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
GAD3012 Playful Experience Design Spring 3 0 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: The aim of this class is to guide the students in designing and developing a human-centered playful experience. During the semester, the student will have the opportunity to establish a concept and evolve it into a finished interactive product using game technologies. Interaction design, game design and architectural design principles will be harmoniously used as a foundation to flourish creativity. The student is expected to finalize the course with a playable, playful, immersive experience with innovative mechanics built on the experience of the body. This end product may be intended for the game industry, as well as the art scene or it may serve businesses, depending on the student’s interests.

Learning Outputs

The students who have succeeded in this course;
At the end of the course, students will be able to:
1. Construct meaningful concepts.
2. Develop the concept into a finished product through innovative mechanics and immersive environments.
3. Familiarize themselves with game design and interaction design principles with a human-centered design approach.
4. Understand the game development pipeline.
5. Add their interests and unique worldviews into their projects.
6. Notice the importance of the bodily experience in their designs.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) "Playful Experience" at the Intersection of Design, Art and Engineering
2) Conceptualisation with Design Principles from Game Design, Interaction Design and Architectural Design
3) Tools of the Trade (and how to choose them) Basic Game Development Pipeline
4) A Practical Look at Game Engines
5) Interaction Design and Logic
6) Environmental and Lighting Design
7) Narrative Design and Flow
8) Midterm Presentations Midterm Presentations
9) User Experience and User Testing
10) Project Discussions
11) Project Discussions
12) Optimisation
13) Project Discussions
14) Final Presentations Final Presentations

Sources

Course Notes:
References: Caillois, R., 1961. Man, Play, and Games. University of Illinois press. Costikyan, G, 2002. I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. CGCD Conf. Csikszentmihalyi, M., 1990. Flow: The Psychology of Optimal Experience. New York: Harper Perennial. Pallasmaa, J., 2005. The Eyes Of The Skin Architecture and the Senses. John Wiley & Sons. Schell, J., 2015. The Art of Game Design: A Book of Lenses. Suits, B., 1978. The Grasshopper: Games, Life and Utopia

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 15
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 % 35
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

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.