POV3436 Advanced 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
POV3436 Advanced 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 : Instructor DELIZIA FLACCAVENTO
Recommended Optional Program Components: None
Course Objectives: This course aims to familiarize the students with the details of the black and white darkroom processing and assist them to excel in advanced printing techniques.

Learning Outcomes

The students who have succeeded in this course;
1. Gain control over advanced darkroom materials.
2. Demonstrate expertise in advanced printing techniques.
3. Be able to organize and control every step of B&W printing.
4. Master different darkroom variables which effect final result.
5. Improve portfolio preparing skills.

Course Content

In this course students will learn how to print on fiber-based papers with advanced printing processes.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Exploration of the variables in film processing.
2) The techniques of film processing based on the topic contrast. Working on the assignments.
3) The properties of fiber-base paper in film processing. Assignment I: Shooting and printing on a free topic. Working on the assignments.
4) Printing with fiber-base paper. Working on the assignments.
5) Applications of variable partial printing. Assignment II: 5 processed prints from a photograph of another photograph. Working on the assignments.
6) Application of Safelight Test Working on the assignments.
7) Application of Split Printing I Working on the assignments.
8) Application of Split Printing II Working on the assignments.
9) Methods of drying and pressing fiber-base paper. Working on the assignments.
10) Methods of taking notes- print log and methods of ordering forms Working on the assignments.
11) Archiving prints and films. Preparing a portfolio. Working on the assignments.
12) Using variable contrast papers on same print-I. Assignment III: 5 prints on a given subject. Working on the assignments.
13) Using variable contrast papers on same print-II. Working on the assignments.
14) Evaluation of the prints produced throughout the semester Working on the assignments.
14) Evaluation of the prints produced throughout the semester Working on the assignments.

Sources

Course Notes / Textbooks: Lecture notes will be provided by the teacher.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 25
Homework Assignments 3 % 25
Project 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
Project 1 15 15
Homework Assignments 3 8 24
Final 1 1 1
Total Workload 135

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.