MATHEMATICS (TURKISH, PHD) | |||||
PhD | TR-NQF-HE: Level 8 | QF-EHEA: Third Cycle | EQF-LLL: Level 8 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD3027 | Innovative Game Mechanics | Fall | 2 | 2 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | |
Mode of Delivery: | Hybrid |
Course Coordinator : | Instructor ERTUĞRUL SÜNGÜ |
Course Objectives: | This class is focus end tries to explain theories of digital game engines and also diagram schemes which any game designer should prepare before start to create a game. During this class, we will focus on key elements in video game mechanics like emergence, progression, economy, macro and micro systems and also dice usage while creating a table top game as a project. |
The students who have succeeded in this course; The students who have succeeded in this course; Will learn principle of game mechanics Will learn diagrams which used in game mechanics Will improve their analytic thinking Will familiar macro and micro game mechanisms in video games Will learn new information’s about level design |
Focuses on the mechanics and design of role-playing games (RPG) and simulation games. Students will learn about complex mechanics and analyze examples while creating their own games; a small RPG and a simulation game of their choice. Topics may include skill systems, character advancement, equipment variety, supply systems, economic simulations, vehicle simulations, and sport simulations. |
Week | Subject | Related Preparation | |
1) | Designing Game Mechanics | ||
2) | Emergence and Progression | ||
3) | Complex Systems and the Structure of Emergence | ||
4) | Internal Economy | ||
5) | Machinations | ||
6) | Common Mechanisms | ||
7) | Design Patterns | ||
8) | Rastgelelik, Emerjans ve Rol Yapma Oyunları | ||
9) | Simulating and Balancing Games | ||
10) | Building Economies | ||
11) | Integrating Level Design and Mechanics | ||
12) | Progression Mechanisms | ||
13) | Meaningful Mechanics | ||
14) | Final Projesi Değerlendirmesi |
Course Notes: | Game Mechanics: Advanced Game Design, Ernest Adams Joris Dormans, New Riders, 2012. The Mathematics of Games, John D. Beasley January, Courier Corporation, 2013. |
References: | Beyond game design, Chris Bateman (Ed.), Charles River Media, Boston, 2009. Game design perspectives, François Dominique Larameâe (Ed.), Charles River Media, Boston, 2002. Algorithmic and architectural gaming design, Ashok Kumar, Jim Etheredge ve Aaron Boudreaux (Ed.), IGI Global, Hershey, 2012. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | % 0 | |
Laboratory | % 0 | |
Application | 1 | % 10 |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | 1 | % 20 |
Project | 1 | % 30 |
Seminar | % 0 | |
Midterms | % 0 | |
Preliminary Jury | % 0 | |
Final | 1 | % 40 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 30 | |
PERCENTAGE OF FINAL WORK | % 70 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
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 | 13 | 6 | 78 |
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 | 126 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution |