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 |
GEP0802 | Aesthetic and Philosophy | Fall Spring |
3 | 0 | 3 | 5 |
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: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to study the field of aesthetics and give an overview of general art concepts from a historical point of view. Themes include the beautiful and the sublime, objective existence of the art work and subjective taste, disinterest and aesthetic pleasure, form and decoration, art and ideals, branches of art and their ranking, art and nature will examine and discuss with Hegel, Nietzsche, Heidegger and Derrida texts. |
The students who have succeeded in this course; After successfully completing this course the student will be able •Acquisition of a philosophical view on the matters of beauty and art •Learning the basic philosophical concepts which elucidate the phenomen of beauty and art •to restate the main views in the history of philosophy on art •to see the possibilities of looking at the art thorough philosophy, •to cope with diversities of the theories of art. •to participate in the discussions about the art and works of art |
•the concept of aesthetics •what is art?- •art concepts through history •Art and its relation to values •Art and the human being; Art and philosophical anthropology |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Defining Aesthetics | Course notes |
3) | Schools of Aesthetics | Course notes |
4) | What is Art? | Course notes |
5) | The concepts of Idea and the Ideal | Course notes |
6) | Beauty as sensuous appearance of the Idea | Course notes |
7) | The Symbolic Type of Art | Course notes |
8) | The Classical Type of Art | Course notes |
9) | The Classical Type of Art | Course notes |
10) | The Work and Truth | Course notes |
11) | Truht and Art | Course notes |
12) | The Romantic type of Art | Course notes |
13) | The Romantic type of Art | Course notes |
14) | Kurs konuları üzerinde tartışma | Course notes |
Course Notes / Textbooks: | Martin Heidegger, “The Origin of the Work of Art”, Basic Writings, ed. D. F. Krell, Harper Perennial, 2008. Afşar Timuçin, Estetik, Bulut Yayınları, 2008. İoanna Kuçuradi, Sanata Felsefeyle Bakmak, Şiir-Tiyatro Yayınları, Ankara, 1979. Hegel, Estetik. Güzel Sanat Üzerine Dersler. Cilt:1 Çev: Taylan Altuğ |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 10 |
Homework Assignments | 2 | % 20 |
Midterms | 1 | % 20 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Homework Assignments | 2 | 10 | 20 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 97 |
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. |