VCD4128 Game StudioBahçeşehir UniversityDegree Programs MECHATRONICS (TURKISH)General Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
MECHATRONICS (TURKISH)
Associate TR-NQF-HE: Level 5 QF-EHEA: Short Cycle EQF-LLL: Level 5

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
VCD4128 Game Studio Spring
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: Associate (Short 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.

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. 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 Content

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.

Weekly Detailed Course Contents

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

Sources

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

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 63
Final 3 21
Total Workload 126

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 improve fundamental computer knowledge, to encourage students using office and package programs.
2) Ability to have and use of fundamental mathematics knowledge and skills the usage of relevant materials.
3) Ability to recognize general structures of machine equipments and the features of shaping
4) Ability to grasp manufacturing processes and cutting tool materials, materials, statics, mechanics and fluid science fundemantal knowledge.
5) Ability to draw assembly and auxilary devices as well as to draw whole or details of a system.
6) Ability to have a knowledge of fundemantal manufacturing process such as turning, milling, punching,grinding and welding techniques and to have a self esteem in order to work behind the bench.
7) Ability to do computer aided design and write program on digital benches.
8) Ability to prepare project report, follow up project process and implement projects.
9) ability to learn the areas of usage of electronic circuit components. Ability to grasp and write programs for micro controllers and for their components. Ability to design relevant circuits.
10) Ability to understand the electric motors principles and AC-DC analysis
11) Ability to gain a dominaion on visual programming
12) Having the ability to communicate efficiently in verbal and written Turkish, to know at least one foreign language in order to communicate with the colleagues and customers.