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 |
VCD3135 | Animation Film | Spring | 2 | 2 | 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ECE ARIHAN |
Recommended Optional Program Components: | None |
Course Objectives: | This course focuses on teaching the students the basic principles of animation film; providing the ability to visualize a concept or a story by transferring to the storyboard based on a created scenario; gaining skills to have a control over scenerio-storyboard-movie process and getting the students to produce an animation short-film. |
The students who have succeeded in this course; 1) Identify the general essentials of an animation film 2) Recognize the scenario and grammar of film 3) Recognize the connections between storyboard and scenario 4) Recognize the unity of scenario and visual elements 5) Use the model-sheet 6) Identify relationship between the background and foreground of a scene 7) Describe the relationship between movement and rhythm 8) Develop the ability to synchronize visual elements with dialogue, sound, and music 9) Apply the knowledge of editing techniques and visual effects to enhance the quality of visual projects. 10) Implement software skills to create an animation film |
Decision making process of an animation film's topic, according to the students ideas. Viewing of animation examples. Research the conceptual idea of the film and collect the visual and concept documentations. Evaluation of the student’s research. Study about scripting a scenario, instruct about film grammar. Critique and advise about scenario sketches. instruct about storyboard. Plan the story visually suitable for the language of cinema. Study about Model-sheet. Planning the backgrounds, foregrounds and scenes in order to animate one to one. Animation studies, animate the plans. Montage the films of plans which are animated. Set the rhythm of film. Sound studies and effects. Montage, combine the visual and audio materials. |
Week | Subject | Related Preparation |
1) | Decision making process of an animation film's topic, according to the students ideas. Viewing of animation examples. HW: research the conceptual idea of the film and collect the visual and concept documentations | |
2) | Evaluation of the student’s researchs. Study about scripting a scenerio, instruct about film gramer. HW: making sketches about scenario | |
3) | Critique and advise about scenario sketches. instruct about storyboard. HW: conclude the scenario and making sketches about storyboard | |
4) | Critique the storyboards: Plan the story visually suitable for the language of cinema. HW: conclude the storyboard and making sketches about lay-out and background | |
5) | Study about Model-sheet. HW: conclude the applications on class | |
6) | Planning the backgrounds, foregrounds and scenes in order to animate one to one HW: conclude the applications on class. | |
7) | Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere | |
8) | Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere | |
9) | Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere | |
10) | Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere | |
11) | Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere | |
12) | Montage the films of plans which are animated. Set the rhythm of film HW: conclude the applications on class. Preparation of the dialague, sound and music suggestions | |
13) | Critique the montage and rhythm of film. Application of sound and music HW: conclude the applications on class, works about lay-out of credits and titles | |
14) | Montage, join the visual and sound materials HW: conclude the applications on class sound studies and - effecks HW: conclude the applications on class |
Course Notes / Textbooks: | |
References: | 'Understanding Animation’, Paul Wells ‘Understanding Comics’, Scott McCloud ‘Graphic Storytelling’, Will Eisner ‘Visualizing Ideas – From Scribbles to Storyboards’, Gregor Krisztian and Nesrin Schlempp |
Semester Requirements | Number of Activities | Level of Contribution |
Project | 5 | % 60 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 0 | |
PERCENTAGE OF FINAL WORK | % 100 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 13 | 73 |
Project | 2 | 8 |
Final | 1 | 7 |
Total Workload | 130 |
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. |