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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Game Engine Technologies
  6. Description
  • Description
  • Learning Outcomes
  • ECTS Credit Load
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP124 - Game Engine Technologies II. SEMESTER 1 +2 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default engine for practical work is Unity (C#); the instructor may prefer an equivalent game engine (e.g., Unreal Engine, Godot).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed OGP103 Programming I before taking this course. Taking it concurrently with OGP104 Programming II and OGP106 Computer Graphics is beneficial. Basic programming and object-oriented thinking will facilitate the learning process.
Recommended Resources Gregory, J. (2018). Game Engine Architecture (3rd ed.). CRC Press.Nystrom, R. (2014). Game Programming Patterns. gameprogrammingpatterns.comUnity Technologies. Unity Manual: https://docs.unity3d.com/Unity Learn (free official courses): https://learn.unity.com/
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Game engine, framework and library distinction; commercial and open source engines; course scope and Unity environment introduction.
Week - 2 Game loop, frame time, delta time, fixed timestep; Update/FixedUpdate/LateUpdate concepts.
Week - 3 Engine architecture: subsystems (render, physics, audio, input, scripting); component-based design.
Week - 4 Scene graph, transform hierarchy, prefabs and instances; asset lifecycle.
Week - 5 Asset pipeline, import settings, resource management; memory and GC impact (Unity context).
Week - 6 Introduction to rendering pipeline: camera, render pipeline (Built-in/URP overview), draw call concept.
Week - 7 Materials, textures, lighting fundamentals; introduction to shading concepts.
Week - 8 Physics subsystem: Rigidbody, Collider, physics materials, layers; PhysX integration.
Week - 9 Raycasting, triggers, collision callbacks; linking to game mechanics.
Week - 10 Animation systems: Animator, state machines, transitions; intro to sprite and 3D animation.
Week - 11 Scripting architecture: MonoBehaviour lifecycle, event-driven programming, ScriptableObject; visual scripting overview.
Week - 12 Performance profiling: Unity Profiler, CPU/GPU bottlenecks, batching, object pooling.
Week - 13 Build and deployment: Build Settings, target platforms, Player Settings, cross-platform differences.
Week - 14 Course wrap-up; mini project presentation: scene analysis, optimization report and improvement demo.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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