DGD301 Digital Game Branding and Product DesignIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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

Course Introduction and Application Information

Course Code: DGD301
Course Name: Digital Game Branding and Product 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. MEMDUH CAN TANYELİ
Course Lecturer(s): Lect. Memduh Can Tanyeli
Course Assistants:

Course Objective and Content

Course Objectives: This course is designed to teach practices of product conceptualization, design, and prototyping digital and physical branding materials for videogame products. Students will create presentations both digitally and in the form of boxed product prototypes for their imaginary videogames concepts. At the end of the semester students will present their completed works and demonstrate the skills they have achieved so far in a manner expected from videogame industry professionals.
Course Content: Students will experience and appreciate videogame production, not merely as a digital design challange, but also as a product design problem. Students will learn to research, categorize, define, and describe the inherent decisions within and contextual aspects of their imaginary videogame concepts, and utilizing this information, experience designing their physical, prototyped representations in the form of boxed products.

Learning Outcomes

The students who have succeeded in this course;
1) Students will learn to research, categorize, define, and describe the inherent decisions within and contextual aspects of their imaginary videogame concepts, and use this knowledge to design physical, prototyped representations in the form of boxed products.
2) Students will appreciate the importance of seeking inspiration and finding references, drawing from various sources to enrich their product design and branding ideas with creativity and relevance.
3) Students will develop a keen sense of precision and attention to detail in the design and presentation of prototypes and mockups for their product suggestions, ensuring that their branding materials meet the industry standards and what is expected of videogame design professionals.
4) Students will experience and appreciate the multifaceted nature of videogame production, gaining a comprehensive understanding of digital and physical product design challenges and the effective presentation of their completed works.
5) Students will acquire the practical skills necessary for physically creating and prototyping their designed products, allowing them to bring their imaginative videogame concepts to life in a tangible and professional manner, bridging the gap between digital design and physical product realization.

Course Flow Plan

Week Subject Related Preparation
1) Introduction to class. Discussion, meeting, topics, rules, requirements. Group works. Prepare for the course. Form groups.
2) Introduction to branding and product design in videogames. Communicating ideas to gamers. Find examples of boxed product designs for videogames.
3) Themes. Establishing themes in videogames. Iconic examples. Establish a theme.
4) Game Type. Categorizing videogames according to game type. Iconic examples, history of categorization in videogames. Set your game type.
5) Mechanics and Gameplay. Deciding on the core gameplay mechanics of videogames. Invention through trial and error. Select and explain your gameplay mechanics.
6) Visual Style. Application of visual styles in videogames. Inspirations and influences. Research and decide on a visual style.
7) Text. Briefs of videogames, writing for narrative, summarizing your intentions. White paper. Write an abstract (clear and concise description) for your videogame concept.
8) Group studies. Comments and critiques. Work on your projects.
9) Group studies. Comments and critiques. Work on your projects.
10) Group studies. Comments and critiques. Work on your projects.
11) Creating a mockup and prototyping. Making of a boxed videogame product. Start creating final designs for your boxed products.
12) Making of a boxed videogame product. Critiques and comments. Work on your mockups and/or prototypes.
13) Making of a boxed videogame product. Critiques and comments. Work on your mockups and/or prototypes.
14) Making of a boxed videogame product. Critiques and comments. Work on your mockups and/or prototypes. Prepare for end-of-semester exhibition.
15) Finals. Final submissions.

Sources

Course Notes / Textbooks: Dersin belirli notları veya bir kitabı yoktur. The course has no specific notes or a book.
References: Handmade Pixels: Independent Video Games and the Quest for Authenticity, Juul, J., The MIT Press, 2019.

Press Reset: Ruin and Recovery in the Video Game Industry, Schreier, J., Grand Central Publishing, 2021.

Designing Creatures and Characters: How to Build an Artist's Portfolio for Video Games, Film, Animation and More, Holmes, M. T., IMPACT Books, 2016.

Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made, Schreier, J., Harper Paperbacks, 2017.

Course - Program Learning Outcome Relationship

Course Learning Outcomes

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5

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 1 2 2 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.
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. 2 2 2 2 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 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. 1 1 2 2 3
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. 3 3 2
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 2 1 1 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. 2 3

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.
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. 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
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
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. 2
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
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. 3

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 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 Workload
Course Hours 14 14
Application 14 28
Project 14 56
Final 1 15
Total Workload 113