GAD2003 Game Production PipelineBahçeşehir 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
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 : Instructor ERTUĞRUL SÜNGÜ
Course Lecturer(s): Instructor ERTUĞRUL SÜNGÜ
Course Objectives: Digital games are no longer being categorized as niche, relatively simple and small industry. We all know that. Our industry is now even bigger than Hollywood and the music industry (although still gets not enough respect). We all know that either. Still we often forget that developing a complex art and technology product for that kind of a sophisticated industry is a huge challenge and requires a very scientific and collaborative approach. This course’s main aim will be exploring production methodologies and tools; which will be beneficial to everybody.

Learning Outcomes

The students who have succeeded in this course;
This course will mostly focus on the “agile” methodologies and tools. Especially scrum, kanban, and scrumban. Additionally, programming techniques will be explored roughly.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Intro to Game Production and Production Methodologies
2) Into the Agile and Scrum
3) Agile Planning I
4) Agile Planning II
5) Agile Teams I: Tech and Art
6) Agile Design, QA and Production
7) Mid-Term Review: Case Study and Discussions
8) Scrum Challenges and Hybrids
9) Agile Tracking
10) Project Preparations
11) Project Week 1: Teams show their projects' initial status, planning and documentations. Sprint reviews for projects.
12) Project Week 2 Update on projects. Sprint reviews.
13) Project Week 3 Update on projects. Sprint reviews.
14) Project Finals

Sources

Course Notes / Textbooks: Agile Estimating and Planning – Mike Cohn
Agile Game Development with Scrum – Clinton Keith
References: Various essays, videos & other materials.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Midterms 1 % 30
Final 1 % 60
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
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. 2
2) Analyze, synthesize, and evaluate information and ideas from various perspectives. 1
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. 2
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. 1
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. 1
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. 4
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. 3