GAME LEVEL DESIGN
- Course
- GADS205 - GAME LEVEL DESIGN
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 4
- ECTS
- 7
- T+P+L
- 3 + 2 + 0
- Course Coordinator(s)
- Sr. Instr. Hyun Bo PARK
- Prerequisite
- -
- Keywords
Course Description
This course introduces students to the fundamentals of game-level design that centers on the creation of playable spaces. Students will be required to create well-designed levels that direct the movement of the player(s) through the game. This course will introduce the core concepts involved in designing a game level and explores what a level is, and who is responsible for designing levels. Using different sample designs students will identify the elements of the design process used in the game industry. Using different sample designs, such as dungeon design and other popular genres of roguelikes and adventure games, students will identify the elements of the various stages of the design process used in the game industry and how they have evolved through time.
GAME LEVEL DESIGN
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 Level Design |
| Week 2 | What is level design? |
| Week 3 | Vısual Guiding(İnductıon) of Movement and The Law of Space |
| Week 4 | Importance of Whıte Boxing & Gray Boxiıng |
| Week 5 | Paciıng & Risk-Reward |
| Week 6 | Analyzing Level of Casual & Platformer Games |
| Week 7 | Analyzing Level of FPS & Shootıng Games |
| Week 8 | Midterm Week |
| Week 9 | Midterm Week |
| Week 10 | Game Engine Basic |
| Week 11 | Whitebox Layout Control & Test |
| Week 12 | Asset dress up (Modeling, Lighting, Material) |
| Week 13 | İnteraction & Puzzle / Obstacle Build |
| Week 14 | Peer Review & İteratıon |
| Week 15 | Finallerin Teslimi |
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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