FACULTY OF ENGINEERING

Department of Industrial Engineering

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
Service Course
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course -
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.
Learning Outcomes 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 Description 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
Supportive Courses
X
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. 1
3 Basic Elements and Building Blocks in Game Design II Fullerton Ch. 2
4 Working with formal elements I Fullerton, Ch. 3
5 Working with formal elements II Fullerton, Ch. 3
6 Working with dramatic elements I Fullerton, Ch. 4
7 Working with dramatic elements II Fullerton, Ch. 4
8 Story and Hero’s Journey Presentation slides
9 Controller design and Game Feel Swink, Ch 1, 2, 13
10 Presentations
11 Game Project I Fullerton, Ch. 6-11
12 Game Project II Fullerton, Ch. 6-11
13 Game Project III Fullerton, Ch. 6-11
14 Game Project IV Fullerton, Ch. 6-11
15 Play Day: Project presentations
16 Review of the Semester

 

Course Notes/Textbooks

Tracy Fullerton (2006). Game Design Workshop (2nd Edition). New York: Elsevier. Steve Swink, Game Feel. 

Suggested Readings/Materials Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
1
40
Project
1
60
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
0
Study Hours Out of Class
16
2
32
Field Work
0
Quizzes / Studio Critiques
0
Portfolio
0
Homework / Assignments
0
Presentation / Jury
1
25
25
Project
1
45
45
Seminar / Workshop
0
Oral Exam
0
Midterms
0
Final Exam
0
    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 and Industrial Engineering; to be able to use theoretical and applied information in these areas to model and solve Industrial Engineering problems.

X
2

To be able to identify, formulate and solve complex Industrial Engineering problems by using state-of-the-art methods, techniques and equipment; to be able to select and apply proper analysis and modeling methods for this purpose.

X
3

To be able to analyze a complex system, process, device or product, and to design with realistic limitations to meet the requirements using modern design techniques.

X
4

To be able to choose and use the required modern techniques and tools for Industrial Engineering applications; to be able to use information technologies efficiently.

X
5

To be able to design and do simulation and/or experiment, collect and analyze data and interpret the results for investigating Industrial Engineering problems and Industrial Engineering related research areas.

X
6

To be able to work efficiently in Industrial Engineering disciplinary and multidisciplinary 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 present effectively; to be able to give and receive clear and comprehensible instructions

8

To have knowledge about contemporary issues and the global and societal effects of Industrial Engineering practices on health, environment, and safety; to be aware of the legal consequences of Industrial Engineering solutions.

X
9

To be aware of professional and ethical responsibility; to have knowledge of the standards used in Industrial Engineering practice.

X
10

To have knowledge about business life practices such as project management, risk management, and change management; to be aware of entrepreneurship and innovation; to have knowledge about sustainable development.

X
11

To be able to collect data in the area of Industrial Engineering; to be able to communicate with colleagues in a foreign language.

X
12

To be able to speak a second foreign 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 Industrial Engineering.

X

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

 


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