GAD1002 Fundamentals of Game Design IIBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
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
GAD1002 Fundamentals of Game Design II Spring 2 2 3 6

Basic information

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.

Learning Outcomes

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.

Course Content

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.

Weekly Detailed Course Contents

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

Sources

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.

Evaluation System

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

ECTS / Workload Table

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

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) 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