Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Dijital Oyun Tasarımı alanının temel ilkeleri, oyun mekanikleri, dinamikleri ve bölüm tasarımı kavramlarını tanımlar
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) Teori ve uyglama bilgilerini harmanlayarak dijital oyun tasarlamak üzere taslak hazırlar
Dijital oyun projesini gerçekleştirmede disiplinlerarası bileşenleri kullanarak sürecini yönetir
Dijtial çizim tekniklerini proje üretim sürecinde kullanır
Çizim ve animasyon tekniklerini dijital oyun disiplini bağlamında sıralar
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Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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1) Dijital oyun projesi kapsamında karşılaştığı problemleri analiz edebilme, çözebilme ve çatışmaları yönetebilme yetkinliği kazanır
Evrensel etik değerleri projelerinde uygular
Stratejik, yenilikçi girişimci fikirler geliştirir.
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
Meeting, course content, processing and evaluation criteria, Game / Play, Digital Types |
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2) |
Processing, IDE, Code Editors, Variables, Loops |
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3) |
Processing OOP, Processing Library |
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4) |
Unity, Project structure, Panels, Game Object, Sprite |
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5) |
Unity Script, User Controlling |
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6) |
Camera Controlling, Hostile Automate (controlling) |
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7) |
GUI, Scoring |
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8) |
Midterm |
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9) |
Animate |
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10) |
Animator |
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11) |
Bolt (flow) |
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12) |
Bolt (practice)
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13) |
Bolt (practice)
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14) |
Bolt (practice)
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Course Notes / Textbooks: |
Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C# 2nd Edition, Gibson Bond Jeremy, 2017
Video Game Storytelling: What Every Developer Needs to Know about Narrative Techniques, Evan Skolnick, 2014
Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design, Chris Solarski, 2012
Game Programming Algorithms and Techniques: A Platform-Agnostic Approach (Game Design) 1st Edition, Sanjay Madhav, 2014
The Art of Video Games: From Pac-Man to Mass Effect, Chris Melissinos & Patrick O'Rourke, 2012
Replay: The History of Video Games, Tristan Donovan, 2010
Game Programming Patterns 1st Edition, Robert Nystrom, 2014
Unity from Zero to Proficiency (Beginner): A Step-by-step guide to coding your first game, Patrick Felicia, 2019
Game Programming with Unity and C#: A Complete Beginner’s Guide 1st ed. Edition, Casey Hardman, 2020
Unity Game Development Cookbook: Essentials for Every Game 1st Edition, Paris Buttfield-Addison & Jon Manning & Tim Nugent, 2019
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References: |
How to Play Video Games (User's Guides to Popular Culture), Matthew Thomas Payne & Nina B. Huntemann, 2014
Understanding Video Games: The Essential Introduction 4th Edition, Simon Egenfeldt-Nielsen & Jonas Heide Smith & Susana Pajares Tosca, 2020
Getting Gamers: The Psychology of Video Games and Their Impact on the People who Play Them, Jamie Madigan, 2015
Developing 2D Games with Unity: Independent Game Programming with C#, Jared Halpern, 2018
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Defines the concepts of computer science and design techniques required in Digital Game Design. |
5 |
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1.1 Defines game design principles, game mechanics, dynamics and episode design concepts. |
5 |
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1.2 Lists drawing and animation techniques in the context of discipline. |
2 |
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1.3 Interprets the historical and theoretical information about analog and digital games. |
2 |
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2) |
Creates digital games supported with current technology and designs in line with the determined goals. |
2 |
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2.1 Organizes the digital game design process by planning and analyzing the situation. |
2 |
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2.2 Manages the digital game design process using interdisciplinary components. |
2 |
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2.3 Compiles and dramatizes written and visual stories using various tools. |
1 |
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2.4 Adapts the aesthetic and algorithmic components of digital games. |
2 |
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2.5 Uses the knowledge of writing code and animation for digital games designed to be offered on different platforms. |
2 |
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2.6 Uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. |
2 |
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2.7 Constructs the game design and game elements by using them in non-game areas. |
1 |
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3) |
Designs artistic structure to support digital game design. |
3 |
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3.1 Analyzes the design elements in the game using the theoretical knowledge. |
3 |
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3.2 Uses freehand drawing and digital drawing techniques. |
1 |
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3.3 lans the game design with visual and audio dimensions. |
2 |
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4) |
Analyzes the structures, logical framework and mechanisms of analog and digital games. |
1 |
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4.1 Identifies the problems encountered in the game design process. |
1 |
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4.2 Synthesizes the references to civilization history and mythology taken as reference in the game discipline according to the current game theory. |
1 |
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4.3 Plans the delivery of the product to the target audience in the right way. |
1 |
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5) |
S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. |
2 |
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5.1 Acquires the analyzing solving the problems and managing the conflicts. |
2 |
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5.2 Participates as a team member and takes responsibility in the environments that require the solving of the conflicts and acts as a leader when necessary. |
3 |
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5.3 Has awareness for ethical and social responsivity. |
4 |
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5.4 By supporting the learnt courses with quantitative and qualitative data; and by using verbal and visual communication means, s/he transfers them to the groups within and outside his/her group in a systematical and effective way. |
2 |
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5.5 Evaluates the norms and standards present in the works in which s/he takes responsibility in a critical point of view. |
2 |
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5.6 Develops strategical, innovative and entrepreneurial ideas. |
1 |
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5.7 Acquires competence of managing the change. |
1 |
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5.8 Shows development personally and socially with and awareness for lifelong learning. |
2 |
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5.9 Follows advanced technologies and developments about digital transformation. |
3 |
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5.10 Has cultural awareness and s/he transfers this to the groups within and outside his/her field. |
4 |
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5.11 Has awareness about citizenship competency. |
3 |
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5.12 Acquires communication in a Foreign Language (English) competence defined on the level of at least B1 in European Language Portfolio. (In programs whose medium of instruction is English, on the level of B2/B2+). |
1 |
WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
6 |
1 |
6 |
Laboratory |
0 |
0 |
0 |
Application |
0 |
0 |
0 |
Special Course Internship (Work Placement) |
0 |
0 |
0 |
Field Work |
0 |
0 |
0 |
Study Hours Out of Class |
0 |
0 |
0 |
Presentations / Seminar |
0 |
0 |
0 |
Project |
0 |
0 |
0 |
Homework Assignments |
1 |
1 |
1 |
Total Workload of Teaching & Learning Activities |
- |
- |
7 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
2 |
1 |
2 |
Midterms |
1 |
1 |
1 |
Semester Final Exam |
1 |
1 |
1 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
4 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
11 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
8 |