Advanced Content for GamesLaajuus (5 cr)
Code: HTGP0490
Credits
5 op
Teaching language
- English
Responsible person
- Mika Karhulahti
- Ilari Miikkulainen
Objective
The object of the course
This course concentrates on interesting topical phenomena in the game industry. We are offering various specific tailormade courses during the academic year related e.g., game audio (new audio technologies, middleware), XR-technologies (AR, VR telepresence), game art, programming and game business. The need for this course rises from the need of the game community, game production programme and the stakeholders from the industry
After completing this course, you will learn new game industry competence in an advanced level which is useful in your career within game industry.
Course competences
Game Production Competence
The learning objectives of the course
The content varies and it depends on the resources and needs of the game community. There will be one to two different courses implementations during the academic year and those who have basic or advanced skills and competences in that particular field are able to join the course.
Content
Because of the nature of the course and its alternating topics, the content of the course varies. This course is dedicated to those who are already at a certain level in a specific field and the course is offered not only for the JAMK students but everybody who is motivated, engaged, and has previous skills in the area. The idea is also to support a special advanced community within that particular field to increase crowdsourcing and knowledge sharing among peers.
Qualifications
Earlier expertise in the specific field related to topic. Academic and/or practical competences. Participants for targeted courses will be found through existing channels of the game community and academic tracks.
Enrollment
18.11.2024 - 09.01.2025
Timing
26.08.2024 - 31.07.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
- Jere Lamberg
- Ilari Miikkulainen
Groups
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
Objectives
The object of the course
This course concentrates on interesting topical phenomena in the game industry. We are offering various specific tailormade courses during the academic year related e.g., game audio (new audio technologies, middleware), XR-technologies (AR, VR telepresence), game art, programming and game business. The need for this course rises from the need of the game community, game production programme and the stakeholders from the industry
After completing this course, you will learn new game industry competence in an advanced level which is useful in your career within game industry.
Course competences
Game Production Competence
The learning objectives of the course
The content varies and it depends on the resources and needs of the game community. There will be one to two different courses implementations during the academic year and those who have basic or advanced skills and competences in that particular field are able to join the course.
Content
Because of the nature of the course and its alternating topics, the content of the course varies. This course is dedicated to those who are already at a certain level in a specific field and the course is offered not only for the JAMK students but everybody who is motivated, engaged, and has previous skills in the area. The idea is also to support a special advanced community within that particular field to increase crowdsourcing and knowledge sharing among peers.
Learning materials and recommended literature
Horowitz S. The Essential Guide to Game Audio, 2014
Phillips W. A Composer's Guide to Game Music, 2014
Learning materials and recommended literature will be based on the implementation specialty.
Teaching methods
This implementation of Advanced Content for Games -course will have multiple different implementations with different schedules.
Please check in with the teacher with the specific details for the implementation.
Practical training and working life connections
Special lectures from the experts concerning the topic.
Exam dates and retake possibilities
Students will be evaluated based on the criteria of the implementation. The evaluation details will be explained in detail by each implementation.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
Course workload is 5 ECTS, which is 135 hours of work.
Content scheduling
Course scheduling depends on the chosen implementation.
Evaluation scale
0-5
Prerequisites
Earlier expertise in the specific field related to topic. Academic and/or practical competences. Participants for targeted courses will be found through existing channels of the game community and academic tracks.
Enrollment
20.11.2023 - 04.01.2024
Timing
09.01.2024 - 20.05.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Teaching languages
- English
Seats
20 - 20
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Kalle Raijonkari
- Ilari Miikkulainen
Scheduling groups
- Audio-group (Capacity: 14. Open UAS: 0.)
- Narrative- group (Capacity: 15. Open UAS: 0.)
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
ZJA24KIAvoin amk, tiko
Small groups
- Audio-group
- Narrative- group
Objectives
The object of the course
This course concentrates on interesting topical phenomena in the game industry. We are offering various specific tailormade courses during the academic year related e.g., game audio (new audio technologies, middleware), XR-technologies (AR, VR telepresence), game art, programming and game business. The need for this course rises from the need of the game community, game production programme and the stakeholders from the industry
After completing this course, you will learn new game industry competence in an advanced level which is useful in your career within game industry.
Course competences
Game Production Competence
The learning objectives of the course
The content varies and it depends on the resources and needs of the game community. There will be one to two different courses implementations during the academic year and those who have basic or advanced skills and competences in that particular field are able to join the course.
Content
Because of the nature of the course and its alternating topics, the content of the course varies. This course is dedicated to those who are already at a certain level in a specific field and the course is offered not only for the JAMK students but everybody who is motivated, engaged, and has previous skills in the area. The idea is also to support a special advanced community within that particular field to increase crowdsourcing and knowledge sharing among peers.
Learning materials and recommended literature
Horowitz S. The Essential Guide to Game Audio, 2014
Phillips W. A Composer's Guide to Game Music, 2014
Teaching methods
In this implementation of Advanced Content for Games we have two specialization groups: one for narrative and one for game audio.
The narrative group will deepen their knowledge of narrative design by joining the Jyväskylä Game Theatre (JGT). All roles of the production are needed, for example writers, light/sound designers, costume and set designers and actors. At the end of the course there will be the world premiere of the first JGT show.
The audio group will deepen their knowledge of sound design and immersive audio by utilizing the Dolby Atmos system in Unity or Unreal. Previous experience in either composing/sound design OR game engines is expected, but not both. The students' work will be showcased to the public at a later agreed-upon event.
The course is implemented as face-to-face guidance and workshops with the main emphasis on group work on the course projects. All students have their individual bespoke goals during the course.
If a student wishes to attend the course, but does not fit in with the groups above, they can contact the course tutor and discuss their situation.
All students who enroll on the course are expected to conduct a pre-task and a letter of motivation, which will be used as an application for the course.
Practical training and working life connections
Special lectures from the experts concerning the topic and excursions.
Exam dates and retake possibilities
There will be no exam during this course. Student activity and participation to course actions and group working skills affect the assessment.
The main focus of the grade is on the students own goals, and self-reflection of reaching them. This is displayed via a learning diary and summary, portfolio, and one-on-one discussion with the course tutor at the end of the course.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
The audio group will have regular day-time meetings at Digi & Game Center. Work groups have the ability to create their own working schedule. Schedule is flexible.
The narrative group will have their sessions in the evenings (after 16.00). The schedule will be announced by the course tutor later.
Course workload is 5 ECTS = approx. 135 hours.
- Learning diary and summary 33%
- Course activity 33%
- Selected work for portfolio 33%
- Good behavior! 1%
Further information for students
Avoin amk 5
Edufutura 5
Evaluation scale
0-5
Prerequisites
Earlier expertise in the specific field related to topic. Academic and/or practical competences. Participants for targeted courses will be found through existing channels of the game community and academic tracks.
Enrollment
01.11.2021 - 09.01.2022
Timing
10.01.2022 - 27.05.2022
Number of ECTS credits allocated
5 op
Virtual portion
1 op
Mode of delivery
80 % Face-to-face, 20 % Online learning
Unit
School of Business
Teaching languages
- English
Seats
0 - 20
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Kalle Raijonkari
- Ilari Miikkulainen
Groups
-
HTG20S1Bachelor's Degree Programme in Business Information Technology
Objectives
The object of the course
This course concentrates on interesting topical phenomena in the game industry. We are offering various specific tailormade courses during the academic year related e.g., game audio (new audio technologies, middleware), XR-technologies (AR, VR telepresence), game art, programming and game business. The need for this course rises from the need of the game community, game production programme and the stakeholders from the industry
After completing this course, you will learn new game industry competence in an advanced level which is useful in your career within game industry.
Course competences
Game Production Competence
The learning objectives of the course
The content varies and it depends on the resources and needs of the game community. There will be one to two different courses implementations during the academic year and those who have basic or advanced skills and competences in that particular field are able to join the course.
Content
Because of the nature of the course and its alternating topics, the content of the course varies. This course is dedicated to those who are already at a certain level in a specific field and the course is offered not only for the JAMK students but everybody who is motivated, engaged, and has previous skills in the area. The idea is also to support a special advanced community within that particular field to increase crowdsourcing and knowledge sharing among peers.
Learning materials and recommended literature
Horowitz S. The Essential Guide to Game Audio, 2014
Phillips W. A Composer's Guide to Game Music, 2014
Teaching methods
The course will be executed as blended model, so there will be both online and face-to-face parts. The course consists of research, problem-based learning and project-based learning. The course will be implemented by general lectures, learning assignments - both individual and group assignments - and practical project work. During the course the students will become acquainted with different novel technologies and devices concerning game audio production. The students will gain advanced technological and/or artistic competences. During the course the student will produce an audio project for their portfolio.
Practical training and working life connections
Special lectures from the experts concerning the topic and excursions.
Exam dates and retake possibilities
There will be no exam during this course. A learning diary and summary is in the main role concerning the assessment as well as a selected portfolio work. Individual smaller assignments will be assessed during the course, which influence the final grade based on student activity.
In the case the student is unable to return the assignments, learning diary and summary in time, please be in contact with the lecturer responsible of the course.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
Course workload is 5 ECTS = approx. 135 hours.
- Learning diary and summary 33%
- Course activity and research for the group 33%
- Selected work for portfolio 33%
- Good behavior! 1%
Evaluation scale
0-5
Prerequisites
Earlier expertise in the specific field related to topic. Academic and/or practical competences. Participants for targeted courses will be found through existing channels of the game community and academic tracks.