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;
  • 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
X
Supportive Courses
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 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
X
8 Be able to identify, evaluate, measure and manage changes in software development by applying software engineering processes X
9 Be able to use various tools and methods to do the software requirements, design, development, testing and maintenance X
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 X
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 X
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

 

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