assignments | 3 | 5 | 15 |
Midterms | 1 | 3 | 3 |
Final | 1 | 5 | 5 |
Total Workload | 129 |
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. |