BDT206 Digital Game DesignIstinye UniversityDegree Programs Computer Aided Design and AnimationGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational Qualifications
Computer Aided Design and Animation

Preview

Associate TR-NQF-HE: Level 5 QF-EHEA: Short Cycle EQF-LLL: Level 5

Course Introduction and Application Information

Course Code: BDT206
Course Name: Digital Game Design
Semester: Fall
Course Credits:
ECTS
5
Language of instruction: Turkish
Course Condition:
Does the Course Require Work Experience?: No
Type of course: Compulsory Courses
Course Level:
Associate TR-NQF-HE:5. Master`s Degree QF-EHEA:Short Cycle EQF-LLL:5. Master`s Degree
Mode of Delivery: Face to face
Course Coordinator: Öğr. Gör. İHSAN EMRE EROL
Course Lecturer(s): İhsan Emre Erol
Course Assistants:

Course Objective and Content

Course Objectives: The main aim is the course; providing to students gain more control on Unity Game Engine and gaining of intermediate application practice.
Course Content: Finding solution for general problems with Design Patterns on using Unity scripting. Planning and usage of event system, conceptual context and usage of ScriptableObject inside of Unity Game Engine. Passing to the intermediate animations from basic animation usage. Overview of Unity ShaderGraph.

Learning Outcomes

The students who have succeeded in this course;
1) Learns and applies the concept of Design Pattern
2) With event system, learns application skill of event based development
3) With ScriptableObject, can develop more manageable Unity 3D projects.
4) With usage of more advanced animation techniques in Unity 3D, can develop has a more organic appearance Unity 3D projects.
5) Recognize the shadergrpah and can use by entry level.

Course Flow Plan

Week Subject Related Preparation
1) Conceptual entrance of the Design Patterns. First look of and inspecting UML designs of like Object Pooling, Command Pattern, Factory Pattern, State Pattern.
2) Application of Object Pooling and Command Pattern.
3) Application of Factory Pattern and State Pattern.
4) Usage of event system with C# inside of Unity game engine.
5) Usage of event system with Observer Pattern.
6) Concept of ScriptableObject and coding, creating and inspecting variants of usages (Type Specification, Reference Variable, Event) of them.
7) Usage of Observer Pattern with ScriptableObject.
8) Midterm
9) Usage of animations with State Pattern and Recognizing and applications of Unity Joint components.
10) Running and manage multiple animations on one gameObject with layers.
11) Procedurally moving a portion of an animation by overriding it. Introduction and usage of Animation Rigging constants.
12) Procedurally moving a portion of an animation by overriding it. Introduction and use of Animation Rigging constants.
13) Conceptual inspectation of Shaders and recognition of base shader development stages.
14) Development of shaders with Unity ShaderGraph.
15) Final

Sources

Course Notes / Textbooks: 1. Unity Shaders and Effects Cookbook - Kenny Lammers
2. Design Patterns: Elements of Reusable Object-Oriented Software – Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
3. The Unity Shaders Bible – Fabrizio Espindola
References: 1. Unity Shaders and Effects Cookbook - Kenny Lammers
2. Design Patterns: Elements of Reusable Object-Oriented Software – Erich Gamma, Richard Helm, Ralph Johnson, John Vlissides
3. The Unity Shaders Bible – Fabrizio Espindola

Course - Program Learning Outcome Relationship

Course Learning Outcomes

1

2

3

4

5

Program Outcomes
1) Ability to design Have basic art and design skills Developing an idea for a topic or problem and visualizing it Having an aesthetic point of view Ability to make 2D and 3D Animation Ability to do Motion Graphics Design (Animation) Ability to use necessary programs and software for design and animation Digital Game Design Composing and scripting an idea Ability to create a storyboard Having knowledge about desktop publishing (printing, printing, etc.) Understanding the relationship between typography and emotion

Course - Learning Outcome Relationship

No Effect 1 Lowest 2 Average 3 Highest
       
Program Outcomes Level of Contribution
1) Ability to design Have basic art and design skills Developing an idea for a topic or problem and visualizing it Having an aesthetic point of view Ability to make 2D and 3D Animation Ability to do Motion Graphics Design (Animation) Ability to use necessary programs and software for design and animation Digital Game Design Composing and scripting an idea Ability to create a storyboard Having knowledge about desktop publishing (printing, printing, etc.) Understanding the relationship between typography and emotion 3

Assessment & Grading

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 1 % 40
Final 1 % 60
total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
total % 100

Workload and ECTS Credit Calculation

Activities Number of Activities Preparation for the Activity Spent for the Activity Itself Completing the Activity Requirements Workload
Homework Assignments 1 0 0
Final 1 0 0
Total Workload 0