Skip to main content

Introduction to Multiplayer Game Programming (5 cr)

Code: HG00CH07-3001

General information


Timing
25.08.2025 - 19.12.2025
The implementation has not yet started.
Number of ECTS credits allocated
5 cr
Local portion
5 cr
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
Mika Karhulahti
Tuntiopettaja 1 204
Groups
HTG24S1
Bachelor's Degree Programme in Business Information Technology
Course
HG00CH07
No reservations found for realization HG00CH07-3001!

Evaluation scale

0-5

Content scheduling

This section describes the scheduling of the course. Meaning what happens every week (rhythm, timing, weekly tasks, mandatory parts of the implementation)?

Weekly scheduling of the course:
~3,5 hours per week for mandatory in-class activities (Lectures for theory and examples + Demo lectures for implementation and testing)
~6-7 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 ~9-11 hours of working time every week for this course!

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 and length 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- If 1 or more of the criteria is not filled, the student will be considered as inactive / withdrawn from the course (according to Jamk course resource requirements)

Every student in the course is expected 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 final end result presentations and 1-on-1 evaluations in December

Objective

The object of the course

Have you ever wondered what it takes to make an online game? What different aspects relates to multiplayer games? What tools are there available to help you in creating a multiplayer experience?
In this course, you will learn about the needs, restrictions, and processes of online game development. The functionality and technical choices made vary a lot between different kinds of online games. In addition, the course will also include basic understanding of required hardware environments and their setup that is required to run such games.

Course competences

Game production competence: Can produce content for a game project and can work with the tools in meaningful and systematic way. Can implement assets with a game engine. Can program with an engine-specific language and understand the role of assets and/or middleware.

The learning objectives of the course

After completing this course, you have an understanding on technical requirements and techniques to develop online games. You will also have basic experience on developing simple online games.

Content

This course will focus on developing online games with selected game engine middleware. The course will include going through theory and implementing prototypes for most common types of online game functionality. The course will also teach the required information about hardware systems needed to set up environment for running your own online game.

Materials

This field describes the public learning material that is required for passing the course.

Learning material:
- Teacher's written materials
- Lecture materials (Slides and other materials 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 ja Janet Finnasta (https://janet.finna.fi/)
- Tutorial materials can be found from the web and YouTube (or the course database)

Some course topic and tools related public learning materials:
Microsoft. (n.d.). C# programming guide [Documentation website]. Retrieved April 25, 2025, from https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/
Unity Technologies. (n.d.-a). Unity - Manual [Documentation website]. Retrieved April 25, 2025, from https://docs.unity3d.com/Manual/index.html
Unity Technologies. (n.d.-b). Unity Multiplayer [Documentation website]. Retrieved April 25, 2025, from https://docs-multiplayer.unity3d.com/
Unity Technologies. (n.d.-c). Unity - Scripting API [Application Programming Interface website]. Retrieved April 25, 2025, from https://docs.unity3d.com/ScriptReference/index.html

Practicalities and used tools:
- A Version Control System (VCS) compatible with the game engine
- A game engine
- Integrated Development Environment (IDE) related to the game engine
- A programming language related to the game engine

Teaching methods

This field describes the methods of teaching and learning used in the implementation and how student guidance will be arranged.

A modified face-to-face model:
The primary mode of delivery is all of the activities in-class on campus, and only in special 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 for theory and examples + Demo lectures for implementation and testing
- Individual and possible group work (implementation)
- Individual and possible group exercises, learning tasks (assignments) and reflection
- Guidance in the form of end result reviews and answered questions or help with challenges if requested

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 you to have a working webcam, headphones and microphone
- In Zoom the webcam is required to be on at all times!
- If one or more of the equipment are missing or not used, your participation can be declined

Use of Artificial Intelligence (AI):
- The use of AI and AI-assisted tools is permitted and recommended
- Pure copying (plagiarism) is still prohibited and will result in appropriate penalties
- Any use of AI must be reported accordingly

Official communication channels:
- Course news (forum)
- Teams (primary) and email
- DiscordApp / WhatsApp / other comms are prohibited from the faculty members
- If you are prevented from coming to the lecture or demo, please let the teacher know beforehand!
- 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 20 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 / During May
- Exact dates and the chances to retakes are announced during the course

Completion alternatives

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:
~50 hours of mandatory in-class work: Theory lectures and guided activities (demos for implementation and testing)
~85 hours of independent work: Tasks (finalising weekly demo tasks and others), module assignments, and preparing for lectures (finding information and reading literature). Possible sprint week or prototyping event. End product work and evaluation preparations.

Assessment criteria, satisfactory (1)

Sufficient 1: You have the basic knowledge of the needs, restrictions and creation processes of online game development.

Satisfactory 2: You understand the needs, restrictions and creation processes of online game development. You are able to use a ready project related to online game development or you are capable of creating a simple online game prototype that can be played by two or more players.

Assessment criteria, good (3)

Good 3: You are able to identify the needs, restrictions and creation processes of online game development from online game projects. You are able to use a ready project related to online game development or you are capable of creating a simple online game prototype that can be played by two or more players. You are able to analyze a ready project related to online game development.

Very Good 4: You thoroughly understand the needs, restrictions and creation processes of online game development. You are capable of creating an advanced online game prototype.

Assessment criteria, excellent (5)

Excellent 5: You are able to evaluate the needs, restrictions and creation processes of online games. You are capable of creating an advanced online game (prototype) or incorporate online game features to a group game prototype. The game should also provide mechanics for online matchmaking.

Qualifications

In order to apply for this course, you need to possess basic skills in game programming and game engines, as well as other related tools.

Further information

This section describes the evaluation methods used. The assessment of learning is enhancement-led evaluation. The assessment is based on learning objectives, quality and criteria, and self-evaluation by the student plays an important role in the process.

The assessment is based on continuous feedback during weekly activities according to the learning objectives. Self-assessment happens through the personal set goals, reflections in the module assignments, and the final discussion. Submitted module assignments, the final product and presentation of it will be the basis for the final evaluation, that will follow the given assessment criteria and guidelines. Possible peer evaluation can be made possible for the course.

Go back to top of page