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 |
GAD2032 | Game Production Studio | Spring | 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: | Must Course |
Course Level: | Bachelor |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. Öğr. Üyesi GÜVEN ÇATAK |
Course Objectives: | This course expects students to design and develop a game hands-on. Classes will be based on feedbacks meetings with advisors. Students will have to attend 3 juries durign the course period. The course aims to provide much needed experience of game production pipeline. Therefore; the attendees are expected to propose a game and a team for the course. They are expected to form teams and assign themselves specific roles for producing the game at hand. |
The students who have succeeded in this course; The students who have succeeded in this course; 1) They will learn to develop their own projects; 2) Working in groups, learning team work, will gain project development skills; 3) Self-discipline and coordination skills will be developed by enabling one-person work; 4) Will experience the game production stages; |
Classes will be based on feedbacks meetings with advisors. The process is crucial in terms of iteration and grading. It is aimed that the students put forward a game by following the production stages. |
Week | Subject | Related Preparation | |
1) | Introduction of the course | ||
2) | Independent Study | ||
3) | Pre-Production Working on project concepts with early prototypes and meeting with advisors. | Reading, Presentation | |
5) | Jury I / Project Pitchings | Presentation | |
6) | Independent Study | Reading, Presentation | |
8) | Production: Working on prototypes, playtesting them, getting feedbacks from advisors. | Reading, Presentation | |
10) | Jury II / Project-in-Progress | Presentation | |
11) | Independent Study | Reading, Presentation | |
12) | Seminar IV with Industry Professionals | Seminar | |
13) | Polishing, Debugging, Documentation | Reading, Presentation | |
14) | Jury III / Final Project | Presentation |
Course Notes: | Level Up! The Guide to Great Video Game Design. Scott Rogers, 2014 Bethke, E. (2003). Game development and production. Wordware Publishing, Inc.. |
References: | Hansen, D. 2016. Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More, 212-290 Chandler, H. M. (2009). The game production handbook. Jones & Bartlett Publishers. Vanderhoef II, J. R. (2016). An industry of indies: The new cultural economy of digital game production. University of California, Santa Barbara. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Laboratory | % 0 | |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | 3 | % 30 |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 20 |
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 | 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 |
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. |