GAD4014 In-Game Lighting DesignBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

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.

Basic information

Language of instruction: English
Type of course: Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Instructor SERVER ZAFER MASALCI
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 - Design Thinking GAD2017 - Game Development I GAD2018 - Game Development II GAD2020 - Level Design
Course Objectives: In this course, students will work on in-game lighting and real-time rendering techniques using Unreal Engine 4. Starting with the role and importance of a lighting artist, in this course students will experience various lighting techniques and theories through the scenes they will work on. The students will have the vital information useful for working in games as a lighting artist.

Learning Outcomes

The students who have succeeded in this course;
Students who complete this course will gain the following:
- Understanding of how light in games work
- What are the responsibilities of a lighting artist
- What light baking methods are
- Advanced dynamic lighting techniques

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction
2) In this week, how light works in real life will be discussed and students will be introduced to the baked lighting techniques
3) Students will dive deeper into light baking methods and implementing it also with movable actors.
4) Eye adaptation and exposure will be discussed, later students will learn to light an interior properly using baked lighting.
5) Responsibilities of a Lighting Artist will be discussed, and students will learn to build their lighting according to the elements of a game level. Terms like readability, positive/negative space and contrast will also be discussed. Basic Dynamic Lighting Techniques will be explored.
6) Students will be introduced to basic color theory and color harmonies using the color wheel and by breaking down several examples from games and movies.
7) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
8) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
9) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
10) Character Lighting will be discussed. Feedback for Midterms for students who want feedback
11) Midterm
12) Feedback session for the final projects
13) Feedback session for the final projects
14) Feedback session for the final projects

Sources

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)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Application 1 % 20
Midterms 1 % 35
Final 1 % 45
Total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 3 3 9
Midterms 1 3 3
Final 1 3 3
Total Workload 57

Contribution of Learning Outcomes to Programme Outcomes

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.