INT2943 Sketching IstanbulBahçeşehir 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
INT2943 Sketching Istanbul Spring 0 4 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 : Assoc. Prof. SUZAN GİRGİNKAYA AKDAĞ
Course Lecturer(s): Instructor SİNAN POLVAN
Recommended Optional Program Components: Documentaries and movies
Course Objectives: This course is designed to train students from various design departments who possess basic technical drawing skills, aiming to enhance their perception and ability to take visual notes through hand sketching and creating an architectural journal. Students will develop freehand perspective drawing and rendering techniques that sharpen their observation, perception, expression, and analytical skills, enabling them to produce creative and artistic visualizations. The course includes seminars and field trips, offering students the chance to explore the architectural history of Istanbul’s most remarkable buildings and historic districts.

Learning Outcomes

The students who have succeeded in this course;
1. visualize the built environment or interior spaces they encounter or design, conduct visual analyses, and create compelling visuals, when applying your profession.
2. create various creative syntheses using data obtained from the built environment and interior spaces you perceive and visually record, as part of their profession.
3. utilize the sketching skills you have refined through the development of hand-eye coordination, as a visual communication tool during advanced presentation phases.
4. create artistic perspectives of the built environment or interior spaces by considering proportions and scales, using practical and rapid sketching techniques.
5. grasp the effects of the encountered spaces on history, culture, and social life, gaining awareness in this regard.
6. develop awareness regarding the preparation of produced sketches in accordance with ethical principles and respect for intellectual and industrial rights, as a conscious and responsible designer.

Course Content

Visiting the historic districts of Istanbul and conducting conceptual visualizations of these spaces through freehand sketches.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction none
2) Composition and line techniques (pencil and pen sketching), Visual analysis and notes, Field trip: Sultanahmet–Hippodrome – Çemberlitaş – Grand Bazaar 2 SW, 2 HW
3) Basics of perspective drawing (1VP and 2VP), Visual analysis and notes, Field trip: Balat - Fener 2 SW, 2 HW
4) Context analysis, Depth and shadow hatching, Visual analysis and notes, Field trip: Vefa – Süleymaniye – Tahtakale 2 SW, 2 HW
5) Panoramic drawing, Visual analysis and notes, Field trip: Kadıköy - Moda 2 SW, 2 HW
6) Context Analysis, Material and texture hatching, Visual analysis and notes, Field trip: Yedikule - Samatya 2 SW, 2 HW
7) Streetscape drawing: Figure and background, Visual analysis and notes, Field trip: Galata – Karaköy – Tophane 2 SW, 2 HW
8) Midterm Individual study
9) Streetscape drawing: Figure and background, Visual analysis and notes, Field trip: Taksim– İstiklal Caddesi– Tünel- Şişhane 2 SW, 2 HW
10) Advanced line techniques: Light, shadow and texture, Visual analysis and notes, Field trip: Üsküdar - Kuzguncuk 2 SW, 2 HW
11) Review on enhancement of sketching skills, Critiques on submitted HW sketches 2 HW
12) Mixed media techniques, Visual analysis and notes, Field trip: Eminönü - Sirkeci 2 SW, 2 HW
13) Advanced line techniques: Figure, scaling and postures, Visual analysis and notes, Field trip: Istanbul Archaeological Museum 2 SW, 2 HW
14) Advanced line techniques: A general review, Visual analysis and notes, Field trip: Zeyrek - Cibali 2 SW, 2 HW

Sources

Course Notes / Textbooks: George Hlavács, The exceptionally simple theory of sketching: why do professional sketches look beautiful? BIS Publishers, Amsterdam, 2014
Kendra Schank Smith, Architects' Sketches, Architectural Press, 2008.
Brian Edwards, Understanding Architecture Through Drawing, Taylor and Francis, New York, 1994
Frank Lohan, Pen and ink techniques, 1978

References: George Hlavács, The exceptionally simple theory of sketching: why do professional sketches look beautiful? BIS Publishers, Amsterdam, 2014
Kendra Schank Smith, Architects' Sketches, Architectural Press, 2008.
Brian Edwards, Understanding Architecture Through Drawing, Taylor and Francis, New York, 1994
Frank Lohan, Pen and ink techniques, 1978

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 5
Field Work 11 % 12
Homework Assignments 12 % 3
Midterms 1 % 20
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 1 14
Field Work 22 2 44
Study Hours Out of Class 2 2 4
Homework Assignments 24 1 24
Midterms 1 4 4
Final 1 0 0
Total Workload 90

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.