BCA623 - COMPUTER GAME DESIGN
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
COMPUTER GAME DESIGN | BCA623 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | none | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Drill and Practice Project Design/Management | |||||
Instructor (s) | ||||||
Course objective | The aim of this course is to provide students with an understanding of the principles of game design. Students will examine visual style and gameplay present in games They will generate game design ideas and prepare formal documentation to communicate these ideas | |||||
Learning outcomes |
| |||||
Course Content | ? Introduction to computer games and the computer games industry, including critical evaluation of games ? Gameplay and related issues, such as game balance, narrative, puzzle design, characterization. ? Design and implementation issues, such as game specification, level design, technology requirements etc. ? Industry issues, such as management of projects, ethics, professional issues, economic factors etc. | |||||
References | ? Rollings & Adams (2003) On Game Design. New Riders, ISBN-10: 1592730019 ? Oxland, K (2004) Gameplay and Design; Addison Wesley ? Rollings & Morris (2003) Game Architecture and Design; New Rider A range of computer games, current and past. ? J. Schell; The Art of Game Design, Morgan Kaufmann (2008), ISBN-10: 0123694965 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Principles of Game Design, Examples |
Week 2 | Genre-Specific Game Design |
Week 3 | Gameplay technologies |
Week 4 | Arcade Games |
Week 5 | Game Analysis |
Week 6 | Level Design |
Week 7 | The Elements of Gameplay |
Week 8 | Midterm Exam |
Week 9 | Game Ideas, Storytelling |
Week 10 | Action Games |
Week 11 | Artificial Intelligence |
Week 12 | Sound and Music |
Week 13 | Game development documentation |
Week 14 | Playtesting |
Week 15 | |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 14 | 10 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 3 | 30 |
Presentation | 0 | 0 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
Final exam | 1 | 40 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 60 |
Percentage of final exam contributing grade succes | 0 | 40 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework assignment | 3 | 10 | 30 |
Midterms (Study duration) | 1 | 15 | 15 |
Final Exam (Study duration) | 1 | 30 | 30 |
Total Workload | 33 | 63 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest