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Course Details
KTO KARATAY UNIVERSITY
Faculty of Fine Arts and Design
Programme of Graphic Design
Course Details
Course Code Course Name Year Period Semester T+A+L Credit ECTS
04661016 Digital Typeface Design 3 Spring 6 2+2+0 6 6
Course Type Elective
Course Cycle Bachelor's (First Cycle) (TQF-HE: Level 6 / QF-EHEA: Level 1 / EQF-LLL: Level 6)
Course Language Turkish
Methods and Techniques -
Mode of Delivery Face to Face
Prerequisites -
Coordinator -
Instructor(s) Assoc. Prof. Özlem TEKDEMİR DÖKEROĞLU
Instructor Assistant(s) -
Course Instructor(s)
Name and Surname Room E-Mail Address Internal Meeting Hours
Assoc. Prof. Özlem TEKDEMİR DÖKEROĞLU A-Z01 [email protected] 7485 Friday
13:30-14:30
Course Content
The course content consists of versatile project applications and theoretical knowledge that will provide the skills needed to solve and analyze character design required in concept designs.
Objectives of the Course
Throughout the semester, the course aims to reinforce the practical skills required to create character designs for various industries through hands-on projects; to provide students with the opportunity to experience illustration production techniques needed in the gaming, film, and television industries; and to facilitate knowledge acquisition and practical application through exercises related to the idea development and implementation process. Providing students who aim to specialize in illustration as a form of graphic design with a platform for work and self-improvement is among the course's objectives.
Contribution of the Course to Field Teaching
Basic Vocational Courses
Specialization / Field Courses
Support Courses X
Transferable Skills Courses
Humanities, Communication and Management Skills Courses
Relationships between Course Learning Outcomes and Program Outcomes
Relationship Levels
Lowest Low Medium High Highest
1 2 3 4 5
# Program Learning Outcomes Level
P2 To be able to interpret aesthetics and function in design processes by establishing the relationship between yesterday, today and tomorrow. 5
P4 To be able to use computer software, technologies, techniques and innovations in the field effectively. 4
P6 To be able to explain the historical and design ties of semiotics, mythology, iconography with universal culture. 4
P10 To be able to work effectively in interdisciplinary / interdisciplinary teams on social and cultural issues related to the field of design, individually or as a team member, harmoniously and consciously. 5
Course Learning Outcomes
Upon the successful completion of this course, students will be able to:
No Learning Outcomes Outcome Relationship Measurement Method **
O1 To be able to express in a context. P.2.1 1
O2 To be able to evaluate critically and analytically. P.2.3 7
O3 To be able to produce past effects / traces of today's designs with today's possibilities and possibilities. P.2.4 7
O4 To be able to express the past in the field of design. P.2.6 7
O5 To be able to use related computer software and information and communication technologies effectively for design. P.4.1 4,7
O6 To be able to present their designs through technological devices such as computer etc. P.4.3 7
O7 To be able to distinguish the differences between periods. P.6.1 1,3
O8 To be able to define an idea, a concept or a phenomenon in the artistic and cultural environment of society. P.6.3 1
O9 To be able to work interdisciplinary in the field of art and design. P.10.1 7
O10 To be able to work harmoniously and productively alone, independently and/or in a group during the design process. P.10.2 7
O11 To be able to act consciously in the group during the design process. P.10.4 3,7
O12 To be able to establish a connection between different applications. P.10.5 7
** Written Exam: 1, Oral Exam: 2, Homework: 3, Lab./Exam: 4, Seminar/Presentation: 5, Term Paper: 6, Application: 7
Weekly Detailed Course Contents
Week Topics
1 Introduction to digital character design, course scope, character concept, explanation of areas of use.
2 Character development: emotion, identity, facial expressions, reference gathering, and mood board preparation. Providing the content for the first project. Sketch work. Project 1: Facial expression designs to understand the transmission of emotion through facial expressions.
3 1.Continuing the project. Evaluation of the sketches and the process of getting approval for the project. Examining the portfolios of professional illustrators.
4 Evaluation of sketches and the process of getting approval and critique for the project. Workshop work. Examining the portfolios of professional illustrators.
5 Silhouette and Form Language, legibility without detail, proportion distortion, and form language studies. Project 2: Ability to create digital game character designs.
6 Continue with Project 2. Sketching and research work. Providing feedback on sketches. Reviewing professional illustrators' portfolios.
7 Differences between realistic and stylized approaches, line character, style reference collection.
8 Creating visual contradictions, irony in character. Project 3: Explaining character designs that carry visual contradictions and opposites. Example: The innocent-looking villain. The soft-looking tough guy.
9 Continue with Project 3. Provide critical feedback on the sketches. Review the sample designs.
10 Character, setting, and time relationship. PROJECT 4 – Character Over Time. Different age periods of the same character.
11 Evaluation of sketches and the process of obtaining approval and feedback for the project. Workshop. Review of professional illustrators' portfolios.
12 Project 5: Superhero Design (Final project). Character development based on the selected superpower.
13 Criticism process for projects. Workshop work. Examining the portfolios of professional illustrators.
14 Completion of projects. Preparations for the end-of-year exhibition.
Textbook or Material
Resources ERTEM İ. (2021) Puslu Kıtalar Atlası. İletişim Publications.
LEE. A. (2005) The Lord Of The Rings Sketchbook. Harper Collins Publishers.
AUTOMO K. (2021) Akira. Gerekli Şeyler Publishing.
Evaluation Method and Passing Criteria
In-Term Studies Quantity Percentage
Attendance 14 -
Laboratory - -
Practice 14 -
Field Study - -
Course Specific Internship (If Any) - -
Homework - -
Presentation - -
Projects - -
Seminar - -
Quiz - -
Listening - -
Midterms 1 40 (%)
Final Exam 1 60 (%)
Total 100 (%)
ECTS / Working Load Table
Quantity Duration Total Work Load
Course Week Number and Time 14 4 56
Out-of-Class Study Time (Pre-study, Library, Reinforcement) 12 4 48
Midterms 1 4 4
Quiz 0 0 0
Homework 2 7 14
Practice 2 5 10
Laboratory 0 0 0
Project 2 10 20
Workshop 6 4 24
Presentation/Seminar Preparation 0 0 0
Fieldwork 0 0 0
Final Exam 1 4 4
Other 0 0 0
Total Work Load: 180
Total Work Load / 30 6
Course ECTS Credits: 6
Course - Learning Outcomes Matrix
Relationship Levels
Lowest Low Medium High Highest
1 2 3 4 5
# Learning Outcomes P2 P4 P6 P10
O1 To be able to express in a context. 5 - - -
O2 To be able to evaluate critically and analytically. 5 - - -
O3 To be able to produce past effects / traces of today's designs with today's possibilities and possibilities. 5 - - -
O4 To be able to express the past in the field of design. 5 - - -
O5 To be able to use related computer software and information and communication technologies effectively for design. - 4 - -
O6 To be able to present their designs through technological devices such as computer etc. - 4 - -
O7 To be able to distinguish the differences between periods. - - 4 -
O8 To be able to define an idea, a concept or a phenomenon in the artistic and cultural environment of society. - - 4 -
O9 To be able to work interdisciplinary in the field of art and design. - - - 5
O10 To be able to work harmoniously and productively alone, independently and/or in a group during the design process. - - - 5
O11 To be able to act consciously in the group during the design process. - - - 5
O12 To be able to establish a connection between different applications. - - - 5