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 |
DES3921 | History of Design and Technology I | 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 : | Assoc. Prof. MEHMET ASATEKİN |
Course Lecturer(s): |
Assoc. Prof. MEHMET ASATEKİN |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to define and explore the fundamental concepts of technology and art that have contributed to the emergence of industrial design. It focuses on understanding how these concepts influenced the formation and development of industrial design, emphasizing their contribution to the evolution of the discipline. |
The students who have succeeded in this course; - Describe the general development of manufacturing technologies throughout history - Analyze the development of European art across different historical periods. - Explain the relations between design, technology, and art - Identify the early years of industrial design in Europe |
This course focuses on the development of basic technologies from prehistory to the Industrial Revolution, as well as the changes in plastic arts during the same period, to establish the key references for industrial design. It explores the interactions between these two development processes and how they contributed to the formation of the Industrial Revolution, which laid the foundation for the emergence of industrial design as a new discipline. The teaching methods of the course are as follows: lecture, reading, discussion, and individual study. |
Week | Subject | Related Preparation |
1) | Continuity between technology-art-design. Basic definitions of technology and arts. | |
2) | Primitive technologies. | |
3) | From primitive technologies to medieval times. | |
4) | Medieval technologies. | |
5) | Beginnings of visual arts. Primitive, Egyptian, Greek, Roman arts. | |
6) | Medieval arts. | |
7) | Gothic arts. | |
8) | Visual elaboration on medieval living and arts. | |
9) | Renaissance arts. | |
10) | Renaisance arts. | |
11) | Visual elaboration on renaissance living and painting. | |
12) | Industrial Revolution and new technologies. | |
13) | Industrial revolution and new technologies. | |
14) | Symbolizm in painting and the emergence of the artist as an individual. |
Course Notes / Textbooks: | Hauffe, Thomas. Design A Concise History. Laurence King. 1998. |
References: | Hauffe, Thomas. Design A Concise History. Laurence King. 1998. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 12 | % 5 |
Homework Assignments | 1 | % 15 |
Midterms | 2 | % 40 |
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 | 14 | 2 | 28 |
Study Hours Out of Class | 12 | 5 | 60 |
Homework Assignments | 2 | 4 | 8 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 100 |
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. |