COMPLEX GAME MECHANICS
- Course
- GADS206 - COMPLEX GAME MECHANICS
- 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 teaches concepts and skill sets involved in creating levels within any game format. Emphasis is given to integrating levels within a given game design, construction guided by balance and rhythm, and approaches for handling technical and environmental limitations. Students will develop levels for existing game engines and utilize original game aesthetics. Real-time rendering technology allows to create immersive game environments that respond to the player’s action within the game space. Students in this course are prepared for high-level careers in the video game industry by learning the processes for creating event-driven environments and acquiring the technical skills for producing a functional game level. Topics include creating real-time shaders and in-game effects such as physics, particles, and event triggers.
COMPLEX GAME MECHANICS
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 | Reminding of variables and introduction to Soulslike system |
| Week 2 | General information about the Soulslike system. |
| Week 3 | Analysis of the soulslike system used in Elden Ring and integrating the system into the game using Actor Components. |
| Week 4 | Life Regeneration/ Damage and Damage Over Time System |
| Week 5 | Status effect analysis and its integration into the game. |
| Week 6 | Analysis and integration of the attribute system into the game, including its mathematical aspects. |
| Week 7 | Preparing for the midterm |
| Week 8 | Midterm |
| Week 9 | Midterm |
| Week 10 | UI design enables systems to interact with each other. |
| Week 11 | What is a bonfire system? Analysis and integration. |
| Week 12 | Enemy AI and magic system |
| Week 13 | Talking about final projects and preparing for the finals. |
| Week 14 | Finals |
| Week 15 | Finals |
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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