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 |
GAD2032 | Game Production Studio | Spring | 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 : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor MEHMET ONUR KALKAN Assist. Prof. ERTUĞRUL SÜNGÜ Prof. Dr. BARBAROS BOSTAN Assoc. Prof. GÜVEN ÇATAK |
Recommended Optional Program Components: | GAD2003 - Game Production Pipeline |
Course Objectives: | This course expects students to design and develop a game hands-on. Classes will be based on feedbacks meetings with advisors. Students will have to attend 3 juries durign the course period. The course aims to provide much needed experience of game production pipeline. Therefore; the attendees are expected to propose a game and a team for the course. They are expected to form teams and assign themselves specific roles for producing the game at hand. |
The students who have succeeded in this course; 1) Will learn to develop their own projects, 2) Will be working in groups, learning team work, will gain project development skills, 3) Will gain self-discipline and coordination skills will be developed by enabling one-person work, 4) Will experience the game production stages. |
Classes will be based on feedbacks meetings with advisors. The process is crucial in terms of iteration and grading. It is aimed that the students put forward a game by following the production stages. Learning Methods: Implementation, Observation, Simulation, Discussion, Case Study, Education Game, Project, Expriment, Problem Solving, Collaborative Learning |
Week | Subject | Related Preparation |
1) | Introduction of the course | |
2) | Independent Study | |
3) | Pre-Production Working on project concepts with early prototypes and meeting with advisors. | Reading, Presentation |
5) | Jury I / Project Pitchings | Presentation |
6) | Independent Study | Reading, Presentation |
8) | Production: Working on prototypes, playtesting them, getting feedbacks from advisors. | Reading, Presentation |
10) | Jury II / Project-in-Progress | Presentation |
11) | Independent Study | Reading, Presentation |
12) | Seminar IV with Industry Professionals | Seminar |
13) | Polishing, Debugging, Documentation | Reading, Presentation |
14) | Jury III / Final Project | Presentation |
Course Notes / Textbooks: | Rogers, S. (2014). Level up! The guide to great video game design (2nd ed.). Wiley.Bethke, E. (2003). Game development and production. Wordware Publishing, Inc.. |
References: | Hansen, D. (2016). Game on!: Video game history from Pong and Pac-Man to Mario, Minecraft, and more (pp. 212–290). Feiwel & Friends. Chandler, H. M. (2009). The game production handbook. Jones & Bartlett Publishers. Vanderhoef II, J. R. (2016). An industry of indies: The new cultural economy of digital game production. University of California, Santa Barbara. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Midterms | 1 | % 30 |
Preliminary Jury | 1 | % 20 |
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 | 4 | 56 |
Application | 5 | 4 | 20 |
Study Hours Out of Class | 8 | 6 | 48 |
Midterms | 1 | 3 | 3 |
Final | 1 | 3 | 3 |
Total Workload | 130 |
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. | 2 |
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. | 3 |
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. | 4 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 3 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 3 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 3 |
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. | 5 |
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. | 5 |
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. | 4 |