Language of instruction: |
English |
Type of course: |
Departmental Elective |
Course Level: |
Bachelor’s Degree (First Cycle)
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Mode of Delivery: |
Face to face
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Course Coordinator : |
Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Assoc. Prof. BARBAROS BOSTAN
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Recommended Optional Program Components: |
The course will build upon the narrative design concepts of the Basics of Storytelling course, but will be more focused on storytelling through words. |
Course Objectives: |
This module aims to cover different aspects of writing for games, which is related with characters, worlds, plot, structure pacing, cadence, dialogue, UI text, choice text, exposition, characterization, character journeys, format, genre and media expressivity. |
Week |
Subject |
Related Preparation |
1) |
This lecture starts with a walkthrough through the syllabus. An overview of lectures, resources, assignments, and grading will be given. |
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2) |
The lecture starts with the differences between narrative design and writing for games. Story elements and story structures from Basics of Storytelling will be reminded. Eleven step story structure will be analyzed. |
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3) |
The lecture starts with journeys of characters and will proceed with creating a protagonist. Three dimensional character design will be introduced. The first class-assignment will be given. The first itslearning assignment will be given. |
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4) |
This week students will present their first itslearning assignments in the class. Feedback will be given by the instructor and the weaknesses strengths of the assignment will be discussed. |
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5) |
The lecture starts with basics of worldbuilding and explains different world types. Different storytelling techniques for the player to experience the world will be discussed. The second class-assignment will be given. The second itslearning assignment will be given. |
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6) |
This week students will present their second itslearning assignments in the class. Feedback will be given by the instructor and the weaknesses strengths of the assignment will be discussed. |
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7) |
The lecture starts with different encounter types and their story functions. Story hooks, obstacles, predicaments and prospects will be explained. The third class-assignment will be given. The third itslearning assignment will be given. |
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8) |
This week students will present their third itslearning assignments in the class. Feedback will be given by the instructor and the weaknesses strengths of the assignment will be discussed. |
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9) |
The lecture starts with functions of dialogue in games and will proceed with ambient dialogue, interactive dialogue, cutscenes, combat barks, different banter types. The lecture will end with quest giving dialogue for games. The fourth class-assignment will be given. The fourth itslearning assignment will be given. |
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10) |
This week students will present their fourth itslearning assignments in the class. Feedback will be given by the instructor and the weaknesses strengths of the assignment will be discussed. |
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11) |
The lecture is about creating factions/guilds by class, regional/political factions/guilds, based on a philosophy and factions/guilds as a subclass. The fifth class-assignment will be given. The fifth itslearning assignment will be given. |
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12) |
This week students will present their fifth itslearning assignments in the class. Feedback will be given by the instructor and the weaknesses strengths of the assignment will be discussed. |
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13) |
The lecture is on published research on writing for games from the literature. Students will read and evaluate an academic article as an exercise. |
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14) |
The lecture is on published research on writing for games from the literature. Students will read and evaluate an academic article as an exercise. |
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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. |
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2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
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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. |
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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. |
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5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
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6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
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7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
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8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
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9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
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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. |
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11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
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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. |
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