
Pier Exhibitions - Coast City
Coast City brings together two distinct artistic approaches by three artists to İzmir’s coastal geography and urban memory. ...

Visual Narrative Workshop
...
FACULTY OF FINE ARTS AND DESIGN
Department of Visual Communication DesignCourse Name |
Basic Game Development Concepts I
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
MMD 433
|
Fall/Spring
|
2
|
2
|
3
|
4
|
Prerequisites |
None
|
|||||
Course Language |
English
|
|||||
Course Type |
Elective
|
|||||
Course Level |
First Cycle
|
|||||
Mode of Delivery | - | |||||
Teaching Methods and Techniques of the Course | Group WorkCritical feedbackApplication: Experiment / Laboratory / WorkshopLecture / Presentation | |||||
National Occupation Classification | - | |||||
Course Coordinator | - | |||||
Course Lecturer(s) | ||||||
Assistant(s) | - |
Course Objectives | This course aims to provide basic knowledge and practice in designing a game by using the game engine, introduce basic game engine concepts to students, and help them develop fundamental level designing skills. |
Learning Outcomes |
The students who succeeded in this course;
|
Course Description | Understanding and customizing the interface of the game engine, comprehending the node system and components of game objects, establishing a proper user interface by creating a canvas, and creating custom duty components called scripts to make game objects behave the way we want them to are all included in the course. |
Related Sustainable Development Goals |
|
|
Core Courses | |
Major Area Courses | ||
Supportive Courses |
X
|
|
Media and Management Skills Courses | ||
Transferable Skill Courses |
Week | Subjects | Related Preparation |
1 | Introduction to the course of the lesson and to softwares to be used | Unity Hub / a long term support (LTS) Unity version installed through Unity Hub / Adobe Photoshop or a similar software |
2 | Building assets for a simple parallax background animation for the start scene of the game project 1 | |
3 | Building assets for a simple parallax background animation for the start scene of the game project 2 | |
4 | Unity project management and building the start scene 1 | |
5 | Unity project management and building the start scene 2 / Designing a basic level and player character 1 | |
6 | Designing a basic level and player character 2 | |
7 | Midterm Project submission’s due date / Introduction to basic C# for Unity | |
8 | Functionalizing the player character 1 | |
9 | Midterm week | |
10 | Functionalizing the player character 2 | |
11 | Functionalizing the levels 1 | |
12 | Functionalizing the levels 2 | |
13 | Workshop for fixing bugs 1 | |
14 | Workshop for fixing bugs 2 | |
15 | Wrapping up the final project | |
16 | Semester review |
Course Notes/Textbooks | |
Suggested Readings/Materials | Udemy - Complete C# Unity Game Developer 3D Ben Tristrem, Rick Davidson (video) Borromeo, Nicolas Alejandro, Hands on Unity 2022 Game Development, 2022. ISBN: 1803236914 Level Design - In Pursuit of Better Levels – Alex |
Semester Activities | Number | Weigthing |
Participation | ||
Laboratory / Application | ||
Field Work | ||
Quizzes / Studio Critiques | ||
Portfolio | ||
Homework / Assignments |
1
|
40
|
Presentation / Jury | ||
Project |
1
|
60
|
Seminar / Workshop | ||
Oral Exams | ||
Midterm | ||
Final Exam | ||
Total |
Weighting of Semester Activities on the Final Grade |
2
|
50
|
Weighting of End-of-Semester Activities on the Final Grade |
50
|
|
Total |
Semester Activities | Number | Duration (Hours) | Workload |
---|---|---|---|
Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
2
|
32
|
Laboratory / Application Hours (Including exam week: '.16.' x total hours) |
16
|
2
|
32
|
Study Hours Out of Class |
14
|
1
|
14
|
Field Work |
0
|
||
Quizzes / Studio Critiques |
0
|
||
Portfolio |
0
|
||
Homework / Assignments |
4
|
3
|
12
|
Presentation / Jury |
-
|
0
|
|
Project |
1
|
30
|
30
|
Seminar / Workshop |
0
|
||
Oral Exam |
0
|
||
Midterms |
0
|
||
Final Exam |
0
|
||
Total |
120
|
#
|
Program Competencies/Outcomes |
* Contribution Level
|
|||||
1
|
2
|
3
|
4
|
5
|
|||
1 |
To be able to apply the fundamental principles of design in creating visual narratives and messages, using physical and digital media, |
-
|
-
|
X
|
-
|
-
|
|
2 |
To attain complex problem-solving skills, using various design methods, |
-
|
X
|
-
|
-
|
-
|
|
3 |
To have a clear understanding of creative/art direction, |
-
|
-
|
-
|
-
|
-
|
|
4 |
To be able to use the advanced theoretical and applied knowledge attained in the areas of Visual Communication Design, |
X
|
-
|
-
|
-
|
-
|
|
5 |
To act with social and ethical awareness and to take responsibility, both individually and collectively, for developing aesthetic and effective design solutions, |
-
|
-
|
-
|
-
|
-
|
|
6 |
To be able to investigate, interpret and evaluate the developments on Visual Communication Design in the world and in Turkey, |
-
|
-
|
-
|
-
|
-
|
|
7 |
To have an advanced level of knowledge and experience in producing/editing still and moving images, |
-
|
-
|
-
|
-
|
-
|
|
8 |
To attain proficiency in using related software, media, and communication technologies, |
-
|
-
|
-
|
X
|
-
|
|
9 |
To gain reflexive and critical thinking abilities, |
-
|
-
|
-
|
-
|
-
|
|
10 |
To undertake self-directed and continuous education in the discipline, to develop a lifelong learning attitude, |
-
|
-
|
-
|
-
|
-
|
|
11 |
To be able to collect data in the areas of Visual Communication Design and communicate with colleagues in a foreign language ("European Language Portfolio Global Scale", Level B1), |
-
|
-
|
-
|
-
|
-
|
|
12 |
To be able to speak a second foreign at a medium level of fluency efficiently, |
-
|
-
|
-
|
-
|
-
|
|
13 |
To be able to relate the knowledge accumulated throughout human history to their field of expertise. |
-
|
-
|
-
|
-
|
-
|
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
Coast City brings together two distinct artistic approaches by three artists to İzmir’s coastal geography and urban memory. ...
...
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