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 |