VCD4128 Game StudioBahçeşehir UniversityDegree Programs SOFTWARE ENGINEERINGGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
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
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.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Assist. Prof. ECE ARIHAN
Course Lecturer(s): Assoc. Prof. GÜVEN ÇATAK
Recommended Optional Program Components: None
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 multidisciplinary 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 serve as the final project.

Learning Outcomes

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. Investigate 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 Content

The course is structured in two parts:
The 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 discussed. Regarding those topics, students propose a subject and prepare a research paper.
The second part concentrates on game development and design process through the adventure genre. Analyzing 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.
Teaching Methods: Lecture, Individual Study, Discussion, Project, Implementation, Technology-Enhanced Learning

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to course: Review of the syllabus
2) Screening & Discussion: Push the Button! Part1 history of games / social effects
3) Screening & Discussion: Push the Button! Part2 History of games / Current trends. Announcement of midterm paper
4) Discussing gamification / games for change
5) Discussing game art / machinima / art games
6) Discussing game genres, introduction to game design, focusing on adventure games
7) Presentation of midterms / discussion session
8) Screening "Existenz", reviewing adventure genre dynamics, announcement of final project
9) Screening "Making of Another World", focusing on adventure game interfaces, discussing puzzle types & mechanics
10) Guest lecturer
11) Screening "Making of Metal Gear Solid II", brainstorm about final project concepts
12) Workshop for the final project - First drafts: Synopsis / characters / game world / levels
13) Workshop for the final project - In progress: Gameplay / puzzles / audiovisual style
14) Workshop for the final project - Final drafts: Designing the concept document

Sources

Course Notes / Textbooks: Game Work: Language, Power & Computer Game Culture
The Computer Game Design Course: Principles, Practices & Techniques for the Aspiring Game Designer
References: 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

Evaluation System

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

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Project 13 62
Final 3 21
Total Workload 125

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