INTRODUCTION TO GAME ENGINES
- Course
- GADS102 - INTRODUCTION TO GAME ENGINES
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 4
- ECTS
- 8
- T+P+L
- 3 + 2 + 0
- Course Coordinator(s)
- -
- Prerequisite
- -
- Keywords
Course Description
This course prepares students for a gaming engine as a software development environment, also referred to as a “game architecture” or “game framework” with settings and configurations that optimize and simplify the development of video games across a variety of programming languages. The main objective of this course is to develop digital games by using the outputs obtained using different programs that include visual design and modelling focused on level design, within the game engine. Students are expected to participate in the project-based game development process. The course features the programs used in the industry that will be introduced and their use in the game development process will be taught.
INTRODUCTION TO GAME ENGINES
Evaluation Tools (Active Term)
No evaluation items have been defined.
Course outcomes
No course outcomes have been defined yet.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | Introduction to the game engine |
| Week 2 | Navigation and shortcuts within the game engine. |
| Week 3 | Material creation and use |
| Week 4 | Learning Variables |
| Week 5 | Variable usage |
| Week 6 | Interaction system |
| Week 7 | Light and door system with interaction |
| Week 8 | Midterm Exam |
| Week 9 | Light and door system with interaction |
| Week 10 | Light and door system with interaction |
| Week 11 | Define the actor component |
| Week 12 | Creating collectible system via using actor component |
| Week 13 | Combine collectible system with door via using actor component |
| Week 14 | Content repetation with final project |
| Week 15 | Final |
Reference Books & Course Materials
No reference books have been listed.
Learning Outcomes
No learning outcomes have been defined.
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.
Po-Lo Matrix
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