| Digital Game Design | |||||
| Bachelor | Length of the Programme: 4 | Number of Credits: 240 | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF: Level 6 |
| School/Faculty/Institute | Faculty of Arts, Design and Architecture | ||||
| Course Code | DGD 302 | ||||
| Course Title in English | Game Design Studio IV | ||||
| Course Title in Turkish | Oyun Tasarım Stüdyosu IV | ||||
| Language of Instruction | EN | ||||
| Type of Course | Seçiniz | ||||
| Level of Course | Seçiniz | ||||
| Semester | |||||
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| Estimated Student Workload | hours per semester | ||||
| Number of Credits | 8 ECTS | ||||
| Grading Mode | Standard Letter Grade | ||||
| Pre-requisites | None | ||||
| Co-requisites | None | ||||
| Expected Prior Knowledge | None | ||||
| Registration Restrictions | None | ||||
| Overall Educational Objective | |||||
| Course Description |
Course Learning Outcomes and CompetencesUpon successful completion of the course, the learner is expected to be able to: |
| Program Learning Outcomes/Course Learning Outcomes |
|---|
| 1) Understands and utilizes fundamental concepts in areas such as game theory, interaction design, user experience, and player psychology. |
| 2) Holistically grasps the process from conceptual design to publication and marketing, and can participate in every phase of this process. |
| 3) Can effectively use game engines (Unity, Unreal, etc.), programming languages (C#, C++, etc.), and version control systems. |
| 4) Can provide fundamental contributions to creative production processes such as 2D/3D modeling, animation, and sound design. |
| 5) Can analyze complex structures such as the balance of in-game mechanics, system interactions, and game economies. |
| 6) Can collaborate with diverse disciplines such as design, software, art, and psychology. |
| 7) Can develop innovative game ideas and produce original solutions for game aesthetics and experience. |
| 8) Can assume different roles in game projects and adapt to project schedules and task distribution. |
| 9) Can analyze and interpret existing games from structural, cultural, and ethical perspectives. |
| 10) Can initiate entrepreneurial processes such as launching their own game projects, securing investment, and building teams. |
| 11) Postgraduate education, industry certifications, or continuous learning in new technologies are available. |
| N None | S Supportive | H Highly Related |
| Program Outcomes and Competences | Level | Assessed by | |
| 1) | Understands and utilizes fundamental concepts in areas such as game theory, interaction design, user experience, and player psychology. | N | |
| 2) | Holistically grasps the process from conceptual design to publication and marketing, and can participate in every phase of this process. | N | |
| 3) | Can effectively use game engines (Unity, Unreal, etc.), programming languages (C#, C++, etc.), and version control systems. | N | |
| 4) | Can provide fundamental contributions to creative production processes such as 2D/3D modeling, animation, and sound design. | N | |
| 5) | Can analyze complex structures such as the balance of in-game mechanics, system interactions, and game economies. | N | |
| 6) | Can collaborate with diverse disciplines such as design, software, art, and psychology. | N | |
| 7) | Can develop innovative game ideas and produce original solutions for game aesthetics and experience. | N | |
| 8) | Can assume different roles in game projects and adapt to project schedules and task distribution. | N | |
| 9) | Can analyze and interpret existing games from structural, cultural, and ethical perspectives. | N | |
| 10) | Can initiate entrepreneurial processes such as launching their own game projects, securing investment, and building teams. | N | |
| 11) | Postgraduate education, industry certifications, or continuous learning in new technologies are available. | N |
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