3D Basics (5 cr)
Code: HG00CF53-3001
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 - 40
- Degree programmes
- Bachelor's Degree Programme in Business Information Technology
- Teachers
- Risto Koskenkorva
- Groups
-
HTG24S1Bachelor's Degree Programme in Business Information Technology
-
ZJA25SIAvoin amk, tiko
- Course
- HG00CF53
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- If 1 or more of the criteria is not filled, the student will be considered as inactive / withdrawn from the course (according to Jamk course resource requirements)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 objective of the course (objectives):
Are eyecatching visuals your thing? Have you wondered how to get your own 3D products into a published game? What are the 3D art (graphics) processes in a game production context? Do you wish to build stylized characters, construct photorealistic landscapes or design appealing game sceneries?
Nowadays games have stunning graphical presentation even though the visual styles differs greatly. There are many core development tools for creating those visual and it is imperative that a visual artist understand the purposes of the tools and how they are used to enable, support, or speed up the game art (graphics) production processes.
Course competences:
- Game Production: Student can produce 3D graphics related content for a game project and can work with the tools in meaningful and systematic way. Student can implement 3D graphics related assets with a game engine. Student can produce value for a game project while working in a 3D graphics related specialist role.
- Learning to Learn: Also takes responsibility for group learning and sharing what has been learned.
The learning objectives of the course (outcomes):
After completing this course, you understand what 3D game art (graphics) is, what kind of tools and pipelines to use for the creation processes. You can determine the technical requirements for a certain asset and apply modelling techniques and parameters accordingly. You can distinguish different 3D art styles and produce content based on their guidelines. You can apply your skills as 3D art specialist to produce 3D graphics building blocks (content) for a game or multitude of applications.
Content
3D Basics gives you the required tools and knowledge to design and create objects from characters to digital environments. Some of the theories and tools you will familiarise yourself with in this course include 3D Graphics Theory, Design, and Tools. The tools will include design and production tools for the 3D content. The theory will contain the full 3D production pipeline, including the game engine 3D graphics. You will have experience on the 3D art (graphics) creation process through the creation and usage of the 3D building blocks from speciality point of view.
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:
Blender Documentation Team. (2025, April 24). Blender manual [Documentation website]. https://docs.blender.org/manual/en/latest/
Unity Technologies. (n.d.). Unity Graphics manual [Documentation website]. Retrieved April 25, 2025, from https://docs.unity3d.com/Manual/Graphics.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
- 3D modelling and animation software
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
- 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 know the 3D game art theory principles and related core development tools. You understand how to create and use simple 3D game art assets with the tools and the game engine, taking advantage your chosen specialty field theory and skills. You can be productive in a limited role as an artist.
Satisfactory (2): You understand most of the game art theory principles and related core development tools. You have a comprehension of the different stages of asset workflow. You understand the role of a 3D artist in the asset pipeline. You can produce simple 3D game art assets into the game engine from scratch of by modify ready assets with the art tools, taking advantage your chosen specialty field theory and skills.
Assessment criteria, good (3)
Good (3): You understand most of the 3D game art theory principles and related core development tools and can analyse ready 3D art assets.You can produce 3D game art assets into the game engine from scratch or by modifying ready assets with the art tools, taking advantage your chosen specialty field theory and skills. You can apply the skills and knowledge to optimize models and fix most common errors. You can distinguish different 3D art styles from each other. You can apply the gained knowledge in a real-life development project.
Very good (4): You are capable with main concepts of 3D game art theory principles and related core development tools. You can produce ready complex 3D game art assets into the game engine from scratch or by significantly modifying ready assets with the art tools, taking advantage your chosen specialty field theory and skills. You can analyse and alter your workflows to achieve better results more quickly. You can take advantage of a bit more advanced topics such as ???. You can be productive in a role as an artist.
Assessment criteria, excellent (5)
Excellent (5): You understand the concepts of 3D game art theory principles thoroughly and are very capable with the related core development tools. You can use your skills to design and develop high quality ready 3D game art assets into the game engine from scratch or by significantly modifying ready assets with the art tools. You can analytically discuss about your chosen visual style and present and defend (based on knowledge and evidence) your opinions. You can evaluate the efficiency of different workflows and select the correct one for the task at hand. You can critically evaluate and critically analyze existing ready art assets. You have done cooperation with other game developer(s) in your project(s).
Qualifications
No previous 3D graphics experience prequisites. Basic competence with a game engine is expected. Basic understanding of game art is preferable. Skills with other related tools, like version control system or any art production tool, are useful.
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.