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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Visual Art Design for Games
  6. Description
  • Description
  • Learning Outcomes
  • ECTS Credit Load
  • Course's Contribution to Program
  • Learning Outcomes & Program Qualifications
Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP120 - Visual Art Design for Games II. SEMESTER 1 +2 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default tools for practical work are Krita and Aseprite; the instructor may prefer equivalent tools (e.g., Photoshop, Procreate).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed XXX7968 Fundamentals of Digital Art and Design before taking this course. Taking OGP102 Game Design Principles concurrently may help connect visual language to game design.
Recommended Resources Krita. User manual: https://docs.krita.org/Aseprite / LibreSprite — pixel art and sprite documentation
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Game art fundamentals; concept art processes, moodboard, visual language creation.
Week - 2 Atmosphere and mood; art direction, reference gathering, style guide draft.
Week - 3 Character design I: silhouette readability, shape language, iteration.
Week - 4 Character design II: proportion, anatomy (stylized), expression and pose.
Week - 5 Clothing and equipment details; layered design, game readability.
Week - 6 Environment and space design I: architectural styles, biome features.
Week - 7 Environment and space design II: background composition, parallax layers.
Week - 8 Interface visuals I: icon design, consistency, resolution.
Week - 9 Interface visuals II: menu components, UX-focused visualization.
Week - 10 Two-dimensional asset production: tileset preparation, grid alignment, repeating patterns.
Week - 11 Isometric drawing techniques; isometric tile and prop production.
Week - 12 Color and light: palette creation, focus redirection with contrast.
Week - 13 Stylization: realistic, abstract and comic book style graphics; style consistency.
Week - 14 End-of-term game visual art package presentation; portfolio and process documentation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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