DIGITAL GAME DESIGN | |||||
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) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |