BCO681 - VIDEO GAMES ANALYSIS
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
VIDEO GAMES ANALYSIS | BCO681 | Any Semester/Year | 3 | 0 | 3 | 6 |
Prequisites | - | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Drill and Practice | |||||
Instructor (s) | Assoc. Prof. Dr. Hakan Tüzün | |||||
Course objective | The aim of this course is to provide students with an understanding of the principles of game design by analyzing good designed video games. Students discover components present in good designed video games. | |||||
Learning outcomes |
| |||||
Course Content | Examining design issues such as gameplay, game balance, narrative, puzzle design, characterization, implementation, game specification, level design, and technology through selected and student-selected classical video games. | |||||
References | Eddy, Brian R. (2012). Classic video games: The golden age. Oxford: Shire. |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Course introduction |
Week 2 | Genre-Specific Game Design |
Week 3 | Pac-Man analysis |
Week 4 | River Raid analysis |
Week 5 | Commando & Commando2 analysis |
Week 6 | Pitfall & Pitfall2 analysis |
Week 7 | Oil?s well analysis |
Week 8 | Midterm Exam |
Week 9 | Henry?s House analysis |
Week 10 | Impossible Mission analysis |
Week 11 | Black Hawk analysis |
Week 12 | Blue Max analysis |
Week 13 | Dan Dare: Pilot of the Future analysis |
Week 14 | Boulder Dash analysis |
Week 15 | Preparation to final exam |
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 | 4 | 56 |
Presentation / Seminar Preparation | 1 | 15 | 15 |
Project | 0 | 0 | 0 |
Homework assignment | 3 | 5 | 15 |
Midterms (Study duration) | 1 | 20 | 20 |
Final Exam (Study duration) | 1 | 32 | 32 |
Total Workload | 34 | 79 | 180 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Students can utilize current techniques, skills, and tools necessary for computer animation and game technologies. | X | ||||
2. Understands the interdisciplinary interactions associated with the field. | X | ||||
3. Students can analyze the local or global impact of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Students can effectively establish connections with a specific user base | X | ||||
5. Students possess understanding and responsibility in professional, ethical, legal, security, and social matters. | X | ||||
6. Students have the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Students have the ability to use, acquire, and develop certain software tools, processes, components, or systems according to specified requirements. | X | ||||
8. Students analyze and define a problem within their field and identify appropriate solution processes required for suitable solutions. | X | ||||
9. Students have the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
10. Students have the ability to apply artistic culture and aesthetic subjects related to their discipline. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest