FACULTY OF ENGINEERING

Department of Software Engineering

SE 355 | Course Introduction and Application Information

Course Name
Mobile Game Development
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 355
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course -
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives This course introduces the fundamental principles and methods required to design and develop games for mobile platforms.
Learning Outcomes The students who succeeded in this course;
  • design games for mobile platforms
  • develop games for mobile platforms
  • integrate free to play models for their mobile games
  • integrate analytics services for their mobile games
  • generate assets for mobile games
Course Description In this course, students learn fundamental game design and development principles and methods for mobile platforms. Also students will gain practical knowledge by developing a mobile game as a course project.

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
X
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction J. Schell, Art of Game Design,CH1
2 Elements of game design J. Schell, Art of Game Design,CH2-4
3 Player experience J. Schell, Art of Game Design,CH8-9
4 Game mechanics J. Schell, Art of Game Design,CH10-12
5 Interface J. Schell, Art of Game Design,CH13
6 Analysis of games Swink, Game Feel, CH 12
7 Analysis of games Swink, Game Feel, CH 16
8 Free to play model
9 Game analytics
10 Conceptualization
11 Prototyping game idea
12 Prototyping game idea
13 Prototyping game idea
14 Testing game idea
15 Project presentations
16 Review of the Semester

 

Course Notes/Textbooks

Jesse Schell, Art of Game Design : A Book of Lenses. CRC Press, ISBN  0123694965

Suggested Readings/Materials

Steve Swink, Game Feel : A Game Designer's Guide to Virtual Sensation, Morgan Kaufmann Game Design Books, CRC Press, 2008

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
1
40
Project
1
60
Seminar / Workshop
Oral Exams
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
2
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
3
48
Laboratory / Application Hours
(Including exam week: '.16.' x total hours)
16
0
Study Hours Out of Class
16
2
32
Field Work
0
Quizzes / Studio Critiques
0
Portfolio
0
Homework / Assignments
0
Presentation / Jury
1
25
25
Project
1
45
45
Seminar / Workshop
0
Oral Exam
0
Midterms
0
Final Exam
0
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science, Computer Science and Software Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

2

To be able to identify, define, formulate, and solve complex Software Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

3

To be able to design, implement, verify, validate, document, measure and maintain a complex software system, process, or product under realistic constraints and conditions, in such a way as to meet the requirements; ability to apply modern methods for this purpose.

4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in software engineering applications; to be able to use information technologies effectively.

X
5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex Software Engineering problems.

6

To be able to work effectively in Software Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

X
7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to be able to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of engineering practices and software applications on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Engineering and Software Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

X
11

To be able to collect data in the area of Software Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1)

12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Software Engineering.

X

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 


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