POV4337 Picture TheoryBahçeşehir 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
POV4337 Picture Theory Spring 2 2 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: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Instructor DENİZ EYÜCE ŞANSAL
Course Lecturer(s): Assoc. Prof. LEWIS KEIR JOHNSON
Recommended Optional Program Components: None
Course Objectives: The chief aim of this course is to introduce students to significant and influential theorisations of what different kinds of pictures are, mean, do or can be made to do. The course aims therefore to guide students in making sense of and evaluating a range of visual material that comprises visual culture, but it also aims to enable students to think about what makes a picture or a pictorial work or text stand out as different or exceptional.

Learning Outcomes

The students who have succeeded in this course;
1. Recognize different methodological languages of analysis of images and media.
2. Recognize different aims in the conceptualization of the analysis and evaluation of images and media.
3. Demonstrate ability to alter frameworks of analysis of images and media.
4. Demonstrate ability to alter frameworks of explanation of images and media.
5. Demonstrate ability to alter frameworks of evaluation of images and media.
6. Generate ability isolate what resists analysis in images and media.
7. Respond to complexity of sense and meaning of images and media.
8. Produce images that echo, respond to or exceed these problematics of analysis and evaluation.

Course Content

This course studies the techniques of analysis that have been developed for reading and understanding visual elements of our culture. It aims at developing the students’ ability to decipher the major mediums that form our visual culture. It also enables the students to present their earlier visual works in class, in order to help them develop their presentation and critical skills.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction: truth, reality and representation
2) Form, iconography and iconology and formalism Weekly readings will be assigned.
3) Art, history, pictures and ideology Weekly readings will be assigned.
4) Assignment 1 Working on the assignments.
5) Semiology and semiotics Weekly readings will be assigned.
6) Hermeneutics and discourse theory Weekly readings will be assigned.
7) Revision for midterm exam and Assignment 2 Working on the assignments.
8) Theorising realism in art and photography Weekly readings will be assigned.
9) Theorising digital photography Weekly readings will be assigned.
10) Assignment 3 Weekly readings will be assigned.
11) Theorising film and television Weekly readings will be assigned.
12) Theorising video Weekly readings will be assigned.
13) Theorising new media, the website, the music video and the image stream Weekly readings will be assigned.
14) Revision Weekly readings will be assigned.

Sources

Course Notes / Textbooks: Howells, R. (2003). Visual culture. Malden, MA: Blackwell Publishers.
References: 1. Comer, S. (2009). Film and video art. London: Tate.
2. Manghani, S., Piper, A. & Simons, J. (2006). Images : a reader. London Thousand Oaks: SAGE Publications.
3. Wells, L. (2003). The photography reader. London New York: Routledge.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 3 % 30
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 14 6 84
Midterms 1 2 2
Final 1 2 2
Total Workload 130

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.