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 |
SEN2006 | MS C# Laboratory | Spring | 1 | 2 | 2 | 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. PINAR BÖLÜK |
Course Lecturer(s): |
Assist. Prof. PINAR BÖLÜK Instructor DUYGU ÇAKIR YENİDOĞAN RA SEVGİ CANPOLAT |
Recommended Optional Program Components: | None |
Course Objectives: | The purpose of this course is to introduce students the advanced programming concepts supported by the C# programming language. The course is divided into two parts: Lectures and Labs. During these lectures and lab hours, the programming information is implemented with .net platform. Students are expected to be able to design and develop several advanced C# homework and projects. This course includes advanced object oriented programming concepts with C#, classes, inheritance, and polymorphism, essential C #objects for data structures, exception handling and creating interfaces using the .net platform. |
The students who have succeeded in this course; 1. Define the object-oriented design principles in programming 2. Develop object-oriented programs using C# classes and objects 3. Identify the fundamentals of graphical user interface with C# 4. Define exceptions and develop programs with exception handling 5. Uses one or more timers at the same time 6. Coordinates multiple forms |
The course content is composed of .NET Framework, an object oriented programming overview, collections, interfaces, exceptions, file operations, Windows applications, Windows forms, form controls (Label, Textbox, Listbox, Checkbox, Groupbox, Picturebox, etc.), multi-forms, dynamic controls (Panels, Events, EventHandlers), designing own user controls, inheritance, abstract classes, interfaces, operator overloading. |
Week | Subject | Related Preparation |
1) | Introduction to .NET Framework | |
2) | Introduction to C# & Using Simple Form Controls (Label, Textbox, Checkbox, Groupbox, etc.) | |
3) | Listbox usage | |
4) | Object Oriented Programming Overview in C# | |
5) | Object Oriented Programming with Form Controls | |
6) | PictureBox & Graphics Library Usage | |
7) | ListView & Menu Usage | |
8) | Working with Multiple Forms | |
9) | Working with dynamic controls (Panels, Events, EventHandlers) | |
10) | File Operations | |
11) | File Operations with Drag and Drop | |
12) | Designing User Controls | |
13) | Threads & Timers | |
14) | Course Review |
Course Notes / Textbooks: | Will be given weekly |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 35 |
Midterms | 1 | % 30 |
Final | 1 | % 35 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 65 | |
PERCENTAGE OF FINAL WORK | % 35 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 1 | 14 |
Laboratory | 14 | 2 | 28 |
Study Hours Out of Class | 14 | 3 | 42 |
Quizzes | 2 | 4 | 8 |
Midterms | 1 | 12 | 12 |
Final | 1 | 15 | 15 |
Total Workload | 119 |
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. |