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 |
GAD3015 | Creative Thinking in Game Design | Fall | 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): |
İDİL İSABEL SUKAN |
Course Objectives: | Using a professional IP & narrative-led game pitch development environment as a framework and an emphasis on User Experience, the primary aims are for students to be able to interrogate and develop fundamentals in ways of thinking, seeing, interpretation and evaluation; including lateral solutions, instantaneous ideation and dynamic development structures which they can apply to any design brief, in any medium. Investigating not just what we think, but how and why we think it, we realise Creative Thinking is a craft, and if practiced, can become a reliable skill that can explode out the potential and effectiveness of your personal and commercial work. |
The students who have succeeded in this course; Will develop their own IP pitch, approaching it as a project manager, producer or director, while learning what it means to be an effective leader. Will take a deep dive into different practical skills including storyboarding, script-writing, world-building, sketching, directing actors, gamification structures, comedy development, anatomy & movement mechanics, presentations, pitch design, software, and more, Learn basics of a wide variety of theories from post-modernism to narrative theory; cognitive semiotics to psychology; rationality to art theory, Will learn fundamentals of drawing for both artists and non-artists, as well as fundamentals of storytelling for both writers and non-writers, Develop creative and professional English language skills, for any level, Will study what research and expertise really are, approaches to research, approaches to evaluating failure points, designing and improving systems - and ultimately the importance of team building, relationships, and developing the skills needed in giving and receiving feedback, critique and evaluating your own work. |
This is a practical, hands-on, absolute whirlwind of a course that gets you thinking, developing and making creative work at international professional standards - in any medium. |
Week | Subject | Related Preparation |
1) | Research & Ideation Gamification in Real Life | |
2) | Ideation Techniques | |
3) | Storytelling through Character | |
4) | Visual Language | |
5) | PITCH MEETING 1 | |
6) | Development & Iteration Analysis | |
7) | Narrative Development | |
8) | Narrative Gamification | |
9) | PITCH MEETING 2 | |
10) | CHECK IN WEEK | |
11) | Refinement & Expansion Performance & Immersion | |
12) | User Immersion | |
13) | Intellectual Property (IP) development | |
14) | PITCH MEETING 3 - Completion & Reaction Tweaks |
Course Notes / Textbooks: | |
References: | https://www.sciencedirect.com/science/article/abs/pii/S0360131513001929 |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 25 |
Presentation | 4 | % 25 |
Project | 11 | % 25 |
Final | 1 | % 15 |
Jury | 1 | % 10 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 4 | 6 | 24 |
Presentations / Seminar | 3 | 3 | 9 |
Project | 3 | 24 | 72 |
Final | 1 | 3 | 3 |
Total Workload | 150 |
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. | 4 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 5 |
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. | 5 |
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. | 2 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 1 |
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. | 2 |
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. | 2 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 3 |
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. | 3 |