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 |
ARC3906 | Landscape Design | Spring | 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 : | Dr. DENİZ ARSLAN HİNDİOĞLU |
Course Lecturer(s): |
Dr. DENİZ ARSLAN HİNDİOĞLU |
Course Objectives: | The aim of this course is twofold. Firstly, to introduce architecture students with contemporary design of natural environments, its theoretical/conceptual backgrounds. Second, to raise awareness of the students about different approaches to man-made natural environments in different cultures through architectural history. |
The students who have succeeded in this course; 1. Recognize the importance of man made environments on human life and in architectural and urban scales, 2. Illustrate a language of landscape architecture necessary to contribute to the design of man made natural environments, 3. Interprets the differences in designed landscapes which develop as a result of the cultural attitude of man towards nature. 4. Develops landscape designs as an integral part of architectural design. 5. Develops the relationship between outdoor spaces and the man made natural environments design |
The importance of man-made natural environments on human life in architectural and urban scales; Design of man-made natural environments; Theories, concepts and elements of landscape design in relation to architectural history. |
Week | Subject | Related Preparation |
1) | The Architecture of the Landscape and the Landscape in Architecture. Unity of Man and nature: creation of nature: Man-made natural environment. | |
2) | Different approaches to Landscape Design in Architectural History | |
3) | Different approaches to Landscape Design in Architectural History | |
4) | Technical Visit | |
5) | Technical Visit | |
6) | Midterm/Student Presentation I ( Historical Gardens) | |
7) | Midterm/Student Presentation I ( Historical Gardens) | |
8) | What is Earthworks Landscape Architecture | |
9) | What is Temporary Landscape Architecture | |
10) | What is Pup-up Landscape Architecture | |
11) | Technical Visit | |
12) | Technical Visit | |
13) | Evaluation/Design Studio | |
14) | Poster Presentation Report Submission About temporary Landscape &Pup-Up Landscape |
Course Notes / Textbooks: | |
References: | 1) Berrizbeitia,A. and Pollak,L.(1999) Inside Outside Between Architecture and Landscape, Massachusetts: Rockport Publishers, Inc.. 2) Conan,M. ed.,(2007)Contemporary Garden Aesthetics, Creations and Interpretations. Washington, DC: Dumbarton Oaks. 3) Duran.S.C. (2008) Contemporary landscape architecture, Cologne: Daab.. 4) Kiley,D. and Amidon,J. (1999) Dan Kiley in His Own Words, America’s Master Landscape Architect, London: Thames & Hudson Ltd.. 5) Krauel,J (2007). New Urban Elements, Barcelona: Links. 6) Mosser,M and Teyssot,G. (1991) The History of Garden Design,Thames and Hudson,London. 7) Rogers,E.B (2001). Landscape Design: A Cultural and Architectural History, NY: Harry N. Abrams Inc.. 8) Swaffield S.(2002) Theory in Landscape Architecture: A Reader (Penn Studies in Landscape Architecture), University of Pensylvania Press. 9) Turner,T.,(2011) European Gardens: History, Philosophy and Design, Routledge. 10) Turner,T.,(2010) Asian Gardens: History, Beliefs and Design,Routledge 11) Van Uffelen,C. (2009) 1000 X Landscape Architecture, Braun. 12) Mcleod, V., (2008) Detail in Contemporary Landscape Architecture, Laurence King. 13) Waterman,T (2009)The Fundementals of Landscape Architecture,AVA Publishing. 14) Weddle,A.E.(1979) Landscape Techniques, Heinemann, London. 15) Zevon,S.,(1999) Outside architecture: outdoor rooms designed by architects, Gloucester, Mass.: Rockport Publishers. 16) Zimmermann,A. (2011) Constructing Landscape [SC]: Materials, Techniques, Structural Components. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 20 |
Midterms | 1 | % 40 |
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 | 27 |
Application | 6 | 6 |
Field Work | 2 | 4 |
Study Hours Out of Class | 12 | 36 |
Presentations / Seminar | 3 | 8 |
Project | 6 | 12 |
Homework Assignments | 1 | 1 |
Quizzes | 2 | 2 |
Preliminary Jury | 2 | 4 |
Midterms | 2 | 4 |
Jury | 1 | 4 |
Total Workload | 108 |
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. |