NEW MEDIA | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD5201 | Fundamentals of Game Design | Spring | 3 | 0 | 3 | 8 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Assoc. Prof. GÜVEN ÇATAK |
Course Objectives: | This module introduces students to the conceptual and practical fundamentals of games, with a specific focus on game design, as well as analyzing. Some of the core topics covered include the formal possibilities of games and different approaches within game design. |
The students who have succeeded in this course; 1- Use appropriate terminology to describe and analyze games and game design. 2- Explain, understand, and discuss the fundamental concepts and structures of games and gameplay. 3- Successfully propose game ideas and develop prototypes. 4- Conduct game analysis suited to the target audience and perform market analysis. 5- Create design presentations that accompany game design projects and use them in practical applications. |
Methodological and practical aspects of game design, such as teamwork, playtesting, iteration, prototyping, and documentation, are introduced through projects. These concepts and methods provide a foundation for future modules in digital game design and development. Teaching Methods: Lecture, Group Work, Individual Studies, Guest Speakers, Readings, Discussions, Projects |
Week | Subject | Related Preparation |
1) | Intro | |
2) | What is game design | Written assignment number 1 |
3) | Game Structures | Written assignment number 2 |
4) | Target Audience and Analysis | Written assignment number 3 |
5) | Core loop and complexity | Written assignment number 4 |
6) | Experience & Psychology | Written assignment number 5 |
7) | Midterm Exam | |
8) | Game Flow | Written assignment number 6 |
9) | Randomization, Level design & Balance | Written Assignment number 7 |
10) | Game Production | |
11) | Prototype & Assesment | Student Presentations |
12) | Game Economy | Written assignment number 8 |
13) | First time user experience and analytics | |
14) | Final Presentations | Final Presentation Prep |
Course Notes / Textbooks: | The module resources will be provided by the instructor. |
References: | Daniels, J. T. (2022) Make Your Own Board Game: Designing, Building, and Playing an Original Tabletop Game. Storey Publishing, LLC. Schell, J. (2019) The Art of Game Design: A Book of Lenses, Third Edition. A K Peters / CRC Press. Solis, D. (2023) Graphic Design for Board Games 1st Edition. CRC Press. Calleja, G. (2022) Unboxed: Board Game Experience and Design. The MIT Press. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Field Work | 8 | % 10 |
Preliminary Jury | 1 | % 30 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 8 | 3 | 24 |
Study Hours Out of Class | 13 | 6 | 78 |
Presentations / Seminar | 1 | 3 | 3 |
Homework Assignments | 7 | 3 | 21 |
Midterms | 1 | 3 | 3 |
Paper Submission | 8 | 4 | 32 |
Final | 1 | 3 | 3 |
Total Workload | 206 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To be able to critically interpret and discuss the theories, the concepts, the traditions, and the developments in the history of thought which are fundamental for the field of new media, journalism and communication. | |
2) | To be able to attain written, oral and visual knowledge about technical equipment and software used in the process of news and the content production in new media, and to be able to acquire effective abilities to use them on a professional level. | |
3) | To be able to get information about the institutional agents and generally about the sector operating in the field of new media, journalism and communication, and to be able to critically evaluate them. | |
4) | To be able to comprehend the reactions of the readers, the listeners, the audiences and the users to the changing roles of media environments, and to be able to provide and circulate an original contents for them and to predict future trends. | |
5) | To be able to apprehend the basic theories, the concepts and the thoughts related to neighbouring fields of new media and journalism in a critical manner. | |
6) | To be able to grasp global and technological changes in the field of communication, and the relations due to with their effects on the local agents. | |
7) | To be able to develop skills on gathering necessary data by using scientific methods, analyzing and circulating them in order to produce content. | |
8) | To be able to develop acquired knowledge, skills and competence upon social aims by being legally and ethically responsible for a lifetime, and to be able to use them in order to provide social benefit. | |
9) | To be able to operate collaborative projects with national/international colleagues in the field of new media, journalism and communication. | |
10) | To be able to improve skills on creating works in various formats and which are qualified to be published on the prestigious national and international channels. |