GAD2003 Game Production PipelineBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
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
GAD2003 Game Production Pipeline 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: Hybrid
Course Coordinator : Assoc. Prof. GÜVEN ÇATAK
Course Lecturer(s): RA ZİYA VOLKAN HACITAHİROĞULLARI
Assist. Prof. ERTUĞRUL SÜNGÜ
Assoc. Prof. GÜVEN ÇATAK
Course Objectives: This course is an overview of many different production pipelines existing in the video game industry. To become efficient parts of the video game industry every student needs to understand the stages of production which occur in the creation of a video game. This course showcases the experiences of industry professionals and reinforces them with in-class works and team projects. Students will also be tasked with working in groups to better understand teamwork in all stages of production. Students will be tasked with the deconstruction of existing games to improve the elucidation of their designs as well as business, PR and marketing sides of production to understand how to market their games.

Learning Outcomes

The students who have succeeded in this course;
1. Will be able to compare and contrast different pipelines of production in the gaming industry,
2. Will recognize importance of team building, structuring and workloads,
3. Will become proficient in implementing comprehensive design documents,
4. will be able to relate idea, scope, and focus regarding game design projects.

Course Content

This course is a setup for the Game Production Studio course which is a mandatory course of the fourth semester of the Digital Game Design undergraduate program. Courses will include seminars with industry veterans from different positions and pipelines, creative in class work, and links to educational videos regarding the gaming industry.

Learning Methods: Lecture, Reading, Differentiation, Implementation, Simulation, Case Study, Guest Speaker, Project, Collaborative Learning

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction - An Overview of Game Production Pipelines
2) Roles of Production & Management
3) What IS a post-mortem?
4) Conceptualization Pipeline & Social Skills in the Industry
5) Design Pillars, Hook and Audience
6) The particulars of Design Documents
7) Detailed Level Documentation
8) Technical Designer in Production
9) Being a Developer in Production
10) Evolution of Art Throughout the Production
11) Agile & Scrum, Management Methodologies
12) Game Idea Presentations Idea Presentations
13) Marketing & Business Plans Executive Summaries
14) Your Pitch! Business Plans

Sources

Course Notes / Textbooks: Dunlop, R. (2014). Production pipeline fundamentals for film and games. Routledge.
Sylvester, T. (2013). Designing games: A guide to engineering experiences. O'Reilly Media, Incorporated.
Cohn, M. (2005). Agile estimating and planning. Pearson.
Keith, C. (2010). Agile game development with Scrum. Addison-Wesley Professional.
Various Guests from the Game Industry
References: Various essays, videos & other materials will be given by the lecturer.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Field Work 1 % 5
Homework Assignments 3 % 30
Midterms 1 % 25
Final 1 % 15
Paper Submission 1 % 15
Jury 1 % 10
Total % 100
PERCENTAGE OF SEMESTER WORK % 85
PERCENTAGE OF FINAL WORK % 15
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 3 10 30
Study Hours Out of Class 5 6 30
Midterms 1 10 10
Final 1 15 15
Total Workload 127

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. 2
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. 3
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. 4
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. 5
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 5
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. 5