GAD5501 Game ProductionBahçeşehir UniversityDegree Programs ADVERTISINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
ADVERTISING
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD5501 Game Production Spring 3 0 3 8
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 Objectives: In the course, game production stages will be examined and the structures applied in the sector will be examined. Game production processes that will be handled as a commercial activity, production schemes, management approaches, project planning, budgeting, marketing, content production will be covered in this course.

Learning Outcomes

The students who have succeeded in this course;
- Will master the game production stages,
- Understand the stages of project planning and budgeting,
- Will learn the stages such as production processes, game design document preparation,
- Will have knowledge about marketing, beta-tests, team management,
- By learning management approaches, they will learn the production stages of a game from start to finish.

Course Content

To gain a game studio manager perspective, to learn the production stages, from developing the first game idea to the production stage, from publishing to marketing, with a broad perspective, game production stages constitute the content of the course. Teaching Methods: Lecture, Group Work, Individual Studies, Guest Speakers, Readings, Discussions, Projects

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Perspective of a Producer, Studio Owner
2) Planning, financing, documenting, managing, overseeing, leading all stages of production
3) Understanding the industry, stakeholders, value chain
4) Getting ready for problems, Who is a Producer? Why do we make games? Game Industry essentials, roles
5) Choosing a game, choosing a team, developer roles, adapting developer roles to smaller teams, what is a pipeline?
6) Introduction to stages of production, business and revenue models.
7) Project planning, budgeting
8) Funding a project, writing GDD, pitching
9) Pre-production, game concept, game mechanics, story
10) Asset production, pipeline tools, team hiearchy, iteration, internal QA
11) GDD writing workshop. Creating Feedback loops, prototyping for successful business model
12) Marketing Techniques, deal making with Publishers, Investors and platforms
13) Finaling, beta testing, localization, polishing, porting Team management, handling turnover, consecutive projects, outsourcing, remote projects
14) Final Project Feedback Final Presentations

Sources

Course Notes / Textbooks:
References: Chandler, H. M. (2009). The game production handbook. Jones & Bartlett Publishers.
Bethke, E. (2003). Game development and production. Wordware Publishing, Inc..

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 30
Project 2 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 30
PERCENTAGE OF FINAL WORK % 70
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Study Hours Out of Class 12 8 96
Presentations / Seminar 2 3 6
Project 4 6 24
Homework Assignments 3 6 18
Midterms 1 3 3
Paper Submission 1 3 3
Final 1 3 3
Total Workload 195

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) To prepare students to become communication professionals by focusing on strategic thinking, professional writing, ethical practices, and the innovative use of both traditional and new media 2
2) To be able to explain and define problems related to the relationship between facts and phenomena in areas such as Advertising, Persuasive Communication, and Brand Management
3) To critically discuss and interpret theories, concepts, methods, tools, and ideas in the field of advertising
4) To be able to follow and interpret innovations in the field of advertising
5) To demonstrate a scientific perspective in line with the topics they are curious about in the field.
6) To address and solve the needs and problems of the field through the developed scientific perspective
7) To recognize and understand all the dynamics within the field of advertising
8) To analyze and develop solutions to problems encountered in the practical field of advertising