GAD3005 Game BusinessBahçeşehir 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
GAD3005 Game Business Spring 3 0 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

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 BURAK GÜVEN AKMENEK
Assoc. Prof. GÜVEN ÇATAK
Course Objectives: This course provides the necessary information for the students about the financial management of a gaming company. They will learn all update information from planning, budget to analyzing tools and law.

Learning Outcomes

The students who have succeeded in this course;
- Will understand the dynamics of a gaming company and its differences
- Will learn how to decide which game to make and the use of related analysis tools
- Will learn how to make a budget of a gaming company and reporting
- Will be informed about government supports and other financial resources
- Will be taught about general basics of law every gaming company owner must know
- Will learn managing tools and importance of communication
- Will understand how to prepare for a launch and marketing tools

Course Content

This course deals with the management of game companies. Throughout the semester, game companies are developed by reinforcing theoretical knowledge.

Learning Methods: Lecture, Differentiation, Simulation, Discussion, Case Study, Guest Speaker, Problem Solving

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Intro to the course
2) What makes a gaming company? Presenting and discussion HW1: Design your own gaming company. A one page work.
3) Presenting Topics and Dicsussion Presentation 1
4) How to decide which game to make? Analysing tools. HW2: Analyze the genre you want to make using the tools
5) Presenting Topics and Dicsussion on the data Presentation 2
6) How to make a budget of a gaming company and reporting Midterm: Make a general budget of your company
7) Government supports, how to apply them and other finance resources HW3: Reevaluation of the budgets
8) Presenting the budgets and analysis Presentation 3
9) Intro and discussion about the management of a gaming company
10) Managing tools and importance of communication
11) General knowledge on the basics of law every gaming company owner must know
12) How to prepare for a launch and marketing tools
13) Presenting your company, game, budget and long term plans and plans for a launch Final: Presentation document
14) Discussion on the presentations and feedbacks from a manager perspective

Sources

Course Notes / Textbooks: All the resources will be provided at the class by the lecturer to keep the students up to date.
References: Schreier, J. (2017). Blood, sweat, and pixels: The triumphant, turbulent stories behind how video games are made. Harper Paperbacks.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 3 % 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 15 3 45
Study Hours Out of Class 4 5 20
Presentations / Seminar 2 3 6
Project 1 15 15
Homework Assignments 3 5 15
Jury 2 3 6
Final 1 15 15
Total Workload 122

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. 4
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. 3
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. 1
5) Understand the technology and computational principles involved in developing games and master the use of game engines. 2
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. 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. 4
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. 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. 5