DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD2006 Advanced Game Programming Spring 2 2 3 5
The course opens with the approval of the Department at the beginning of each semester

Basic information

Language of instruction: En
Type of course: Departmental Elective
Course Level: Bachelor
Mode of Delivery: Face to face
Course Coordinator : Instructor GALİP KARTOĞLU
Course Objectives: The main objective of this course is to provide the students with a deeper understanding of game programming/development concepts using Unreal Engine 4 – an industry-leading professional development tool/editor for creating interactive experiences and/or enterprise fields of real-time training simulation, visualization, and media/entertainment-.

Learning Outputs

The students who have succeeded in this course;
By the end of this course, each student should:
1.Have a comprehensive understanding of the game programming concepts such as object-oriented approach, complex data structures, and commonly used algorithms.
2.Get a better understanding at usage of the engine and its components.
3.Get a better competency with the editor.
4.Learn further how the engine works and how it works to help make one's project run efficiently.
5.Learn about the tools and strategies to solve issues and debug errors.

Course Content

This course contains both theoretical and practical applications on game development. There will be a final project in which students are required to build a game of their own with the points taught during the classes. The fundamental aspects of Unreal Engine 4 which were explained in previous Game Development I/II courses will be further explained and get more detailed with every lecture. Students will be expected to complete assigned projects to demonstrate and develop their skills with blueprints and assisted C++.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction & Scripting Recap
2) Introduction to Native Programming Labwork #1
3) Actor Coding Basics with Assisted C++ Labwork #2
4) Content Pipelines & Animation Blueprints Labwork #3
5) Breakdown of a Game Prototype Assignment #1 introduced - Labwork #4
6) Developing AI in UE Part #1 Labwork #5
7) Developing AI in UE Part #2 Assignment #2 introduced - Labwork #6
8) Introduction to Physics Labwork #7
9) Multiplayer Part #1 Labwork #8
10) Multiplayer Part #2 SVN setup - Labwork #9
11) UMG Final Project Interview #1
12) Optimization and Debugging Final Project Interview #2
13) Packaging and Releasing Final Project Interview #3
14) Final Project Evaluation

Sources

Course Notes: Unreal Engine Instructor Guide
References: Real-time Rendering (Tomas Akenine-Mo¨ller, Eric Haines, Naty Hoffman) Mathematics for 3D Game Programming and Computer Graphics (Eric Lengyel)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory 9 % 30
Application % 0
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation % 0
Project % 0
Seminar % 0
Midterms 2 % 30
Preliminary Jury % 0
Final 1 % 40
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 0 0 0
Laboratory 0 0 0
Application 0 0 0
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 0 0 0
Paper Submission 0 0 0
Jury 0 0 0
Final 0 0 0
Total Workload 48

Contribution of Learning Outcomes to Programme Outcomes

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.