Game Engine 2 (5 cr)
Code: HTGP0280-3004
General information
Enrollment
01.08.2024 - 22.08.2024
Timing
26.08.2024 - 18.12.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 30
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Groups
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
- 26.08.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 28.08.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 02.09.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 04.09.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 09.09.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 11.09.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 16.09.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 18.09.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 23.09.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 25.09.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 30.09.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 02.10.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 07.10.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 09.10.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 21.10.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 23.10.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 28.10.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 30.10.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 04.11.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 06.11.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 18.11.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 20.11.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 25.11.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 27.11.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 02.12.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 04.12.2024 08:15 - 09:45, Game Engine 2 HTGP0280-3004 - Demo
- 09.12.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
- 16.12.2024 10:15 - 12:15, Game Engine 2 HTGP0280-3004 - Lecture
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
This field describes the public learning material that is required for passing the course.
Learning material:
- Teacher's written materials
- Lecture materials (Slides and in the learning environment)
- Databases (in the learning environment)
- Materials related to implementation (in the learning environment)
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube (or the course database)
Practicalities and used tools:
- A Version Control System (VCS) compatible with the game engine (e.g. Git, GitHub as the location)
- A game engine (e.g. Unity / Unreal Engine / Godot...)
- Integrated Development Environment (IDE) related to the game engine (e.g. Visual Studio / JetBrains...)
- A programming language related to the game engine (e.g. C# / C++...)
- 3D modelling and animation software (e.g. Blender)
Some tool related public learning materials:
- Microsoft. (2024). C# programming guide [Documentation website]. https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/
- Unity Technologies. (2024a). Unity - Manual [Documentation website]. https://docs.unity3d.com/Manual/index.html
- Unity Technologies. (2024b). Unity - Scripting API [Application Programming Interface website]. https://docs.unity3d.com/ScriptReference/index.html
Teaching methods
This field describes the methods of teaching and learning used in the implementation and how student guidance will be arranged.
A blended model:
The primary mode of delivery is a combination of activities in-class on campus, and in specific cases on-line.
However, if the COVID-19 or other similar situation requires the learning will be supported by on-line activities.
The activities will deepen the learning in the following possible ways:
- Theoretical lectures and testing
- Individual and possible group work (implementation)
- Individual and possible group exercises, learning tasks (assignments) and reflection
- Guidance in the form of guided demos and end result reviews (also help with challenges)
The course activities can also contain:
- Project-based learning
- Flipped learning (learning about the topic before theory lectures)
- Knowledge tests
- Topic specific focus teaching
- Topic specific research
- Database use for challenges/problems/tutorials (problem based learning)
Participation to possible on-line activities:
- Zoom is used for on-line activities
- Requires a working webcam, headphones and microphone
- If one or more of the following are missing, the participation can be declined
Artificial intelligence (AI) usage:
- The use of AI and AI-assisted tools is permitted and recommended
- Pure copying (plagiarism) is still prohibited and will result in appropriate penalties
Official communication channels:
- Teams (primary) and email
- Course news (forum)
- DiscordApp / WhatsApp / other comms are prohibited from the faculty members
- The sessions can be recorded and the links added to the workspace (recording permission will always be requested from the participants beforehand)
Employer connections
This field describes connections to working life and practical training.
The course might have visiting lecturers (game industry experts), and possibly an excursion (virtual or physical).
The possible course project will mimic real-life project experiences.
Exam schedules
This field indicates the date and time of the actual exam and all retake opportunities.
There will be no exam on this course!
- Every student reserves a 30 min evaluation slot, where they will show their end 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(s)
- The reservation of the evaluation slots will be made possible through the learning platform
The date and time of the evaluation:
- From mid December to January
- Exact dates and the chances to retakes are announced during the course
Vaihtoehtoiset suoritustavat
This field describes the alternative completion methods for the course.
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 the following ways:
- Accreditation of higher education studies (replacement or inclusion)
- Recognition of informal learning
More precise info:
- JAMK Degree Regulations, section 17
- https://www.jamk.fi/en/for-students/degree-student/recognition-of-prior-learning-and-experience
Student workload
This section describes the learning assignments and the time needed for completing them and the student’s other scheduling.
The workload of 5 credits is 135 hours. The load is distributed the following way:
- 55 hours of guided in-class activities
- 80 hours of independent work
This is roughly the following hour amounts:
~55 hours: In-class activities (Lectures, testing and implementation in demo)
~35 hours: Tasks (weekly and other), module assignments, and preparing for lectures
~30 hours: End product work
~15 hours: Portfolio preparations (for evaluation purposes)
Content scheduling
This section describes the scheduling of the course. Meaning what happens every week (rhythm, timing, weekly tasks, mandatory parts of the implementation)?
The course consists of 5 modules:
- Modules are 3-5 weeks long
- Every module is mandatory and has weekly in-class activities and independent work
- At the end of each module, there is a mandatory module assignment that checks the student's progress and module-related understanding and skills
- Detailed module contents will be available in the learning environment
The course starts with a 3 week long module. The module focuses on the course introduction, setting up the tools and environments as well as taking the first dive into the course topic. By the end to the 1st module every student must have fill the following criteria:
- Participated to all of the course in-class activities (marked participation)
- Returned the module assignment that has been accepted
- If 1 or more of the criteria is not filled, the student will be considered as inactive / withdrawn from the course (according to Jamk course resource requirements)
Weekly scheduling:
~4 hours per week for mandatory in-class activities (theory, testing, and implementation in demo) -> Possibly in 2 separate sessions
~4-6 hours per week of independent work relating to the tasks (weekly and other), module assignments, preparing for the lectures, and end product work (everything should further the student's end product)
This means that you should reserve ~8-10 hours of working time every week for this course!
The course also expects every student to have an end product to show by the end of the course:
- The end product demonstrates the student's understanding and skills related to the topics of the course
- The course ends with a final end result presentations in December
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.