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TR

DRAWING AND CLAY MODELLING

Course
GADS103 - DRAWING AND CLAY MODELLING
Department
Digital Game Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
4
ECTS
7
T+P+L
3 + 2 + 0
Course Coordinator(s)
Assoc. Prof. Dr. Eser KEÇECİ MALYALI
Prerequisite
-
Keywords

Course Description

This course focuses on the basic elements of drawing and clay modeling. The Drawing and Clay Modelling course enables students to learn the process of creating things out of clay or employing sculptural methods through observation. It seeks to promote awareness of the utilization of source material and innovative ideas by developing a final three-dimensional piece from sketches and maquettes. Students will acquire abilities to see and comprehend three-dimensional form by the end of the course. Students are introduced to the basics of typography and graphical presentation of their ideas, and later on familiarized with the methods of processing a model based on their drawings.

DRAWING AND CLAY MODELLING

Evaluation Tools (Active Term)

Item Type Weight (%)
VICD221 DRAWING AND MODELLING-GADS103 DRAWING Midterm 40
VICD221 DRAWING AND MODELLING-GADS103 DRAWING Final 60
Total 100

Course outcomes

No course outcomes have been defined yet.

Course Syllabus

Week Topic
Week 1 Course Introduction
Week 2 Building Creative Studio
Week 3 Apply basic observational drawing principles through line, proportion, contour, negative space and simplified form.
Week 4 Moodboard, genre choice, target audience, environment, story direction and visual universe discussion.
Week 5 Circle, square and triangle character experiments; silhouette challenge; hero / villain / comic personality tests
Week 6 Fast figure studies, body-type variations and action poses connected to the student’s own character.
Week 7 Face construction, stylisation, exaggeration and Emotion Roulette with multiple moods.
Week 8 Midterm
Week 9 Individual character presentation plus group studio pitch. Peer and instructor critique.
Week 10 Clay properties, modelling tools, armature logic, blocking the main masses and proportions.
Week 11 Detail modelling, face and hands, costume and hair, texture and silhouette check.
Week 12 Finalizing Three-Dimensional Pieces
Week 13 Presentation and Critique
Week 14 Exhibition Preparation
Week 15 Course Reflection and Future Directions

Reference Books & Course Materials

  1. 01 Modeling the Head in Clay: Creative Techniques for the Sculptor, Bruno Lucchesi, Margit Malmstrom, 2015
  2. 02 Drawing on the Right Side of the Brain: The Definitive, Betty Edwards, 2012
  3. 03 Shaping the World: Sculpture from Prehistory to Now, Antony Gormley, Martin Gayford, 2020
  4. 04 Conversations about Sculpture, Richard Serra, Hal Foster, 2018

Learning Outcomes

No learning outcomes have been defined.

Program Outcomes

  1. P01 To be able to understand analog and digital games' theoretical and historical development.
  2. P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
  3. P03 Digital game engines are well-suited for application.
  4. P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
  5. P05 Understand the mechanics, logic, and frameworks of analog and digital games.
  6. P06 Possesses an aesthetic sensibility and knowledge of art.
  7. 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.
  8. P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
  9. P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
  10. P10 Acquires expertise in artistic design to aid in the creation of digital games.
  11. P11 Make good use of digital game creation software and programs.
  12. P12 Possesses the skills necessary to write the code for digital games created for various platforms.
  13. P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
  14. P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
  15. P15 Has the capacity to design, plan, and analyze the game as a concept.
  16. P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.

Po-Lo Matrix

The PO-LO matrix has not been populated yet.