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 |
INT2943 | Sketching Istanbul | Fall | 0 | 4 | 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 : | 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. |
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. |
Developing skills in freehand visualizations of architectural ideas expressed as drawing for mental and manual coordination. |
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 |
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. |
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 |
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 |
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. |