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Game Engine 2 (5 cr)

Code: HTGP0280-3001

General information


Enrollment

02.08.2021 - 05.09.2021

Timing

30.08.2021 - 17.12.2021

Number of ECTS credits allocated

5 op

Virtual portion

2 op

Mode of delivery

60 % Face-to-face, 40 % Online learning

Unit

Liiketoimintayksikkö

Teaching languages

  • English

Seats

0 - 41

Degree programmes

  • Bachelor's Degree Programme in Business Information Technology

Teachers

  • Risto Koskenkorva

Groups

  • HTG20S1
    Bachelor's Degree Programme in Business Information Technology

Objective

Objectives (goals):
The main objective is to become an efficient user of the game engine and its API. The student will learn more in-depth usage of the game engine, as well as programming own components instead of using pre-made. The student who completes the course has skills to implement and finalise more complex games from a technical perspective, taking advantage of a game engine. The student also has deeper understanding of game development, its terminology and their relation to the chosen game engine. Basically, to understand what a game engine and its API are, and how to use them to create ready games.

The student will learn more in-depth usage of the selected game engine with focus on extending earlier game development skills, as well as programming own components instead of using only pre-made.

Learning outcomes:
After completing this course, you are capable of making more complex games using the selected game engine.

Course competences:
Game production competence
Software engineering competence

Content

Have you ever wanted to make a game of your own from scratch?

Game development is these days done widely by taking advantage of game engine middleware. Using such a middleware speeds up development and gives you more focus on developing the game mechanics instead of technology.

This course aims to extend your skills gained with the selected engine in Game Engine 1 course. The course focuses on providing skills to implement a finalized game with the game engine, with a major amount of functionality programmed by the student themselves.

Oppimateriaali ja suositeltava kirjallisuus

Public learning material:
- C# programming guide: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/
- Unity API: https://docs.unity3d.com/ScriptReference/index.html
- Unity manual: https://docs.unity3d.com/Manual/index.html

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
- Unity (or Unreal Engine) 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
- Teams / other comms is used for questions, answers and discussions
- All the sessions are recorded and the links are added to the learning environment

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)

Employer connections

The course might have visiting lecturers and possibly an excursion (virtual or physical).

Exam schedules

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.

Vaihtoehtoiset suoritustavat

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

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You understand how to use the main functionality of the game engine and its API to create games. You are capable of creating a simple, but functional, game with the game engine. You are capable of using common scripts, functionalities and mechanics required for developing such a game. You can be productive in a limited role as a programmer.

Satisfactory (2): You are capable of using the game engine and its API to build a ready game that takes advantage of a variety game engine’s functionality. You are capable of creating common scripts, functionalities and mechanics required for developing such a game.

Arviointikriteerit, hyvä (3-4)

Good (3): You are capable of using the game engine and its API to build a ready game that takes advantage of a wide variety of functionality that the game engine supports, including complex scripting. You are capable of creating and analyzing scripts, functionalities and mechanics required for developing such a game.

Very Good (4): You are capable of using the game engine and its API to build a ready game that takes advantage of a wide variety of functionality that the game engine supports, including complex scripting. You are capable of creating, analyzing and modifying scripts, functionalities and mechanics required for developing such a game. You also have extended the game engine functionality or complex mechanics by yourself. Level of the scripts and work you produce is structurally good. You also have more in-depth knowledge on some specific part of the game engine. You can be productive in a role as a programmer.

Assessment criteria, excellent (5)

Excellent (5): You are capable of using the game engine and its API to build and evaluate a complex game that takes advantage of a wide variety of functionality that game engine supports, including complex scripting. Level of the scripts and work you produce is structurally good. You also have more in-depth knowledge on several specific parts of the game engine. You have done cooperation with other game developer(s) in your project(s).

Qualifications

You need to posses advanced skills in game programming and game engines and therefore this course is not for you are not familiar with modern game development and programming.

Sufficient skills in the programming language, the OOP paradigm, the game engine, and other related tools.