Course Name | Game Design |
Code | Semester | Theory (hour/week) | Application/Lab (hour/week) | Local Credits | ECTS |
---|---|---|---|---|---|
SE 350 | Fall/Spring | 3 | 0 | 3 | 5 |
Prerequisites | None | |||||
Course Language | English | |||||
Course Type | Elective | |||||
Course Level | First Cycle | |||||
Mode of Delivery | - | |||||
Teaching Methods and Techniques of the Course | ||||||
Course Coordinator | ||||||
Course Lecturer(s) | ||||||
Assistant(s) | - |
Course Objectives | This course introduces students to basic concepts and working principles in game design (and design in general). Built around a hands-on player-centric and iterative approach, students are required to develop a (digital or non-digital) game from concept to playable prototype as the course content is delivered to them on a week-by-week basis. Students will be exposed to both theoretical lectures and practical design challenges. Students will receive active guidance and support during the development of their game projects by their instructor and other advisors. |
Learning Outcomes | The students who succeeded in this course;
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Course Description | In this course, students learn about the process of game development and use this information to develop their own games. |
Related Sustainable Development Goals | |
| Core Courses | |
Major Area Courses | ||
Supportive Courses | X | |
Media and Managment Skills Courses | ||
Transferable Skill Courses |
Week | Subjects | Required Materials |
1 | General Introduction | Fullerton, Ch. 1 |
2 | Basic Elements and Building Blocks in Game Design I | Fullerton, Ch. 1 |
3 | Basic Elements and Building Blocks in Game Design II | Fullerton Ch. 2 |
4 | Working with formal elements I | Fullerton, Ch. 3 |
5 | Working with formal elements II | Fullerton, Ch. 3 |
6 | Working with dramatic elements I | Fullerton, Ch. 4 |
7 | Working with dramatic elements II | Fullerton, Ch. 4 |
8 | Story and Hero’s Journey | Presentation slides |
9 | Controller design and Game Feel | Swink, Ch 1, 2, 13 |
10 | Presentations | |
11 | Game Project I | Fullerton, Ch. 6-11 |
12 | Game Project II | Fullerton, Ch. 6-11 |
13 | Game Project III | Fullerton, Ch. 6-11 |
14 | Game Project IV | Fullerton, Ch. 6-11 |
15 | Play Day: Project presentations | |
16 | Review of the Semester |
Course Notes/Textbooks | Tracy Fullerton (2006). Game Design Workshop (2nd Edition). New York: Elsevier. Steve Swink, Game Feel. |
Suggested Readings/Materials | Course slides and internet resources |
Semester Activities | Number | Weigthing |
Participation | ||
Laboratory / Application | ||
Field Work | ||
Quizzes / Studio Critiques | ||
Portfolio | ||
Homework / Assignments | ||
Presentation / Jury | 1 | 40 |
Project | 1 | 60 |
Seminar / Workshop | ||
Oral Exam | ||
Midterm | ||
Final Exam | ||
Total |
Weighting of Semester Activities on the Final Grade | 2 | 100 |
Weighting of End-of-Semester Activities on the Final Grade | ||
Total |
Semester Activities | Number | Duration (Hours) | Workload |
---|---|---|---|
Course Hours (Including exam week: 16 x total hours) | 16 | 3 | 48 |
Laboratory / Application Hours (Including exam week: 16 x total hours) | 16 | ||
Study Hours Out of Class | 16 | 2 | 32 |
Field Work | |||
Quizzes / Studio Critiques | |||
Portfolio | |||
Homework / Assignments | |||
Presentation / Jury | 1 | 25 | |
Project | 1 | 45 | |
Seminar / Workshop | |||
Oral Exam | |||
Midterms | |||
Final Exams | |||
Total | 150 |
# | Program Competencies/Outcomes | * Contribution Level | ||||
1 | 2 | 3 | 4 | 5 | ||
1 | To have adequate knowledge in Mathematics, Science and Computer Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems. | X | ||||
2 | To be able to identify, define, formulate, and solve complex Computer Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose. | X | ||||
3 | To be able to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the requirements; to be able to apply modern design methods for this purpose. | X | ||||
4 | To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in Computer Engineering applications; to be able to use information technologies effectively. | X | ||||
5 | To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex engineering problems or Computer Engineering research topics. | X | ||||
6 | To be able to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; to be able to work individually. | X | ||||
7 | To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions. | |||||
8 | To have knowledge about global and social impact of Computer Engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Computer Engineering solutions. | X | ||||
9 | To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications. | |||||
10 | To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development. | |||||
11 | To be able to collect data in the area of Computer Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1) | |||||
12 | To be able to speak a second foreign language at a medium level of fluency efficiently. | |||||
13 | To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Computer Engineering. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest