Computer Aided Design and Animation | |||||
Associate | TR-NQF-HE: Level 5 | QF-EHEA: Short Cycle | EQF-LLL: Level 5 |
Course Code: | BDT206 | ||||
Course Name: | Digital Game Design | ||||
Semester: | Fall | ||||
Course Credits: |
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Language of instruction: | Turkish | ||||
Course Condition: | |||||
Does the Course Require Work Experience?: | No | ||||
Type of course: | Compulsory Courses | ||||
Course Level: |
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Mode of Delivery: | Face to face | ||||
Course Coordinator: | Öğr. Gör. İHSAN EMRE EROL | ||||
Course Lecturer(s): | İhsan Emre Erol | ||||
Course Assistants: |
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. |
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. |
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 |
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 Learning Outcomes | 1 |
2 |
3 |
4 |
5 |
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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 |
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 |
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 |
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 |