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
GEP0115 Introduction to Art History 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: GE-Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Dr. BURCU ALARSLAN ULUDAŞ
Course Lecturer(s): Dr. BURCU ALARSLAN ULUDAŞ
Instructor BANU BİLGİCİOĞLU
Course Objectives: The course introduces the students to the worlds of art by providing an understanding to the cultural impressions in diverse chronological and geographical settings with an interdisciplinary scope. This course focuses on the the basic concepts of architecture, sculpture and painting in Western and non-Western cultures.

Learning Outputs

The students who have succeeded in this course;
•to develop a perspective on the history of art and the production of an artwork
•to develop a visual sensitivity to the universal and intercultural dimensions of art
•to illustrate the art trends, the artists and their works
•to define and use the art terms and the aesthetic concepts
•to compare the contemporary topics, the transitions and the trends in arts
•to present ideas about arts visually, orally and in a written form
•to comment on a work of art through its composition, topic and context

Course Content

What is Art, Who is the Artists? & Ancient Art and Archeology, Asian Arts “The Origin of Buddha Image” (Indian, Japan, China), Arts of the Middle Ages, Renaissance Art to Pre-Modern Styles.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) What is Art ? Who is Artist? WÖLFFLIN, H.,Sanat Tarihinin Temel Kavramları,İstanbul,1985
2) Ancient Art and Archeology GOMBRICH, Sanatın Öyküsü, Bölüm 1
3) Egyptian Art, Pyramids, Painting, Sculpture FREEMAN, Charles, Mısır, Yunan ve Roma: Akdeniz Uygarlıkları, Çev. Kemal Angı, Dost Kitabevi, Ankara, 2003. GOMBRICH, Sanatın Öyküsü, Bölüm 2
4) Ancient Greek Architecture FREEMAN, Charles, Mısır, Yunan ve Roma: Akdeniz Uygarlıkları, Çev. Kemal Angı, Dost Kitabevi, Ankara, 2003. CARPENTER, Thomas H., Antik Yunan’da Sanat ve Mitoloji, Homer Kitabevi, İstanbul, 2002 GOMBRICH, Sanatın Öyküsü, Bölüm 3-4
5) Ancient Greek Art- Painting-Sculpture CARPENTER, Thomas H., Antik Yunan’da Sanat ve Mitoloji, Homer Kitabevi, İstanbul, 2002 FRIEDELL, Egon, Antik Yunan’ın Kültür Tarihi, Dost Kitabevi, Ankara, 2003. GOMBRICH, Sanatın Öyküsü, Bölüm 3-4
6) Roman Art&Architecture -Cities WHEELER, Mortimer, Roma Sanatı ve Mimarlığı, Homer Kitabevi, İstanbul, 2005 GOMBRICH, Sanatın Öyküsü, Bölüm 6
7) Visit to İstanbul Archeology Museum
8) Asian Arts “The Origin of Buddha Image” (Indian-China, Japan etc…) GOMBRICH, Sanatın Öyküsü, Bölüm 7 ROWLAND, B., The Art and Architecture of India,Buddhist-Hindu-Jain,Penguin Books,1984 FISCHER, R.E., Buddhist Art and Architecture,Thames and Hudson,Londra 1993
9) Christianity and Early Christian Art (Byzantine Period) RODLAY, L., Byzantine Art and Archeology GOMBRICH, Sanatın Öyküsü, Bölüm 6
10) Arts of the Middle Ages (early European cities, cathedrals , minor arts) DUBY, George, Ortaçağ İnsanları ve Kültürü, İmge Kitabevi PANOFSKY, E., Gotik Mimarlık ve Skolastik Felsefe,Kabalcı Yayınevi,1998. PRIENE, Ortaçağ’da Kentler GOMBRICH, Sanatın Öyküsü, Bölüm 9-10
11) Renaissance Art and Artists (in Italy) MURRAY, P., The Architecture of the Italian Renaissance, Schocken Books, New York, 1970. ACKERMAN, James S., Distance Points: Essays in Theory and Renaissance Art and Architecture, MIT Pres, Cambridge, Ma BLUNT, Anthony, Artistic Theory in Italy 1450-1600, Oxford University Pres, London. BURCKHARDT JACOB, İtalya’da Rönesans Kültürü, II Cilt, Milli Eğitim Bakanlığı Yayınları. GOMBRICH, Sanatın Öyküsü, Bölüm 12-13
12) Renaissance Art and Artists (in the North of Europe) BURKE, P., Rönesans, Babil Kitapları, İstanbul. GOMBRICH, Sanatın Öyküsü, Bölüm 14/17
13) Baroque Art GOMBRICH, Sanatın Öyküsü, Bölüm 19-20
14) Trends in Art LYNTON, N.,Modern Sanatın Öyküsü

Sources

Course Notes:
References: GOMBRICH, E.H., The Story of Art, Phaidon BENTON, Jonetta Rebold- DI YANNI, Robert. Art and Culture, An Introduction to the Humanities, Volume I. CROIX, Horst de la- TANSEY, Richard G., Gardner’s Art, Through The Ages “Ancient, Medivial and Non- Europan Art”, Ninth Edit HARTT, Friedrich. Art, A History of Painting, Sculpture, Architecture, Fourth Edition. LYNTON, N.,Modern Sanatın Öyküsü BURKE, P., Rönesans, Babil Kitapları, İstanbul. MURRAY, P., The Architecture of the Italian Renaissance, Schocken Books, New York, 1970. ACKERMAN, James S., Distance Points: Essays in Theory and Renaissance Art and Architecture, MIT Pres, Cambridge, Ma BLUNT, Anthony, Artistic Theory in Italy 1450-1600, Oxford University Pres, London. BURCKHARDT JACOB, İtalya’da Rönesans Kültürü, II Cilt, Milli Eğitim Bakanlığı Yayınları. DUBY, George, Ortaçağ İnsanları ve Kültürü, İmge Kitabevi PANOFSKY, E., Gotik Mimarlık ve Skolastik Felsefe,Kabalcı Yayınevi,1998. PRIENE, Ortaçağ’da Kentler RODLAY, L., Byzantine Art and Archeology CARPENTER, Thomas H., Antik Yunan’da Sanat ve Mitoloji, Homer Kitabevi, İstanbul, 2002 FRIEDELL, Egon, Antik Yunan’ın Kültür Tarihi, Dost Kitabevi, Ankara, 2003. WÖLFFLIN, H.,Sanat Tarihinin Temel Kavramları,İstanbul,1985 ROWLAND, B., The Art and Architecture of India,Buddhist-Hindu-Jain,Penguin Books,1984 FISCHER, R.E., Buddhist Art and Architecture,Thames and Hudson,Londra 1993

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 14 % 10
Laboratory % 0
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments 1 % 15
Presentation % 0
Project % 0
Seminar % 0
Midterms 1 % 25
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 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 0 0 0
Homework Assignments 1 20 20
Quizzes 0 0 0
Preliminary Jury 0
Midterms 1 15 15
Paper Submission 0
Jury 0
Final 1 20 20
Total Workload 97

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.