11111

COURSE INTRODUCTION AND APPLICATION INFORMATION


se.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;
  • Students will be able to use Unity game engine
  • Students will be able to develop video games
  • Students will be able to create and understand game mechanics using scripts
  • Students will be able to design animations and interactive experiences for video games
  • Students will be able to design game software in an object oriented way.
Course Description

 



Course Category

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

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Required Materials
1 Introduction to video games Course book Ch. 1
2 Introduction to Unity Course book Ch. 2
3 Unity’s interface and concepts Course book Ch. 3
4 Project meeting
5 Developing simple games Course book Ch. 4, 5
6 Asset workflow Course book Ch. 6
7 Game development concepts Internet resources
8 Game scripting Course book Ch. 8
9 Midterm
10 Game scripting Course book Ch. 9
11 Interaction and animation Course book Ch. 10, 11
12 Creating GUIs Course book Ch. 13
13 Project meeting
14 Project meeting
15 Project presentations
16 Review of the Semester
Course Notes/Textbooks Game Development with Unity, Michelle Menard. Course Technology PTR. ISBN 1435456580
Suggested Readings/Materials Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
14
10
Laboratory / Application
10
20
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
1
10
Presentation / Jury
Project
1
40
Seminar / Workshop
Oral Exam
Midterm
1
20
Final Exam
Total

Weighting of Semester Activities on the Final Grade
7
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
2
Study Hours Out of Class
16
1
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
1
Presentation / Jury
Project
1
30
Seminar / Workshop
Oral Exam
Midterms
1
10
Final Exams
    Total
120

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 Be able to define problems in real life by identifying functional and nonfunctional requirements that the software is to execute X
2 Be able to design and analyze software at component, subsystem, and software architecture level X
3 Be able to develop software by coding, verifying, doing unit testing and debugging X
4 Be able to verify software by testing its behaviour, execution conditions, and expected results X
5 Be able to maintain software due to working environment changes, new user demands and the emergence of software errors that occur during operation X
6 Be able to monitor and control changes in the software, the integration of software with other software systems, and plan to release software versions systematically X
7 To have knowledge in the area of software requirements understanding, process planning, output specification, resource planning, risk management and quality planning
8 Be able to identify, evaluate, measure and manage changes in software development by applying software engineering processes
9 Be able to use various tools and methods to do the software requirements, design, development, testing and maintenance
10 To have knowledge of basic quality metrics, software life cycle processes, software quality, quality model characteristics, and be able to use them to develop, verify and test software
11 To have knowledge in other disciplines that have common boundaries with software engineering such as computer engineering, management, mathematics, project management, quality management, software ergonomics and systems engineering
12 Be able to grasp software engineering culture and concept of ethics, and have the basic information of applying them in the software engineering
13

Be able to use a foreign language to follow related field publications and communicate with colleagues

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

 

İzmir Ekonomi Üniversitesi | Sakarya Caddesi No:156, 35330 Balçova - İZMİR Tel: +90 232 279 25 25 | webmaster@ieu.edu.tr | YBS 2010