ARC3907 Architecture and CinemaBahçeşehir 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
ARC3907 Architecture and Cinema 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. AYŞE İREM KIRIŞ
Course Lecturer(s): Prof. Dr. AYŞE İREM KIRIŞ
Recommended Optional Program Components: Watching the films to be studied, before coming to class Çalışma konusu filmlerin ders öncesi izlenmesi
Course Objectives: The objective of this course is to improve students’ understanding of the architectural and urban space through shared elements –spaces, settings, visual language- between architecture and cinema within the context of real/artificial environments, cultures and the arts, and open key issues to discussion and interpretation.

- Understanding of the diverse needs, values, behavioral norms, and social and spatial patterns that characterize different cultures and individuals and the implication of this diversity on Visual Arts: Cinema and Architecture
- Develop understanding and discussion abilities on Films and Architecture
- Understanding the role of multidisciplinary influence on architecture
- Perceive the built environment as representation / expression of socio-cultural, aesthetic and art-related issues
- Recognize the forms and technologies used in architecture related with specific genres in Cinema
- Ability to raise clear and precise questions, use abstract ideas to interpret information, consider diverse points of view, reach well-reasoned conclusions, and test alternative outcomes against relevant criteria and standards
- Studying specified films on issues of Modernity / Postmodernity, Visual / Architectural Language and Effects, Globalization, Urban Environment and Cities, Dystopia, Science-Fiction, Suspense etc., having discussions about expressions of architectural space used and produced in Cinema, through examining examples

Learning Outcomes

The students who have succeeded in this course;
1. Develop understanding and discussion abilities on Films and relevant Architecture
2. Discuss forms and technologies used in the architecture related with specific genres in cinema
3. Perceive and use Cinema as a medium for research on Architecture


Course Content

Within the scope of the course, spatial and architectural readings and discussions about the selected films are held. Among the themes are Space-time / memory, critical approach to modernity, metropolitan/ suburban life, spaces and elements related with utopia and dystopia...

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Early Film and Its Use of Architecture as Significant Set The Cabinet of Dr. Caligari (1920, Robert Wiene Metropolis (1927, Fritz Lang
2) Space and Time Battleship Potemkin (1925), Sergei Eisenstein Dogville (2003, Lars von Trier
3) Social Criticism and Modernity Modern Zamanlar (1936), Charlie Chaplin Playtime (1967) Jacques Tati
4) Criticism of Suburban Life The Truman Show (1999) Peter Weir La Haine (1995) Mathieu Kossovitz
5) Criticism of Capitalist Space Fight Club (1999), David Fincher Empty House (2004), Kim Ki Duk
6) Vision of Architecture of Future- Utopia/Dystopia Alphaville (1965) Jean-Luc Godard Blade Runner (multiple versions) [1982] Ridley Scott
7) Vision of Architecture of the Future -Utopia/Dystopia Minority Report (2002) Steven Spielberg Matrix (1999) Larry ve Andy Wachowski
8) Midterm
9) The Architecture of Space
10) The Architect in Film The Fountainhead (1949), King Vidor My Architect (2003), Nathaniel Kahn
11) City and Cinema Pier Paolo Pasolini Mamma Roma (1962) medea (1969) Amarcord (1973), Federico Fellini Tiffany’de Kahvaltı, 1961, Blake Edwards
12) City and Cinema (limited city) Berlin Üzerinde Gökyüzü (1987), Wim Wenders (post-modern city Falling Down (1992), Joel Shumacher Night on Earth (1992) Jim Jarmush
13) Istanbul in Cinema Ağır Roman (1996), Mustafa Altıoklar Uzak (2002), Nuri Bilge Ceylan
14) Presentations

Sources

Course Notes / Textbooks: Students' notes

Öğrenci notları
References: Architecture and Film, M.Lamster (Ed.), Princeton Arch. P., 2000

Designing Dreams: Modern Architecture in the Movies, D.Albrecht, Hennesay + Ingalls, 2000

Cinema & Architecture: Melies, Mallet-Stevens, Multimedia, F. Penz (Ed.), British Film Institute, 1997

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Homework Assignments 1 % 15
Presentation 1 % 15
Midterms 1 % 20
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 26
Study Hours Out of Class 14 56
Presentations / Seminar 1 3
Homework Assignments 1 3
Midterms 1 2
Total Workload 90

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.