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Art born out of darkness
Izmir University of Economics (IUE) Department of Visual Communication Design carried out a joint project with 6 universities abroad to ...
FACULTY OF FINE ARTS AND DESIGN
Department of Visual Communication DesignCourse Name |
Game Art and Design I
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
MMD 431
|
Fall/Spring
|
2
|
2
|
3
|
4
|
Prerequisites |
None
|
|||||
Course Language |
English
|
|||||
Course Type |
Elective
|
|||||
Course Level |
First Cycle
|
|||||
Mode of Delivery | face to face | |||||
Teaching Methods and Techniques of the Course | Group WorkCritical feedbackApplication: Experiment / Laboratory / WorkshopLecture / Presentation | |||||
National Occupation Classification | - | |||||
Course Coordinator | ||||||
Course Lecturer(s) | ||||||
Assistant(s) | - |
Course Objectives | This course aims to introduce the basic game mechanics to the students and guides them throughout the process of creating 2D game art by experimenting on various visual styles. |
Learning Outcomes |
The students who succeeded in this course;
|
Course Description | During the course period, students are introduced to the main principles of various illustrative styles of character, object, and environmental design for the games and guided in functionalizing visual assets to export them into the game engine, while learning more about the game genres and terminology. |
Related Sustainable Development Goals |
|
|
Core Courses | |
Major Area Courses | ||
Supportive Courses |
X
|
|
Media and Management Skills Courses | ||
Transferable Skill Courses |
Week | Subjects | Related Preparation |
1 | Introduction to terminology: Game Art and Game Design | Indie Game: The Movie https://www.youtube.com/watch?v=dINgx0y4GqM&t=1s |
2 | Introduction to Pixel art | Chris Solarski, 2012. Drawing Basics and Video Game Art Chapter 2: Advanced Drawing Concepts |
3 | Replicating a game scene in Pixel art style | |
4 | Creating a tileset in Pixel art style | |
5 | Designing an idle pose for a game character: Thumbnail sketching | |
6 | Designing an idle pose for a game character: Stylizing the character | Chris Solarski, 2012. Drawing Basics and Video Game Art Chapter 6: Character Design |
7 | Designing an idle pose for a game character: Finalizing the asset | |
8 | Creating environmental design: Sketching | |
9 | Creating environmental design: Studying atmospheric perspective | |
10 | Creating environmental design: Detailing | |
11 | Creating environmental design: Detailing cont. | |
12 | Tiling and creating parallax | Unity for Games, 2D Game Art, Animation and Lighting for Artists. p.12-32 |
13 | Tiling and creating parallax cont. | |
14 | Project review | |
15 | Semester review | |
16 | Semester review |
Course Notes/Textbooks | |
Suggested Readings/Materials | Lisanne Pajot, James Swirsky, 2012. Indie Game: The Movie Chris Solarski, 2012. Drawing Basics and Video Game Art ISBN 9780823098484 Unity for Games, 2022, 2D Game Art, Animation and Lighting for Artists. (e-book) |
Semester Activities | Number | Weigthing |
Participation | ||
Laboratory / Application | ||
Field Work | ||
Quizzes / Studio Critiques | ||
Portfolio | ||
Homework / Assignments |
1
|
30
|
Presentation / Jury |
1
|
10
|
Project |
1
|
60
|
Seminar / Workshop | ||
Oral Exams | ||
Midterm | ||
Final Exam | ||
Total |
Weighting of Semester Activities on the Final Grade |
3
|
100
|
Weighting of End-of-Semester Activities on the Final Grade | ||
Total |
Semester Activities | Number | Duration (Hours) | Workload |
---|---|---|---|
Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
2
|
32
|
Laboratory / Application Hours (Including exam week: '.16.' x total hours) |
16
|
2
|
32
|
Study Hours Out of Class |
14
|
1
|
14
|
Field Work |
0
|
||
Quizzes / Studio Critiques |
0
|
||
Portfolio |
0
|
||
Homework / Assignments |
3
|
3
|
9
|
Presentation / Jury |
1
|
3
|
3
|
Project |
1
|
30
|
30
|
Seminar / Workshop |
0
|
||
Oral Exam |
0
|
||
Midterms |
0
|
||
Final Exam |
0
|
||
Total |
120
|
#
|
Program Competencies/Outcomes |
* Contribution Level
|
|||||
1
|
2
|
3
|
4
|
5
|
|||
1 |
To be able to apply the fundamental principles of design in creating visual narratives and messages, using physical and digital media, |
-
|
-
|
-
|
X
|
-
|
|
2 |
To attain complex problem-solving skills, using various design methods, |
X
|
-
|
-
|
-
|
-
|
|
3 |
To have a clear understanding of creative/art direction, |
-
|
-
|
-
|
-
|
-
|
|
4 |
To be able to use the advanced theoretical and applied knowledge attained in the areas of Visual Communication Design, |
-
|
-
|
-
|
-
|
-
|
|
5 |
To act with social and ethical awareness and to take responsibility, both individually and collectively, for developing aesthetic and effective design solutions, |
-
|
-
|
-
|
-
|
-
|
|
6 |
To be able to investigate, interpret and evaluate the developments on Visual Communication Design in the world and in Turkey, |
-
|
-
|
-
|
-
|
-
|
|
7 |
To have an advanced level of knowledge and experience in producing/editing still and moving images, |
-
|
-
|
-
|
-
|
X
|
|
8 |
To attain proficiency in using related software, media, and communication technologies, |
-
|
-
|
-
|
-
|
-
|
|
9 |
To gain reflexive and critical thinking abilities, |
-
|
-
|
-
|
-
|
-
|
|
10 |
To undertake self-directed and continuous education in the discipline, to develop a lifelong learning attitude, |
-
|
-
|
-
|
-
|
-
|
|
11 |
To be able to collect data in the areas of Visual Communication Design and communicate with colleagues in a foreign language ("European Language Portfolio Global Scale", Level B1), |
-
|
-
|
-
|
-
|
-
|
|
12 |
To be able to speak a second foreign at a medium level of fluency efficiently, |
-
|
-
|
-
|
-
|
-
|
|
13 |
To be able to relate the knowledge accumulated throughout the human history to their field of expertise. |
-
|
-
|
-
|
-
|
-
|
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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Izmir University of Economics (IUE) Department of Visual Communication Design carried out a joint project with 6 universities abroad to ...
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