Digital Game Design (English)
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: DGD017
Course Name: Toy Product Design 
Semester: Fall
Course Credits:
ECTS
4
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Departmental Elective
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): Öğr. Gör. SAKIP EFE ERDOĞAN
Course Assistants:

Course Objective and Content

Course Objectives: The designed toys must be thought of as real products, therefore some assets will be important on the course of this study, such as size, packaging, buyer profile, originality of your theme, visual design, and play value. There will be many angles of approach to this subject, so feel free to explore different type of toys, including architectural, designer, educational toys, and others. Also, think of your toy in terms of production and proceed carefully not to over-design or overshoot your goals in the end-product. A more simplified approach is strongly advised.
Course Content: Toy Product Design is a course exploring the sub-culture of toys in commercials, arts & design, recent and far history; their impacts on popular culture media such as films, cartoons, and video games. By exploring these elements students will design a toy that is original within its own world, theme, and mood.

Learning Outcomes

The students who have succeeded in this course;
1) The designed toy must be original in its own style, theme, and world. Absolutely no fan art is allowed. Also no vehicle designs, unless you have an original idea. The references must be included in your presentation, if you were inspired by an existing product.
2) Grading will focus on assets such as the originality of your product, its theme, play value, packaging, and compatibility with the product, as well as the cleanliness of your presentation
3) Since this semester is online, your product will not need to be produced in any type of prototype form. Those who want to produce a prototype are welcome to do so, but this will not affect your grade in any way.

Course Flow Plan

Week Subject Related Preparation
1) Introduction to the course and topics, meeting the students. Prepare for class.
2) Toys basics, a brief history, discussion on presented toys that brought to class. Prepare for basic presentation of characters
3) Decisions on your theme. Explored references will be presented. Continue with presentations.
4) Basic sketches of your toy, revisions will be given on your toy and presentation itself as well (no colours will be allowed at this stage, only black and some grey tones for shadows) Prepare for next week' s presentaiton
5) Discussions on your presented sketches, and presentation Prepare for next week' s presentaiton
6) Advancing with the sketches & final thoughts, consultation on your midterm presentation. Prepare for mid-term presentation.
7) MID-TERM PRESENTATIONS
8) Advancing with your presentation, putting more elements, details to your toy. Prepare for next week' s presentation.
9) Continuation of previous week with presentations. Class discussion on presented characters. Prepare for next week' s presentation
10) Continuation of previous week with presentations. Class discussion on presented characters. Prepare for next week' s presentation.
11) Advancing with your presentation with packaging, play value and other side elements. Class discussion on presented characters. Prepare for next week' s final draft presentation.
12) Continuation of the presentations of the final draft. Class discussion on presented final drafts. Prepare for next week' s final draft presentation.
13) Continuation of the presentations of the final draft. Class discussion.
14) Consultation and revisions for final presentation Prepare for final presentation.

Sources

Course Notes / Textbooks: The course has no book. The students will follow theoretical presentations in class. These presentations will be shared freely with students.
References: The course has no book. The students will follow theoretical presentations in class. These presentations will be shared freely with students.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

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) 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.
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.
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.
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.
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.
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.
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.

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.
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.
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.
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.
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.
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.
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.
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.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Midterms 1 % 50
Final 1 % 50
total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
total % 100