Game Engine 1 (5 cr)
Code: HTGP0160-3002
General information
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
Campus
Main Campus
Teaching languages
- English
Seats
0 - 50
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Scheduling groups
- Demo1 (Capacity: 25. Open UAS: 0.)
- Demo2 (Capacity: 25. Open UAS: 0.)
Groups
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
ZJA21SIP1Avoin AMK, TIKO, BIT-polku
Small groups
- Demo1
- Demo2
Objectives
Objectives (goals):
The main objective is to understand the structure and basic functionalities of a game engine. The student who completes the course has skills to implement game content or prototypes from a technical perspective, taking advantage of a game engine, pre-existing components, assets and/or example project. The student also has basic understanding of game development, its terminology and their relation to the chosen game engine. Basically, to understand what a game engine is and how to use it in game development (from a specific specialty point of view).
The student will learn how to use the game engine, ready assets and/or example projects to build game prototypes.
Learning outcomes:
After completing this course, you should be capable of making game prototype with a selected game engine. You will also understand the basic technical concepts of game development.
Course competences:
Game production competence
Software engineering competence
Content
Do you have the basic understanding of game programming and now you want to make a working prototype for your game idea?
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 development.
This course aims to introduce game development and the game engine through game prototyping process in a way that requires a small amount of programming and scripting, being therefore suitable for far variety of skill sets.
Learning materials and recommended literature
Public learning materials:
- Unity manual: https://docs.unity3d.com/Manual/index.html
- Unity API: https://docs.unity3d.com/ScriptReference/index.html
- C# programming guide: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/
- Blender manual: https://docs.blender.org/manual/en/latest/
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
- Blender 3D as the 3D modeling application
- 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
Open UAS places are included in the total capacity (spots)
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 game content or simple game prototypes. You can be productive in a limited role as an implementer of specific specialty area.
Satisfactory (2): You comprehend and are capable of using the game engine’s functionalities, pre-existing components, assets and/or example projects. You are able to show your skills through a simple game prototype created with ready asset(s).
Evaluation criteria, good (3-4)
Good (3): You can analyze a variety of the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create simple game prototype(s) that take several ready assets into use. You can be productive in a role as an implementer of specific specialty area.
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 complex game prototype(s) that take several ready assets into use. You are capable of using 3rd party extensions, or modify the used assets (game content or functionalities). You have participated into the group game prototype creation process.
Evaluation criteria, excellent (5)
Excellent (5): You can critically evaluate the game engine’s functionality and pre-existing components, assets and/or example projects. You are capable of using them to create complex game prototype(s). You also have in-depth knowledge on some specific part(s) of the game engine and asset(s). You have participated into the group game prototype creation process.
Prerequisites
Minimal competence in C# (language overall, basic structures, syntax, objects). Previous competence with the game engine is a plus (installing, prefabs, using scripts in the game engine). Skills with other related tools, like version control and IDE, are useful.
Sufficient skills in the programming language and other related tools.