DGD202 Game Engines 1Istinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

Preview

Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code: DGD202
Course Name: Game Engines 1
Semester: Spring
Course Credits:
ECTS
5
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Compulsory Courses
Course Level:
Bachelor TR-NQF-HE:6. Master`s Degree QF-EHEA:First Cycle EQF-LLL:6. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Dr. Öğr. Üy. İSMAİL ERGEN
Course Lecturer(s): Dr. Öğr. Üy. İSMAİL ERGEN
Course Assistants:

Course Objective and Content

Course Objectives: Getting students well equipped with the general knowledge on 2D asset management, and art pipeline. Preparing them to collaborate with other developers and working as a team. Enabling them to create and publish their games on mobile markets.
Course Content: Practical take on 2D (and some 3D) game development processes. Knowledge to work with other developers on the same game. Building high quality mobile games that is ready to be deployed into mobile markets.

Learning Outcomes

The students who have succeeded in this course;

Course Flow Plan

Week Subject Related Preparation
1) Unity Interface and Environment Setup: Getting familiar with Unity’s interface, setting up a project. Install Unity
2) Scenes and GameObjects: Understanding scenes, creating and manipulating GameObjects. Apply the lecture concepts in Unity environment.
3) Components and Prefabs: Introduction to components, creating and using prefabs. Apply the lecture concepts in Unity environment.
4) 2D Asset Management: Importing sprites into Unity. Introduction to tilemaps and sprite sheet management. Apply the lecture concepts in Unity environment.
5) 3D Asset Management: Importing models into Unity. Basics of meshes and handling materials Apply the lecture concepts in Unity environment.
6) Basic Scripting in Unity: Introduction to scripting in Unity with C#, connecting scripts with GameObjects. Assignment: Create a simple 2D or 3D game with a single game mechanic.
7) Physics and Collisions: Basics of Unity’s physics engine, colliders, and rigidbodies. Assignment: Add physics interactions to your Unity game
8) Basic Animation: Creating simple animations and understanding the Animator component. Apply the lecture concepts in Unity environment.
9) User Interface (UI) Basics: Designing basic UI elements and connecting UI to game logic. Assignment: Add UI to your Unity game.
10) Audio in Unity: Adding and controlling audio, understanding audio sources and listeners. Assignment: Add audio elements to your Unity game
11) Building and Deploying: Building a game for different platforms, basic deployment strategies. Assignment: Create and submit a build of your game
12) Basic AI and Pathfinding: Introduction to AI in Unity, using NavMesh for basic pathfinding. Apply the lecture concepts in Unity environment.
13) Project Development: Review of concepts and work on student projects Work on your Unity project
14) Project Development: Review of concepts and work on student projects Complete your Unity project and submit

Sources

Course Notes / Textbooks: “Clean Code: A Handbook of Agile Software Craftsmanship” by Martin Robert C.
Tools: Unity 3D, Unity Hub, Sourcetree, Android Studio
References: “Clean Code: A Handbook of Agile Software Craftsmanship” by Martin Robert C.
Tools: Unity 3D, Unity Hub, Sourcetree, Android Studio

Course - Program Learning Outcome Relationship

Course Learning Outcomes
Program Outcomes
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself.
2) Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches.
3) Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats.
4) Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism.
5) Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities.
6) Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise.
7) Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn.
8) Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes.

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
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PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK %
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