GAD5501 Game ProductionBahçeşehir UniversityDegree Programs SOFTWARE ENGINEERINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
SOFTWARE ENGINEERING
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 Fall 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) Be able to specify functional and non-functional attributes of software projects, processes and products.
2) Be able to design software architecture, components, interfaces and subcomponents of a system for complex engineering problems.
3) Be able to develop a complex software system with in terms of code development, verification, testing and debugging.
4) Be able to verify software by testing its program behavior through expected results for a complex engineering problem.
5) Be able to maintain a complex software system due to working environment changes, new user demands and software errors that occur during operation.
6) Be able to monitor and control changes in the complex software system, to integrate the software with other systems, and to plan and manage new releases systematically.
7) Be able to identify, evaluate, measure, manage and apply complex software system life cycle processes in software development by working within and interdisciplinary teams.
8) Be able to use various tools and methods to collect software requirements, design, develop, test and maintain software under realistic constraints and conditions in complex engineering problems.
9) Be able to define basic quality metrics, apply software life cycle processes, measure software quality, identify quality model characteristics, apply standards and be able to use them to analyze, design, develop, verify and test complex software system.
10) Be able to gain technical information about other disciplines such as sustainable development that have common boundaries with software engineering such as mathematics, science, computer engineering, industrial engineering, systems engineering, economics, management and be able to create innovative ideas in entrepreneurship activities. 4
11) Be able to grasp software engineering culture and concept of ethics and have the basic information of applying them in the software engineering and learn and successfully apply necessary technical skills through professional life. 3
12) Be able to write active reports using foreign languages and Turkish, understand written reports, prepare design and production reports, make effective presentations, give clear and understandable instructions.
13) Be able to have knowledge about the effects of engineering applications on health, environment and security in universal and societal dimensions and the problems of engineering in the era and the legal consequences of engineering solutions. 3