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 |
ARC1023 | Introduction to Architectural Culture | Fall | 2 | 0 | 2 | 4 |
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. SEMA ESEN SOYGENİŞ |
Course Lecturer(s): |
Dr. Öğr. Üyesi BERNA YAYLALI 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. |
The students who have succeeded in this course; Students who have succeeded in this course; -Ability to read, write, speak and listen effectively -Understanding of the diverse needs, values, behavioural norms, physical abilities, and social and spatial patterns that characterize different cultures and individuals and the implication of this diversity on the societal roles and responsibilities of architects. -Understanding of the architect’s responsibility to work in the public interest, to respect historic resources, and to improve the quality of life for local and global neighbours. -Understanding of the relationship between human behaviour, the natural environment and the design of the built environment. |
This course discusses architecture and architectural culture in the context of principles of architecture. |
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 |
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 |
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 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 12 | 2 | 24 |
Study Hours Out of Class | 7 | 9 | 63 |
Homework Assignments | 5 | 2 | 10 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 101 |
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. |