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
GAD2007 2D Game 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: Departmental Elective
Course Level: Bachelor
Mode of Delivery: Hybrid
Course Coordinator : Instructor ABDULVARETH LAHHAM
Course Objectives: This course aims to teach students the foundations of design and creative problem solving with 2D art and design. The students will learn how to use Photoshop for design and art purposes, learn to create assets for game design. The students will also practice how to create pleasing images and proper design for different aspects of a digital game.
The core foundations that will be explored in this class are form, shape, composition, light and shadow, color theory, perspective and digital painting techniques. As well as design, how to research and use photo references, creating scenes and assets appropriate for the chosen project.

Learning Outputs

The students who have succeeded in this course;
The students who successfully complete this course will be able to:
1. Evaluate shape and design language;
2. Identify shapes and proportions and their affect on design;
3. Effectively turn conceptual ideas into visual materials;
4. Apply appropriate design ideas for the various purposes and requirements of digital game design projects;
5. Manipulate images and references to effectively acquire unique and original design ideas, and apply these findings within a project;
6. Work within the limitations of a creative project;
7. Design functioning, interesting and purposeful compositions for idea communication and storytelling;
8. Evaluate light and lighting for storytelling purposes;
9. Apply color theory and consciously design the color palette or make color choices for projects;
10. Recognise and apply professional presentations and create formats to present art and design materials.

Course Content

This is a practical 2D art and design course.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course and Photoshop Introductions, Course review Create a concept for a term project.
2) Using Photoshop as a design tool. Creating Moodboards. Demo on starting term project Prepare presentation for next week.
3) Term project reviews and feedback. Introduction to character design. Student presentations and feedback.
4) Basic perspective. How to observe and utilize shapes. Demo on the week's topic.
5) Form and Shape; lighting and shadows. Demo on the week's topic.
6) Basics of color, and color theory. Demo on the week's topic. Midterm presentations due next week.
7) Midterm Presentations and review. Student presentations and feedback.
8) Composition for art and design. Creating environment concepts. Demo on the week's topic.
9) Advanced painting techniques: - Paint-over Technique - Photobashing Technique Demo on the week's topic.
10) Background art for games. 2D UI Design. Demo on the week's topic.
11) Storytelling through lighting. Mockup scene creation. Demo on the week's topic.
12) Storytelling through color. Demo on the week's topic.
13) Completing the project and Presentation formats. Demo on the week's topic. Final presentations due next week
14) Project presentations and reviews. Student presentations and feedback.

Sources

Course Notes:
References: ● "Drawing and painting fantasy landscapes and cityscapes” by Rob Alexander; ● “Art Fundamentals: Theory and Practice” by Otto Ocvirk; ● “Picture This: How Pictures Work” by Molly Bang; ● artstation.com/learning - Tons of quality digital art courses and tutorials

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 20
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 4 % 30
Preliminary Jury % 0
Final 3 % 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 0 0 0
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 7 1 7
Homework Assignments 7 1 7
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 4 3 12
Paper Submission 0 0 0
Jury 0 0 0
Final 3 5 15
Total Workload 83

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.