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 |
GAD1003 | Basics of Programming | Fall | 2 | 2 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Must Course |
Course Level: | Bachelor |
Mode of Delivery: | Hybrid |
Course Coordinator : | Instructor BERK YÜKSEL |
Course Objectives: | Basics of Programming course aims to teach the logic of programming with building blocks essential to all modern programs regardless of platform and language. C# programming language being in balanced approximation to both user friendliness and performance as well as its rising popularity in video games area shall be taught in tandem as an application tool to consolidate the theory. |
The students who have succeeded in this course; • Lifecycle of a computer program. • How computers store, represent and manipulate data. • How to write legal expressions and perform arithmetic operations with numeric data. • Conditional logic and utilizing conditional statements to design complex programs. • Repetitive task execution using loops. • Keeping and retrieving data in collections. • Using limited purpose methods to write larger programs with organized code. • Debugging. • Principles of Object Oriented Programming. |
• Introduction to programming languages; their uses in interactive software development and their role in game design career. • Simple and complex data types and basic mathematical operations. • Decision making via logical and conditional operators and recursion. • Creating and using objects, introduction to object oriented programming. • Working with Array and Collection types, sorting algorithms, key-value storage • Introduction to object oriented paradigm: Inheritance, Polymorphism, Interfaces • Comparison between object oriented paradigm with other common programming paradigms. • Using modelling tools for software architecture design. • Principles of SOLID programming. • Creating documentation for software projects • Transitioning from console applications to game engines |
Week | Subject | Related Preparation | |
1) | Introduction, Course Schedule, Review, Expectations | ||
2) | Hello World, Data Types | ||
3) | Arithmetic expressions, I/O | ||
4) | Conditional statements | ||
5) | Loops 1 | ||
6) | Loops 2 | ||
7) | Collections. Midterm Exam Prep. | ||
8) | Methods and Scopes | ||
9) | Final Project Design Presentations | ||
10) | Structs | ||
11) | Exception Handling | ||
12) | Classes 1 | ||
13) | Classes 2 | ||
14) | Unity Primer |
Course Notes: | The C# Player's Guide 2nd Edition |
References: | Anggoro, Wisnu. (2017). Functional C#. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Laboratory | 4 | % 20 |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | 1 | % 15 |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 20 |
Preliminary Jury | % 0 | |
Final | 1 | % 35 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 65 | |
PERCENTAGE OF FINAL WORK | % 35 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 10 | 3 | 30 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 8 | 8 | 64 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 2 | 3 | 6 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 145 |
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. | 5 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 2 |
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. | 1 |
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. | 1 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 5 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 2 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 1 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 1 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 2 |
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. | 1 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 1 |
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. | 1 |