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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213PRTOZ-DOT0516 Digital Game Project IV 3 Spring 2 4 4 8
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: Instructor AHMET BOHUR
Dersin Öğretim Eleman(lar)ı: Instructor HÜSEYİN ŞENCAN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: The aim of this course is to design and program digital games, and important algorithms with laboratory studies to students.
Course Content: During the semester, a professional mobile game will be developed with the students and the developed game will published.

Course Learning Outcomes (CLOs)

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:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Knows how digital games convey an idea, a message and an emotion.
  2) Understands digital game design theories and methodologies and uses them in game development.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Knows the basic concepts and graphic engine menus for game making.
  2) Continues the game making process by performing the previous learning in the game making process.
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.)
  1) Produces a product in the game making process.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Unity Game Project
2) Unity 3D Game Project
3) Unity 3D Game Project
4) Unity 3D Game Project
5) Unity 3D Game Project
6) Unity 3D Game Project - Console Settings
7) Unity 3D Game Project - Menu Settings
8) Unity 3D Game Project - Ads Settings
9) Unity 3D Game Project - Sound Settings
10) Unity 3D Game Project - Project Settings
11) Unity 3D Game Project - Animation Applications
12) Unity 3D Game Project II - Survival Game
13) Unity 3D Game Project II - Survival Game
14) Unity 3D Game Project II - Survival Game
15) Unity 3D Game Project II - Survival Game
16) Finishing Projects
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: Unity 3D İle Oyun Programlama, Timuçin Hatipoğlu, Kodlab
Uygulamalarla Unity 3D ve Android ile Oyun Geliştirme, Mehmet Ünsal, Abaküs Kitap
Unity in Action: Multiplatform Game Development in C# with Unity 5, Joseph Hocking
References: Learning C# by Developing Games with Unity 5.x, Greg Lukosek
Developing 2D Games with Unity: Independent Game Programming with C#, Jared Halpern

DERS ÖĞRENME ÇIKTILARI - PROGRAM ÖĞRENME ÇIKTILARI İLİŞKİSİ

Contribution of The Course Unit To The Programme Learning Outcomes

Ders Öğrenme Çıktıları (DÖÇ)

1

2

3

4

5

Program Öğrenme Çıktıları (PÖÇ)
1) can define the concepts of computer science and design techniques required in Digital Game Design.
2) can Interpret the historical and theoretical information about analog and digital games.
3) The ability to think in three dimensions and apply this in a digital environment.
4) Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme
5) can analyzes the design elements in the game using the theoretical knowledge.
6) can list drawing and animation techniques in the context of discipline.
7) can uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules.
8) Ability to use animation knowledge for digital games designed to be offered on different platforms.
9) can uses freehand drawing and digital drawing techniques.
10) can follows advanced technologies and developments about digital transformation.
11) can have awareness for ethical and social responsivity.
12) can construct the game design and game elements by using them in non-game areas.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) can define the concepts of computer science and design techniques required in Digital Game Design.
2) can Interpret the historical and theoretical information about analog and digital games. 4
3) The ability to think in three dimensions and apply this in a digital environment.
4) Avrupa Dil Portfolyosunun en az B1 düzeyinde tanımlanan Yabancı Dilde (İngilizce) iletişim kurma yetkinliği kazanabilme
5) can analyzes the design elements in the game using the theoretical knowledge. 5
6) can list drawing and animation techniques in the context of discipline. 4
7) can uses artificial intelligence techniques in the game development process and calculates probabilities based on mathematics and physics rules. 4
8) Ability to use animation knowledge for digital games designed to be offered on different platforms. 5
9) can uses freehand drawing and digital drawing techniques. 3
10) can follows advanced technologies and developments about digital transformation. 5
11) can have awareness for ethical and social responsivity. 5
12) can construct the game design and game elements by using them in non-game areas. 3

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Problem Solving
Demonstration
Laboratory
Homework
Project Preparation
Brain Storming
Questions Answers
Individual and Group Work

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Homework Evaluation
Practice Exam

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Quizzes 2 % 10.00
Homework Assignments 1 % 20.00
Midterms 1 % 20.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 14 7 98
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 5 10 50
Homework Assignments 1 10 10
Total Workload of Teaching & Learning Activities - - 158
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 10 20
Midterms 1 6 6
Semester Final Exam 1 10 10
Total Workload of Assesment & Evaluation Activities - - 36
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 194
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 8