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 |
FTV3951 | Short Video Workshop | 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 : | Prof. Dr. NİLAY ULUSOY |
Course Objectives: | This course is directed towards to build both technical and creative skills of students to produce a short film. The aim of the course compromises the identification of production departments on location and studio fields. Comprehension for the phases of short video production is performed over the hands on work on individual projects. |
The students who have succeeded in this course; 1. Gain the ability to produce a short video. 2. Will be able to identify the departments and phases of film production. 3. Will be able to identify the departments and phases of post-production. 4. Will be able to apply directing techniques on short video. 5. Gain the ability to present and discuss short video projects. 6. Will be able to differentiate on location and studio settings. |
This course is directed towards to build both technical and creative skills of students to produce a short film. The aim of the course compromises the identification of production departments on location and studio fields. Comprehension for the phases of short video production is performed over the hands on work on individual projects. In this course, the creative and technical skills required for short film production are developed through interactive lectures, field and studio practices, project-based learning, and continuous feedback, while students' performance is assessed through project submissions, practical evaluations, and class participation. |
Week | Subject | Related Preparation |
1) | Introduction to short video workshops. | |
2) | On location and studio settings for film production | |
3) | Departmental progress of film production | |
4) | Film production departments set traffic and work share | |
5) | Duties of art, camera, grip departments on field and location production | |
6) | Post production departments. Distinguished functions of telecine, online / offline editing and sound. | |
7) | Creating a short film. Work on students' projects. | Designing short film project. Prepare the synopsis |
8) | Progressing on students' short film projects. | Interpreting the discussion and criticism on previous class and implementing the outcomes on the synopsis and preparing script and photoboard. |
9) | Pre-production presentations of students' projects | Preparing the pre-production presentation |
10) | Working on students' footage. Feedback for neccessary extra shots. | Shooting the short film project. |
11) | Progressing on student's footage | Shooting the possible required extra shots |
12) | Editing | Capture and and start editing the project by selecting the available shots |
13) | Rough cut presentation of short video projects | preparing the project for the rough cut presentation |
14) | Presentation of short video projects | Finalizing the short video project |
Course Notes / Textbooks: | 1. Producing and directing the short film and video. Peter W. Rea, David K. Irving 2009. 2. The art of the short fiction film. A shot by shot study of nine modern classics. Richard Raskin 2002. 3. In Short: A guide to short film making in the digital age. Eileen Elsey, Andrew Kelly 2002. |
References: | 1. Producing and directing the short film and video. Peter W. Rea, David K. Irving 2009. 2. The art of the short fiction film. A shot by shot study of nine modern classics. Richard Raskin 2002. 3. In Short: A guide to short film making in the digital age. Eileen Elsey, Andrew Kelly 2002. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 20 |
Field Work | 4 | % 0 |
Homework Assignments | 7 | % 30 |
Presentation | 3 | % 30 |
Project | 1 | % 20 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 80 | |
PERCENTAGE OF FINAL WORK | % 20 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 7 | 1 | 7 |
Field Work | 2 | 3 | 6 |
Presentations / Seminar | 3 | 7 | 21 |
Project | 1 | 10 | 10 |
Homework Assignments | 7 | 5 | 35 |
Total Workload | 121 |
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. |