GAD1004 Introduction to Game EnginesBahçeşehir 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
GAD1004 Introduction to Game Engines Spring 2 2 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Hybrid
Course Coordinator : Instructor BERK YÜKSEL
Course Lecturer(s): Instructor BERK YÜKSEL
Course Objectives: Essential objective is to gain a solid understanding of the game development
pipeline and techniques for creating professional quality video games with Unity game engine by using C# programming language. This is a project-based course and students are expected to demonstrate the techniques taught in class through their projects. Industry standard techniques will be taught and used to complete
assigned projects.

Learning Outcomes

The students who have succeeded in this course;
By the end of this course, students should be able to:
- Develop games with Unity
- Know how modern game engines work.

Course Content

During this course basic elements of game engines will be inspected and various projects will be done via examples. Students will gain an understanding about game engine physics, animation and audio features.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction Course schedule review, expectations.
2) Unity Editor Interface and Scripting Primer. Understanding components. Scripting essentials.
3) Character Controller Implementing custom character controller.
4) Physics, Triggers and Raycasting Raycasting and physics basics.
5) Animation Importing and running 2D/3D animations.
6) Animation 2: Blend Trees and Avatar Masking. Blending animations and animation layers.
7) GUI Components for creating and using UI.
8) AI and Navigation Basic AI systems and NavMesh component.
9) Object Pooling Pre-instantiating objects for reusing.
10) Event Manager Script communications with UnityEvents and UnityAction.
11) Touch Input Touch input for mobile development.
12) Cinemachine Using Cinemachine to create different purpose cameras and blending between them.
13) Bezier Curves Understanding and implementing cubic bezier curves.
14) Handling Data Scriptable objects and saving data.

Sources

Course Notes / Textbooks: Joseph Hocking, Unity in Action: Multiplatform Game Development in C# with Unity 5, Manning, 2015.
Jeremy Gibson Bond, Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# 1st Edition
References:
• Level Up! The Guide to Great Video Game Design. Scott Rogers, 2014
• Game Programming Patterns. Robert Nystrom, 2014

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Laboratory 1 % 30
Midterms 1 % 30
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 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

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. 3
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 3
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. 1
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 5
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 5
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. 1
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 1
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