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 |
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. |
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 : | Assist. Prof. MURAD BABADAĞ |
Course Lecturer(s): |
Instructor INGI FERNANDEZ |
Recommended Optional Program Components: | None |
Course Objectives: | Ensuring that students recall the representational languages of architecture, interior architecture, and industrial design disciplines, as well as how these languages are used. Helping students understand what the common representational languages of these three disciplines are and how they can be used together. Additionally, explaining the fundamental concepts of eliminating scale differences in interdisciplinary work. Enabling students to put into practice their ability to work collaboratively in a workshop setting by overcoming scale differences across disciplines. In this process, applying their skills to establish communication channels effectively using different representational languages. Encouraging students to analyze the similarities and differences among the three disciplines and, based on these analyses, determine the methods for obtaining conceptual content. Supporting students in developing new and creative communication channels by utilizing interdisciplinary collaboration and representational languages. In this process, they are expected to synthesize theoretical and practical knowledge and generate innovative solutions. Encouraging students to evaluate the communication channels and representational languages they have developed, discussing which methods are most effective and which strategies are more efficient 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. |
The students who have succeeded in this course; Defines iconography and conceptual metaphors. Identifies the representational languages commonly used by all three disciplines. Analyzes content-form relationships and interprets them from the perspective of different disciplines. Constructs fundamental visual structures and applies them across different disciplines. Implements methods to eliminate scale differences in interdisciplinary work. Evaluates the collaborative dynamics of three different disciplines. Resolves content-form relationships through an experimental approach. Assesses and improves the effectiveness of interdisciplinary collaboration. Conducts critical evaluations of conceptually driven visual compositions. Designs a conceptual visual composition. - 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. |
The course content involves analyzing the theoretical foundations of the design process at both conscious and subconscious levels, understanding how the designer establishes themselves as an active agent in practice, and evaluating and applying this process through theoretical discussions and workshop activities. It includes a learning process where the communication principles of all representational languages and conceptual structuring are explained, knowledge is applied through design samples, and students synthesize what they have learned to develop new solutions. The teaching methods of the course are as follows: lecture, reading, discussion and individual study 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. |
Week | Subject | Related Preparation |
1) | Introduction to the course. | |
1) | ||
1) | ||
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. |
Course Notes / Textbooks: | |
References: |
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 |
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 |
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. |