POV3341 Visual StorytellingBahçeşehir 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
POV3341 Visual Storytelling 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 DAĞHAN CELAYİR
Course Lecturer(s): Prof. Dr. HASAN KEMAL SUHER
Recommended Optional Program Components: None
Course Objectives: This course aims to focus on the contemporary photography that has transformed along with contemporary arts since the 1970’s. The concept of contemporary art that has been separated from the modern art for the last 4 decades will be explored. The second aim of this course is to combine contemporary photography combinations with one’s own experiences in photographic applications and to question the relation of the concepts to the visual experiences.

Learning Outcomes

The students who have succeeded in this course;
1. Identify and describe the concept of contemporary art.
2. Demonstrate knowledge of the contemporary art applications.
3. Interpret the theoretical background of the contemporary photography practices.
4. Compare the relation between global and local contemporary art practices.
5. Discuss the probability of conveying social, cultural and personal experiences through the language of the contemporary art.
6. Developing the ability to apply one’s own concepts in the multilayered narrative structures and forms of contemporary art.

Course Content

Works by contemporary photographers will be analyzed in terms of the narratives created by this concept and that are usually intertextual, more micro and more identity oriented.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) What is story? Different narrative styles.
2) Visual story telling tools used by the artist. Working on the assignments.
3) Statement, Design and Atmosphere. Understanding “Blade Runner” and “Seven”. Working on the assignments.
4) Breaking-down a script and designing emotional rhythm. Working on the assignments.
5) Designing visual system and all components of it. Other art forms to collaborate. Working on the assignments.
6) Designing a shot with using graphic components in order to create dramatic tension. All considerations to make a coverage on a scene. Working on the assignments.
7) Assessment for the assignment Working on the assignments.
8) What is art What is Craft? Society, culture and target audience. Working on the assignments.
9) Pre-visualizing, working with story boards. Pre production. Working on the assignments.
10) Narrative use of light, camera and working with a director of photography. Comparison between film and digital. Working on the assignments.
11) Directing T.V. Commercials. Working on the assignments.
12) Directing music videos. Visual system on Experimental Filmmaking. Working on the assignments.
13) Components of production designing. Working on the assignments.
14) Cognitive perception of audience and manipulating emotions. Final Project

Sources

Course Notes / Textbooks: Will be given weekly.
References: 1. Costello, D. & Iversen, M. (2010). Photography after conceptual art. Chichester, West Sussex, UK Malden, MA, USA Great Britain: Wiley-Blackwell Association of Art Historians.
2. Cotton, C. (2009). The photograph as contemporary art. London New York, N.Y: Thames & Hudson.
3. Freeman, M. (2007). The photographer's eye : composition and design for better digital photos. Boston: Focal Press.
4. Marien, M. (2006). Photography : a cultural history. London: Laurence King.
5. Smith, T. (2009). What is contemporary art. Chicago: The University of Chicago Press.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 1 % 40
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Study Hours Out of Class 13 5 65
Homework Assignments 1 20 20
Final 1 1 1
Total Workload 142

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.