DGD303 Game Engines 2Istinye 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: DGD303
Course Name: Game Engines 2
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: English
Course Condition: DGD202 - Game Engines 1
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: 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 game development process. Learn about additional tools that are used and should be used in projects working with teammates.

Learning Outcomes

The students who have succeeded in this course;
1) Become familiar with the technical approaches and principles encountered in the game development process.
2) Learn about additional tools that are used and should be used in projects working with teammates.

Course Flow Plan

Week Subject Related Preparation
1) Advanced Scripting Techniques: Delving deeper into C# scripting in Unity, understanding script communication. Review the lecture and prepare.
2) Particle Systems: Creating particle effects. Review the lecture and prepare.
3) Advanced Animation and Cinematics: Advanced animation techniques, using Unity’s Timeline and Cinemachine. Assignment: Decide on your final project and submit the outline.
4) Complex UI Systems: Building complex user interfaces, UI animations, and screen management. Review the lecture and work on your final project
5) Performance Optimization: Techniques for optimizing game performance. Review the lecture and work on your final project
6) Mobile Game Development: Specific considerations for mobile platforms, touch input. Review the lecture and work on your final project
7) Multiplayer Basics: Introduction to creating multiplayer games, basic networking. Assignment: Final project milestone. Submit your final project in its current state.
8) VR and AR Fundamentals in Unity: Basics of VR and AR implementation in Unity. Review the lecture and work on your final project
9) Advanced AI and State Machines: Creating more complex AI behaviors, using state machines. Review the lecture and work on your final project
10) Shader Programming and Visual Effects: Introduction to shaders and creating visual effects. Review the lecture and work on your final project
11) Game Design Principles: Understanding game design principles and applying them in Unity. Assignment: Final project milestone. Submit your final project in its current state.
12) Project Planning: How to structure a project and planning Review the lecture and work on your final project
13) Project Development: Working on game concepts and student projects Review the lecture and work on your final project
14) Project Development: Working on game concepts and student projects Complete your final project and submit.

Sources

Course Notes / Textbooks: There are no resources for the course
References: Unity, SourceTree, Rider, Github Desktop

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

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 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. 2 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. 1
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 1
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 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. 1 3
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

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
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. 1
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.

Assessment & Grading

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

Workload and ECTS Credit Calculation

Activities Number of Activities Workload
Final 1 50
Total Workload 50