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 |
GAD3012 | Playful Experience Design | Spring | 3 | 0 | 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 ZEYNEP BURCU KAYA ALPAN |
Recommended Optional Program Components: | The course consists of theoretical lectures, practice sessions and critiques. It is important to attend theoretical lectures, practice sessions and critiques in order to develop and finish a product. |
Course Objectives: | The aim of this class is to guide the students in designing and developing a human-centered playful experience. During the semester, the student will have the opportunity to establish a concept and evolve it into a finished interactive product using game technologies. Interaction design, game design and architectural design principles will be harmoniously used as a foundation to flourish creativity. The student is expected to finalize the course with a playable, playful, immersive experience with innovative mechanics built on the experience of the body. This end product may be intended for the game industry, as well as the art scene or it may serve businesses, depending on the student’s interests. |
The students who have succeeded in this course; At the end of the course, students will be able to: 1. Construct meaningful concepts. 2. Develop the concept into a finished product through innovative mechanics and immersive environments. 3. Familiarize themselves with game design and interaction design principles with a human-centered design approach. 4. Understand the game development pipeline. 5. Add their interests and unique worldviews into their projects. 6. Notice the importance of the bodily experience in their designs. |
Week | Subject | Related Preparation |
1) | "Playful Experience" at the Intersection of Design, Art and Engineering | |
2) | Conceptualisation with Design Principles from Game Design, Interaction Design and Architectural Design | |
3) | Tools of the Trade (and how to choose them) Basic Game Development Pipeline | |
4) | A Practical Look at Game Engines | |
5) | Interaction Design and Logic | |
6) | Environmental and Lighting Design | |
7) | Narrative Design and Flow | |
8) | Midterm Presentations | Midterm Presentations |
9) | User Experience and User Testing | |
10) | Project Discussions | |
11) | Project Discussions | |
12) | Optimisation | |
13) | Project Discussions | |
14) | Final Presentations | Final Presentations |
Course Notes / Textbooks: | Caillois, R., 1961. Man, Play, and Games. University of Illinois press. CGCD Conf. Pallasmaa, J., 2005. The Eyes Of The Skin Architecture and the Senses. John Wiley & Sons. Suits, B., 1978. The Grasshopper: Games, Life and Utopia |
References: | Costikyan, G, 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. Csikszentmihalyi, M., 1990. Flow: The Psychology of Optimal Experience. New York: Harper Perennial. Schell, J., 2015. The Art of Game Design: A Book of Lenses. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 20 |
Midterms | 1 | % 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 | 3 | 42 |
Application | 2 | 10 | 20 |
Project | 1 | 15 | 15 |
Preliminary Jury | 7 | 3 | 21 |
Midterms | 1 | 10 | 10 |
Final | 1 | 15 | 15 |
Total Workload | 123 |
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. |