MATHEMATICS (TURKISH, PHD)
PhD TR-NQF-HE: Level 8 QF-EHEA: Third Cycle EQF-LLL: Level 8

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD4014 In-Game Lighting Design Fall 3 0 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:
Mode of Delivery: Face to face
Course Coordinator : Instructor SERVER ZAFER MASALCI
Course Objectives: In this course, students will work on in-game lighting and real-time rendering techniques using Unreal Engine 4. Starting with the role and importance of a lighting artist, in this course students will experience various lighting techniques and theories through the scenes they will work on. The students will have the vital information useful for working in games as a lighting artist.

Learning Outputs

The students who have succeeded in this course;
Students who complete this course will gain the following:
- Understanding of how light in games work
- What are the responsibilities of a lighting artist
- What light baking methods are
- Advanced dynamic lighting techniques

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction
2) In this week, how light works in real life will be discussed and students will be introduced to the baked lighting techniques
3) Students will dive deeper into light baking methods and implementing it also with movable actors.
4) Eye adaptation and exposure will be discussed, later students will learn to light an interior properly using baked lighting.
5) Responsibilities of a Lighting Artist will be discussed, and students will learn to build their lighting according to the elements of a game level. Terms like readability, positive/negative space and contrast will also be discussed. Basic Dynamic Lighting Techniques will be explored.
6) Students will be introduced to basic color theory and color harmonies using the color wheel and by breaking down several examples from games and movies.
7) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
8) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
9) Advanced Dynamic Lighting Tecniques, using color theory in games and Lighting on purpose of a Level will be discussed via breakdown of an actual scene.
10) Character Lighting will be discussed. Feedback for Midterms for students who want feedback
11) Midterm
12) Feedback session for the final projects
13) Feedback session for the final projects
14) Feedback session for the final projects

Sources

Course Notes:
References: - Level Design: Concept, Theory, and Practice. R.Kremers (2009) - Level Up! The Guide to Great Video Game Design - The Art of Game Design: A Book of Lenses. J.Schell (2008) - Color and Light: A Guide for the Realist Painter. J. Gurney(2010) - Colour: A Workshop for Artists and Designers. D. Hornung(2005)

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 % 35
Preliminary Jury % 0
Final 1 % 45
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 3 3 9
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 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 57

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution