INTRODUCTION TO ANIMATION AND GAME DESIGN
- Course
- GADS101 - INTRODUCTION TO ANIMATION AND GAME DESIGN
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 3
- ECTS
- 5
- T+P+L
- 2 + 2 + 0
- Course Coordinator(s)
- Sr. Instr. Osman Onat ALİCİK
- Prerequisite
- -
- Keywords
Course Description
This course is of introductory nature and aims to provide students with an insight into the methods and techniques used both within animation and game design. The course examines core concepts and principles of design, focusing on subjects such as harmony, contrast, balance, unity, dilemma, dominance, repetition, rhythm, analogy, and metaphor. Other design-related subjects that will be covered in the course include the composition of shapes, forms, and spaces with an emphasis on their visual expression such as light, color, texture, shade, gestalt principles of perception, figure-ground relations, orientation and formal transformations. By the end of the course, the students will gain a basic understanding of the history, types, principles, and processes involved both in animation and game design.
INTRODUCTION TO ANIMATION AND GAME DESIGN
Evaluation Tools (Active Term)
| Item | Type | Weight (%) |
|---|---|---|
| Assignments | Assignment | 15 |
| Midterms | Project | 35 |
| Finals | Project | 50 |
| Total | 100 | |
Course outcomes
No course outcomes have been defined yet.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | Course introduction and requirements |
| Week 2 | History of video games and animation, theme, style and genres. |
| Week 3 | Game design world, tools and business. |
| Week 4 | Breaking games down into segments and creating new themes. |
| Week 5 | Tic-tac-toe exercise and creating first prototypes. |
| Week 6 | Prototyping A |
| Week 7 | Prototyping A and presentations. |
| Week 8 | Midterms. |
| Week 9 | Midterms. |
| Week 10 | Narrative & Storytelling in games. |
| Week 11 | Visual design principles and Gestalt principles. |
| Week 12 | Movement and timings in animation. Animation principles. |
| Week 13 | Concept to final designs. Testing for functionality. |
| Week 14 | Prototyping B |
| Week 15 | Prototyping B. Final project review and feedback. |
Reference Books & Course Materials
- 01 Clara Fernández-Vara (2024) Introduction to Game Analysis, Routledge; 3rd edition
- 02 Austin Shaw (2019) Design for Motion: Fundamentals and Techniques of Motion Design, Routledge; 2nd edition
- 03 Julia Griffey (2020) Introduction to Interactive Digital Media: Concept and Practice, Routledge; 1st edition
- 04 Kimberly Elam (2020) Introduction to Three-Dimensional Design: Principles, Processes, and Projects, Princeton Architectural Press
Learning Outcomes
- L01 Define the history of animation and game design. SOLO 2
- L02 Classify game genres and analyze game elements according to related genre. SOLO 3.5
- L03 Create key-frame animation by drawing frame by frame. SOLO 5
- L04 Develop a 2 dimensional game prototype. SOLO 5
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.
Po-Lo Matrix
| LO | P01 | P02 | P03 | P04 | P05 | P06 | P07 | P08 | P09 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | Average |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L01 | 5 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0.44 |
| L02 | 4 | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 1 |
| L03 | 0 | 0 | 0 | 0 | 0 | 5 | 4 | 0 | 0 | 4 | 0 | 0 | 0 | 4 | 0 | 0 | 1.06 |
| L04 | 0 | 0 | 4 | 4 | 4 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 0 | 4 | 4 | 4 | 1.75 |