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
GAD3025 Advanced Level Design 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:
Course Coordinator : Instructor SERVER ZAFER MASALCI
Course Objectives: This course includes a professional and more sophisticated understanding on the level design aspect of the computer, console and mobile game projects. The aim of the course is to approach the level design from the perspective of working in the industry and in the field of department design.

Learning Outputs

The students who have succeeded in this course;
The students who have succeeded in this course;
1) Be able to design for an average computer, console or mobile game;
2) Be able to solve bugs and other errors;
3) learn to create a complex structure with advanced design elements;
4) Combine history, culture and art with computer design, and be able to make quality design solutions with a researcher's point of view;
5) Will learn to work at industry pace

Course Content

A detailed presentation of all the stages involved in a game level design processes. Basic planning is part of the course content, including simple forms, complex design architectures, game mathematics, research of culture & artifacts, conceptual design integration and debugging.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) An overview of games with complex design features.
2) Making a medieval level I (Planning, Blocking and Asset construction)
3) Making a Medieval Level II (Level Design & Lighting)
4) Adobe Photoshop I (Texture design & Complex Texture & Recurring Texture)
5) Adobe Photoshop II (Producing Skybox with Matte Painting techniques)
6) Throne Room I (Boss Fight field) I (Idea stage, Blocking, Asset design)
7) Throne Hall II in Science fiction style (Level Design & Lighting)
8) Simplified and Accelerated Art History for Level Design
9) Freestyle Marketplace I (Idea, Blocking, Asset construction)
10) Freestyle Marketplace II (Asset construction & Level Design)
11) Freestyle Marketplace III (Level Design)
12) Presentations for the final project and comments on the assignments made during the semester
13) Final project impressions
14) Final Presentation

Sources

Course Notes: Level Design: Concept, Theory, and Practice; Rudolph Kremens, 2009. The Art of Game Design: A Book of Lenses; Jesse Schell, 2014
References: An architectural Approach to Level Design; Christopher W., 2014

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance % 0
Laboratory % 0
Application 9 % 25
Field Work % 0
Special Course Internship (Work Placement) % 0
Quizzes % 0
Homework Assignments % 0
Presentation 1 % 15
Project % 0
Seminar % 0
Midterms % 0
Preliminary Jury 1 % 20
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 14 4 56
Laboratory 0 0 0
Application 5 4 20
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 130

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.