| Course Name |
Mobile Game Development
|
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
|
SE 355
|
Fall/Spring
|
3
|
0
|
3
|
5
|
| Prerequisites |
None
|
|||||
| Course Language |
English
|
|||||
| Course Type |
Elective
|
|||||
| Course Level |
First Cycle
|
|||||
| Mode of Delivery | - | |||||
| Teaching Methods and Techniques of the Course | - | |||||
| National Occupation Classification | - | |||||
| Course Coordinator | ||||||
| Course Lecturer(s) | ||||||
| Assistant(s) | - | |||||
| Course Objectives | This course introduces the fundamental principles and methods required to design and develop games for mobile platforms. |
| Learning Outcomes |
The students who succeeded in this course;
|
| Course Description | In this course, students learn fundamental game design and development principles and methods for mobile platforms. Also students will gain practical knowledge by developing a mobile game as a course project. |
| Related Sustainable Development Goals |
|
|
|
Core Courses | |
| Major Area Courses | ||
| Supportive Courses | ||
| Media and Management Skills Courses | ||
| Transferable Skill Courses |
| Week | Subjects | Related Preparation |
| 1 | Introduction | J. Schell, Art of Game Design,CH1 |
| 2 | Elements of game design | J. Schell, Art of Game Design,CH2-4 |
| 3 | Player experience | J. Schell, Art of Game Design,CH8-9 |
| 4 | Game mechanics | J. Schell, Art of Game Design,CH10-12 |
| 5 | Interface | J. Schell, Art of Game Design,CH13 |
| 6 | Analysis of games | Swink, Game Feel, CH 12 |
| 7 | Analysis of games | Swink, Game Feel, CH 16 |
| 8 | Free to play model | |
| 9 | Game analytics | |
| 10 | Conceptualization | |
| 11 | Prototyping game idea | |
| 12 | Prototyping game idea | |
| 13 | Prototyping game idea | |
| 14 | Testing game idea | |
| 15 | Project presentations | |
| 16 | Review of the Semester |
| Course Notes/Textbooks | Jesse Schell, Art of Game Design : A Book of Lenses. CRC Press, ISBN 0123694965 |
| Suggested Readings/Materials | Steve Swink, Game Feel : A Game Designer's Guide to Virtual Sensation, Morgan Kaufmann Game Design Books, CRC Press, 2008 |
| Semester Activities | Number | Weigthing |
| Participation | ||
| Laboratory / Application | ||
| Field Work | ||
| Quizzes / Studio Critiques | ||
| Portfolio | ||
| Homework / Assignments | ||
| Presentation / Jury |
1
|
40
|
| Project |
1
|
60
|
| Seminar / Workshop | ||
| Oral Exams | ||
| Midterm | ||
| Final Exam | ||
| Total |
| Weighting of Semester Activities on the Final Grade |
2
|
100
|
| Weighting of End-of-Semester Activities on the Final Grade | ||
| Total |
| Semester Activities | Number | Duration (Hours) | Workload |
|---|---|---|---|
| Theoretical Course Hours (Including exam week: 16 x total hours) |
16
|
3
|
48
|
| Laboratory / Application Hours (Including exam week: '.16.' x total hours) |
16
|
0
|
|
| Study Hours Out of Class |
16
|
2
|
32
|
| Field Work |
0
|
||
| Quizzes / Studio Critiques |
0
|
||
| Portfolio |
0
|
||
| Homework / Assignments |
0
|
||
| Presentation / Jury |
1
|
25
|
25
|
| Project |
1
|
45
|
45
|
| Seminar / Workshop |
0
|
||
| Oral Exam |
0
|
||
| Midterms |
0
|
||
| Final Exam |
0
|
||
| Total |
150
|
|
#
|
Program Competencies/Outcomes |
* Contribution Level
|
|||||
|
1
|
2
|
3
|
4
|
5
|
|||
| 1 |
To be able to have a grasp of basic mathematics, applied mathematics or theories and applications of statistics. |
-
|
-
|
-
|
-
|
-
|
|
| 2 |
To be able to use advanced theoretical and applied knowledge, interpret and evaluate data, define and analyze problems, develop solutions based on research and proofs by using acquired advanced knowledge and skills within the fields of mathematics or statistics. |
-
|
-
|
-
|
-
|
-
|
|
| 3 |
To be able to apply mathematics or statistics in real life phenomena with interdisciplinary approach and discover their potentials. |
-
|
-
|
-
|
-
|
-
|
|
| 4 |
To be able to evaluate the knowledge and skills acquired at an advanced level in the field with a critical approach and develop positive attitude towards lifelong learning. |
-
|
-
|
-
|
-
|
-
|
|
| 5 |
To be able to share the ideas and solution proposals to problems on issues in the field with professionals, non-professionals. |
-
|
-
|
-
|
-
|
-
|
|
| 6 |
To be able to take responsibility both as a team member or individual in order to solve unexpected complex problems faced within the implementations in the field, planning and managing activities towards the development of subordinates in the framework of a project. |
-
|
-
|
-
|
-
|
-
|
|
| 7 |
To be able to use informatics and communication technologies with at least a minimum level of European Computer Driving License Advanced Level software knowledge. |
-
|
-
|
-
|
-
|
-
|
|
| 8 |
To be able to act in accordance with social, scientific, cultural and ethical values on the stages of gathering, implementation and release of the results of data related to the field. |
-
|
-
|
-
|
-
|
-
|
|
| 9 |
To be able to possess sufficient consciousness about the issues of universality of social rights, social justice, quality, cultural values and also environmental protection, worker's health and security. |
-
|
-
|
-
|
-
|
-
|
|
| 10 |
To be able to connect concrete events and transfer solutions, collect data, analyze and interpret results using scientific methods and having a way of abstract thinking. |
-
|
-
|
-
|
-
|
-
|
|
| 11 |
To be able to collect data in the areas of Mathematics or Statistics and communicate with colleagues in a foreign language. |
-
|
-
|
-
|
-
|
-
|
|
| 12 |
To be able to speak a second foreign language at a medium level of fluency efficiently. |
-
|
-
|
-
|
-
|
-
|
|
| 13 |
To be able to relate the knowledge accumulated throughout the human history to their field of expertise. |
-
|
-
|
-
|
-
|
-
|
|
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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