FACULTY OF ENGINEERING
Department of Industrial Engineering
SE 330 | Course Introduction and Application Information
Course Name |
Advanced Game Development
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
SE 330
|
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 | The objective of this course is to introduce students to the advanced topics in the process of developing games, and give them hands on experience with using the techniques that they learned to develop games with a modern game engine. The topics of this lecture include: game scripting, game state, physics, animation, game rules, game mechanics and game worlds. |
Learning Outcomes |
The students who succeeded in this course;
|
Course Description | In this course, students learn about the advanced topics in the process of video game development and use this information to develop their own computer games. |
|
Core Courses | |
Major Area Courses |
X
|
|
Supportive Courses | ||
Media and Management Skills Courses | ||
Transferable Skill Courses |
WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES
Week | Subjects | Related Preparation |
1 | Introduction | Byl Ch. 1 |
2 | Game scripting | Byl Ch. 1 |
3 | Game state and physics | Byl Ch. 2 |
4 | Project meeting | |
5 | Managing the game state | |
6 | Sprite animation | Byl Ch. 3 |
7 | Project meeting | |
8 | Character animation | Byl Ch. 3 |
9 | Midterm | |
10 | Game rules and mechanics | Byl Ch. 4, Schell Ch. 10 |
11 | Project meeting | |
12 | Player mechanics | Byl. Ch. 6 |
13 | Game usability and testing | Schell Ch. 25 |
14 | Project meeting | |
15 | Project presentations | |
16 | Review of the Semester |
Course Notes/Textbooks | Holistic Game Development: An AllinOne Guide to Implementing Game Mechanics, Art, Design and Programming, Penny de Byl. Focal Press, 1st Edition. ISBN 0240819330 / The Art of Game Design: A Book of Lenses, Jesse Schell. Morgan Kaufmann, 1st Edition. ISBN 0123694965 |
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 |
6
|
25
|
Presentation / Jury | ||
Project |
1
|
50
|
Seminar / Workshop | ||
Oral Exams | ||
Midterm |
1
|
25
|
Final Exam | ||
Total |
Weighting of Semester Activities on the Final Grade |
8
|
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 |
0
|
||
Field Work |
0
|
||
Quizzes / Studio Critiques |
0
|
||
Portfolio |
0
|
||
Homework / Assignments |
6
|
6
|
36
|
Presentation / Jury |
0
|
||
Project |
1
|
36
|
36
|
Seminar / Workshop |
0
|
||
Oral Exam |
0
|
||
Midterms |
1
|
30
|
30
|
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. |
|||||
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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