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: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
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; Will be able to create basic levels with using specific techniques and design rules, Will be able to understand and analyze level designs, foreground and background elements, core knowledge on cinematography and basics of lights, Will be able to create a portfolio standard level. Will have their 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 | General overview of this class; rules, homework, projects and get-to-know |
2) | Level Design Fundamentals | Core principles of the level design and its structures |
3) | Different Level Design Tools, Types & Styles | Theory based analysis with discussions on popular AAA and Indie games and their level designs. |
4) | Introduction to Unreal Engine 5 for Level Design | Interface and basic use of UE5, creating first level and importing custom assets. |
5) | Basic Game Spaces 1 | Different Game Spaces and how they effect on gameplay |
6) | Basic Game Spaces 2 | Different Game Spaces and how they effect on gameplay |
7) | Material Creation | Setting up material and game ready assets |
8) | Midterm | Project Based Works Presentations |
9) | Design Rules in Level Design | Rules to be aware of when designing levels as a level designer, creating Level Design Document (LDD) |
10) | Lighting, Camera, and Cinematography | Learning use of light and camera actors in UE5, creating a scene with Design Rules |
11) | Teaching Theories in LD | Teaching Models, How to use them? |
12) | Reward Spaces | Types of rewards How reward become goal? What makes rewards satisfying to Obtain |
13) | Love and Hate in LD | Survival Instincts and Player Avatar Prospect and Refuge Spatial Design |
14) | Final Project Q&A | Work on final project with help of the lecturer |
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 |
Laboratory | 14 | % 30 |
Midterms | 1 | % 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 | 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 |