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 | Spring | 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): |
Instructor 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. |
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) | Rastgelelik, Emerjans ve Rol Yapma Oyunları | |
9) | Simulating and Balancing Games | |
10) | Building Economies | |
11) | Integrating Level Design and Mechanics | |
12) | Progression Mechanisms | |
13) | Meaningful Mechanics | |
14) | Final Projesi Değerlendirmesi |
Course Notes / Textbooks: | Game Mechanics: Advanced Game Design, Ernest Adams Joris Dormans, New Riders, 2012. The Mathematics of Games, John D. Beasley January, Courier Corporation, 2013. |
References: | Beyond game design, Chris Bateman (Ed.), Charles River Media, Boston, 2009. Game design perspectives, François Dominique Larameâe (Ed.), Charles River Media, Boston, 2002. Algorithmic and architectural gaming design, Ashok Kumar, Jim Etheredge & Aaron Boudreaux (Ed.), IGI Global, Hershey, 2012. |
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 |