MATHEMATICS | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
VCD4128 | Game Studio | Fall | 2 | 2 | 3 | 5 |
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: | Hybrid |
Course Coordinator : | Dr. Öğr. Üyesi İPEK TORUN |
Course Lecturer(s): |
Dr. Öğr. Üyesi GÜVEN ÇATAK |
Recommended Optional Program Components: | VCD4113 Interactive Arts & Design |
Course Objectives: | Main objective of the course is to introduce video games by focusing on their current status in new media and entertainment market; analyzing them with a sociocultural and multidiscipliner perspective; and experiencing the design process for various purposes like education, advertising, social media, etc. Discussion topics start with cultural and economic effects of games on society and follow the new trends like gamification, machinima, games for change, etc. As a midterm paper, students propose research topics relating games with non-game issues and environments. Working on game design process through the adventure genre is the other focus of the course. Adventure game mechanics and dynamics are defined to lead students for developing their own game concepts and design documents which serves as the final project. |
The students who have succeeded in this course; 1. Define the game culture and its current status in new media. 2. Recognize the video game history as an alternative guide for the digital evolution. 3. Recognize the relations of games with other disciplines. 4. Define the effects of games on society. 5. Recognize how games are used today in different areas. 6. Study the game design process through the adventure genre. 7. Identify game mechanics and dynamics through puzzle systems and visual interfaces. 8. Develop a game concept and its design document. 9. Recognize video games as a media for visual communication campaigns. |
Course Outline The course is structured in two parts: • First part focuses on how games influence everyday life and interact with other disciplines. Besides current trends like gamification and games for change, theoretical background of games is also dicussed. Regarding those topics, students propose a subject and prepare a research paper about it. • Second part will concentrate on game development and design process through the adventure genre. Analyzing the game dynamics and mechanics of adventure games will form a basis for the students to develop their own game concepts and prepare design documents as a final project. |
Week | Subject | Related Preparation |
1) | 1. introduction to course: review of the syllabus | |
2) | 2. screening & discussion: push the button! Part1 history of games / social effects | |
3) | 3. screening & discussion: push the button! Part2 history of games / current trends announcement of midterm paper | |
4) | 4. discussing gamification / games for change | |
5) | 5. discussing game art / machinima / art games | |
6) | 6. discussing game genres introduction to game design focusing on adventure games | |
7) | 7. presentation of midterms /discussion session | |
8) | 8. screening 'existenz' reviewing adventure genre dynamics announcement of final project | |
9) | 9. screening ‘making of another world’ focusing on adventure game interfaces discussing puzzle types & mechanics | |
10) | 10. guest lecturer | |
11) | 11. screening 'making of metal gear solid II' brainstorming on final project concepts | |
12) | 12. workshop for the final project - first drafts synopsis / characters / game world / levels | |
13) | 13. workshop for the final project - in progress gameplay / puzzles / audiovisual style | |
14) | 14. workshop for the final project - final drafts designing the concept document |
Course Notes / Textbooks: | - Game Work: Language, Power & Computer Game Culture - The Computer Game Design Course: Principles, Practices & Techniques for the Aspiring Game Designer - Rules of Play: Game Design Fundamentals - Level Up! The Guide to Great Video Game Design - Gaming: Essays on Algorithmic Culture - The Art of Game Design: A Book of Lenses - Gamescenes: Art in the Age of Videogames - Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps - Reality Is Broken: Why Games Make Us Better and How They Can Change the World |
References: | - Game Work: Language, Power & Computer Game Culture - The Computer Game Design Course: Principles, Practices & Techniques for the Aspiring Game Designer - Rules of Play: Game Design Fundamentals - Level Up! The Guide to Great Video Game Design - Gaming: Essays on Algorithmic Culture - The Art of Game Design: A Book of Lenses - Gamescenes: Art in the Age of Videogames - Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps - Reality Is Broken: Why Games Make Us Better and How They Can Change the World |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 20 |
Midterms | 1 | % 35 |
Final | 1 | % 45 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 55 | |
PERCENTAGE OF FINAL WORK | % 45 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Project | 13 | 63 |
Final | 3 | 21 |
Total Workload | 126 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | To have a grasp of basic mathematics, applied mathematics and theories and applications in Mathematics | |
2) | To be able to understand and assess mathematical proofs and construct appropriate proofs of their own and also define and analyze problems and to find solutions based on scientific methods, | |
3) | To be able to apply mathematics in real life with interdisciplinary approach and to discover their potentials, | |
4) | To be able to acquire necessary information and to make modeling in any field that mathematics is used and to improve herself/himself, | 4 |
5) | To be able to tell theoretical and technical information easily to both experts in detail and non-experts in basic and comprehensible way, | |
6) | To be familiar with computer programs used in the fields of mathematics and to be able to use at least one of them effectively at the European Computer Driving Licence Advanced Level, | |
7) | To be able to behave in accordance with social, scientific and ethical values in each step of the projects involved and to be able to introduce and apply projects in terms of civic engagement, | |
8) | To be able to evaluate all processes effectively and to have enough awareness about quality management by being conscious and having intellectual background in the universal sense, | 4 |
9) | By having a way of abstract thinking, to be able to connect concrete events and to transfer solutions, to be able to design experiments, collect data, and analyze results by scientific methods and to interfere, | |
10) | To be able to continue lifelong learning by renewing the knowledge, the abilities and the competencies which have been developed during the program, and being conscious about lifelong learning, | |
11) | To be able to adapt and transfer the knowledge gained in the areas of mathematics ; such as algebra, analysis, number theory, mathematical logic, geometry and topology to the level of secondary school, | |
12) | To be able to conduct a research either as an individual or as a team member, and to be effective in each related step of the project, to take role in the decision process, to plan and manage the project by using time effectively. |