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 |
ADV3631 | Project Management | Spring | 3 | 0 | 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assist. Prof. ÖNDER YÖNET |
Course Lecturer(s): |
Assist. Prof. ÖNDER YÖNET |
Recommended Optional Program Components: | None |
Course Objectives: | The objective of this course is, within the concept of "project management", to gain the students the ability of designing many projects in life (and in advertising). Hence, in other words, the objective is from the organization of their weddings to designing advertising campaigs, to teach them the steps, main concepts of project management and mediate in their becoming effective and efficient project managers. |
The students who have succeeded in this course; 1) To clarify what project is 2) To differentiate what project management is 3) To describe the project life cycle 4) To identify the stakeholders of a project 5) To employ project initiation to any given project 6) To develope a project plan 7) To analyse how to execute a project 8) To determine how to control a given project 9) To formulate how to communicate about a project 10)To organise how to close a project 11)To assess any given project 12)To design a project 13)To manage a project |
The course will be held two-sided, on one side the students will learn theoretical knowledge about project management, on the other side, by the same time, they will analyse case studies and practise designing their own real-time projects. |
Week | Subject | Related Preparation |
1) | Introduction | |
1) | ||
2) | What is a project? What is project management? The players of projects: Who is who in the project management? | |
3) | Project life cycle | |
4) | scope management | |
5) | stakeholder analysis & management | |
6) | Stakeholder analysis & management | |
7) | WBS (Work Breakdown Structure) and OBS (Organizational Breakdown Structure) The project in the organizational structure | |
8) | Quiz-Review-Improving or Catching Up! past subjects. | |
9) | Risk management | |
10) | Risk management, Project budgeting | |
11) | PERT Diagrams and the Critical Path Method | |
12) | PERT Diagrams and the Critical Path Method and resource allocation Determining the final project topics | |
13) | The Monitoring-Controlling Cycle, Determining how to control a given project - The fundamental purposes of control | |
14) | Organising how to close a project |
Course Notes / Textbooks: | Project Management: A Managerial Approach, Jack R. Meredith, Samuel J. Mantel Jr.,2011. Managing Projects Large and Small: The Fundamental Skills to Deliver on budget and on Time by Richard Luecke, Harvard Business School Press (March 31, 2004) / Proje Yönetimi,Richard Luecke, Türkiye İş Bankası Yayınları,2009. |
References: | The Principles of Project Management (SitePoint: Project Management), Mari Williams, 2008. Project Management Case Studies,Harold Kerzner,2009 |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 8 | % 40 |
Final | 1 | % 60 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 14 | 4 | 56 |
Homework Assignments | 8 | 3 | 24 |
Final | 1 | 3 | 3 |
Total Workload | 125 |
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. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
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. | |
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. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
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. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
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. |