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
GAD4010 Pixel 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 : Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Objectives: This course aims to teach the students how to produce game graphics with manual pixel placement. All pixel art techniques will be addressed and within the semester, the students will have the chance to make all graphic assets -including character sprites, object sprites, background art, tile sets, portraits and buildings- for pixel art games of varied genres.

Learning Outputs

The students who have succeeded in this course;

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to pixel art
2) Features of pixel art Crash Course Adobe Premiere
3) Basic pixel art techniques Working on Project1: first cuts
4) Colors, lighting, highlights and shading Working on Project1: draft cuts
5) Dithering, textures, materials, antialiasing and common mistakes Working on Project1: final cuts
6) Drawing monster and vehicle sprites P1 Due + P2: Working with Concepts
7) Drawing objects and user interface elements Working on Project2: draft cuts
8) MIDTERM Getting feedback and iteration
9) Topdown graphics and tilesets P2. Mid Screening Critiques
10) Isometric graphics P2 Due + P3. Working on Case Studies
11) Sidescoller tilesets Working on Project3: concept frames
12) Creating background graphics Working on Project3: collecting materials
13) Basic character and vehicle animations Working on Project3: production
14) Background animations and parallax scrolling Working on Project3: production

Sources

Course Notes: Pixel Art Series in Turkish by E. Gökçe Çimen: https://www.kahramangiller.com/yazidizisi/pixel-art/
References: Learning Pixel Art by Max Hervieux Pixel Logic - A Guide to Pixel Art by Michael Frar Designing Arcade Computer Graphics by Ari Feldman The Complete Guide to Isometric Pixel Art by Rhys Davies

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments 3 % 20
Presentation % 0
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

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.