DGD113 Character DesignIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

Preview

Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: DGD113
Course Name: Character Design
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Compulsory Courses
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Öğr. Gör. SAKIP EFE ERDOĞAN
Course Lecturer(s): Lect. S. Efe Erdoğan
Course Assistants:

Course Objective and Content

Course Objectives: This course is designed to introduce the fundamentals of character design for videogame productions, as well as basic production techniques and practices utilized in the workflow of character creation, conceptualization, writing, art design and presentation. At the end of the semester students will present their completed works in concept art portfolios and demonstrate the skills they have achieved so far in a manner expected from videogame industry professionals.
Course Content: The students, in addition to experiencing processes such as more research-based topics such as seeking inspiration, utilizing references, and writing background stories and character traits, will also learn to bring all these elements together to form a whole by practicing character creation through basic geometric forms, basic anatomy, proportion, form and utility, and coloring and shading.

Learning Outcomes

The students who have succeeded in this course;
1) Students will learn to use basic design principles for designing characters for videogame productions.
2) Students will learn to research, find, and utilize references for designing characters.
3) Students will learn to design and produce well-legible forms, complementary and aesthetically pleasing color palettes, and well-shaded renders for their character design concepts.
4) Students will learn to create decent and professional presentations for their character design works.

Course Flow Plan

Week Subject Related Preparation
1) Introduction to class. Discussion, meeting, topics, rules, requirements. Prepare for the course. If available, bring your drawings and portfolios to next lesson.
2) Influential characters in popular culture and their sources of inspiration. Critiques and comments on students' portfolios. Preliminary studies, references and sources of inspiration for character designs.
3) Reference techniques and presentations, critiques of students' reference and inspiration presentations. Revisions and/or redrafting of references and sources of inspiration.
4) Basic forms and drawing, critiques of the revised presentations. Simple character designs with basic forms and line art techniques.
5) Basic forms and drawing, critiques of the revised presentations. Simple character designs with basic forms and line art techniques.
6) Context and storytelling of character design with costumes, equipment, and personal items. Critiques of student presentations. Research and presentation of references and sources of inspiration for character elements and items.
6) Context and storytelling of character design with costumes, equipment, and personal items. Critiques of student presentations. Research and presentation of references and sources of inspiration for character elements and items.
7) Context and storytelling of Character Design with costumes, equipment, and personal items. Critiques of student presentations. Research and presentation of references and sources of inspiration for character elements and items.
8) Methods and tips for presentating the techniques applied in the previous weeks. Examples of presentation design. Presenting and integrating all aspects of the design with various methods, techniques, and formats with an experimental approach.
9) Contextual analysis of iconic characters from different popular culture media such as movies, TV, books and comic books. Student presentations and critiques. Contextual presentations for your choice of characters from media.
10) Critiques of student presentations. Preliminary preparations for the final presentation.
11) Individual corrections, revisions and additions with students for the final presentation. Preparations for the final presentation.
12) Individual corrections, revisions and additions with students for the final presentation. Preparations for the final presentation.
13) Individual corrections, revisions and additions with students for the final presentation. Preparations for the final presentation.
14) Individual corrections, revisions and additions with students for the final presentation. Preparations for the final presentation.
15) Finals. Final submissions.

Sources

Course Notes / Textbooks: Dersin belirli nbotları veya bir kitabı yoktur. The course has no specific notes or a book.
References: Fantastic Paintings of Frank Frazetta, Spurlock, J. D., Vanguard Productions, 2020

Better Game Characters by Design: A Psychological Approach, Isbister, K., CRC Press, 2016.

Creating Characters for the Entertainment Industry: Develop Spectacular Designs from Basic Concepts, Anderson, K., 3D Total Publishing, 2019.

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design, Solarski, C., Watson-Guptill, 2012.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. 2 3 1 1
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. 1 1 2
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. 1 3
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. 2 1 1
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. 3 2 1
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. 1 1 2 1
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. 3 1 1
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. 1 2 2 1

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. 3
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. 1
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. 1
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. 2
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. 2
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. 1
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. 2
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. 1

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Project 1 % 45
Final 1 % 45
total % 100
PERCENTAGE OF SEMESTER WORK % 55
PERCENTAGE OF FINAL WORK % 45
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Course Hours 14 2 28
Laboratory 14 2 28
Presentations / Seminar 12 5 60
Final 1 10 10
Total Workload 126