SE 350 | Course Introduction and Application Information

Course Name
Game Design
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 350
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 This course introduces students to basic concepts and working principles in game design (and design in general). Built around a hands-on player-centric and iterative approach, students are required to develop a (digital or non-digital) game from concept to playable prototype as the course content is delivered to them on a week-by-week basis. Students will be exposed to both theoretical lectures and practical design challenges. Students will receive active guidance and support during the development of their game projects by their instructor and other advisors.
Course Description The students who succeeded in this course;
  • After successful completion of the course, students will be able to discuss their own and other games intelligently by referring to the critical vocabulary of game design and of design in general.
  • They will be in possess of a working knowledge on how to develop a game from concept to finished product, including the development of a core game idea, the creation game prototypes, the set-up and running of game testing sessions, and the management of game design documentation.
  • Students will acquire a mindset that positions them as the careful advocate of their players, and they will also learn to value iterative, prototype-and-testing-oriented participatory and collaborative working methods.
  • Students will develop a notion of proper project planning and day-to-day maintenance of project documentation
  • Students will also develop a sense of responsible design that aims at finding a balance between common game industry priorities such as the so-called “fun factor” and financial success, and ethical issues such as gender representation, environmentalist concerns and discriminative discourse.
Course Content In this course, students learn about the process of game development and use this information to develop their own 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 General Introduction Fullerton, Ch. 1
2 Basic Elements and Building Blocks in Game Design I Fullerton Ch. 2 Brathwaite/Schreiber, Ch. 1
3 Basic Elements and Building Blocks in Game Design II Fullerton Ch. 3 and 4 Brathwaite/Schreiber, Ch. 2-3
4 Game Project (Step 1): Developing a Feasible Game Concept Fullerton, Ch. 5
5 Game Project (Step 2): Controlled Growth of Core Mechanics Presentation slides
6 Game Project (Step 3): Adding Depth to Gameplay Presentation slides
7 Game Project (Step 4): Adding Suspense and Mystery Presentation slides
8 Game Project (Step 5): Game Testing: An Overview of concepts and working principles Fullerton, Ch. 6-7
9 Midterm
10 Game Project (Step 6): Testing for Functionality Fullerton, Ch. 6-7
11 Game Project (Step 7): Testing for Balance Fullerton, Ch. 6-7
12 Game Project (Step 7 Repeated): Testing for Balance Fullerton, Ch. 6-7
13 Game Project (Step 8): Testing for Completeness Fullerton, Ch. 6-7
14 Game Project (Step 9): Future Directions Brathwaite/Schreiber, various chapters
15 Play Day: Project presentations
16 Review of the Semester  

 

Course Notes/Textbooks Tracy Fullerton (2006). Game Design Workshop (2nd Edition). New York: Elsevier. Brenda Brathwaite and Ian Schreiber (2011). Challenges for Game Designers.
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
50
Presentation / Jury
Project
1
50
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral 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
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
2
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
25
Presentation / Jury
Project
1
45
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral Exam
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 Adequate knowledge in Mathematics, Science and Software Engineering; ability to use theoretical and applied information in these areas to model and solve Software Engineering problems X
2 Ability to identify, define, formulate, and solve complex Software Engineering problems; ability to select and apply proper analysis and modeling methods for this purpose X
3 Ability to design, implement, verify, validate, measure and maintain a complex software system, process or product under realistic constraints and conditions, in such a way as to meet the desired result; ability to apply modern methods for this purpose X
4 Ability to devise, select, and use modern techniques and tools needed for Software Engineering practice X
5 Ability to design and conduct experiments, gather data, analyze and interpret results for investigating Software Engineering problems X
6 Ability to work efficiently in Software Engineering disciplinary and multi-disciplinary teams; ability to work individually X
7 Ability to communicate effectively in Turkish, both orally and in writing; knowledge of a minimum of two foreign languages X
8 Recognition of the need for lifelong learning; ability to access information, to follow developments in science and technology, and to continue to educate him/herself X
9 Awareness of professional and ethical responsibility X
10 Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development X
11 Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of Software Engineering solutions X

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