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 |
GAD1002 | Fundamentals of Game Design II | Spring | 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 : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Assoc. Prof. GÜVEN ÇATAK Instructor CAN ORAL |
Recommended Optional Program Components: | Fundementals of Game Design I course must be taken before attendance |
Course Objectives: | Fundamentals of Game Design II course will focus on how unique storytelling experiences can be created through the medium of games. Throughout the 14 weeks program, you will acquire a general understanding of role-playing games, adventure games, how those genres contribute to the common expression palette of video games, how game systems and themes supplement each other and lastly you will develop and present projects by utilizing the knowledge and techniques gained from this course. |
The students who have succeeded in this course; 1) Will learn the narrative approaches in games 2) Will be able to analyze the storytelling methods in games 3) Will be able to pitch a game Project 4) Will develop an interactive story within a certain time limit 5) Will develop a short adventure game in Unity engine. |
Fundamentals of Game Design II 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) | Introduction to the Course. | |
2) | Game Design, Unique Aspects, Designer Tools | Student Class Badge |
3) | TTRPGs, Design Instincts, Designing and Balancing Systems | TTRPG |
4) | Theme | Monster Creation |
5) | Game Design, Principles, Rhythm, Challenge, Numbers | Physics Game |
6) | Level Design, Usage of Space, Idle Time, Game Economy | Level Design |
7) | Controller & Rhythm Games | Midterm Project |
8) | Narrative Design, Exposition, Characters, World Building | Interactive Dialogue |
9) | Lighting | NPC Behavioral Patterns |
10) | Play & Tell | Lighting Design |
11) | Chapter I: A Messenger Arrives | Final Project Presentations |
12) | Chapter II: The Heroes Rejoice | Final Project Presentations |
13) | Chapter III: The Evil is Rising | Final Project Presentations |
14) | Chapter IV: The Struggle Continues | Final Project Presentations |
Course Notes / Textbooks: | • Game Design Workshop by Tracey Fullerton • Rules of Play • Various articles & Visual materials |
References: | A variety of game titles throughout game development history including Myst, Starcraft, Shadow of the Colossus, Knights of the Old Republic, Detroit: Become Human, Lucasarts and Sierra titles and various others. |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 8 | % 50 |
Midterms | 1 | % 10 |
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 | 2 | 28 |
Application | 8 | 2 | 16 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 98 |
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. | 5 |
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 |