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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60213PRTOZ-DOT0403 Digital Game Project I 2 Fall 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: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı: Instructor GÖKHAN AYDIN
Instructor SERGUN BUĞRA ÇETİNER
Instructor TUNÇ ANGIN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: Within the scope of this course, digital game design students design a unique game using game design principles, principles and techniques. Students derive a unique idea during this course. They aim to develop, manage and realize this idea they derive.
Course Content: Informing about game types, Examining the differences between digital games and board games, Using Processing software for simple game mechanics, Using flow charts in game design, Using flow charts for platform game design in Unity game engine.

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) Dijital Oyun Tasarımı alanının temel ilkeleri, oyun mekanikleri, dinamikleri ve bölüm tasarımı kavramlarını tanımlar
Skills (Describe as Cognitive and/or Practical Skills.)
  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
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) Dijital oyun projesi kapsamında karşılaştığı problemleri analiz edebilme, çözebilme ve çatışmaları yönetebilme yetkinliği kazanır Evrensel etik değerleri projelerinde uygular Stratejik, yenilikçi girişimci fikirler geliştirir.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Meeting, course content, processing and evaluation criteria, Game / Play, Digital Types
2) Processing, IDE, Code Editors, Variables, Loops
3) Processing OOP, Processing Library
4) Unity, Project structure, Panels, Game Object, Sprite
5) Unity Script, User Controlling
6) Camera Controlling, Hostile Automate (controlling)
7) GUI, Scoring
8) Midterm
9) Animate
10) Animator
11) Bolt (flow)
12) Bolt (practice)
13) Bolt (practice)
14) Bolt (practice)
*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: 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
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

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

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3

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) Defines the concepts of computer science and design techniques required in Digital Game Design. 5
2) Creates digital games supported with current technology and designs in line with the determined goals. 2
3) Designs artistic structure to support digital game design. 3
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 1
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

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
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

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
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

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

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Homework Assignments 6 % 30.00
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 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