GAD1005 Game Design ThinkingBahçeşehir 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
GAD1005 Game Design Thinking Fall 3 0 3 5

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
Course Objectives: The general objective of the course is to introduce computer games, which is the most popular and dynamic form of the new media and entertainment market; analyze them in a sociocultural and multidisciplinary perspective and make an introduction for the ones who will deal with computer game design and use games for other purposes like education. The theoretical basis of the course will be supported with screenings, workshops, and guest lecturers from the field.

Learning Outcomes

The students who have succeeded in this course;
At the end of the course students will design the concept phase of a computer game and prepare a game design document for the games they suggest. Prototypes could be built according to the backgrounds and efforts of the students.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Orientation, Syllabus Overview
2) Chronological Timeline of the Evolution of Games
3) Game News Story Presentations
4) Game Elements
5) Game Elements Presentations
6) Player Experience
7) Hacking Game Elements Exercise
8) Midterm Presentations
9) Introduction to Point and Click Adventure Games
10) Game Design Documentation + How to Present
11) Concept and Level Design
11) Framing and Hierarchy
12) Adventure Game Idea Presentations
13) Data Visualization
14) Feedbacks Before Final

Sources

Course Notes / Textbooks:
References: Richard D. Zakia; John Suler, Perception and Imaging: Photography as a Way of Seeing, Routledge
Ellen Lupton, Jennifer Cole Phillips, Graphic Design: The New Basics, Princeton Architectural Press
Instructor Prepared Course Presentations

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 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. 5
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 5
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. 4
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. 4
6) Understand the process of creation and use of 2D and 3D assets and animation for video games. 2
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. 2
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. 5
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. 3
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. 3
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