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 |
VCD3146 | Concept Development | Spring | 2 | 2 | 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 |
Course Lecturer(s): |
Instructor MATİLDE WOL |
Recommended Optional Program Components: | None |
Course Objectives: | This course will emphasize the conceptualization process of visual design. Students will learn how to solve problems creatively, be imaginative, think laterally and extend and transform problems by designing innovative solutions. |
The students who have succeeded in this course; 1) Define their own visual communication projects. Discovery Experiments relieve more details of the scrutinized problem 2) Demonstrate an understanding of the design process: information gathering, idea generation, concept development and distribution. 3) Demonstrate critical thinking developed via analysis of advertising concepts and writing examples, 4) Implement time management on their projects from conception to completion. 5) Appraise the quality of their work in terms of the communication objective and the design solution. 6) Discuss the effectiveness of communication in graphic design and art projects. 7) Develop the skill set to systematically and effectively plan the advertising pipeline. 8) Demonstrate an understanding of the design and publishing process by successfully publishing a document. 9) Recognize and appreciate the artistic contributions made by people from diverse cultures and backgrounds. 10) Experiment to gain an insight into the realization of the a concept. |
Students will experience the conceptual process of design projects through lectures and project assignments throughout the semester. |
Week | Subject | Related Preparation |
1) | What is a Design Concept? Evolution, synthesis, revolution, reapplication, changing direction. | |
2) | What to do Before Creating a Design Concept, Type Concept In Graphic Design, | |
3) | Defining the problem, Basic Guidelines for Brainstorming | |
4) | Process For Creating a Concept Who? What? When? Where? Why? How? | |
5) | Concept ideation, generation, evaluation, modification and validation. | |
6) | The evolutionary approach and Problem Solving Techniques | |
7) | Review of the term | |
8) | How Concept Leads Design, Morphological Analysis, Manipulative Verbs | |
9) | Analogy and Metaphor | |
10) | Trigger Concepts | |
11) | Aristotle's Categories: Substance or essence, Quantity or magnitude, Relation, Quality, Action, Affection, Place, Time, Position, State. | |
12) | Presentatıon 1 | |
13) | Presentation 2 | |
14) | Review of the term |
Course Notes / Textbooks: | Reading Material Will Be Given On Weekly Basis |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 15 | % 10 |
Quizzes | 3 | % 10 |
Homework Assignments | 2 | % 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 | 42 |
Study Hours Out of Class | 14 | 53 |
Homework Assignments | 14 | 14 |
Quizzes | 3 | 3 |
Midterms | 1 | 5 |
Final | 1 | 6 |
Total Workload | 123 |
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. |