GAD3014 New Technologies in GamingBahçeşehir 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
GAD3014 New Technologies in Gaming 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 : Instructor OYTUN KAL
Course Lecturer(s): Instructor OYTUN KAL
Course Objectives:

Learning Outcomes

The students who have succeeded in this course;
During this course the students will take a deep look on how game engines are used in making films & animations. Students will enhance their knowledge on various aspects of filmmaking like cinematography, editing, mise-en scene, lighting and audio-visual effects by researching and analysing the production phases of prominent examples from film & tv history and for their midterm projects students will replicate real scenes in virtual environments using game engines.

Course Content

This course is held in cooperation with Turkey’s first Virtual Production studio MGX Film. There will be at least two classtrips to the studio, for getting to know the used techniques and technologies and also to shoot demo scenes in front of the LED walls, that will show the virtual environments created by our students. Additionally, we will cover how XR technologies are used in making classical movies and tv shows but also how to create immersive storytelling examples that can be experienced with AR & VR devices. For their final project students will work in teams and create their own short videos using any tools that is covered during the course.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to the course: Using Game Engines in Film- / Animation-making What is Virtual Production? XR as a filmmaking tool and platform
2) Deeper look at the gaming technologies used in modern filmmaking and entertainment sector: Tools within Unreal Engine, Unity, Reality Capture by Zero Density, Disguise etc.
3) General principles of storytelling in films & tv vs. in games Virtual practice of cinematography in game engines 1st Pitching of Midterm project ideas
4) 1st classtrip to MGX Film Studios: Virtual Production with led walls
5) 2nd Pitching of Midterm projects: Explanation of the methodologies
6) History of animatics Game Engines as Previsualization tools / Machinimas Start: Greyboxing of the midterm projects
7) Cinematic composition, lighting and mise-en scene examples and methodologies to recrate in game engines Other technologies: mocap, volumetric capture,
8) XR devices and software used in creating classical filmmaking vs. Making immersive films to be watched with XR devices
9) 2nd classtrip to MGX Film Studios: Shooting a demo scene
10) Midterm project presentations and feedback & revision sessions
11) Midterm project presentations and feedback & revision sessions
12) Team-building for final projects Discussion on product ideas and methodologies
13) 1st Pitching of Final Project: Idea and the methodology
14) 2nd Pitching of the Final Project: First draft of the project

Sources

Course Notes / Textbooks: - The Virtual Production Field Guide, Noah Kadner, presented by Epic Games
Volume 1, 2019:
https://cdn2.unrealengine.com/vp-field-guide-v1-3-01-f0bce45b6319.pdf
Volume 2, 2021:
https://cdn2.unrealengine.com/Virtual+Production+Field+Guide+Volume+2+v1.0-5b06b62cbc5f.pdf
References: - Filming the Fantastic with Virtual Technology: Filmmaking on the Digital Backlot / Mark Sawicki, Juniko Moody, Routledge; 1st edition (May 21, 2020)
- Virtual Filmmaking – Developing a Learning Model for Teaching Film Production Online: A Creative Practice PhD Dissertation, Dr. Eva Ziemsen (October 17, 2019)
- Virtual Reality Cinema: Narrative Tips and Techniques / Eric R. Williams, Carrie Love, Matt Love, Routledge; 1st edition (February 17, 2021)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Homework Assignments 3 % 20
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

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) 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.