DES4913 Visual Expression of IdeaBahçeşehir 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
DES4913 Visual Expression of Idea 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 : Instructor MURAD BABADAĞ
Recommended Optional Program Components: None
Course Objectives: The aim of the course is to provide the student with theoretical and practical knowledge about the methods of obtaining conceptual content in communication channels that will be developed by using all representation languages ​​​​used by these three disciplines by working together and side by side in a workshop in a way that can eliminate the scale difference in these different disciplines.

Learning Outcomes

The students who have succeeded in this course;
- elimination of interdisciplinary scale differences
- Increasing the ability of three different disciplines to work together
- development of experiential thinking skills on content-form relations
- experience on representational languages ​​common to all three disciplines- define visual communication,
- define iconography and conceptual metaphors,
- demonstrate the basics of a visual construct,
- design a visual entity with conceptual content.

Course Content

The content of the course consists of theoretical part and workshop studies that will make it possible to examine the theoretical infrastructure of the design activity at the conscious and unconscious level, and to understand how the designer actually establishes himself as an agent. It consists of verbal information in which the communication principles of all representation languages ​​and conceptual construction are conveyed, and design examples in which the knowledge is applied.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course.
2) examination of philosophical base of designing
3) Elements of graphic language.
4) Elements of graphic language.
5) Abstraction and conceptualization.
6) Abstraction and conceptualization.
7) Iconography in classical arts.
8) Using metaphors in visual communication.
9) Exercise 1: Brief, start.
10) Exercise 2: Development.
11) Exercise 1: Final and dicussion.
12) Exercise 2: Brief, start.
13) Exercise 2: Development.
14) Exercise 2: Final and discussion.

Sources

Course Notes / Textbooks:
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 12 % 5
Homework Assignments 2 % 35
Preliminary Jury 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 14 28
Study Hours Out of Class 14 42
Homework Assignments 2 6
Midterms 1 1
Final 1 2
Total Workload 79

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.