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 |
EEE4932 | Special Topics in Electrical and Electronics Engineering II | Spring | 3 | 0 | 3 | 6 |
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 : | Prof. Dr. ŞEREF KALEM |
Recommended Optional Program Components: | None |
Course Objectives: | The aim of this course is to review the latest developments in electrical engineering. Topics may include but are not limited to image and video processing, speech processing, telecommunications, wireless networks, biomedical engineering. The students will conduct a literature survey on recent papers in a selected research topic and will present their results to the class. Students will also have an opportunity to discuss with local guest speakers. |
The students who have succeeded in this course; 1. Search for the recent papers 2. Review the recent papers 3. Identify the important articles about hot topics in the field 4. Identify the areas of controversy among research results if possible 5. Report the results of the literature review as a technical document 6. Present the results of the literature review in class 7. Discuss with local guest speakers |
Introduction to Special Topics in Electrical Engineering, guest speaker presentations, literature review, student presentations, writing a technical report |
Week | Subject | Related Preparation |
1) | Introduction to Special Topics in Electrical Engineering | |
2) | Guest speaker presentation | |
3) | Guest speaker presentation | |
4) | Guest speaker presentation | |
5) | Guest speaker presentation | |
6) | Guest speaker presentation | |
7) | Guest speaker presentation | |
8) | Student presentation | |
9) | Student presentation | |
10) | Student presentation | |
11) | Student presentation | |
12) | Student presentation | |
13) | Student presentation | |
14) | Student presentation |
Course Notes / Textbooks: | NA |
References: | NA |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 20 |
Homework Assignments | 1 | % 30 |
Presentation | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 100 | |
PERCENTAGE OF FINAL WORK | % | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Study Hours Out of Class | 16 | 84 |
Homework Assignments | 1 | 25 |
Total Workload | 151 |
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. |