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 |
GAD1010 | Culture of Comics | Spring 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: | Departmental Elective |
Course Level: | Bachelor |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor ERTUĞRUL SÜNGÜ |
Course Objectives: | This course aims to understand the comics which is one of the most important consumption tools of popular culture of today. Although superheroes come to mind when it comes to comics, this course will focus on conceptual discussions that the world of comics does not only consist of these heroes, but has a centuries-old culture of its own. |
The students who have succeeded in this course; The students who have succeeded in this course;" 1) Will be able to make sense of the comic in both conceptual and practical terms; 2) Will be able to recognize comics produced at different points in the world; 3) Will be able to interpret comic book culture in a regional and global sense; 4) Will be able to position comics in the axis of history, culture and art; 4) Will be able to discuss the point comic book has reached today from every angle; |
It aims to understand the comic both conceptually and as a consumption tool. Titles such as literature, historical process, close reading, anthropology and ethnography are among the topics that support the content of the course. |
Week | Subject | Related Preparation | |
1) | Introduction/Course Requirements | ||
2) | History of Comics | Presentation Topic 1 | |
3) | French, Italian and Belgium Comics | Presentation Topic 2 | |
4) | Manga | Presentation Topic 3 | |
5) | Comics and Creativity | Presentation Topic 4 | |
6) | Comics, Narrative and Visual Narrative | Presentation Topic 5 | |
7) | Intertextuality: Building Stories with art, history, memory, & trauma. Politics, Passion and Posthumanism. | Presentation Topic 6 | |
8) | Midterm | ||
9) | Comic Books as Sector and Collectables | Presentation Topic 7 | |
10) | Comics, Community and Culture | Presentation Topic 8 | |
11) | Comics, Cinema and Marvel Cinematic Universe | Presentation Topic 9 | |
12) | Comics and Video Games | Presentation Topic 10 | |
13) | Comic Culture in Turkey | Presentation Topic 11 | |
13) | Comic Culture in Turkey | Presentation Topic 11 | |
14) | Localization of Comicsand Manga in Turkey | Presentation Topic 12 |
Course Notes: | McCloud, S. (1994) Understanding Comics: The Invisible Art. HarperPerennial, NY; Sousanis, N. (2015) Unflattening. Harvard University Press. |
References: | "Eisner, W. (2008) Comics and Sequential Art: Principles and Practices from the Legendary Cartoonist. Lopes, P. (2009) Demanding Respect: The Evolution of the American Comic Book. Temple University Press." |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | % 0 | |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | 5 | % 30 |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 30 |
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 | 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 | 12 | 1 | 12 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 1 | 1 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 1 | 1 |
Total Workload | 56 |
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. |