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 |
INT1013 | Introduction to Design and Architecture | 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. ŞEVKİYE MERVE TAŞOZ |
Course Lecturer(s): |
Instructor NAGEHAN YAĞMUR ŞİMŞEK SÖNMEZ Assist. Prof. ŞEVKİYE MERVE TAŞOZ Assoc. Prof. EFSUN EKENYAZICI GÜNEY |
Recommended Optional Program Components: | None |
Course Objectives: | This is an introductory course on design, architecture, and built environment, where the main objectives are to evoke consciousness and interest on the architectural culture, design principles, spatial relations and spatial organizations. Discussions and brainstorming on the understanding of architecture and design will be held through various topics such terms of design, spatial relationship, spatial organization types, materiality and structure. |
The students who have succeeded in this course; 1. Consider the historical and cultural context in architecture and design, 2. Evaluate the architectural products, 3. Explain and discuss architectural forms and design elements, 4. Differentiate and debate on principles of architecture, 5. Explain and evaluate the spatial characteristics of the built environment. |
Chapter 1: Elements of Design: Point, Line, Plane, Shape, Form, Volume, Light, Texture, Color/ 1 hour, Exercise 1/ 1 hour, Field Trip/ 2 hours, Workshop/ 2 hours Chapter 2: Principles of Design I: Axis, A-Symmetry, Balance, Rhythm, Datum/ 1 hour, Exercise/ 1 hour Chapter 3: Principles of Design II: Emphasis, Hierarchy, Variety, Harmony, Unity, Contrast/ 1 hour, Exercise/ 1 hour Chapter 4: Terms of Design I: Value, Pattern, Texture, Proportion, Scale/ 2 hours MIDTERM/ 2 hours Chapter 5: Terms of Design II: Grid, Positive Negative Space, Transformation of Form/ 1 hour, Exercise/ 1 hour Chapter 6: Spatial Relationship Types/ 2 hours, Quiz 1/ 1 hour, Quiz 2/ 1 hour Chapter 7: Pin-up Sessions for Posters/ 2 hours Chapter 8: Context, Function & User Needs, Architectural Brief, Program/ 1 hour, Exercise/ 1 hour Chapter 9: Body in Space/ 2 hours |
Week | Subject | Related Preparation |
1) | Introduction: Aim, scope and the methodology of the course is being explained. | Syllabus |
2) | Elements of Design: Point, Line, Plane, Shape, Form, Volume, Light, Texture, Color Design Vocabulary 1: Collage | Exercise 1: "Falling Water House" Planes |
3) | Field Trip | |
4) | Workshop: Collage Making | Photographs of field trip visit and sketches that are drawn. |
5) | Principles of Design I: Axis, A-Symmetry, Balance, Rhythm, Datum Design Vocabulary 2: Atmosphere, Layering, Slit, Composition | Exercise 2: "Kandinsky Composition" Design Principle Hunt |
6) | Principles of Design II: Emphasis, Hierarchy, Variety, Harmony, Unity, Contrast Design Vocabulary 3: Architectural Poster, Storyboard | Exercise 3: Storyboard |
7) | Terms of Design I: Value, Pattern, Texture, Proportion, Scale Design Vocabulary 4: Abstract | |
8) | MIDTERM | |
9) | Terms of Design II: Grid, Positive Negative Space, Transformation of Form Design Vocabulary 5: Porosity & Permeability, Transparency, Reflection, Translucency | Exercise 4: "Transformations" |
9) | Terms of Design II: Grid, Positive Negative Space, Transformation of Form Design Vocabulary 5: Porosity & Permeability, Transparency, Reflection, Translucency | Exercise 4: "Transformations" |
10) | Spatial Relationships | Quiz II |
11) | Spatial Organization Types | Quiz II |
12) | Pin-up for Posters | Project Poster |
13) | Context, Function & User Needs, Architectural Brief, Program, Scenario | Program Poster Tasarımı |
14) | Body in Space Design Vocabulary 6: Promenade Architecture | |
15) | FINAL |
Course Notes / Textbooks: | none - yok |
References: | 1. Francis D.K. Ching, Architecture: Form Space and Order, VNR, 1996. 2. Geoffrey H. Baker. Design Strategies in Architecture. An Approach to the Analysis of Form, Van Nostrand Reinhold,1996. 3. Lorraine Farrelly, The Fundamentals of Architecture, AVA Academia, 2007 (Mimarlığın Temelleri, Literatür Yayıncılık, 2011.) 4. Lorraine Farrelly, Construction and Materiality, AVA Academia, 2007. 5. Leland M. Roth, Understanding Architecture: Its Elements, History, and Meaning, Westview Press, 2013. (Mimarlığın öyküsü: öğeleri, tarihi ve anlamı, Kabalcı Yayınevi, 2006.) 6. Simon Unwin, Analysing Architecture, Routledge, 1997 7. Richard Weston, Materials, Form, and Architecture, Yale University Press, 2003. 8. Tom Porter, Archispeak: An Illustrated Guide to Architectural Terms London and New York: Spon Press 2004. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Homework Assignments | 5 | % 10 |
Seminar | 1 | % 10 |
Midterms | 1 | % 30 |
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 |
Application | 6 | 6 | 36 |
Field Work | 1 | 2 | 2 |
Homework Assignments | 5 | 5 | 25 |
Quizzes | 2 | 2 | 4 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 99 |
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. |