POV3435 Black and White DarkroomBahçeşehir 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
POV3435 Black and White Darkroom Spring 2 2 3 5
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 : RA DENİZ DENİZEL
Recommended Optional Program Components: None
Course Objectives: This course aims at an introduction to darkroom equipment and material.

Learning Outcomes

The students who have succeeded in this course;
1. Develop a personal style in photography.
2. Produce archival B&W prints.
3. Manage skilfully the equipments and materials.
4. Recognize different types of film and paper.
5. Practice advanced printing techniques.

Course Content

It focuses on the use of different film materials, film processing techniques and archival B&W processing and printing techniques.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to photography and basic principles.
2) Introduction to darkroom, equipment, materials. Working on the assignments.
3) Types of photographic film, basic film processing principles. Assignment I: Film processing. Working on the assignments.
4) Printing techniques. Working on the assignments.
5) Types of papers, paper development principles. Working on the assignments.
6) Contrast in print, expressing one's own style. Assignment II: 5 prints. Working on the assignments.
7) Safelight test. Working on the assignments.
8) The relationship of film processing to film density. Working on the assignments.
9) Characteristics of black & white print and examples from pioneer photographers. Assignment III: 5 prints. Working on the assignments.
10) Exposing films according to subject matter and printing technique. Working on the assignments.
11) Keeping prints and films safe, and preparing a portfolio. Working on the assignments.
12) Light-meters and light metering techniques. Assignment IV: 5 prints on a given subject. Working on the assignments.
13) Applying contrast filters, and using variable contrast values on a same print I. Working on the assignments.
14) Applying contrast filters, and using variable contrast values on a same print II. Working on the assignments.

Sources

Course Notes / Textbooks: Will be given weekly.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 10 % 10
Homework Assignments 4 % 40
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Study Hours Out of Class 13 3 39
Homework Assignments 4 7 28
Final 1 1 1
Total Workload 124

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.