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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60211METOZ-DOT0423 Character Design For The Game 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: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı: Instructor ENGİN DENİZ ERBAŞ
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: Students who successfully complete this course should be able to interpret a character design appropriately with story and medium; It aims to design characters that reflect personality and are suitable for game design.
Course Content: This course introduces students to anatomy, figure proportions, figure drawing, costume design, orthographic character drawing, design, lighting and toning, coloring, digital drawing and painting. Students realize their character design projects in five stages: idea, research, concept development, sketching and design. This process- and practice-oriented course covers topics such as creative thinking, design phases, design thinking, context, and helps students to make their individual projects professional and applicable in digital games.

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) List drawing and animation techniques in the context of discipline.
  2) Identifies the problems encountered in the game design process.
  3) Defines creating content suitable for digital game design.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Methodologically designs, manages and implements its own design ideas in its own project.
  2) Designs artistic structure to support digital game design
  3) Compose the basic design elements.
  4) Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory.
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) Gain competence to analyze and solve problems and manage conflicts.
  2) Critically evaluates the norms and standards in the works for which she/he is responsible.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Introduction to Character Design. Starting drawing with Photoshop and tablet.
2) Reference collection methods and project development (idea, research, resource generation, concept development, concept, design stages)
3) The design and proportions of the figures. Presentation of students' mid-term project ideas
4) Anatomy and figure drawing
5) Costume design for the characters. Presentation of students' final project ideas
6) Orthographic character drawing.
7) Character expressions and body language.
8) Midterm week: Presentation of Character Designs and feedback.
9) Lighting and intonation for characters
10) Colors and symbolism in character design.
11) Painting techniques for character design
12) Adding photos and textures in character design.
13) One-on-one work and feedback with the student
14) Preparing a portfolio and character design presentation.
*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: - Le, Khang. The Skillful Huntsman.
- Hampton, Michael. Figure Drawing: Design and Invention.
References: - Goldfinger, Eliot. Human Anatomy for Artists: The Elements of Form.
- Mattesi, Mike. FORCE: Dynamic Life Drawing.
- Film ve animasyonların “Art of” kitapları (ör. Art of Rapunzel, vb…)

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
CLO6
CLO7
CLO8
CLO9

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. 4
2) Creates digital games supported with current technology and designs in line with the determined goals. 4
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. 4

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 CLO6 CLO7 CLO8 CLO9
-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
Homework Assignments 2 % 10.00
Midterms 1 % 40.00
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 14 3 42
Laboratory 0 0 0
Application 5 7 35
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 1 12 12
Homework Assignments 1 7 7
Total Workload of Teaching & Learning Activities - - 96
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 6 12
Midterms 1 5 5
Semester Final Exam 1 6 6
Total Workload of Assesment & Evaluation Activities - - 23
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 119
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 5