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 |
GAD2017 | Game Development I | Fall | 2 | 2 | 3 | 8 |
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 SERVER ZAFER MASALCI |
Course Objectives: | The main objective of this course to build a solid and comprehensive understanding of game development pipeline by utilizing the fundamentals of 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.) |
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 development pipeline 2. Learn how to break down a game into its core elements and work/think individually on each of them 3. Get a complete introduction to core competency with the editor, 4. Learn how the engine works and how it works to help make one's project run efficiently 5. Learn about the tools and strategies to debug errors. |
This course contains both theoretical and practical applications on game development. There will be a final project which students are required to build a game of their own with the points taught during the classes. The most fundamental aspects of Unreal Engine 4 will be explained and students will be expected to complete assigned projects to demonstrate and develop their skills with the editor. |
Week | Subject | Related Preparation | |
1) | Introduction to Game Development II & Unreal Engine | ||
2) | Introduction to Blueprints and Editor Interface | Labwork #1: Teleport and Coordinate system practice. (2 Pts) | |
3) | Basic Blueprint Programming Concepts | Labwork #2: Time Bomb (2 Pts) | |
4) | Building and Using Actor Classes | Labwork #3: Endless Runner Prototype (3 Pts) | |
5) | UE4 Gameplay Framework Classes | Labwork #4: A Simple Game (4 Pts) | |
6) | A Breakdown of the Elements | Labwork #5: A Simple Platform Game. (8 Pts) | |
7) | Complex Variable Types | Extra Labwork hours for completing #4 and #5. | |
8) | Flow Control | Labwork #6: A Simple Puzzle Game. (8 Pts) | |
9) | Mathematical Operations and Coordinate System | Assignment #2 Presentations. | |
10) | Trace Channels, Collisions, Animation and UMG | Labwork #7: Chest Game. (8 Pts) | |
11) | Advanced Blueprint Concepts | Fill the Final Project Submission Form Assignment #2 Presentations. | |
12) | Combat Mechanics Fundamentals | Final Project Progress meetings | |
13) | FPS Mechanics Fundamentals | Final Project Progress meetings | |
14) | Adventure Game Mechanics Fundamentals | Final Project Progress meetings |
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) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | 3 | % 35 |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 2 | % 25 |
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 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 15 | 3 | 45 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 10 | 6 | 60 |
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 | 153 |
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. | 3 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 3 |
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. | 3 |
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 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 3 |
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. | 3 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 3 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 4 |
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 |