| 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 |
| GAD3027 | Innovative Game Mechanics | Fall | 2 | 2 | 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): |
Assist. Prof. ERTUĞRUL SÜNGÜ |
| Course Objectives: | This class focuses on and attempts to explain theories of digital game engines, and also diagrams schemes that any game designer should prepare before starting to create a game. During this class, we will focus on key elements in video game mechanics, such as emergence, progression, economy, macro and micro systems, and also the usage of dice while creating a tabletop game as a project. |
|
The students who have succeeded in this course; 1. Define and explain the key elements of video game mechanics, including emergence, progression, economy, and macro/micro systems. 2. Interpret the purpose and function of game engines in the context of game development. 3. Diagram a game design scheme for a tabletop game, incorporating dice usage and mechanics learned in class. 4. Evaluate the strengths and weaknesses of different game engine options for a specific game concept. 5. Design and prototype a simple tabletop game, incorporating at least two game mechanics learned in class and using dice as a core element. |
| Focuses on the mechanics and design of role-playing games (RPG) and simulation games. Students will learn about complex mechanics and analyze examples while creating their own games; a small RPG and a simulation game of their choice. Topics may include skill systems, character advancement, equipment variety, supply systems, economic simulations, vehicle simulations, and sport simulations. Learning Methods: Lecture, Simulation, Individual Study, Project, Problem Solving, Tech-Enhanced Learning |
| Week | Subject | Related Preparation |
| 1) | Designing Game Mechanics | |
| 2) | Emergence and Progression | |
| 3) | Complex Systems and the Structure of Emergence | |
| 4) | Internal Economy | |
| 5) | Machinations | |
| 6) | Common Mechanisms | |
| 7) | Design Patterns | |
| 8) | Randomness, Emergence and Role Play | |
| 9) | Simulating and Balancing Games | |
| 10) | Building Economies | |
| 11) | Integrating Level Design and Mechanics | |
| 12) | Progression Mechanisms | |
| 13) | Meaningful Mechanics | |
| 14) | Final Project Evaluation |
| Course Notes / Textbooks: | Adams, E., & Dormans, J. (2012). Game mechanics: Advanced game design. New Riders. Beasley, J. D. (2013). The mathematics of games. Courier Corporation. |
| References: | Bateman, C. (Ed.). (2009). Beyond game design. Charles River Media. Laramée, F. D. (Ed.). (2002). Game design perspectives. Charles River Media. Kumar, A., Etheredge, J., & Boudreaux, A. (Eds.). (2012). Algorithmic and architectural gaming design. IGI Global. |
| Semester Requirements | Number of Activities | Level of Contribution |
| Attendance | 1 | % 10 |
| Presentation | 1 | % 20 |
| Project | 1 | % 30 |
| Final | 1 | % 40 |
| Total | % 100 | |
| PERCENTAGE OF SEMESTER WORK | % 30 | |
| PERCENTAGE OF FINAL WORK | % 70 | |
| Total | % 100 | |
| Activities | Number of Activities | Duration (Hours) | Workload |
| Course Hours | 14 | 3 | 42 |
| Study Hours Out of Class | 13 | 6 | 78 |
| 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. | 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. | 2 |
| 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. | 1 |
| 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. | 4 |
| 8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
| 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. | 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. | 5 |