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. SEZİN HATİCE TANRIÖVER
Course Lecturer(s): Instructor OSMAN ÜMİT SİREL
Instructor SİNAN POLVAN
Assoc. Prof. SEZİN HATİCE TANRIÖVER
Recommended Optional Program Components: documentary movie
Course Objectives: Drawing should be designated as a modality of thinking other
than being encompassed by given talent which is technical or
artistic or both. In other words, visual thinking is a
specific language that is constituted by mostly lines that can
attain different qualities. Hence, the course aims to equip
students commencing their architectural education with skills
to develop and use freehand drawing as means to interior architectural
perception and representation. For this purpose, studio
sessions will be held for primary information exchange and
outdoor exercises will be performed on specific urban sites.

Learning Outcomes

The students who have succeeded in this course;
I. Record the physical environment that is visually perceived
and mentally distinguished in two dimensional media.
II. Record the mentally processed idea in two dimensional
media.
III. Develop scale and proportion skills.
IV. Manipulate lines as communicative tools.

Course Content

Developing skills in freehand visualizations of architectural
ideas expressed as drawing for mental and manual coordination.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction. Concept of line as thought and sketching activity as a perfomance of visual communication. none
2) Line qualities, hatching. Line weights as line expression. Hatching as surface expression. none
3) Approximating dimensional relations within objects. Notions of dimension, scale and proportion. none
4) Traces of Byzance, historical peninsula
5) City walls of Istanbul
6) Galata
7) Beyoğlu I - From Tünel to Galatasaray
8) Beyoğlu II - From Galatasaray to Taksim
9) Zeyrek ve Cibali
10) Süleymaniye
11) Fener and Balat
12) Topkapı Palace and Archaeological Museum
13) Sirkeci and Eminönü
14) Bosphorus Mansions

Sources

Course Notes / Textbooks: Ders notları stüdyo saatleri sonrasında sisteme yüklenmektedir.
Ayrıca, eskiz teknikleri üzerine yardımcı kitaplara üniversite
kütüphanesinden erişilebilir.

Course notes are uploaded into the system after studio hours.
Moreover, some supplementary materials on sketching are accessible at the university library.
References: Kendra Schank Smith, Architects' Drawings, Architectural Press, 2005.
Kendra Schank Smith, Architects' Sketches, Architectural Press, 2008.
Sue Ferguson Gussow, Architects Draw, Princeton Architectural Press, New York, 2008.
Brian Edwards, Understanding Architecture Through Drawing, Taylor and Francis, New York, 2008.
George Hlavács, The Exceptionally Simple Theory of Sketching, BIS Publishers, Amsterdam, 2014.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Field Work 10 % 50
Paper Submission 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 100
PERCENTAGE OF FINAL WORK %
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Application 2 2 4
Field Work 11 4 44
Final 1 2 2
Total Workload 106

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.