ADVERTISING | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
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. |
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 |
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 |
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.. |
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 |
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 |
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 |