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 |
SEN3006 | Software Architecture | Spring | 2 | 2 | 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): |
Prof. Dr. NAFİZ ARICA RA MERVE ARITÜRK RA SEVGİ CANPOLAT Assist. Prof. YÜCEL BATU SALMAN Instructor DUYGU ÇAKIR YENİDOĞAN Assist. Prof. TAMER UÇAR |
Recommended Optional Program Components: | None. |
Course Objectives: | Provides in depth the concepts, principals, methods, and best practices in software architectures; emphasizes on team projects to architect domain-specific architectures, service-oriented architectures, product-line architectures, adaptive and generative architectures. This course provides an overview for software engineering concepts and architectures. Students will work in small groups to design and implement software applications. The course will also provide a high-level overview of the software engineering discipline: software requirements, software design, software construction, software management, and software quality and testing. |
The students who have succeeded in this course; 1. Define the phases of the software development lifecycle 2. Describe the difference between project and process metrics 3. Define the terms version control and change control 4. Apply the methods for performing requirements elicitation and requirements analysis 5. Discuss important design principles such as information hiding and abstraction 6. Discuss the differences between structured and object oriented analysis and design 7. Define key testing terms such as black box testing and white box testing 8. Construct the activities of the software lifecycle for a small to medium software project |
The course content is composed of product, process, project management, metrics, project planning, systems engineering, analysis concepts, analysis modeling, risk, sqa, project scheduling, scm, design concepts, architecture design, user interface design, technical metrics, oo concepts, ooa, ood, software testing techniques and strategies, software maintenance, software testing techniques and strategies , oo metrics and a case study in software architecture – the a-7e operational flight program. |
Week | Subject | Related Preparation |
1) | Product, Process | |
2) | Project Management, Metrics, Project Planning | |
3) | Systems Engineering | |
4) | Analysis Concepts, Analysis Modeling | |
5) | Risk, SQA, Project Scheduling, SCM | |
6) | Design Concepts | |
7) | Architecture Design, User Interface Design, Other Design Topics | |
8) | Design Topics | |
9) | Technical Metrics, OO Concepts, OOA, OOD | |
10) | Software Testing Techniques and Strategies | |
11) | Software maintenance, Software Testing Techniques and Strategies , OO Metrics | |
12) | OO Metrics | |
13) | A Case Study in Software Architecture – the A-7E Operational Flight Program | |
14) | Project Presentations |
Course Notes / Textbooks: | Craig Larman Applying UML and Patterns: An Introduction to Object-Oriented Analysis and Design and Iterative Development, 3/E ISBN-10: 0131489062 | ISBN-13: 9780131489066 Roger S. Pressman Software Engineering: A Practitioner's Approach, Sixth Edition , McGraw-Hill Software Architecture in Practice, 2/e Bass, Clements & Kazman 2003 | Addison-Wesley Professional | Cloth; 560 pp ISBN-10: 0321154959 | ISBN-13: 9780321154958 |
References: | Yok - None. |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Project | 1 | % 15 |
Midterms | 1 | % 25 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 35 | |
PERCENTAGE OF FINAL WORK | % 65 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 2 | 28 |
Laboratory | 14 | 2 | 28 |
Study Hours Out of Class | 2 | 20 | 40 |
Project | 1 | 15 | 15 |
Quizzes | 2 | 10 | 20 |
Midterms | 1 | 16 | 16 |
Final | 1 | 20 | 20 |
Total Workload | 167 |
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. |