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 |
GAD2012 | Game Design Practices | Spring Fall |
2 | 2 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor NİHAN İŞLER Assoc. Prof. GÜVEN ÇATAK |
Course Objectives: | The objective of this course is to provide students with a foundational understanding of game design principles, fostering creativity, critical thinking, and problem-solving skills. By engaging with a wide range of topics from game atmosphere to prototyping, character design, and player psychology, students will develop the ability to conceptualize, design, and iterate on their game ideas. Through collaborative projects and hands-on activities, the course aims to inspire students to create innovative and thoughtful game experiences, while equipping them with the practical tools and knowledge necessary for the game development process. |
The students who have succeeded in this course; - Will be able to list and define core game design concepts, such as game mechanics, player agency, and narrative elements. - Will be able to explain how player psychology influences game design choices and how different game atmospheres can affect player experience. - Will be able to demonstrate the use of prototyping techniques to create playable versions of their game concepts. - Will be able to analyze the strengths and weaknesses of different game mechanics and character designs within popular games, identifying how they contribute to or detract from the overall player experience. - Will be able to design and develop an original game concept, incorporating elements of player psychology, narrative, and effective game mechanics, culminating in a playable prototype. |
This course covers the basic concepts and application of game design theories. The first weeks focus on the basic definitions and theories of game design, while the following weeks focus on how these theories are applied to game projects. Learning Methods: Lecture, Simulation, Individual Study, Discussion |
Week | Subject | Related Preparation |
1) | Introduction, Course Overview, and Icebreaker Activity | |
2) | Creative Thinking Practices and Identifying Knowledge Gaps | |
3) | Research Methods and Resource Gathering for Game Development | |
4) | Crafting Game Atmosphere: Music, SFX, VFX, and Art | Students create a mood board for their game project, explain how these elements contribute to their game's atmosphere. |
5) | Character Design and World-Building Fundamentals | |
6) | Analyzing Game Jam and Flash Games for Design Insights | |
7) | Teamwork, Communication, and Managing Burnout in Development | |
8) | Workflow and Pipeline Management in Game Design | Create a basic development plan for your game concept. |
9) | Prototyping Tools and Iterative Design Practices | Build and share a basic paper or digital prototype using any tool of your choice. |
10) | Player Psychology and Game Experience Design | |
11) | Ethics and Accessibility in Game Design | |
12) | Playtesting and Gathering Feedback | |
13) | Project Refinement and Peer Feedback Session | Students present their completed games or prototypes to the class. |
14) | Final Projects and Reflection | Submit a final reflection report discussing the overall development process, challenges, and lessons learned throughout the course. |
Course Notes / Textbooks: | |
References: | Brathwaite, B. (2008). Challenges for game designers. CreateSpace Independent Publishing Platform. Schell, J. (2010). The art of game design: A book of lenses. Taylor & Francis. Koster, R. (2004). Theory of fun for game design. O'Reilly Media, Inc. Swink, S. (2008). Game feel. CRC Press. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 14 | % 20 |
Homework Assignments | 3 | % 30 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Application | 3 | 3 | 9 |
Project | 1 | 10 | 10 |
Homework Assignments | 3 | 10 | 30 |
Paper Submission | 1 | 5 | 5 |
Final | 1 | 15 | 15 |
Total Workload | 125 |
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) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
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) | 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) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
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. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
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. |