ARC1023 Introduction to Architectural CultureBahçeşehir 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
ARC1023 Introduction to Architectural Culture Spring 2 0 2 4
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 : Prof. Dr. NİLAY ÜNSAL GÜLMEZ
Course Lecturer(s): Prof. Dr. NİLAY ÜNSAL GÜLMEZ
Prof. Dr. SEMA ESEN SOYGENİŞ
Recommended Optional Program Components: None
Course Objectives: The objective is to develop an understanding of architectural culture; principles of architectural design, construction, materials and context. The emphasis is on space, form, technology and materials characterized by particular ways of thinking, embedded in human culture.

Learning Outcomes

The students who have succeeded in this course;
Students who complete this course will be able to
1.to understand basic concepts of architectural design.
2.to get ability to gather architectural terminology appropriately within architectural course.
3.to understand the social and interdisciplinary context of architecture as profession.
4.to understand the site characteristics such as soil, topography, vegetation, and watershed and context in a project design.
5.to analyze an architectural work using the basic concepts of architectural design.
-Understanding of the relationship between human behaviour, the natural environment and the design of the built environment.

Course Content

This course discusses architecture and architectural culture in the context of principles of architecture.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction / Scope of the Course
2) Discussion: What is Architecture?
3) History and Theory of Architecture Architecture as a Profession / Means of Communication
4) Architecture/Space/Structure/Enclosure
5) Architecture/Geometry
6) Space / Form and Order
7) Aesthetics/Proportion and Scale in Architecture
8) Mid-Term Exam
9) Space and Light
10) Architecture and Function
11) Architecture and Movement /Circulation / Promenade
12) Architecture Structure / Materials
13) Architecture/Context
14) Discussion

Sources

Course Notes / Textbooks: NA
References: -Arnhime R., Dynamics of Architectural Form, Berkeley, 1977
-Baker G.H., Design Strategies in Architecture.An Analysis of Form,VNR, New York, 1996
-Burden E., Elements of Architectural Design: A Visual Resource, VNR, New York, 1995
-Ching F., Architecture: Form Space and Order, VNR, New York, 1996
-Ching F., Interior Design, VNR, NY, 1987.
-Clark R., Presidents in Architecture, VNR,NY, 1985.
-Conway H., Understanding Architecture, Routledge, London, 1994.
-Giedion S., Space, Time and Architecture, Harvard U Press, 1982.
-Farrelly, L., The Fundamentals of Architecture, Academia, Singapore, 2007
-Farrelly, L. (Construction +Materiality/AVA Publishing) Yapım + Malzeme, Literatür, İstanbul,2012
-Kuban D., Mimarlık Kavramları, Yem Yayın, 4. Baskı, İstanbul, 1992.
-Palmer J., Dodson M., Design and Aesthetics, Routledge, NY, 1996
-Rasmussen, S.E., Experiencing Architecture, The MIT Press,Cambridge, 1982.
-Rapoport, A., House Form and Culture,Prentice Hall NJ, 1969
-Rudofsky, B., The Prodigious Builders, HBJ,USA, 1977
-Smithies K.W., Principles of Design in Architecture, VNR, New York, 1981
-Soygeniş, S., Mimarlık- Düşünmek, Düşlemek, Yapı Yayın, İstanbul, 2006
-Soygeniş,S.,M., İstanbul-An Urban Commentary, Birsen Yayın, Istanbul, 2006
-Unwin S., Analysing Architecture, Routledge, New York, 1997

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 0
Application 5 % 10
Homework Assignments 5 % 20
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 13 25
Study Hours Out of Class 14 42
Presentations / Seminar 2 16
Project 3 13
Midterms 1 2
Final 1 2
Total Workload 100

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.