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 |
GAD2003 | Game Production Pipeline | Fall | 3 | 0 | 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 ERTUĞRUL SÜNGÜ |
Course Objectives: | Digital games are no longer being categorized as niche, relatively simple and small industry. We all know that. Our industry is now even bigger than Hollywood and the music industry (although still gets not enough respect). We all know that either. Still we often forget that developing a complex art and technology product for that kind of a sophisticated industry is a huge challenge and requires a very scientific and collaborative approach. This course’s main aim will be exploring production methodologies and tools; which will be beneficial to everybody. |
The students who have succeeded in this course; This course will mostly focus on the “agile” methodologies and tools. Especially scrum, kanban, and scrumban. Additionally, programming techniques will be explored roughly. |
Week | Subject | Related Preparation | |
1) | Intro to Game Production and Production Methodologies | ||
2) | Into the Agile and Scrum | ||
3) | Agile Planning I | ||
4) | Agile Planning II | ||
5) | Agile Teams I: Tech and Art | ||
6) | Agile Design, QA and Production | ||
7) | Mid-Term Review: Case Study and Discussions | ||
8) | Scrum Challenges and Hybrids | ||
9) | Agile Tracking | ||
10) | Project Preparations | ||
11) | Project Week 1: Teams show their projects' initial status, planning and documentations. Sprint reviews for projects. | ||
12) | Project Week 2 Update on projects. Sprint reviews. | ||
13) | Project Week 3 Update on projects. Sprint reviews. | ||
14) | Project Finals |
Course Notes: | Agile Estimating and Planning – Mike Cohn Agile Game Development with Scrum – Clinton Keith |
References: | Various essays, videos & other materials. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Laboratory | % 0 | |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 30 |
Preliminary Jury | % 0 | |
Final | 1 | % 60 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
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 | 6 | 48 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 0 | 0 | 0 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 3 | 3 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 126 |
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 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 1 |
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. | 2 |
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. | 4 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 1 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 1 |
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. | 5 |
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. | 5 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 4 |
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. | 3 |