BCO653 - GAME ARCHITECTURE
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
GAME ARCHITECTURE | BCO653 | 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 Drill and Practice | |||||
Instructor (s) | Asst. Prof . Dr. Burkay Genç | |||||
Course objective | This course aims at preparing the students f or the game development industry by teaching the standard procedures of creating a game architecture. | |||||
Learning outcomes |
| |||||
Course Content | History of Development Methods, Game Idea and Initial Design, Game Development Technologies, Code Reusability, Prototyping, Development Processes, Pre-release, Post-release, Future of Game Development | |||||
References | Game Architecture and Design, Andrew Rollings, Dave Morris. New Riders Publishing, 2003. ISBN: 978-0735713635 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Introduction |
Week 2 | Current Development Methods |
Week 3 | Initial Design |
Week 4 | Use of Technology |
Week 5 | Code Reusability |
Week 6 | Initial Architecture Design |
Week 7 | A Case Study |
Week 8 | Mid-term Exam |
Week 9 | Code Quality and Priorities |
Week 10 | Seven Golden Gambits |
Week 11 | Pre-Release |
Week 12 | Post-Release |
Week 13 | Future of Game Development |
Week 14 | Student Presentations |
Week 15 | Student Presentations |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 0 | 0 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 2 | 20 |
Assignments | 1 | 30 |
Presentation | 0 | 0 |
Project | 0 | 0 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
Final exam | 1 | 30 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 70 |
Percentage of final exam contributing grade succes | 0 | 30 |
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 | 3 | 42 |
Presentation / Seminar Preparation | 1 | 20 | 20 |
Project | 0 | 0 | 0 |
Homework assignment | 2 | 8 | 16 |
Midterms (Study duration) | 1 | 15 | 15 |
Final Exam (Study duration) | 1 | 15 | 15 |
Total Workload | 33 | 64 | 150 |
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