SE 330 | Course Introduction and Application Information

Course Name
Advanced Game Development
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 330
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives The objective of this course is to introduce students to the advanced topics in the process of developing games, and give them hands on experience with using the techniques that they learned to develop games with a modern game engine. The topics of this lecture include: game scripting, game state, physics, animation, game rules, game mechanics and game worlds.
Course Description The students who succeeded in this course;
  • will be able to describe advanced topics in games
  • will be able to develop games with advanced features using a modern game engine
  • will be able to develop games with actions that execute through time
  • will be able to develop 2 and 3 dimensional games
  • will be able to develop user interfaces for games.
Course Content In this course, students learn about the advanced topics in the process of video game development and use this information to develop their own computer games.

 



Course Category

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

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction Byl Ch. 1
2 Game scripting Byl Ch. 1
3 Game state and physics Byl Ch. 2
4 Project meeting
5 Managing the game state
6 Sprite animation Byl Ch. 3
7 Project meeting
8 Character animation Byl Ch. 3
9 Midterm
10 Game rules and mechanics Byl Ch. 4, Schell Ch. 10
11 Project meeting
12 Player mechanics Byl. Ch. 6
13 Game usability and testing Schell Ch. 25
14 Project meeting
15 Project presentations
16 Review of the Semester  

 

Course Notes/Textbooks Holistic Game Development: An AllinOne Guide to Implementing Game Mechanics, Art, Design and Programming, Penny de Byl. Focal Press, 1st Edition. ISBN 0240819330 / The Art of Game Design: A Book of Lenses, Jesse Schell. Morgan Kaufmann, 1st Edition. ISBN 0123694965
Suggested Readings/Materials Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
15
Presentation / Jury
1
10
Project
1
50
Seminar / Workshop
Oral Exams
Midterm
1
25
Final Exam
Total

Weighting of Semester Activities on the Final Grade
4
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
Study Hours Out of Class
16
1
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
15
Presentation / Jury
1
5
Project
1
36
Seminar / Workshop
Oral Exam
Midterms
1
30
Final Exam
    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.

X
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.

X
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.

X
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.

X
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.

X
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.

X
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.

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