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.
  • Will be able to implement 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.
  • will be able to apply 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.
  • will be able to perform proper project planning and day-to-day maintenance of project documentation
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
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
Study Hours Out of Class
16
2
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
25
Presentation / Jury
Project
1
45
Seminar / Workshop
Oral Exam
Midterms
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.

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.

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