CANKIRI KARATEKIN UNIVERSITY Bologna Information System


  • Course Information
  • Course Title Code Semester Laboratory+Practice (Hour) Pool Type ECTS
    Game Technologies BİL427 FALL-SPRING 2+0 E 4
    Learning Outcomes
    1-understand the development today`s gaming industry
    2- design the process of game development
    3-learn different hardware requirements needed for the game design
    4-perform game design and application
  • ECTS / WORKLOAD
  • ActivityPercentage

    (100)

    NumberTime (Hours)Total Workload (hours)
    Course Duration (Weeks x Course Hours)14342
    Classroom study (Pre-study, practice)14456
    Assignments0000
    Short-Term Exams (exam + preparation) 102816
    Midterm exams (exam + preparation)2511616
    Project2013232
    Laboratory 1011616
    Final exam (exam + preparation) 3511616
    Other 0000
    Total Workload (hours)   194
    Total Workload (hours) / 30 (s)     6,47 ---- (6)
    ECTS Credit   4
  • Course Content
  • Week Topics Study Metarials
    1 Introduction to Games, Computer Games Industry, Internet Gaming Resources
    2 History of the Games, Features and Models, Game Analysis, Game Types, Classic Games, Action-Based Games
    3 Puzzle Games, Skill Games, Game Breakdown Structure
    4 Game Design Process Phases, Elements of Design Elements
    5 Action Games, a Game Creation, Synthesis
    6 Game Design, Rules, The Anatomy of a Game, Game Design and Implementation
    7 Elements of Design Analysis and Synthesis, Interactive Game quadrature (Screen Capture)
    8 Strategy Games, Game Storytelling, Criteria Evaluation-I
    9 Strategy Games, Game Storytelling, Criteria Evaluation-II
    10 Gaming Technology, I / O (Input / Output) devices, Adventure Games Input / Output Structure, Human-Machine Relationship, Simulation Games, RPG Games
    11 User Interface and Graphic Design, Game Engineering, Games, Design
    12 Genetic Algorithms and Applications, Game Structure
    13 Design Documentation, Design Evaluation and Balance Games
    14 Educational Games
    Prerequisites -
    Language of Instruction Turkish
    Responsible Asst. Prof. Dr. Ayhan AKBAŞ
    Instructors -
    Assistants -
    Resources 1. Game Architecture and Design, Rollings and Morris, Coriolis Publishing. 2. Sanjay Madhav, Game Programming Algorithms and Techniques: A Platform-Agnostic Approach. 3.Donald Hearn, M. Pauline Baker; Computer Graphics with OpenGL; Third Ed.; Pearson Prentice Hall, 2004, ISBN: 0-13-015390-7.
    Supplementary Book -
    Goals to teach understanding of the game at the same time the rapid development of technology.
    Content Introduction to Games, Computer Games Industry, Internet Gaming Resources, History of the Games, Features and Models, Game Analysis, Game Types, Classic Games, Action-Based Games, Puzzle Games, Skill Games, Game Breakdown Structure, Game Design Process Phases, Elements of Design Elements, Action Games, a Game Creation, Synthesis, Game Design, Rules, The Anatomy of a Game, Game Design and Implementation, Elements of Design Analysis and Synthesis, Interactive Game quadrature (Screen Capture), Strategy Games, Game Storytelling, Criteria Evaluation, Gaming Technology, I / O (Input / Output) devices, Adventure Games Input / Output Structure, Human-Machine Relationship, Simulation Games, RPG Games, User Interface and Graphic Design, Game Engineering, Games, Design, Genetic Algorithms and Applications, Game Structure, Design Documentation, Design Evaluation and Balance Games, Educational Games
  • Program Learning Outcomes
  • Program Learning Outcomes Level of Contribution
    1 To be able to apply mathematics, science and engineering theories and principles to Computer Engineering problems. 4
    2 To have the ability to define, model, and solve problems related to Computer Engineering. 4
    3 To be able to design and conduct experiments, as well as to analyze and interpret data. -
    4 To be able to design and analyze a process for a specific purpose within technical and economical limitations. 3
    5 To be able to use modern techniques and calculation tools required for engineering applications. 4
    6 To have the awareness of professional liabilities and ethics. -
    7 To be able to get involved in interdisciplined and multidisciplined team work. 3
    8 To be able to declare his/her opinions orally or written in a clear, concise and brief manner. -
    9 To improve him/herself by following the developments in science, technology, modern issues, and know the importance of lifelong learning. 3
    10 To be able to evaluate engineering solutions for the global and social problems especially for the health, safety, and environmental problems. -
    11 To have knowledge about of contemporary issues. 2
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