POV4114 Photography and Video SeminarBahçeşehir 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
POV4114 Photography and Video Seminar 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 : Dr. Öğr. Üyesi TOLGA HEPDİNÇLER
Recommended Optional Program Components: None
Course Objectives: The aim of this course is to motivate the students to establish a dialogue with the works and the selves of important photographers, and enable them to establish their own language in light of these dialogues.

Learning Outcomes

The students who have succeeded in this course;
1. Become competent on short-term projects.
2. Be able to think analytically on a specific topic.
3. Explore alternative perpectives.
4. Criticize and defend art works.
5. Develop skills in self-expression.

Course Content

In this course, students will be studying works of notable photographers and expected to work on projects within the concept of the artists who will be visiting the class.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction and explanation of course requirements. Review of current portfolios.
2) Research on artists' web pages and books, as well as on portfolio techniques. Working on the assignments.
3) Discussion on the best portfolios analysing their strengths. Planning requirements: materials, budget and expenses. Working on the assignments.
4) Start organizing a portfolio. Writing a CV for an artist. Selecting pieces. Working on the assignments.
5) Working on a portfolio. Working on existing elements. Creating new elements. Working on the assignments.
6) Working on a portfolio. Writing a statement and editing elements. Working on the assignments.
7) Presentation (I) Preparation for presentation
8) Working on portfolio. Design a website. Design a personal business card. Working on the assignments.
9) Finalize the design of the personal website. Design a web blog. Working on the assignments.
10) Finalize e-portfolio. 5 minutes presentation (II) Preparation for presentation
11) Writing a cover letter. Research options for a printed portfolio. Working on the assignments.
12) Design a printed portfolio. Field search on printing options and expenses. Working on the assignments.
13) Design a printed portfolio-II Working on the assignments.
14) Finalize portfolio. Presentation (III) with output simulation. Preparation for Final Presentation

Sources

Course Notes / Textbooks: Websites, books and lecture notes of visiting artists will be provided according to the list of participants and academic calendar.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Presentation 2 % 50
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 4 52
Presentations / Seminar 2 9 18
Final 1 1 1
Total Workload 127

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.