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BILB3004 | Game Development | 4+0+0 | ECTS:5 | Year / Semester | Spring Semester | Level of Course | First Cycle | Status | Compulsory | Department | COMPUTER SCIENCE | Prerequisites and co-requisites | None | Mode of Delivery | | Contact Hours | 14 weeks - 4 hours of lectures per week | Lecturer | Prof. Dr. Orhan KESEMEN | Co-Lecturer | Department Faculty Members | Language of instruction | Turkish | Professional practise ( internship ) | None | | The aim of the course: | To enable students to understand object-based software engineering problems and to enable students to perform team projects for the development of game projects that can be developed quickly and have high visual design features. |
Learning Outcomes | CTPO | TOA | Upon successful completion of the course, the students will be able to : | | | LO - 1 : | Designing and developing computer games | 2,3,7,9 | 1,3, | LO - 2 : | To be able to apply computer science topics such as simulation, intelligent systems, and human-computer interaction to game design and development | 2,3,7,9 | 1,3, | LO - 3 : | Adaptation of Game Theory to the development of computer games | 2,3,7,9 | 1,3, | LO - 4 : | Application of usability principles in the field of human-computer interaction | 2,3,7,9 | 1,3, | LO - 5 : | To be able to apply the basic concepts of computer science and basic sciences in game development | 2,3,7,9 | 1,3, | CTPO : Contribution to programme outcomes, TOA :Type of assessment (1: written exam, 2: Oral exam, 3: Homework assignment, 4: Laboratory exercise/exam, 5: Seminar / presentation, 6: Term paper), LO : Learning Outcome | |
History of games and current approaches in games. Basic concepts in design and development. Evaluation of commercial games, basic game design issues. The use of physics and mathematics rules, basic computer graphics concepts and human-computer interaction in games will be covered. |
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Course Syllabus | Week | Subject | Related Notes / Files | Week 1 | History of games and current approaches | | Week 2 | Basic approaches in game design and development | | Week 3 | Evaluation of commercial games | | Week 4 | Basic Game design considerations | | Week 5 | Create a simulation | | Week 6 | Use of intelligent systems in games | | Week 7 | Use of Physics and Mathematics in Games | | Week 8 | Use of basic computer graphics concepts in games | | Week 9 | Midterm Exam | | Week 10 | Use of basic computer graphics concepts in games | | Week 11 | The use of human-computer interaction in games | | Week 12 | Game Engines | | Week 13 | Animation Techniques | | Week 14 | Algorithms and techniques used in games | | Week 15 | Algorithms and techniques used in games | | Week 16 | Final Exam | | |
1 | Software Engineering and Computer Games, Rudy Rucker, Addison Wesley, Pearson Education, 2003. | | 2 | Game Design Perspectives François Dominic Laramee, Charles River Media, 2002. | | |
1 | Game Architecture and Design, Andrew Rollings, Dave Morris. Coriolis 2000. | | |
Method of Assessment | Type of assessment | Week No | Date | Duration (hours) | Weight (%) | Project | 15 | | 10 | 20 | Homework/Assignment/Term-paper | 2,3,4,5,6,7,8,10,11,12 | | 10 | 30 | End-of-term exam | 1 | | 1 | 50 | |
Student Work Load and its Distribution | Type of work | Duration (hours pw) | No of weeks / Number of activity | Hours in total per term | Yüz yüze eğitim | 4 | 14 | 56 | Sınıf dışı çalışma | 1 | 14 | 14 | Ödev | 1 | 14 | 14 | Proje | 1 | 10 | 10 | Dönem sonu sınavı için hazırlık | 1 | 6 | 6 | Dönem sonu sınavı | 1 | 1 | 1 | Total work load | | | 101 |
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