11111

COURSE INTRODUCTION AND APPLICATION INFORMATION


ce.cs.ieu.edu.tr

Course Name
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
Fall/Spring
Prerequisites
None
Course Language
Course Type
Elective
Course Level
-
Mode of Delivery -
Teaching Methods and Techniques of the Course
Course Coordinator
Course Lecturer(s) -
Assistant(s) -
Course Objectives
Learning Outcomes The students who succeeded in this course;
  • After successful completion of the course, students will be able to discuss their own and other games intelligently by referring to the critical vocabulary of game design and of design in general.
  • They will be in possess of a working knowledge on how to develop a game from concept to finished product, including the development of a core game idea, the creation game prototypes, the set-up and running of game testing sessions, and the management of game design documentation.
  • Students will acquire a mindset that positions them as the careful advocate of their players, and they will also learn to value iterative, prototype-and-testing-oriented participatory and collaborative working methods.
  • Students will develop a notion of proper project planning and day-to-day maintenance of project documentation
  • Students will also develop a sense of responsible design that aims at finding a balance between common game industry priorities such as the so-called “fun factor” and financial success, and ethical issues such as gender representation, environmentalist concerns and discriminative discourse.
Course Description

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
X
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 General Introduction Fullerton, Ch. 1
2 Basic Elements and Building Blocks in Game Design I Fullerton Ch. 2 Brathwaite/Schreiber, Ch. 1
3 Basic Elements and Building Blocks in Game Design II Fullerton Ch. 3 and 4 Brathwaite/Schreiber, Ch. 2-3
4 Game Project (Step 1): Developing a Feasible Game Concept Fullerton, Ch. 5
5 Game Project (Step 2): Controlled Growth of Core Mechanics Presentation slides
6 Game Project (Step 3): Adding Depth to Gameplay Presentation slides
7 Game Project (Step 4): Adding Suspense and Mystery Presentation slides
8 Game Project (Step 5): Game Testing: An Overview of concepts and working principles Fullerton, Ch. 6-7
9 Midterm
10 Game Project (Step 6): Testing for Functionality Fullerton, Ch. 6-
11 Game Project (Step 7): Testing for Balance Fullerton, Ch. 6-
12 Game Project (Step 7 Repeated): Testing for Balance Fullerton, Ch. 6-
13 Game Project (Step 8): Testing for Completeness Fullerton, Ch. 6-
14 Game Project (Step 9): Future Directions Brathwaite/Schreiber, various chapters
15 Play Day: Project presentations
16 Review of the Semester  
Course Notes/Textbooks Tracy Fullerton (2006). Game Design Workshop (2nd Edition). New York: Elsevier. Brenda Brathwaite and Ian Schreiber (2011). Challenges for Game Designers. Boston: Charles River Media.
Suggested Readings/Materials Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
50
Seminar / Workshop
Oral Exam
Midterm
1
15
Final Exam
Total

Weighting of Semester Activities on the Final Grade
11
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
15
1
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
50
Seminar / Workshop
Oral Exam
Midterms
1
25
Final Exams
    Total
122

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

Adequate knowledge in Mathematics, Science and Computer Engineering; ability to use theoretical and applied information in these areas to model and solve Computer Engineering problems

X
2

Ability to identify, define, formulate, and solve complex Computer Engineering problems; ability to select and apply proper analysis and modeling methods for this purpose

X
3

Ability to design a complex computer based system, process, device or product under realistic constraints and conditions, in such a way as to meet the desired result; ability to apply modern design methods for this purpose

X
4

Ability to devise, select, and use modern techniques and tools needed for Computer Engineering practice

X
5

Ability to design and conduct experiments, gather data, analyze and interpret results for investigating Computer Engineering problems

X
6

Ability to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; ability to work individually

X
7

Ability to communicate effectively in Turkish, both orally and in writing; knowledge of a minimum of two foreign languages

8

Recognition of the need for lifelong learning; ability to access information, to follow developments in science and technology, and to continue to educate him/herself

9

Awareness of professional and ethical responsibility

10

Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development

11

Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of Computer Engineering solutions

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 

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