Advanced Game Programming (5 cr)
Code: HTGP0270-3003
General information
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
- Risto Koskenkorva
- Peter Ciszek
Groups
-
ZJA23KIAvoin AMK, tiko
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
ZJK23KIKorkeakoulujen välinen yhteistyö, TIKO
Objectives
Objectives (goals):
The main objective is to have a deeper understanding of the structure and functionality of a game. The student who completes the course has skills to implement complex games from a technical perspective, taking advantage of a game engine. The student should also have understanding and skills to use advanced programming concepts (software design principles) like SOLID principles, game programming patterns and practices. Basically, to understand how to efficiently use the programming language and clean code in unison with a game engine to create extendable (maintainable) games and game structures.
The student will learn how to use the concepts and principle on selected programming language and the game engine to create complex and well structured game projects.
Learning outcomes:
After completing this course, you should be capable of making complex games with the programming language and selected game engine. You should also have more in-depth programming language expertise, extending from basic language usage to advanced programming concepts (software design principles) such as SOLID principles, generics and game design / programming patterns and practices. All of which will give you better tooling for game development.
Course competences:
Game production competence
Software engineering competence
Content
Done enough basic scripting and would like to dive deeper in the code?
The clean and well organised structure is one of the most important things in game development projects. When projects get bigger, the programming is not only about trying to find quick hack to the things but more of making things in a sustainable, extendable and performant way.
This course extends your game making and programming skills to focus on better understanding of programming language, good architectural decisions and common games related logic.
Learning materials and recommended literature
Public learning materials:
- SOLID principles: https://en.wikipedia.org/wiki/SOLID
- Clean C#: https://leanpub.com/cleancsharp
- Game programming patterns: https://gameprogrammingpatterns.com/contents.html
- Unity API: https://docs.unity3d.com/ScriptReference/index.html
- Unity manual: https://docs.unity3d.com/Manual/index.html
- C# programming guide: https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/
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 and email are used for official communication
- 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 or other similar situation requires the learning will be supported by on-line tutorials and activities.
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 2-3 weeks after classes will be reserved for the 1-on-1 evaluations. Students can use this time to make games in voluntary game projects.
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: ~28h
- In-class activities: ~23h
- Weekly tasks: ~34h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 1,75 hours per week for in-class activities
Further information for students
Open UAS 5 are included in the total capacity (spots)
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of the creation of complex games with the programming language, the game engine, and other tools. You know the SOLID principles and some of the game design patterns. You understand and are capable of using the main concepts of object-oriented programming and can utilize them to develop your own game. You can be productive in a limited role as a programmer.
Satisfactory (2): You understand the process of the creation of complex games with the programming language, the game engine, and other tools. You can use the SOLID principles and some of the game design and programming patterns. You can make structurally good code.
Evaluation criteria, good (3-4)
Good (3): You can analyze the process of the creation of complex games with the programming language, the game engine, and other tools. You are able to identify and analyze some of the game design and programming patterns, as well as SOLID principles. You can be productive in a role as a programmer.
Very Good (4): You are capable of creating highly complex games with the programming language, the game engine, and other tools. You take advantage of some of the game design and programming patterns, as well as SOLID principles in your code.
Evaluation criteria, excellent (5)
Excellent (5): You are capable of creating highly complex, and well organized game projects with the programming language, the game engine, and other tools. You are able to evaluate and describe the advantages of some of the game design and programming patterns, as well as SOLID principles. You can produce exceptionally good quality code according to CLEAN principles. You have done cooperation with another programmer in your project(s).
Prerequisites
You need to posses intermediate skills in game programming and game engines as well as understanding of the Object-Oriented Programming paradigm, and therefore this course is not for you are not familiar with modern game development tools and programming. A previous game mechanics related code base is highly recommended.
Sufficient skills in the programming language, the OOP paradigm, the game engine, and other related tools.