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
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.
Course Description 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 Content 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 Project presentations

 

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
1
10
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
Presentation / Jury
1
30
Project
1
60
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral Exam
Total

Weighting of Semester Activities on the Final Grade
3
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
1
Field Work
Quizzes / Studio Critiques
Homework / Assignments
Presentation / Jury
1
16
Project
1
70
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
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
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
10 Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development
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

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