
| Course Code | : CSE450 |
| Course Type | : Area Elective |
| Couse Group | : First Cycle (Bachelor's Degree) |
| Education Language | : English |
| Work Placement | : N/A |
| Theory | : 1 |
| Prt. | : 3 |
| Credit | : 3 |
| Lab | : 0 |
| ECTS | : 6 |
This course aims to transfer the game design theory into practice through game engines. Students learn the technical foundations of game development and by the end of the semester produce a playable, portfolio-ready game.
Topics covered include: the game engine ecosystem and a comparative overview of Unity, Unreal, Godot, and Cocos2D; the Unity editor and core concepts (GameObject, Component, Scene); C# scripting in Unity; 3D player movement and the physics system; animation and enemy artificial intelligence; user interface and audio design; level design and the asset pipeline; and game feel techniques. Throughout the semester, students transform their CSE420 game design into a three-dimensional, playable, portfolio-ready game.
| 1. | Set up 3D game scenes using a game engine editor and write component-based scripts using object-oriented programming |
| 2. | Design a functional game character by combining a player controller, physics system, and animation state machines |
| 3. | Implement core game systems including AI behaviour, UI/HUD components, audio, and visual effects |
| 4. | Build a playable game environment through terrain tools, the asset pipeline, and level design techniques |
| 5. | Transform a game design concept into an integrated, portfolio-ready, presentable 3D game |
| 1. | Harrison Ferrone, “Learning C# by Developing Games with Unity 2021”; Packt Publishing, 2021, ISBN: 978-1801813945 |
| 2. | Mike Geig, “Unity in Action, Third Edition”; Manning Publications, 2022, ISBN: 978-1617299339 |
| 3. | Unity Technologies, “Unity Kullanim Kilavuzu”; docs.unity3d.com (Cevrimici) |
| 4. | Jeremy Gibson Bond, Introduction to Game Design, Prototyping, and Development, 3rd ed. |
| 5. | Jason Gregory, Game Engine Architecture, 3rd ed. |
| 6. | Robert Nystrom, Game Programming Patterns. |
| 7. | Fletcher Dunn & Ian Parberry, 3D Math Primer for Graphics and Game Development. |
| Type of Assessment | Count | Percent |
|---|---|---|
| Presentation | 1 | %40 |
| Project | 1 | %60 |
| Activities | Count | Preparation | Time | Total Work Load (hours) |
|---|---|---|---|---|
| Lecture - Theory | 14 | 1 | 1 | 28 |
| Lecture - Practice | 14 | 2 | 3 | 70 |
| Project | 1 | 30 | 10 | 40 |
| Presentation | 1 | 5 | 1 | 6 |
| TOTAL WORKLOAD (hours) | 144 | |||
PÇ-1 | PÇ-2 | PÇ-3 | PÇ-4 | PÇ-5 | PÇ-6 | PÇ-7 | PÇ-8 | PÇ-9 | PÇ-10 | PÇ-11 | |
OÇ-1 | 3 | 3 | 3 | 4 | 2 | 2 | 2 | 3 | 2 | 2 | |
OÇ-2 | 3 | 4 | 4 | 4 | 3 | 2 | 2 | 3 | 2 | ||
OÇ-3 | 3 | 4 | 4 | 4 | 3 | 2 | 2 | 3 | 2 | 2 | 1 |
OÇ-4 | 2 | 3 | 4 | 4 | 3 | 3 | 2 | 3 | 2 | 3 | 2 |
OÇ-5 | 2 | 3 | 4 | 4 | 3 | 4 | 4 | 4 | 2 | 4 | 2 |