Game Engine 3Laajuus (5 cr)
Code: HTGP0310
Credits
5 op
Teaching language
- English
Responsible person
- Mika Karhulahti
Objective
Objectives (goals):
The main object is to understand the basics of the new game engine, and becoming capable of creating simple games with the engine by porting an existing game from another game engine. Based on the students experience and knowledge with earlier game engines, the steps are taken to teach differences between the engines and provide such a transition that earlier learning can be taken in advantage.
The studen will learn how to find the similar game engine functionalities and produce similar effects / functionalities to the ones made in another game engine.
Learning outcomes:
After completing this course, you should be capable of making complex games with a selected game engine. You will also understand the basic differences and similarities between different game engines.
Course competences:
Game production competence
Software engineering competence
Content
Have you already developed a game on a game engine and want to learn what it takes to get proficient with another engine?
Game industry is a competitive environment these days and you will have an advantage with a knowledge of multiple game engines. Understanding the differences and similarities of game engines gives you the ability to always choose the right tool for the projects ahead.
This course focuses on learn to convert a finalised games to another game engine. This course gets you familiar with another major commercial game engine. After completing this course, you have basic knowledge to start creating games with the game engine.
Qualifications
You need to posses advanced and transferable skills in game programming and game engines, and therefore this course is not for you are not familiar with modern game development tools and programming.
Sufficient skills in a programming language and another game engine.
Assessment criteria, satisfactory (1)
Sufficient (1): You have basic knowledge of the game engine’s functionalities, pre-existing components, assets and/or example projects, and how they are used in the creation of games. You understand how the selected engine relates to other game engines and how games can be ported to it.
Satisfactory (2): You comprehend and are able to use the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to partially port a game into the selected game engine.
Assessment criteria, good (3)
Good (3): You can analyze the game engine’s functionality and pre-existing components, assets and/or example projects in comparison to other game engines. You are capable of extending them by implementing your own game content or functionalities.
Very Good (4): You have a thorough understanding of the game engine’s functionalities, pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game.
Assessment criteria, excellent (5)
Excellent (5): You are capable of evaluating the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game. You also have in-depth knowledge on some specific part of the game engine.
Materials
Public learning materials:
- Unreal Engine API: https://docs.unrealengine.com/5.0/en-US/API/
- Unreal Engine manual: https://docs.unrealengine.com/5.0/en-US/
- C++ programming tutorial: https://www.cplusplus.com/doc/tutorial/
- C++ programming tutorial: https://www.tutorialspoint.com/cplusplus/cpp_quick_guide.htm
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C++ (or C#) as the programming language
- Visual Studio (or similar) as the IDE
- Unreal Engine (or Unity) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Enrollment
18.11.2024 - 09.01.2025
Timing
13.01.2025 - 19.05.2025
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Peter Ciszek
Groups
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
Objectives
Objectives (goals):
The main object is to understand the basics of the new game engine, and becoming capable of creating simple games with the engine by porting an existing game from another game engine. Based on the students experience and knowledge with earlier game engines, the steps are taken to teach differences between the engines and provide such a transition that earlier learning can be taken in advantage.
The studen will learn how to find the similar game engine functionalities and produce similar effects / functionalities to the ones made in another game engine.
Learning outcomes:
After completing this course, you should be capable of making complex games with a selected game engine. You will also understand the basic differences and similarities between different game engines.
Course competences:
Game production competence
Software engineering competence
Content
Have you already developed a game on a game engine and want to learn what it takes to get proficient with another engine?
Game industry is a competitive environment these days and you will have an advantage with a knowledge of multiple game engines. Understanding the differences and similarities of game engines gives you the ability to always choose the right tool for the projects ahead.
This course focuses on learn to convert a finalised games to another game engine. This course gets you familiar with another major commercial game engine. After completing this course, you have basic knowledge to start creating games with the game engine.
Learning materials and recommended literature
Public learning materials:
- Unreal Engine API: https://docs.unrealengine.com/5.0/en-US/API/
- Unreal Engine manual: https://docs.unrealengine.com/5.0/en-US/
- C++ programming tutorial: https://www.cplusplus.com/doc/tutorial/
- C++ programming tutorial: https://www.tutorialspoint.com/cplusplus/cpp_quick_guide.htm
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C++ (or C#) as the programming language
- Visual Studio (or similar) as the IDE
- Unreal Engine (or Unity) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of the game engine’s functionalities, pre-existing components, assets and/or example projects, and how they are used in the creation of games. You understand how the selected engine relates to other game engines and how games can be ported to it.
Satisfactory (2): You comprehend and are able to use the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to partially port a game into the selected game engine.
Evaluation criteria, good (3-4)
Good (3): You can analyze the game engine’s functionality and pre-existing components, assets and/or example projects in comparison to other game engines. You are capable of extending them by implementing your own game content or functionalities.
Very Good (4): You have a thorough understanding of the game engine’s functionalities, pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game.
Evaluation criteria, excellent (5)
Excellent (5): You are capable of evaluating the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game. You also have in-depth knowledge on some specific part of the game engine.
Prerequisites
You need to posses advanced and transferable skills in game programming and game engines, and therefore this course is not for you are not familiar with modern game development tools and programming.
Sufficient skills in a programming language and another game engine.
Enrollment
20.11.2023 - 04.01.2024
Timing
08.01.2024 - 20.05.2024
Number of ECTS credits allocated
5 op
Virtual portion
5 op
Mode of delivery
Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 250
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Peter Ciszek
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
ZJA24KIAvoin amk, tiko
Objectives
Objectives (goals):
The main object is to understand the basics of the new game engine, and becoming capable of creating simple games with the engine by porting an existing game from another game engine. Based on the students experience and knowledge with earlier game engines, the steps are taken to teach differences between the engines and provide such a transition that earlier learning can be taken in advantage.
The studen will learn how to find the similar game engine functionalities and produce similar effects / functionalities to the ones made in another game engine.
Learning outcomes:
After completing this course, you should be capable of making complex games with a selected game engine. You will also understand the basic differences and similarities between different game engines.
Course competences:
Game production competence
Software engineering competence
Content
Have you already developed a game on a game engine and want to learn what it takes to get proficient with another engine?
Game industry is a competitive environment these days and you will have an advantage with a knowledge of multiple game engines. Understanding the differences and similarities of game engines gives you the ability to always choose the right tool for the projects ahead.
This course focuses on learn to convert a finalised games to another game engine. This course gets you familiar with another major commercial game engine. After completing this course, you have basic knowledge to start creating games with the game engine.
Learning materials and recommended literature
Public learning materials:
- Unreal Engine API: https://docs.unrealengine.com/5.0/en-US/API/
- Unreal Engine manual: https://docs.unrealengine.com/5.0/en-US/
- C++ programming tutorial: https://www.cplusplus.com/doc/tutorial/
- C++ programming tutorial: https://www.tutorialspoint.com/cplusplus/cpp_quick_guide.htm
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C++ (or C#) as the programming language
- Visual Studio (or similar) as the IDE
- Unreal Engine (or Unity) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
Description is subject to change, UPDATES MAY OCCUR.
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2 weeks after classes will be reserved for the 1-on-1 evaluations.
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
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~30h
- Weekly tasks: ~20h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~40h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
Further information for students
Open studies 2
Edufutura 3
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of the game engine’s functionalities, pre-existing components, assets and/or example projects, and how they are used in the creation of games. You understand how the selected engine relates to other game engines and how games can be ported to it.
Satisfactory (2): You comprehend and are able to use the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to partially port a game into the selected game engine.
Evaluation criteria, good (3-4)
Good (3): You can analyze the game engine’s functionality and pre-existing components, assets and/or example projects in comparison to other game engines. You are capable of extending them by implementing your own game content or functionalities.
Very Good (4): You have a thorough understanding of the game engine’s functionalities, pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game.
Evaluation criteria, excellent (5)
Excellent (5): You are capable of evaluating the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game. You also have in-depth knowledge on some specific part of the game engine.
Prerequisites
You need to posses advanced and transferable skills in game programming and game engines, and therefore this course is not for you are not familiar with modern game development tools and programming.
Sufficient skills in a programming language and another game engine.
Enrollment
01.11.2022 - 05.01.2023
Timing
09.01.2023 - 19.05.2023
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
0 - 30
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Peter Ciszek
Groups
-
ZJA23KIAvoin AMK, tiko
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
ZJK23KIKorkeakoulujen välinen yhteistyö, TIKO
Objectives
Objectives (goals):
The main object is to understand the basics of the new game engine, and becoming capable of creating simple games with the engine by porting an existing game from another game engine. Based on the students experience and knowledge with earlier game engines, the steps are taken to teach differences between the engines and provide such a transition that earlier learning can be taken in advantage.
The studen will learn how to find the similar game engine functionalities and produce similar effects / functionalities to the ones made in another game engine.
Learning outcomes:
After completing this course, you should be capable of making complex games with a selected game engine. You will also understand the basic differences and similarities between different game engines.
Course competences:
Game production competence
Software engineering competence
Content
Have you already developed a game on a game engine and want to learn what it takes to get proficient with another engine?
Game industry is a competitive environment these days and you will have an advantage with a knowledge of multiple game engines. Understanding the differences and similarities of game engines gives you the ability to always choose the right tool for the projects ahead.
This course focuses on learn to convert a finalised games to another game engine. This course gets you familiar with another major commercial game engine. After completing this course, you have basic knowledge to start creating games with the game engine.
Learning materials and recommended literature
Public learning materials:
- Unreal Engine API: https://docs.unrealengine.com/5.0/en-US/API/
- Unreal Engine manual: https://docs.unrealengine.com/5.0/en-US/
- C++ programming tutorial: https://www.cplusplus.com/doc/tutorial/
- C++ programming tutorial: https://www.tutorialspoint.com/cplusplus/cpp_quick_guide.htm
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C++ (or C#) as the programming language
- Visual Studio (or similar) as the IDE
- Unreal Engine (or Unity) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 situation requires the learning will be supported by on-line tutorials.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2 weeks after classes will be reserved for the 1-on-1 evaluations.
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
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~30h
- In-class activities: ~30h
- Weekly tasks: ~20h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 2 hours per week for in-class activities
Further information for students
Edufutura 5
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of the game engine’s functionalities, pre-existing components, assets and/or example projects, and how they are used in the creation of games. You understand how the selected engine relates to other game engines and how games can be ported to it.
Satisfactory (2): You comprehend and are able to use the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to partially port a game into the selected game engine.
Evaluation criteria, good (3-4)
Good (3): You can analyze the game engine’s functionality and pre-existing components, assets and/or example projects in comparison to other game engines. You are capable of extending them by implementing your own game content or functionalities.
Very Good (4): You have a thorough understanding of the game engine’s functionalities, pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game.
Evaluation criteria, excellent (5)
Excellent (5): You are capable of evaluating the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game. You also have in-depth knowledge on some specific part of the game engine.
Prerequisites
You need to posses advanced and transferable skills in game programming and game engines, and therefore this course is not for you are not familiar with modern game development tools and programming.
Sufficient skills in a programming language and another game engine.
Enrollment
01.11.2021 - 09.01.2022
Timing
10.01.2022 - 20.05.2022
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Teaching languages
- English
Seats
0 - 35
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Peter Ciszek
Groups
-
HTG20S1Bachelor's Degree Programme in Business Information Technology
Objectives
Objectives (goals):
The main object is to understand the basics of the new game engine, and becoming capable of creating simple games with the engine by porting an existing game from another game engine. Based on the students experience and knowledge with earlier game engines, the steps are taken to teach differences between the engines and provide such a transition that earlier learning can be taken in advantage.
The studen will learn how to find the similar game engine functionalities and produce similar effects / functionalities to the ones made in another game engine.
Learning outcomes:
After completing this course, you should be capable of making complex games with a selected game engine. You will also understand the basic differences and similarities between different game engines.
Course competences:
Game production competence
Software engineering competence
Content
Have you already developed a game on a game engine and want to learn what it takes to get proficient with another engine?
Game industry is a competitive environment these days and you will have an advantage with a knowledge of multiple game engines. Understanding the differences and similarities of game engines gives you the ability to always choose the right tool for the projects ahead.
This course focuses on learn to convert a finalised games to another game engine. This course gets you familiar with another major commercial game engine. After completing this course, you have basic knowledge to start creating games with the game engine.
Learning materials and recommended literature
Public learning materials:
- Unreal Engine API: https://docs.unrealengine.com/5.0/en-US/API/
- Unreal Engine manual: https://docs.unrealengine.com/5.0/en-US/
- C++ programming tutorial: https://www.cplusplus.com/doc/tutorial/
- C++ programming tutorial: https://www.tutorialspoint.com/cplusplus/cpp_quick_guide.htm
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- C++ (or C#) as the programming language
- Visual Studio (or similar) as the IDE
- Unreal Engine (or Unity) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the workspace
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 situation requires the learning will be supported by on-line tutorials.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2 weeks after classes will be reserved for the 1-on-1 evaluations.
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
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~30h
- In-class activities: ~30h
- Weekly tasks: ~20h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 2 hours per week for in-class activities
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of the game engine’s functionalities, pre-existing components, assets and/or example projects, and how they are used in the creation of games. You understand how the selected engine relates to other game engines and how games can be ported to it.
Satisfactory (2): You comprehend and are able to use the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to partially port a game into the selected game engine.
Evaluation criteria, good (3-4)
Good (3): You can analyze the game engine’s functionality and pre-existing components, assets and/or example projects in comparison to other game engines. You are capable of extending them by implementing your own game content or functionalities.
Very Good (4): You have a thorough understanding of the game engine’s functionalities, pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game.
Evaluation criteria, excellent (5)
Excellent (5): You are capable of evaluating the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create a ported version of your own game. You also have in-depth knowledge on some specific part of the game engine.
Prerequisites
You need to posses advanced and transferable skills in game programming and game engines, and therefore this course is not for you are not familiar with modern game development tools and programming.
Sufficient skills in a programming language and another game engine.