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 |
DES3922 | History of Design and Technology II | 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 course aims to provide information on the beginnings and development of industrial design and on its present state in different countries. |
The students who have succeeded in this course; - define the beginning process of industrial design as a new discipline, - define the development and dynamics of industrial design, - identify and discuss prominent examples of industrial design, - analyze industrial design movements, styles, places and designers, - evaluate industrial design examples in reciprocal relations. |
This second part of the two-semester course starts with the effects of industrial revolution on visual arts and on crafts. It continues with the emergence of industrial design and its development in several countries. It discusses the different and differing characteristics of industrial design in time and place. |
Week | Subject | Related Preparation |
1) | From Crafts to Machine Age | |
2) | From Crafts to Machine Age II | |
3) | 1930larda ABD | |
3) | Bauhaus | |
4) | Emergence of Industrial Design | |
5) | Post-war USA | |
6) | Post-war Europa: UK and France | |
7) | Post-war Europa: Germany | |
8) | Post-war Europa: Italy | |
9) | Design in Scandinavia. | |
10) | Globalism in Design I | |
11) | Globalism in Design II | |
12) | Enlarging Borders: Design and Innovation | |
13) | Enlarging Borders: Designer as Entrepreneur | |
14) | Wrap-up, "Objectified" |
Course Notes / Textbooks: | non |
References: | non |
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 |
Homework Assignments | 2 | 2 | 4 |
Midterms | 1 | 2 | 2 |
Paper Submission | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 38 |
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. |