DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD1001 | Fundamentals of Game Design I | Fall | 2 | 2 | 3 | 6 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor ERTUĞRUL SÜNGÜ |
Course Lecturer(s): |
Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Objectives: | This course is a practical study of board and card game design and development processes from the perspective of a game designer. |
The students who have succeeded in this course; Students taking the course; 1) Introducing the vocabulary and practices of board and card game design. 2) Presenting the stages of board and card game development from a game designer’s perspective. 3) Bringing an awareness on the game designer’s roles and functions at every level of the game development process, from pre-production to published product. 4) Students will have a general idea of the various roles, tasks, and practices of a game designer along the board and card game development process. 5) Students will be in possess of the vocabulary and the practices of game design and have the capacity to apply them along board and card game development. |
Fundamentals of Game Design I is a one-semester course that explores the fundamentals of game design. The focus of the class is the actual creation of several non-digital (off the computer) games. Just as art students might take “fundamentals” classes in figure drawing or color theory as part of their education to become visual artists, this class remains rooted squarely in the basics. It focuses on the elementals common to all games that are fundamental for a game designer working in any format, from sports to board games to computer and videogames. Although the focus of the course is on the creation of non-digital games, digital games will also be discussed and one of the assignments is the creation of a digital game concept pitch. |
Week | Subject | Related Preparation |
1) | Orientation | |
2) | What is Game Design? What is a Game Designer? The Game Development Process | |
3) | Formal Elements/Basic Building Blocks of Games | |
4) | Games as Systems | |
5) | Games as Dramatic Structures | |
6) | Controlling Game Dynamics: Dominant Strategy, Game Balance, Reward Structure | |
7) | Prototyping and Testing Fundamentals | |
8) | Game Jam Guide: Designing the Path to Overcome an Extremely Tight Game Development Schedule | |
9) | Game Jam: First Step in the Term Project | |
10) | Term Project Development continued – Testing for Fun & Functionality | |
11) | Term Project Development continued – Testing for Functionality & Balance + Box Design | |
12) | Term Project Development continued – Testing for Balance + Box Design | |
13) | Term Project Development continued – Testing for Balance & Accessibility + Box Design | |
14) | Term Project Delivery and Presentations |
Course Notes / Textbooks: | • Game Design Workshop by Tracey Fullerton • Rules of Play • Various articles & Visual materials |
References: | - Game Design Workshop – Tracy Fullerton - Fundamentals of Game Design – Ernest Adams & Adam Rolling - Challenges for Game Designers – Brenda Brathwaite & Ian Schreiber |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 30 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | 5 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 4 |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | 3 |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | 4 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 4 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 1 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 3 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 4 |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 1 |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. | 1 |