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 |
SEN3003 | Software Project Management | Spring | 3 | 0 | 3 | 7 |
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. YÜCEL BATU SALMAN |
Course Lecturer(s): |
Assist. Prof. YÜCEL BATU SALMAN Assist. Prof. PINAR BÖLÜK |
Recommended Optional Program Components: | None |
Course Objectives: | Defining the software project lifecycle and defining the usual stages of a software project management. Implementing a variety of cost benefit evaluation techniques for choosing among competing project proposals and evaluating the risk. The course covers project planning, program management, project evaluation, software effort estimation, activity planning, risk management, monitoring and controlling, managing contracts, managing people and organizing teams, and software quality. |
The students who have succeeded in this course; 1. Describe the contents of a typical business plan 2. Construct project planning in an organized step-by-step manner. 3. Select an appropriate process model 4. Describe the software effort estimation 5. Produce an activity plan for a project 6. Identify the factors putting a project at risk 7. Identifying the resources required for a project 8. Manage the progress of projects 9. Select new staff into a project. 10. Select the best communication genres to support the coordination needs of a project. |
The course content is composed of the basics of software project management, project evaluation and programme management, project planning, selection of appropriate project approach, software effort estimation, activity planning, risk management, resource allocation, monitoring and control, managing contracts, managing people in software environment, working in teams, software quality. |
Week | Subject | Related Preparation |
1) | Introduction to Software Project Management | |
2) | Project Evaluation and Programme Management | |
3) | An Overview of Project Planning | |
4) | Selection of Appropriate Project Approach | |
5) | Software Effort Estimation | |
6) | Activity Planning | |
7) | Activity Planning | |
8) | Risk Management | |
9) | Resource Allocation | |
10) | Monitoring and Control | |
11) | Managing Contracts | |
12) | Managing People in Software Environment | |
13) | Working in Teams | |
14) | Software Quality |
Course Notes / Textbooks: | Bob Hughes, Mike Cotterell, Software Project Management, McGraw Hill, 5th Edition. Harold Kerzner, Project Management: A Systems Approach to Planning, Scheduling, and Controlling, John Wiley & Sons. |
References: | Yok |
Semester Requirements | Number of Activities | Level of Contribution |
Project | 1 | % 25 |
Midterms | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 25 | |
PERCENTAGE OF FINAL WORK | % 75 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Study Hours Out of Class | 5 | 15 | 75 |
Project | 1 | 25 | 25 |
Midterms | 1 | 14 | 14 |
Final | 1 | 20 | 20 |
Total Workload | 176 |
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. |