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 |
GAD2018 | Game Development II | Spring | 2 | 2 | 3 | 8 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor GALİP KARTOĞLU |
Course Objectives: | The main objective of this course is to provide the students with a deeper understanding of game programming/development concepts using Unreal Engine – an industry-leading professional development tool/editor for creating interactive experiences and/or enterprise fields of real-time training simulation, visualization, and media/entertainment. |
The students who have succeeded in this course; By the end of this course, each student should: 1. Have a comprehensive understanding of the game programming concepts such as object-oriented approach, base data structures, and algorithms. 2. Get a better understanding at usage of the engine and its components. 3. Get a better competency with the editor. 4. Learn further how the engine works and how it works to help make one's project run efficiently. 5. Learn about the tools and strategies to solve issues and debug errors. |
This course contains both theoretical and practical applications on game development. There will be a final project in which students are required to build a game of their own with the points taught during the classes. The fundamental aspects of Unreal Engine which were explained in previous Game Development I/II courses will be further explained and get more detailed with every lecture. Students will be expected to complete assigned projects to demonstrate and develop their skills with blueprints. |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Scripting Recap | Labwork #1 |
3) | Designing Blueprints and a Code-base | Labwork #2 |
4) | Animation Blueprints Part #1 | Labwork #3 |
5) | Animation Blueprints Part #2 | Labwork #3 |
6) | Developing AI Part #1 | Labwork #4 |
7) | Developing AI Part #2 | Labwork #4 |
8) | Physics | Labwork #5 |
9) | Multiplayer Part #1 | Labwork #6 |
10) | Multiplayer Part #2 | |
11) | UMG | Final Project Interview #1 |
12) | Optimization and Debugging | Final Project Interview #2 |
13) | Packaging and Releasing | Final Project Interview #3 |
14) | Source Control |
Course Notes / Textbooks: | Unreal Engine Documentation Online |
References: | Mathematics for 3D Game Programming and Computer Graphics (Eric Lengyel) Game Programming Patterns (Robert Nystrom) |
Semester Requirements | Number of Activities | Level of Contribution |
Laboratory | 6 | % 30 |
Midterms | 2 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Laboratory | 10 | 2 | 20 |
Application | 15 | 3 | 45 |
Study Hours Out of Class | 10 | 6 | 60 |
Midterms | 1 | 5 | 5 |
Final | 1 | 10 | 10 |
Total Workload | 196 |
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. | 3 |
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. | 5 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 3 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 2 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 3 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 3 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 4 |
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. | 5 |
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. | 3 |