Siirry suoraan sisältöön

Introduction to XR and Mobile Development in Game Engine (5 cr)

Code: HG00CF56-3001

General information


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

Degree programmes

  • Bachelor's Degree Programme in Business Information Technology

Teachers

  • Kalle Raijonkari

Groups

  • HTG24S1
    Bachelor's Degree Programme in Business Information Technology
  • HTG23S1
    Bachelor's Degree Programme in Business Information Technology
  • ZJAHTG24S1
    Avoin AMK, Tiko, AMK-väylät, BIT, tradenomi amk

Objective

In the XR and Mobile Development in Game Engine course you will gain proficiency in game programming by leveraging the Software Development Kits (SDKs) of various gaming platforms and devices. You will understand how to make use of device and platform manufacturers documentation in development for different kinds of devices, which can be for example virtual reality headsets, mobile devices or even gaming consoles.

Course competences:
Game production competence: Student can program with an engine-specific language and understand the role of assets and/or middleware.
Software engineering competence: Student is familiar with tools and methods related to software engineering and able to apply the knowledge in practical work.
Cross disciplinary competence in games: The student can apply skills and knowledge in a special field of game production, development or design, or other field of study with link to digital games
Proactive development: The student is able to work on projects in cooperation with actors from different fields.


The learning objectives of the course:
After completing the course you will understand how to begin game development for various non-PC devices and peripherals. You will understand how to install and use Software Development Kits (SDK’s) and where and how to get information necessary for development. You will be able to build a game onto a device other than PC.

Content

During the course you will learn where to acquire Software Development Kits (SDK's) for different devices and platforms, where to find the requirements and licenses for their use, and how to use them in the context of game development. You will also learn practically how to use SDK's in game programming. During the course you will be provided with different kinds of devices and will be prototyping and building a game for a device in practice.

Oppimateriaali ja suositeltava kirjallisuus

Takoordyal, K. Beginning Unity Android Game Development: From Beginner to Pro, 2020.
Hocking, J. Unity in action : multiplatform game development in C#, 2022.

Teaching methods

The course will be conducted as contact studying at Jamk's campuses. There will be lectures, in which the students will learn the basic theory of the course's subjects, and practical assignments which allow the students to try out the things they have learned in practice.

During the course the students will become acquainted with developing and building games for mobile and XR-devices. The students will learn the basics of SDK’s (software development kits) and about how hardware limitations affect the development of game software. During the course students will produce a prototype of either a mobile or XR game.

The student will require a laptop and a mobile device to participate on the course as development starts with step-by-step tutorials in class. The environments used on the course run on PC and Android platforms. Students with iOS/macOS-devices should contact the teacher during enrolment.

Employer connections

The course will have a game industry guest, schedule permitting.

Exam schedules

There will be no exam during this course.

The main basis for assessment is a game prototype project, where students showcase their learning. Completing smaller assignments and course activity as well as self-assessment will also contribute to the grade.

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 5 credits is approximately 135 hours.

The 135 hours will divide roughly in the following way:
In-class activities: ~45 hours
Final Project: ~30 hours
Self-study: ~60 hours

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Sufficient (1): You can create a functioning game prototype for XR and/or mobile devices by following instructions provided on the course

Satisfactory (2): You can create a functioning game prototype for XR and/or mobile devices by applying the device/platform manufacturers documentation.

Arviointikriteerit, hyvä (3-4)

Good (3): You can create a functioning game prototype for XR and/or mobile devices by applying the device manufacturers documentation. You are also able to report what parts of the device/platform manufacturers Software Development Kit are required for your prototype to run.

Very good (4): You can create a functioning game prototype for XR and/or mobile devices by applying the device/platform manufacturers documentation. You also demonstrate a deeper understanding of what parts of the Software Development Kit are required for your prototype and why.

Assessment criteria, excellent (5)

Grade 5: You can create a functioning game prototype for XR and/or mobile devices by applying the device/platform manufacturers documentation. You can deduct how different parts of the Software Development Kit function and can write code based on the SDK’s function reference without example code.

Qualifications

You need to have a sufficient skills in programming, as well as basic understanding of game engines and software engineering practices.