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 |
GAD1005 | Design Thinking | Fall | 3 | 0 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Must Course |
Course Level: | Bachelor |
Mode of Delivery: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor CAN PEKDEMİR |
Course Objectives: | Students of this course, no matter the the size and scope of the project, learn to design more effectively while being more efficient in terms of both emotional and practical senses. Students will also get the chance to experience and understand a system-level approach that combines engineering and design principles. |
The students who have succeeded in this course; By understanding design thinking, they will be able to effectively gain problem-solving skills for any domain that they work for. |
This course aims students to have critical thinking for designing in any medium. It is a fundamental course in many design departments in which students will have an introduction of how we see, perceive things around us. Starting with psychology of seeing and perception principles, the course will move on to basic design principles. |
Week | Subject | Related Preparation | |
1) | Orientation, Syllabus Overview | ||
2) | Selection: Ganzfeld, Figure and Ground, Camouflage | ||
3) | Gestalt Grouping: Proximity, Similarity, Continuity, Closure and Non-closure | ||
4) | Gestalt Laws and Typography | ||
5) | Zeigarnik Effect, Pragnanz, Symmetry | ||
6) | Space, Time and Camera | ||
7) | Color Theory | ||
8) | Research Project | ||
9) | Point, Line, Plane and Scale | ||
10) | Rhythm and Balance | ||
11) | Framing and Hierarchy | ||
12) | Grid and Diagrams | ||
13) | Data Visualization | ||
14) | Final Project Drafts |
Course Notes: | |
References: | Richard D. Zakia; John Suler, Perception and Imaging: Photography as a Way of Seeing, Routledge Ellen Lupton, Jennifer Cole Phillips, Graphic Design: The New Basics, Princeton Architectural Press Instructor Prepared Course Presentations |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 15 |
Laboratory | % 0 | |
Application | 1 | % 45 |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | % 0 | |
Preliminary Jury | % 0 | |
Final | 1 | % 40 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 10 | 3 | 30 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 8 | 6 | 48 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 3 | 3 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
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. | 4 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 5 |
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. | 3 |
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. | 3 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 2 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 2 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 1 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 4 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 1 |
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. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 1 |
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. | 1 |