DGD007 Advanced Game ProgrammingIstinye UniversityDegree Programs Digital Game Design (English)General Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Digital Game Design (English)

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

Course Introduction and Application Information

Course Code: DGD007
Course Name: Advanced Game Programming
Semester: Spring
Course Credits:
ECTS
4
Language of instruction: English
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Departmental Elective
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: Coming to the level where students can develop games with dynamic teams in the mobile game industry
Course Content: Become familiar with the technical approaches and principles encountered in the advanced game development process. Learn about frameworks that are used and should be used in projects working with teammates while making big projects.

Learning Outcomes

The students who have succeeded in this course;
1) Advance how to develop games with a team environment.
2) Advance on Data Oriented Programming, while using third parties.
3) Learn how to develop a codebase on project needs.
4) Learn to work dynamically between game engines.

Course Flow Plan

Week Subject Related Preparation
1) Problems with the Unity Game Engine
2) Introduction to IoC Frameworks
2) Introduction to IoC Frameworks
3) Introduction to Dependency Injection
4) Introduction to Inversion of Control
5) Introduction to Entity, Component, Systems
6) Introduction to Dependency Inversion Principle
7) ECS Design to Achieve True Inversion of Flow Control
8) Midterm Week
9) Usages of IoC Frameworks in Game Development
10) Introduction to Strange IoC
11) Deconstructing a project before development
12) Generating Class Diagrams
13) Developing Contexts & Roots
14) Developing Signals & Controllers
15) Developing Signals & Controllers
16) Final Haftası

Sources

Course Notes / Textbooks: https://www.gamedevs.org/uploads/data-driven-game-object-system.pdf

https://web.archive.org/web/20150906155800/http://www.objectmentor.com/resources/articles/Principles_and_Patterns.pdf

https://web.archive.org/web/20150202200348/http://www.objectmentor.com/resources/articles/srp.pdf

https://web.archive.org/web/20150905081110/http://www.objectmentor.com/resources/articles/isp.pdf

https://martinfowler.com/articles/injection.html#InversionOfControl
References: There are no resources for the course

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

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. 1 2 3
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. 1 1
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. 2 3
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. 2
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. 2 3
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. 1
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. 1 1
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. 3

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. 1
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
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. 2
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. 3
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. 2
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. 2
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. 1
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. 3

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Project 1 % 50
Final 1 % 40
total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Course Hours 14 28
Laboratory 14 28
Homework Assignments 14 42
Final 1 8
Total Workload 106