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
GAD1008 3D Digital Art Spring 2 2 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Must Course
Course Level: Bachelor
Mode of Delivery: Hybrid
Course Coordinator : Instructor SERVER ZAFER MASALCI
Course Lecturer(s): Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Objectives: In this course, students will start to work on 3D objects and character modelling in Blender. After modelling they will learn how to add textures and colors on their models in Substance Painter. The main objective of this course is to provide a strong comprehension of character, background and prop modeling in 3D Animation/Film/Game Production pipeline. This is a project-based course and students are expected to demonstrate the techniques taught in class through their projects. Industry standard techniques will be taught and used to complete assigned projects.

Learning Outputs

The students who have succeeded in this course;
1) Understand the principles of 3D modeling (objects & characters) on Blender.
2) Learn to design 3D environment/background scene with game assets.
3) Learn differences between low and high polygon models and how to bake them.
4) Learn how to create T pose and characters with rigging and animation.
5) Add textures and color on the total scene in Substance Painter.
6) Learn 3D rendering to bring models and scenes to life.

Course Content

To provide the students with the basics of basic art education in order to gain the ability to design game graphics. The aim of the course is to guide the students who want to work with art, and to give enough information about basic art principles in other students.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction (Lecturer - students) - Talking about the term project and weekly walkthroughs until finals.
2) Introduction to Blender. Interface (Toolbox, menus, shelves, channel box, editor, tools, panel, layers, navigating the viewport, cameras) and creating first low-high poly model object.
3) Warm-Ups Level- Designing some random objects to practice before the main project + Intro UV Scale
4) Level 1- Make a plan of the entire scene what it looks like and start to create many low poly objects for it.
5) Continue to design low poly objects also start to design the interior place + UV Scale
6) Finalizing the interior design and adding some little ornaments on the scene + UV Scale
7) Level 2- Creating a Character which is related to scene. T pose + anatomy.
8) Finalizing the character with the costume + UV Scale + rigging
9) Level 3- Intro to Animation in Blender. Posing + Set and Key Frames + Move and Action!
10) Finalizing the animation of the entire scene and preparation (export files) to Substance Painter level.
11) Level 4- Introduction to Substance Painter. Import Maya scene + baking + Interface + Materials + Brushes + Textures.
12) Adding materials, textures and colors on the scene.
13) Finalizing the colors of the project + export UV Map
14) Level 5(Final)- Publishing the project on Sketchfab or Rendering on Blender.

Sources

Course Notes:
References: - Autodesk Maya 2018 Basics Guide Book by Kelly L. Murdock - Autodesk Maya 2018: A Comprehensive Guide Book by Prof Sham Tickoo Purdue - 3D Animation for the Raw Beginner Using Autodesk Maya Textbook by Roger King

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application 1 % 20
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 30
Preliminary Jury % 0
Final 1 % 50
Paper Submission % 0
Jury % 0
Bütünleme % 0
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 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

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. 1
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 3
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. 5
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 3
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 5
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. 2
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