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 |
GAD2020 | Level Design | Fall | 2 | 2 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Hybrid |
Course Coordinator : | Instructor SERVER ZAFER MASALCI |
Course Lecturer(s): |
Instructor SERVER ZAFER MASALCI |
Course Objectives: | Main objective of the course is to provide basic knowledge and solid understanding about Level Design and its elements in games, including creating assets in 3d software (Blender 3d), and exporting them to game engine (UE4) for building levels such as adding lights, camera, animation and basic coding. This course is a project-based course that includes teamwork and in-class activities that affect the grades; students are expected to fulfill the requirements. |
The students who have succeeded in this course; By the end of this course, students should: • Be able to create basic levels with using specific techniques and design rules, • Be able to understand and analyze level designs, foreground and background elements, core knowledge on cinematography and basics of lights, • Be able to create a portfolio standard level. • Have your first playable levels! |
Through the course, we will explore and analyze some famous AAA titles and indie games and their level designs for better understanding of the necessity of its usage. |
Week | Subject | Related Preparation |
1) | Introduction and Review of the Course | |
2) | Level Design Fundamentals | |
3) | Different Level Design Types & Styles | |
4) | Introduction to Blender 3D | |
5) | Modular Design on Blender 3D for asset creation | |
6) | Introduction to Unreal Engine 4 and Importing Assets to the engine | |
7) | Material Creation | |
8) | Midterm | |
9) | Design Rules in Level Design | |
10) | Lighting, Camera, and Cinematography | |
11) | Introduction to Blueprints | |
12) | Movement and Vision in Level Design | |
13) | Recap of all concepts | |
14) | Final Project Q&A |
Course Notes / Textbooks: | The Essential Guide to Game Audio: The Theory and Practice of Sound for Games, 1st Edition by Steve Horowitz (Author), Scott R. Looney (Author) |
References: | Level Design: Processes and Experiences, Christopher W. Totten (Book) Level Design: Concept, Theory and Practice, Rudolf Kremers (Book) Understanding Comics, Scott McCloud (Book) Rules of Play: Game Design Fundamentals, Katie Salen & Eric Zimmerman (Book) Behance.com - Level Design Document Samples & Drafts (Web) The Art of Game Design, Jesse Schell (Book) +Online Resources (Youtube channels, Reddit Topics, Games, Level Design Examples) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Application | 1 | % 10 |
Presentation | 1 | % 20 |
Project | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 10 | 3 | 30 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
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. | 5 |
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. | 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. | 3 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 2 |
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. | 1 |
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. | 1 |
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. | 2 |
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. | 1 |