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
GAD3008 Multiplayer Game Development Spring
Fall
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: Hybrid
Course Coordinator : Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Objectives: This course provides students a detailed exploration of the architecture of networked online games. The four well known multiplayer game architecture will be analysing in this course with all of them pros and cons. Students will learn about these multiplayer architectures and when to use them in which game genres also how data is synchronizing on the background in networked games. The main goal of this course is understanding the basic multiplayer game architectures which already actively using in field and create a small scoped multiplayer game in Unity 3D with instructor.

Learning Outputs

The students who have succeeded in this course;
At the end of the course, you will be able to:
1. Develop an understanding of networked games.
2. Examine the most popular multiplayer game architectures.
3. Learn the basic building blocks for a making multiplayer game.
4. Learn how data is sent over the Internet and how it receives the others.
5. Data transfer examples, transform and character synchronizing in Unity 3D.
7. Develop a very small scoped multiplayer game in Unity 3D.

Course Content

If you are using Unreal Engine or something else, you can still apply the multiplayer architectures your own game since the you learn whole server - client game logic in this lecture. However we are going to use third party solution for whole network process called Photon Network. For this course, another solutions are completely acceptable to use just like Mirror etc. "But we are going to cover only the Photon Network and Unity3D". Except that if you choose something else than Unity & Photon, once again it is totally on your responsibility about implementation and your final projects.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) - Introduction. Course Schedule Review. Expectations.
2) - Introduction to Networking. - Internet, TCP, UDP Presentation Topic 1
3) - Multiplayer Game Architectures. - Four Main Architectures pros and cons. Presentation Topic 2
4) - Local Multiplayer Games. - Examples, Differences. Presentation Topic 3
5) - LAN, P2P. - Examples, Differences. Presentation Topic 4
6) - Dedicated Server. - Examples, Differences Presentation Topic 5
7) - Midterm Presentations. Midterm
8) - A Short Unity 3D lesson for required components on next lectures. Presentation Topic 6
9) - Basics for our multiplayer game. - Multiplayer solutions for Unity3D. - Setup Photon Framework. Presentation Topic 7
10) - Synchronizing Data Between Clients / Server. - Remote procedure calls. Presentation Topic 8
11) Make an online chat system in Unity 3D. - Creating environment for our game. - Creating characters for our game. Presentation Topic 9
12) - Character position and rotation synchronization. - Custom data synchronization. Presentation Topic 10
13) Practice based Q&A sessions on final project.
14) - Final Projects Presentations. Presentations Final Version

Sources

Course Notes: There will be no course book, but there will be several academic articles, blogs, and video resources. Expect an average of 20 pages of reading and/or a video to be completed before each class.
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application 7 % 10
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation 1 % 15
Project % 0
Seminar % 0
Midterms 5 % 25
Preliminary Jury % 0
Final 1 % 50
Paper Submission % 0
Jury % 0
Bütünleme % 0
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Laboratory 0 0 0
Application 7 3 21
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 1 3 3
Project 0 0 0
Homework Assignments 5 5 25
Quizzes 0 0 0
Preliminary Jury 0 0 0
Midterms 5 5 25
Paper Submission 0 0 0
Jury 0 0 0
Final 1 10 10
Total Workload 126

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.