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 |
CET4051 | Special Topics in Instructional Technologies I | Spring | 3 | 0 | 3 | 6 |
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. YAVUZ SAMUR |
Course Lecturer(s): |
Instructor BARIŞ ERDOĞAN Assist. Prof. ORHAN GÖKÇÖL |
Recommended Optional Program Components: | None |
Course Objectives: | In this course you will engage in the entire process of developing instructional video programs, from concept to finished project. |
The students who have succeeded in this course; 1. develop a comprehensive understanding of the video production process aligned with instructional principles. 2. develop a comprehensive understanding of the mechanics associated with the operation of a video camera. 3. become fluent in using high-end postproduction tools such as Adobe Premiere Pro. 4. successfully deal with the needs of a real-world client in conducting a client video project. |
Tasks in the process include message definition, treatment development, scriptwriting, storyboarding, production, post-production editing, evaluation, the operation of digital video cameras, production personnel, medium requirements, lighting, and sound. |
Week | Subject | Related Preparation |
1) | Course Overview • Review of Syllabus • Introduction to Premiere • Introduction to digital video cameras Studio Overview | |
2) | Production Process/Conceptualization of Storyline • The Production Process • The Production Team: Who Does What When? • Image Formation and Digital Video Instructional videos Premiere demonstration Studio Equipment | |
3) | One minute video pre-planning Storyboard • Storyboard formats and examples • Storyboarding & Scriptwriting Activity Premiere demonstration • Workspace and Sequencing Light (Theoretical) | |
4) | Premiere demonstration • Shooting and Capturing • Looking Through the Viewfinder Light setup activity | |
5) | Premiere demonstration • Framing and Composition • Using Editing tools Sound Technics | |
6) | Graphics and Effects Premiere demonstration • Editing Audio Sound Production | |
7) | Review | |
8) | Linear and Nonlinear Editing • Linear/Nonlinear Editing • Off-line/on-line editing Premiere demonstration • Adding effects Operating the camera - I • Arranging environment & Shooting • Tips for effective shooting |
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9) | Operating the camera - II • Arranging environment & Shooting • Tips for effective shooting | |
10) | Editing Principles • Major Client Project Preplanning • Idea generation • Storyboarding Premiere demonstration • Adding effects Post-production through the stage direction | |
11) | Video Recording/Major Client Video Storyboarding Individual Work | |
12) | Conversion/Exporting • Storing videos • Conversion/CD/DVD/Tapes • Interactive Video/Camtasia demo Premiere demonstration • Exporting and Delivery issues | |
13) | Main Client Video Editing | |
14) | Final Projects Presentations |
Course Notes / Textbooks: | o Zettl, H. (2009). Video Basics 6. Available at the University Library and Google Books. o Adobe (2010). Adobe Premiere Pro CS4 Classroom in a Book. Available at the University Library and Google Books. |
References: | None |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 10 |
Application | 5 | % 5 |
Homework Assignments | 2 | % 20 |
Project | 2 | % 65 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Application | 14 | 1 | 14 |
Project | 2 | 40 | 80 |
Homework Assignments | 2 | 12 | 24 |
Total Workload | 146 |
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. |