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 |
GAD1004 | Introduction to Game Engines | Spring | 2 | 2 | 3 | 5 |
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): |
Instructor MEHMET ONUR KALKAN 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. 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. |
The students who have succeeded in this course; - Will be able to apply C# scripting techniques within the Unity environment to implement core game mechanics, such as player movement, collision detection, and basic AI behavior, in their project-based assignments. - Will be able to analyze the performance implications of different game engine features (e.g., physics, animation, audio) and optimize their project code to achieve efficient resource utilization and smooth gameplay. - Will be able to create a functional and visually engaging video game prototype using Unity, demonstrating the integration of learned C# programming, game engine physics, animation, and audio features. - Will be able to evaluate the effectiveness of different game design and development techniques, providing constructive feedback on their own work and the work of their peers, based on industry-standard practices. - Will be able to understand and explain the fundamental components of a game development pipeline, including the roles of game engines, scripting languages, and asset creation tools. |
This course covers the basic concepts and application of game development theories. The first weeks focus on the basic definitions and theories of game development, while the following weeks focus on how these theories are applied to game projects. Learning Methods: Lecture, Observation, Simulation, Case Study, Educational Game, Project, Problem Solving, Collaborative Learning, Tech-Enhanced Learning |
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. |
Course Notes / Textbooks: | Hocking, J. (2015). Unity in action: Multiplatform game development in C# with Unity 5. Manning. Bond, J. G. (2014). Introduction to game design, prototyping, and development: From concept to playable game with Unity and C# (1st ed.). Addison-Wesley Professional. |
References: | Rogers, S. (2014). Level up! The guide to great video game design. John Wiley & Sons. Nystrom, R. (2014). Game programming patterns. Genever Benning. |
Semester Requirements | Number of Activities | Level of Contribution |
Laboratory | 7 | % 35 |
Midterms | 1 | % 25 |
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. | 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. | 5 |
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. | 3 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 5 |
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. | 2 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 2 |
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. | 2 |