Graphic Design
Course Details

KTO KARATAY UNIVERSITY
Faculty of Fine Arts and Design
Programme of Graphic Design
Course Details
Faculty of Fine Arts and Design
Programme of Graphic Design
Course Details

| Course Code | Course Name | Year | Period | Semester | T+A+L | Credit | ECTS |
|---|---|---|---|---|---|---|---|
| 04671019 | Digital Game Design | 4 | Autumn | 7 | 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 | Lecture, discussion, student assignments and project design. |
| Mode of Delivery | Face to Face |
| Prerequisites | - |
| Coordinator | - |
| Instructor(s) | Lect. Ahmet FUTTU |
| Instructor Assistant(s) | - |
Course Instructor(s)
| Name and Surname | Room | E-Mail Address | Internal | Meeting Hours |
|---|---|---|---|---|
| Lect. Ahmet FUTTU | A-Z01 | [email protected] | 7485 | Thursday 08:30 / 10:30 |
Course Content
Within the scope of the course, students are informed about games and given information about the definition and historical development of the game. The development of digital games is examined and comparative analyses are made. Game universes are analysed and portfolios of professional concept designers are examined for consistent concept studies. Within the scope of the course, students are expected to develop a concept design for at least one game. Teams can be formed according to the project content and game concept design can be made for an existing game or for an original game.
Objectives of the Course
The general aim of the course is to create visual concept designs for digital games, which have an important place in today's world. Games are indispensable cultural elements for all world societies. Developing technology has also created new channels for games. Digital platforms are also at the forefront of these channels. Informing students about the content required by digital games and transforming their knowledge into content design within a concept is the focus of the course.
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 | 1,3,7 |
| O2 | To be able to establish a connection between past, present and future in the field of design. | P.2.2 | 1 |
| O3 | To be able to evaluate critically and analytically. | P.2.3 | 1,3,7 |
| O4 | To be able to produce past effects / traces of today's designs with today's possibilities and possibilities. | P.2.4 | 1 |
| O5 | To be able to express the past in the field of design. | P.2.6 | 1 |
| O6 | To be able to use related computer software and information and communication technologies effectively for design. | P.4.1 | 3,7 |
| O7 | To be able to present their designs through technological devices such as computer etc. | P.4.3 | 3,7 |
| O8 | To be able to distinguish cultural assets that are the expression of society, art and technology. | P.6.5 | 1 |
| O9 | To be able to work interdisciplinary in the field of art and design. | P.10.1 | 3,7 |
| ** 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 | Giving information about digital games by talking about game types. Starting the theoretical research by giving brief for the first project. |
| 2 | Giving information about digital games.Starting sketch studies for the subjects selected as a result of theoretical researches. Analysing the portfolios of professional game concept designers. |
| 3 | Giving information about digital games. Evaluation of sketches and approval process for the project. Analysing the portfolios of professional game concept designers. |
| 4 | Giving information about digital games and digital game reviews. Evaluation of sketches and the process of getting approval and criticism for the project. Workshop work. Analysing the portfolios of professional game concept designers. |
| 5 | Analysing digital game genres and discussions on the universes of games.Criticism process for projects.Workshop work. |
| 6 | Analysing digital game genres and discussions on the universes of games. Criticism process for projects. Workshop work. |
| 7 | Analysing digital game genres and discussions on the universes of games. Criticism process for projects. Workshop work. Final evaluations before midterm |
| 8 | Talking about game studios, explaining the digital game development process. Starting the theoretical research by giving brief for the second project. |
| 9 | Starting sketch studies for the subjects selected as a result of theoretical researches. Analysing the portfolios of professional game concept designers. |
| 10 | Discussions on the universe and concept design of a selected game. Evaluation of sketches and approval process for the project. Analysing the portfolios of professional game concept designers. |
| 11 | Discussions on the universe and concept design of a selected game. Evaluation of sketches and the process of getting approval and criticism for the project. Workshop work. |
| 12 | Discussions on the universe and concept design of a selected game. Critique process for projects. Workshop work. |
| 13 | Discussions on the universe and concept design of a selected game. Critique process for projects. Workshop work. |
| 14 | Discussions on the universe and concept design of a selected game. Critique process for projects. Workshop work. Final evaluations before the final presentation |
Textbook or Material
| Resources | KENNEDY S. (2013). How to Become a Video Game Artist Watson-Guptil Publications. |
| MULLINS J.O. (2020).Digital Game Design.Nobel Life. | |
| SOLARSKI T. (2012). Drawing Basics and Video Game Art Watson-Guptil Publications. |
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 establish a connection between past, present and future in the field of design. | 5 | - | - | - |
| O3 | To be able to evaluate critically and analytically. | 5 | - | - | - |
| O4 | To be able to produce past effects / traces of today's designs with today's possibilities and possibilities. | - | - | - | - |
| O5 | To be able to express the past in the field of design. | - | - | - | - |
| O6 | To be able to use related computer software and information and communication technologies effectively for design. | - | 4 | - | - |
| O7 | To be able to present their designs through technological devices such as computer etc. | - | 4 | - | - |
| O8 | To be able to distinguish cultural assets that are the expression of society, art and technology. | - | - | 5 | - |
| O9 | To be able to work interdisciplinary in the field of art and design. | - | - | - | 5 |
