
| Course Code | : GİT317 |
| Course Type | : Area Elective |
| Couse Group | : First Cycle (Bachelor's Degree) |
| Education Language | : Turkish |
| Work Placement | : N/A |
| Theory | : 1 |
| Prt. | : 2 |
| Credit | : 2 |
| Lab | : 0 |
| ECTS | : 5 |
The aim of this course is to provide students with the ability to construct digital game design processes and mechanics with the integration of artificial intelligence tools. This course aims to transform creative thinking into innovative projects by bringing together aesthetic values, visual communication, user experience, and game mechanics (PO3, PO11). At the same time, it aims for students to approach technological developments from an ethical perspective and for the produced outputs to turn into portfolio products that contribute to the innovative, digital ecosystem in the context of UN Sustainable Development Goals SDG 9 (Industry, Innovation and Infrastructure) and SDG 4 (Quality Education).
Basic concepts of game design, artificial intelligence in the game development process; idea generation with LLMs and creating a Game Design Document (GDD); modeling visual concept, character, environment, and user interface (UI/UX) designs with generative AI; sound design with AI; introduction to game engines, coding and debugging with AI assistants; prototype development, playtesting, and AI ethics in the gaming industry.
| 1. | Describes digital game design processes and basic game mechanics in the context of artificial intelligence tools. |
| 2. | Creates a Game Design Document (GDD) by using artificial intelligence assistants (LLM, Midjourney, etc.) in conceptual design, story construction, and visual world building. |
| 3. | Designs and produces the user interface (UI), user experience (UX), sound, and environment assets of the game in aesthetic and functional integrity. |
| 4. | Uses artificial intelligence applications in the game development and prototyping process with a critical approach, in accordance with ethical principles and copyrights. |
| 5. | Constructs the game prototype designed with balanced gameplay and defends and presents it as a professional portfolio product. |
| 1. | Jesse Schell - The Art of Game Design: A Book of Lenses |
| 2. | Scott Rogers - Level Up! The Guide to Great Video Game Design |
| 3. | Georgios N. Yannakakis & Julian Togelius - Artificial Intelligence and Games |
| 4. | Julian Togelius - Playing Smart: On Games, Intelligence, and Artificial Intelligence |
| 5. | Steve Swink - Game Feel: A Game Designer's Guide to Virtual Sensation |
| Type of Assessment | Count | Percent |
|---|---|---|
| Final Examination | 1 | %100 |
| Activities | Count | Preparation | Time | Total Work Load (hours) |
|---|---|---|---|---|
| Lecture - Theory | 14 | 1 | 1 | 28 |
| Lecture - Practice | 14 | 1 | 2 | 42 |
| Individual Work | 5 | 2 | 3 | 25 |
| Final Examination | 1 | 28 | 2 | 30 |
| TOTAL WORKLOAD (hours) | 125 | |||
PÇ-1 | PÇ-2 | PÇ-3 | PÇ-4 | PÇ-5 | PÇ-6 | PÇ-7 | PÇ-8 | PÇ-9 | PÇ-10 | PÇ-11 | PÇ-12 | PÇ-13 | PÇ-14 | PÇ-15 | |
OÇ-1 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 3 | 4 | 4 | 3 | 3 | 3 |
OÇ-2 | 4 | 4 | 5 | 5 | 3 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 |
OÇ-3 | 5 | 4 | 5 | 5 | 4 | 4 | 3 | 5 | 4 | 5 | 5 | 5 | 4 | 4 | 4 |
OÇ-4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 4 | 5 | 4 | 4 | 4 | 4 | 4 | 4 |
OÇ-5 | 4 | 4 | 5 | 5 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |