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Course Details
KTO KARATAY UNIVERSITY
Trade and Industry Vocational School
Programme of Computer Programming
Course Details
Course Code Course Name Year Period Semester T+A+L Credit ECTS
03841199 Game Programming 2 Spring 4 2+1+0 5 5
Course Type Elective
Course Cycle Associate (Short Cycle) (TQF-HE: Level 5 / QF-EHEA: Short Cycle / EQF-LLL: Level 5)
Course Language Turkish
Methods and Techniques 1. Theoretical Explanation: Topics are explained theoretically within the course. Students listen to lectures to understand the fundamental concepts of programming and the logic of algorithms. 2. Practical Activities: Students, under the guidance of the course instructor, practice various examples to put the theoretical concepts into practice. They strive to achieve specific learning outcomes. 3. Step-by-Step Solution: Problems encountered are solved step-by-step, explaining how each step works. This method helps students gain a deeper understanding of the topics. 4. Real-Life Examples: Real-life examples and problem scenarios are presented to enhance understanding of the topics. This allows students to see how to apply what they have learned in practice. 5. Lab Handouts and Quizzes: Student progress is assessed and understanding of the topics is monitored through weekly lab handouts and pre-exam quizzes.
Mode of Delivery Face to Face
Prerequisites There are no prerequisites for this course. All students are taught from the basics.
Coordinator Lect. Uğur POLAT
Instructor(s) Lect. Uğur POLAT
Instructor Assistant(s) -
Course Content
1. Introduction to Game Programming
2. Game Engines and Tools
3. Programming Fundamentals and Game Scripts
4. Game Mechanics and Physics Systems
5. Character and Environment Design
6. Camera and User Interface (UI)
7. Sound and Music Integration
8. Artificial Intelligence (AI) and Character Behaviors
9. Multiplayer Game Development (Multiplayer)
10. Game Performance and Optimization
11. Game Testing and Debugging
12. Project Development and Presentation
Objectives of the Course
The aim of this course is to teach students the basic principles and techniques of game programming; to provide them with the ability to develop creative, interactive and functional games. Throughout the course, students will understand the game development processes and practice topics such as character movement, animation, physics engine usage, user interfaces and game mechanics.

Students will develop their own game projects using game engines (Unity, Unreal Engine etc.) and programming languages, learn workflows in game design and gain the ability to produce solutions to problems encountered in game development processes. At the end of the course, students will be able to design and develop game projects both individually and as a team.

This course offers students a solid introduction to the world of game development and aims to prepare them for career opportunities in the sector.
Contribution of the Course to Field Teaching
Basic Vocational Courses
Specialization / Field Courses X
Support Courses
Transferable Skills Courses X
Humanities, Communication and Management Skills Courses
Relationships between Course Learning Outcomes and Program Outcomes
Relationship Levels
Lowest Low Medium High Highest
1 2 3 4 5
# Program Learning Outcomes Level
P4 Effectively uses information technologies (software, programs, animations, etc.) related to her/his profession. 5
P1 He/she has basic, current and applied information about his/her profession. 5
P3 He/She follows current developments and practices in his profession and uses them effectively. 5
P5 Has the ability to independently evaluate professional problems and issues with an analytical and critical approach and propose solutions. 4
P6 Can present his/her thoughts effectively through written and verbal communication at the level of knowledge and skills and expresses them in an understandable manner. 3
P11 Creates algorithms and data structures and performs mathematical calculations. 4
P14 Tests software and fixes bugs. 5
Course Learning Outcomes
Upon the successful completion of this course, students will be able to:
No Learning Outcomes Outcome Relationship Measurement Method **
O1 Knows the basic elements of a computer. P.1.1 1,6,7
O2 Knows how to use the internet and do research. P.1.2 1,6,7
O3 Can perform basic mathematical analyses related to his/her profession. P.1.3 1,6,7
O4 Knows current techniques for data analysis. P.3.1 1,6,7
O5 Must know and use current software development platforms. P.3.2 1,6,7
O6 Addresses complex problems and produces creative solutions. P.3.3 6,7
O7 Analyzes complex problems and develops solution strategies P.3.4 6,7
O8 Have basic analysis knowledge. P.3.5 1,6,7
O9 Knows how to develop algorithms and creates a data structure appropriate to the algorithm. P.11.1 1,6,7
O10 Knows and uses current Information Technology platforms. P.11.2 6,7
O11 Has knowledge of current programming languages. P.11.3 6,7
O12 Has knowledge in the field of Digital Systems. P.11.7 6,7
O13 Tests software and fixes bugs. P.14.1 1,6,7
** Written Exam: 1, Oral Exam: 2, Homework: 3, Lab./Exam: 4, Seminar/Presentation: 5, Term Paper: 6, Application: 7
Weekly Detailed Course Contents
Week Topics
1 Introduction to Game Programming
2 Game Engines and Tools
3 Programming Fundamentals and Game Scripts
4 Game Mechanics and Physics Systems
5 Character and Environment Design
6 Camera and User Interface (UI)
7 Pre-Exam Quiz and General Review
8 Mid-term Exam
9 Audio and Music Integration
10 Artificial Intelligence (AI) and Character Behaviors
11 Multiplayer Game Development
12 Game Performance and Optimization
13 Game Testing and Debugging
14 Project Development and Presentation
15 Pre-Exam Quiz and General Review
16 Final Exam
Textbook or Material
Resources Jason Gregory, "Game Engine Architecture", 2nd Edition
Jeremy Gibson Bond, "Introduction to Game Design, Prototyping, and Development". 2nd Edition
Evaluation Method and Passing Criteria
In-Term Studies Quantity Percentage
Attendance - -
Laboratory - -
Practice - -
Field Study - -
Course Specific Internship (If Any) - -
Homework - -
Presentation - -
Projects 1 20 (%)
Seminar - -
Quiz 2 10 (%)
Listening - -
Midterms 1 30 (%)
Final Exam 1 40 (%)
Total 100 (%)
ECTS / Working Load Table
Quantity Duration Total Work Load
Course Week Number and Time 16 4 64
Out-of-Class Study Time (Pre-study, Library, Reinforcement) 14 2 28
Midterms 1 7 7
Quiz 2 1 2
Homework 0 0 0
Practice 0 0 0
Laboratory 0 0 0
Project 1 30 30
Workshop 0 0 0
Presentation/Seminar Preparation 1 2 2
Fieldwork 0 0 0
Final Exam 1 16 16
Other 0 0 0
Total Work Load: 149
Total Work Load / 30 4,97
Course ECTS Credits: 5
Course - Learning Outcomes Matrix
Relationship Levels
Lowest Low Medium High Highest
1 2 3 4 5
# Learning Outcomes P1 P3 P11 P14
O1 Knows the basic elements of a computer. 5 - - -
O2 Knows how to use the internet and do research. 4 - - -
O3 Can perform basic mathematical analyses related to his/her profession. 4 - - -
O4 Knows current techniques for data analysis. - 5 - -
O5 Must know and use current software development platforms. - 5 - -
O6 Addresses complex problems and produces creative solutions. - 4 - -
O7 Analyzes complex problems and develops solution strategies - 4 - -
O8 Have basic analysis knowledge. - 4 - -
O9 Knows how to develop algorithms and creates a data structure appropriate to the algorithm. - - 5 -
O10 Knows and uses current Information Technology platforms. - - 5 -
O11 Has knowledge of current programming languages. - - 5 -
O12 Has knowledge in the field of Digital Systems. - - 5 -
O13 Tests software and fixes bugs. - - - 5