FACULTY OF ENGINEERING
Department of Computer Engineering
SE 355 | Course Introduction and Application Information
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 | - | |||||
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. |
|
Core Courses | |
Major Area Courses | ||
Supportive Courses | ||
Media and Management Skills Courses | ||
Transferable Skill Courses |
WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES
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 |
EVALUATION SYSTEM
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 |
ECTS / WORKLOAD TABLE
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
|
COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP
#
|
Program Competencies/Outcomes |
* Contribution Level
|
||||
1
|
2
|
3
|
4
|
5
|
||
1 | To have adequate knowledge in Mathematics, Science and Computer Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems. |
X | ||||
2 | To be able to identify, define, formulate, and solve complex Computer Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose. |
X | ||||
3 | To be able to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the requirements; to be able to apply modern design methods for this purpose. |
X | ||||
4 | To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in Computer Engineering applications; to be able to use information technologies effectively. |
X | ||||
5 | To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex engineering problems or Computer Engineering research topics. |
X | ||||
6 | To be able to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; to be able to work individually. |
X | ||||
7 | To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions. |
X | ||||
8 | To have knowledge about global and social impact of Computer Engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Computer Engineering solutions. |
|||||
9 | To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications. |
|||||
10 | To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development. |
|||||
11 | To be able to collect data in the area of Computer Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1) |
X | ||||
12 | To be able to speak a second foreign language at a medium level of fluency efficiently. |
|||||
13 | To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Computer Engineering. |
X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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