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 |
VCD3140 | Space in Visual 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ECE ARIHAN |
Recommended Optional Program Components: | None |
Course Objectives: | This course is concerned with the way people experience space-built or un-built, real or imaginary, two dimensional or three dimensional. Theories of space is introduced exposing conceptions in a variety of visual design media. Space is an integral part of communication and is a seamless connection to visual expression. The emphasis is on the discovery of space while exercising visual skills in depicting and analyzing cultures in the world of cities. |
The students who have succeeded in this course; 1) Develop an understanding of different kinds of space. 2) Demonstrate critical thinking skills for the city space (of Istanbul). 3) Present cultural construction of space (in Istanbul). 4) Examine the visual aspects of city space in comparison to other cultures. 5) Investigate effectively communicating an idea through visual expression. 6) Implement and demonstrate visual skills while working with various media. 7) Demonstrate the ability to profile audiences for successful presentation techniques. |
The students will be introduced to different uses of space in different mediums, with the aid of presentations. While the course aims to establish the foundation of space and use of it, students are directed to prepare a final presentation or product which is strongly related to concept of space. Teaching Methods: Lecture, Individual Study, Discussion, Project, Implementation, Technology-Enhanced Learning |
Week | Subject | Related Preparation |
1) | Introduction, Syllabus overview, Expectations | |
2) | Senses and Istanbul | |
3) | Space and place in Istanbul | |
4) | Public and private spaces of Istanbul | |
5) | Non-places in Istanbul | |
6) | Sounds of Istanbul: Guest lecture presentation | |
7) | Wrapping – Packaging Istanbul: Guest lecture presentaion | |
8) | Visual Concept Development : Project Istanbul Group discussion, critiques: designing for structural integrity, and display aesthetics. Adapting typography, illustration, design and materials to the 3 dimensional forms/surfaces | |
9) | Project review | |
10) | Literal Istanbul: Guest Lecture presentation | |
11) | Time - Based Istanbul: Guest Lecture presentation | |
12) | Audio - Visual Istanbul: Guest Lecture presentation | |
13) | Urban Screens and Istanbul: Guest Lecture presentation | |
14) | Interactive Istanbul: Guest lecture presentation |
Course Notes / Textbooks: | Macken, M. (2018). Binding Space: The Book as Spatial Practice (1st ed.). Routledge. https://doi.org/10.4324/9781351266444 |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 15 | % 20 |
Homework Assignments | 1 | % 20 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 40 |
Study Hours Out of Class | 14 | 28 |
Homework Assignments | 13 | 40 |
Midterms | 2 | 7 |
Final | 1 | 10 |
Total Workload | 125 |
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. |