Game Optimization and Testing (5 cr)
Code: HG00CF57-3001
General information
- Timing
-
12.01.2026 - 20.05.2026
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
- Kalle Raijonkari
- Groups
-
HTG24S1Bachelor's Degree Programme in Business Information Technology
- Course
- HG00CF57
Evaluation scale
0-5
Content scheduling
The first ~10 weeks of the course are used to get acquainted with quality assurance as a field in the game industry, which is done by weekly lectures and learning assignments. The final weeks of the course are reserved for individual project work and project presentations, as well as the final exam.
Objective
The object of the course
Have you wondered how the quality of games is ensured? In what ways games could be optimized, and what goes into it? What different tools there are available for these tasks?
In this course, you will get a basic understanding of game testing and optimization on both theoretical and practical layer.
Course competences
Proactive development: Is able to apply existing knowledge in the field in development and utilises research and development methods.
Game production competence: Can produce content for a game project and can work with the tools in meaningful and systematic way.
Software engineering competence: Is able to define, plan, test and/or implement software products.
The learning objectives of the course
After completing this course, you will be able to design and implement simple game testing, as well as utilize different tools to further the optimization of games.
Content
In this course you will learn about the basic principles of game testing. In addition, you will learn different ways of game optimization. You will acquire some basic tools that you are able to use in different projects.
Materials
Mandatory learning materials will be provided in the course Moodle-space. Learning materials include videos, articles and e-books from Jamk’s library.
Recommended literature:
Finska, N. Modern Game Testing, 2023.
Schultz, C. Game Testing All in One, 2017.
Teaching methods
The course will be delivered as weekly contact lectures, in-class learning assignments and individual assignments. Weekly learning assignments will require students to play various games and analyze various aspects of the game play, testing and development based on that week’s topic. The course culminates in the Final Project, where students will plan, execute and report game testing or game optimization activities of their choice based on the theoretical framework provided by the course.
During the course students will learn the principles of game quality assurance and game testing both in theory and in practice. After the course the student is able to conduct various quality assurance activities in practice, as well as understands the principles of optimization in order to begin optimizing their own works in other fields of game development.
Employer connections
During the course students will conduct testing on real games and communicate their findings to the developers.
The course can have an industry guest working in QA schedule permitting.
Exam schedules
The course assessment is based 50-50 on the final exam, and the Final Project, where students showcase their learning. Completing smaller assignments and course activity as well as self-assessment will also contribute to the grade. The exam is held at the end of the course, and it is a pen and paper exam conducted in a classroom or an auditorium.
For the exam, up to two re-sits can be arranged, if needed.
Completion alternatives
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 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
Assessment criteria, satisfactory (1)
Sufficient 1: You have basic knowledge in the area of game testing. You know some of the concepts and terms in game testing. You know what kind of tools there are that can be used to support game testing in productions. You are aware of what game optimization is.
Satisfactory 2: You have basic knowledge in the area of game testing. You know some of the concepts and terms in game testing, and are able to design simple tests. You know what kind of tools there are that can be used to support game testing in productions. You know what game optimization is.
Assessment criteria, good (3)
Good 3: You have intermediate knowledge in the area of game testing. You know the concepts and terms in game testing, and are able to design tests that can be applied to real-life projects. You know what kind of tools there are that can be used to support game testing in productions, and are able to use said tools. You understand what game optimization is, and are able to use some tools to optimize games.
Very good 4: You have advanced knowledge in the area of game testing. You know the concepts and terms in game testing, and are able to design various tests that can be applied to real-life projects. You know what kind of tools there are that can be used to support game testing in productions, and are able to use said tools. You understand what game optimization is, and are able to use different tools to optimize games.
Assessment criteria, excellent (5)
Excellent 5: You have advanced knowledge in the area of game testing. You know the concepts and terms in game testing, and are able to design various tests that can be applied to real-life projects. You know what kind of tools there are that can be used to support game testing in productions, and are able to analytically select the appropriate tools for the job. You understand what game optimization is, and are able to use different tools to optimize games. You are able to independently expand your knowledge with regards to testing and optimization.
Qualifications
To be able to attend this course, you need to have basic understanding of game design, game programming and game engines.