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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60211METOZ-DOT0383 2D Animation 2 Fall 1 2 2 5
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor ALİ ÇAĞAN UZMAN
Dersin Öğretim Eleman(lar)ı: Instructor ALİ ÇAĞAN UZMAN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: Bu dersi başarıyla tamamlayan bir öğrencinin 2D animasyon ve gelişimin süt bilgi sahibi olması, animasyon sektöre yönelik 2D animasyon ve gelişim, zaman kolektif bir çaba göstermek animasyonda gösterilen takıma adapte olabilmek ve dijital ekranda devam eden metotlarının, prensiplerinin ve yazılımlarını yeterli şekilde kullanarak amaçlanır .
Course Content: Teaching the principles of Squash & Stretch, Anticipation, Straight ahead & pose to pose, Follow Through & Overlapping Action, Slow in & Slow out and Arcs, Secondary Action & Timing, Exaggeration & Solid Drawing, and Appeal in 2D animation.

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) • İki boyutlu animasyonun temel prensiplerini kavrar.
  2) • Animasyon filmlerini türlerine ve yapım tekniklerine göre kategorizasyonunu yapıp ayırt eder.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) • Geleneksel animasyon cezası uygulanabilecek malzemeleri ve animasyon uygular.
  2) • Çizgi film üretimini deneyimler.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) • İki boyutlu animasyon metotlarını sentezler ve kendi özgün üretim yolunu geliştirir.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) 1. What is Two Dimensional animation? Emergence, development and usage areas today
2) 2. 12 main animated narrations, video presentations and hands-on screenings based on the source of "Disney Animation: The IIlusion of Life, Ollie Johnston, Frank Thomas"
3) 3. "Squash & Stretch" in 2D animation. Theoretical instruction followed by application work
4) 4. Anticipation in 2D animation. Theoretical instruction followed by practical work
5) 5. "Straight ahead & pose to pose" in 2D animation. After theoretical instruction, practice work and Quiz.
6) 6. "Follow Through & Overlapping Action" in 2D animation. Theoretical instruction followed by application work
7) 7. "Slow in & Slow out and Arcs" in 2D animation. Theoretical instruction followed by application work
8) midterm exam
9) 9. "The man who planted trees" animation movie screening and discussion of learned principles through movie
10) 10. “Secondary Action & Timing” in 2D animation. Theoretical instruction followed by application work
11) 11. "Exaggeration & Solid Drawing" in 2D animation. Theoretical instruction followed by application work
12) 12. "Appeal" in 2D animation. Theoretical instruction followed by application work
13) 13. Taschen Publications "Animation Now!" and "Illustration Now!" An exemplary narration about the review of books, character design in 2D animation, background design, clean up and coloring
14) 14. “Idiots and Angels” Animated film screening, and consultation of learned principles.
15) Break Before 15. Term Exam
16) 16. Project Delivery and Final Exam
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: • Taylor, R. (2004). The Encyclopedia of Animation Techniques. Quarto Publishing, Boston
• Simon, M. (2000). Storyboards, Second Edition: Motion In Art. Focal Press, Burlington
• Laybourne, K. (1998), The Animation Book. Three Rivers Press, New York
References: • Furniss M. (1998). The Animation Bible. Abrams, California
• Williams R. (2001). Animator's Survival Kit. Faber and Faber Limited, London
• Martin Salisbury, Illustrating Children's Books: Creating Pictures for Publication, 2004
• Jill bossert, Children's Book Illustration: Step by Step Techniques, a Unique Guide from the Masters, 1998.
• Zegen, Lawrence, The Fundamentals of Illustration, 2005.
• Walton, Roger, The Big Book of Illustration Ideas, 2009.
• Loomis, Andrew, Creative illustration, 2012.
• Gregory, Danny, An Illustrated Life: Drawing Inspiration from the Private Sketchbooks of Artists, Illustrators and Designers, 2008.
• R,Clanton, Little Big Books: Illustrations for Children's Picture Books, 2012
• Bautista, Traci, Doodles Unleashed: Mixed-Media Techniques for Doodling, 2012
• Button B. (2002). Nonlinear Editing: Storytelling, Aesthetics, & Craft. CMP Books, Kansas
• Pearlman K. (2009). Cutting Rhythms: Shaping the Film Edit. Focal Press, Burlington

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3
CLO4
CLO5

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Defines the concepts of computer science and design techniques required in Digital Game Design. 3
2) Creates digital games supported with current technology and designs in line with the determined goals. 3
3) Designs artistic structure to support digital game design. 5
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 4
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 2

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3 CLO4 CLO5
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Project 2 % 20.00
Midterms 1 % 30.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 3 3 9
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 2 8 16
Total Workload of Teaching & Learning Activities - - 25
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 10 20
Midterms 2 12 24
Semester Final Exam 4 14 56
Total Workload of Assesment & Evaluation Activities - - 100
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 125
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 5