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Customer Project (5 cr)

Code: HTGP0150-3001

General information


Enrollment

01.08.2022 - 31.07.2023

Timing

22.05.2022 - 31.07.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Business

Teaching languages

  • English

Degree programmes

  • Bachelor's Degree Programme in Business Information Technology

Teachers

  • Kalle Raijonkari

Groups

  • HTG20S1
    Bachelor's Degree Programme in Business Information Technology

Objectives

The object of the course:
You have learned many different skills and knowledge in your game production studies. These skills may include skills related to game programming, 2D&3D art, sfx or monetization. However, you may not have been able to combine these skills or you have not found situations where you could apply these skills. The answer is: Customer Project!

This project will take you through your first customer relationship and there you serve the customer to the best of your ability, utilizing your previously acquired skills. The goal is a satisfied customer!

Course competences:
Business competence
Cross-disciplinary competence in games
Game production competence
Software engineering competence
Systems and methods in ICT

The learning objectives of the course:
After the course you will be able to independently implement a customer-oriented project within your knowledge. In addition to customer service, you have acquired new technical or content production skills and are able to apply them in customer relationships. You understand the importance of communicating with and reporting with a client in a new and more in-depth way, and being able to organize and facilitate different types of events (eg workshops).

Content

Key issues include understanding the customer's (and their customers') needs, developing a solution, defining and producing project output, organizing own work and the entire customer project, and reporting on the outputs in a way that is meaningful to the project.

Time and location

Nonstop, independent of time or place.

Learning materials and recommended literature

Material written by the teacher can be found at Moodle.

Teaching methods

- Course will be implemented as an on-line course with non-stop schedule.
- Assignments and reporting (Project plan, work schedule, report and presentation)
- Seminar presentation of customer project results.

Practical training and working life connections

Student obtains a customer project and implements the development project with hour-by-hour schedule that is agreed with the customer.

Student workload

Customer project will be tracked by used hours for the project. 1 ECTS credit equals 27 hours of work. Approximately 135 hours of work.

Further information for students

Student will search for a customer project through worklife networks and/or BIT collaboration organisations.
In the final report and the seminar presentation you will do and present the self-evaluation and the evaluation of the customer project.

Evaluation scale

Pass/Fail

Evaluation criteria, pass/failed

The successful completion of the course requires an independent project with the client, as well as outlining and documenting the client's needs as agreed with the client. The author (s) will produce a project plan and contract, which will agree with the client on the project to be carried out, monitor and report on the working time used and record the final report of the project. The results of the projects are presented in an appropriate way (eg closing seminar, video presentation).

Prerequisites

Although this course can take on new technical or content-related skills, you must still have a basic understanding of project management, game business, and the technologies you and your client select.