Studieplan /1
Bachelor of Game Technology and Simulation
ECTS credits: 180
Academic level and organisation of the study programme
Upon completion of the programme, the student is awarded the title of Bachelor of Game Technology and Simulation. The programme is a three-year, full-time undergraduate degree, and is worth 180 credits.
Introduction
The game industry is experiencing constant growth, and the opportunities are endless.
Game technology covers a large academic area, including simulation, system analyses, programming, game design and mathematics and evolve into complex software
systems. Society requires competent professionals with knowledge of the latest
technology, dissemination of information, interactive processes, system understanding, and game design for various user groups.
The Bachelor's programme in Game Technology and Simulation provides a sound vocational and academic education. Through in-depth studies in Computer Science combined with cross-disciplinary game development projects, students will become skilled game- and software developers who are able to solve problems, think holistically, understand and communicate at all levels throughout the development process.
The programme collaborates with local municipalities, local and national industry, and Hamarregionen Utvikling, in order to help students to learn about starting their own business. Certain courses in the programme also teach entrepreneurship, and the purpose is to prepare students for working life as employees or entrepreneurs with their own business. In order to start a business, it is recommended that the students acquire additional knowledge outside the programme.
Learning outcomes
A candidate who has completed the programme has the following total learning outcomes, defined by knowledge, skills and general competence:
Knowledge
The candidate
has knowledge of the history of today's gaming, media and communications society
has knowledge of critical thinking, communication and problem solving related to interactive systems
has knowledge about computer system development
has knowledge of the academic subjects that provide the foundation for game technology and simulation
has knowledge of national and international research and development work of relevance to game technology and simulation, and knows how to
update their knowledge in the field
has knowledge about how to use different types of digital tools effectively and systematically
Skills
The candidate
is able to use development methods and processes, from idea to finished product is familiar with technology subjects like programming, mathematics, networks and databases (cloud systems)
understands the pipeline in a game production process, from asset production to game engine setup
is able to reflect on their own professional practice and adapt it under supervision is able to apply professional knowledge and relevant results from research and development work within the information science subjects that provide a foundation for interactive production
is able to find, evaluate, use and make reference to relevant research and development work, artistic development work and other academic material is able to apply critical thinking, logic, communication and problem solving
is able to solve technological problems creatively – a skill which is fundamental for fostering new thinking and innovation
General competence
The candidate
is able to plan and execute varied tasks and projects over an extended period of time, both individually and as part of a group, and in accordance with ethical requirements and guidelines
has an understanding of relevant issues of professional ethics, and is able to contribute to a professional community
is able to inspire and facilitate entrepreneurship, new thinking and innovation, and the involvement of local businesses and employers, cultural institutions and civil society in general
is able to communicate key academic material orally and in writing, take part in professional discussions within the subject area and share their knowledge and experience with others
Target group
The programme is aimed at students who want to work with development and operation of computer systems in the business sector, the experience industry, the game
development industry and related fields. The programme is suitable for students who are interested in game development, natural science, and technology.
If you want to follow this programme, it is a prerequisite that you have studied Mathematics R1 (S1 and S2), in addition to having university and college admissions certification/real competence.
Career prospects and further studies
The programme provides a sound vocational education, and opportunities for work in game development, simulator development and more traditional programming.
The programme is also an academic education that qualifies students to apply to studies at the Master level.
Teaching and working methods
Teaching is based on lectures, practical exercises, study groups/group work,
presentations and self-study. The online learning management system (LMS) Canvas, is used as a communication channel for all subjects.
Most courses have a practical approach, with considerable emphasis on problem solving, and the courses contain compulsory individual and group coursework requirements.
In many subject areas, the students work with students from the Bachelor programme in Animation and Digital Art. This creates one of the best and most comprehensive game development communities in Scandinavia. The collaboration offers a unique
understanding of the big picture and the need for interdisciplinary productions.
To a large extent, students must use their own computers with relevant software.
Assessment, examination and grading
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Different forms of assessment are used, including individual written exams and individual and group-based portfolio assessments.
For courses with a large focus on practice, the compulsory assignment requirements are in general only valid for 12 months after they have been passed. Students that apply for retakes of exams in one of these courses, after 12 months has passed, will have to pass these requirements again. See individual course requirements for details.
Research-based teaching
The study programme keeps up to date by using new literature, research and methods.
Students have the possibility to work with internal and external actors on research and development projects.
Internationalisation
Students have the opportunity to study abroad at a foreign educational institution during the sixth semester. The exchange must be approved by INN in advance, so that the courses can be incorporated into their study programme at INN.
The second and third years of study are suitable for international students. All
courses taught during these semesters of the programme can be taught in English.
The programme has an international syllabus, and part of the teaching is in English.
Much of the curriculum is in English.
In many subjects, the students participate in international virtual forums.
Programme structure and content
The first year of studies provides basic knowledge and understanding in programming, mathematics, general 3D-assets production and computer game development pipeline.
In the second and third year of studies, students learn more about game development, 3D-programming, systems thinking and simulation.
The final project (Bachelor's thesis) is worth 30 credits, and groups of students with different areas of competence from the GameSchool’s bachelor programmes work together on completing the project. The project can be carried out in collaboration with the business sector. The Bachelor Thesis course is divided into two semesters, where Part 1, during the firth semester focuses on the pre-production phase and basic entrepreneurship. During the pre-production phase, the students will plan and make a schedule for Part 2 in the sixth and final semester, which is the production phase.
The courses that make up the study programme and their progression plan are specified in the course list below.
The programme requires great effort on the part of the student. In order to prepare themselves to work within this field, it is important that they allocate a considerable amount of time for self-study. For certain courses, assignments must be submitted on a weekly basis for students to make the necessary progress and achieve a sufficiently high level of skills.
Class
2021
Course list
Emnekode Emnets navn S.poeng O/V *) Studiepoeng pr. semester
S1(H) S2(V) S3(H) S4(V) S5(H) S6(V)
2MAT101 Mathematics I 10 O 10
2PRO101 Programming I 10 O 10
SPIS1001 Games & 3D Fundamentals 10 O 10
2MAT201 Mathematics II 10 O 10
2PRO201 Programming II 10 O 10
2SPILL101 Game Design 10 O 10
2ADS101 Algorithms and Data Structures for Games 10 O 10
2DAN101 Databases and Networks 10 O 10
2SPIS212 Game and Systems Thinking 10 O 10
2SPF101 Gamification 10 O 10
23DPRO101 3D-Programming 10 O 10
2MAT301 Mathematics III 10 O 10
2SPIM131 Game Engine Architecture 10 O 10
2VSIM101 Visualisation and Simulation 10 O 10
SPIS2900 Bachelor thesis 30 O 10 20
SPIS2001 Machine Learning and Artificial
Intelligence in Games 10 O 10
Sum: 30 30 30 30 30 30
*) O - Obligatorisk emne, V - Valgbare emne
Emneoversikt
2MAT101 Mathematics I
Course code: 2MAT101 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Mathematics R1 from upper secondary school required
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of algebra, functions and calculus/analysis Skills
The student
is able to solve exercises in functions, analysis and calculus General competence
The student
is able to apply basic mathematical methods to simple problems associated with technology, games and visualisation
has an understanding of the significance of the course in natural science and technology
Course content
Central topics:
functions of a variable
functions of several variables continuity
derivation integral calculus series
vectors in 2D and 3D trigonometry
trigonometric functions basic mechanics
complex numbers
Teaching and working methods
Lectures and mathematics exercises.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2PRO101 Programming I
Course code: 2PRO101 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of key concepts regarding programming
has knowledge of structure and functionality in modern programming languages has knowledge of structured and object-oriented work methods
has knowledge of developing and testing programs has knowledge of different programming languages Skills
The student
has skills in programming syntax and the use of relevant development tools for
testing and troubleshooting General competence
The student
is able to solve simple basic problems by programming using a modern development tool
Course content
Central topics:
syntax and structure of programming languages functions, parameters and transfer of parameters development tools and compilation
object-oriented programming: classes simple file processing
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
SPIS1001 Games & 3D Fundamentals
Course code: SPIS1001 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of 3D modelling has knowledge of simple rigging
has knowledge of keyframing animations
has knowledge of UV mapping, texturing and surface shaders has knowledge of the use of camera in 3D space
has knowledge of workflow in 3D applications
has knowledge of asset export from 3D applications has knowledge of 3D asset import to game engine has knowledge of render setups in a game engine
has knowledge shader and lighting setup in a game engine has knowledge of setups in a game engine
has knowledge of key concepts in a game design
has an understanding of the historic development of 3D in computer games Skills
The student
is able to use a 3D application at a basic level is able to create simple 3D models for use in games
is able to perform UV mapping of simple polygon-based 3D models
is able to make use of material shaders and textures to create credible surfaces on 3D models
is able to make simple key-frame animations
is able to prepare, export and import animated objects from a 3D-app to a game engine
is able to make conscious decisions about file formats with regard to export, import and rendering
is able to organise a project with regard to file structure and layout in the 3D software used
is able to import and create libraries in a game engine is able to make interactivity in a game engine
is able to make game design elements to create a specific game experience General competence
The student
is able to justify the reasons for the decisions made during the development process, both in writing and orally
is able to take part in professional discussions about the structure of game assets is able to take part in professional discussions about 3D game development
pipeline and the associated processes
is able to take part in professional discussions of appropriate use of a game engine is able to create simple game design elements in a game engine
Course content
Central topics:
the user interface of 3D software
the user interface of game engine software 3D modelling, texturing and basic animation
material shaders
game production workflow preparing assets for game file structures and file formats game design
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, weekly submission of assignments, self-study and supervision.
Coursework requirements
1–3 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
6-hour individual written examination which counts for 50% of the grade
folder assessment consisting of one individual assignment which counts for 50% of the grade
To pass the course, both examinations must receive a passing grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2MAT201 Mathematics II
Course code: 2MAT201 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Recommended: 2MAT101-Mathematics I
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of methods in linear algebra
has knowledge of the use of linear algebra in 3D space and geometric transformations
has knowledge of methods in calculus of probability Skills
The student
has skills in methods of linear algebra and calculus of probability
is fully conversant with critical thinking, logic, communication and problem
solving
General competence
The student
is able to use methods of linear algebra and calculus of probability in games, 3D visualisation and systems thinking
Course content
Central topics:
vector space, basis, orthogonality, norm/metric, 2D, 3D, 4D vectors, normal vector, and the equation for a plane
matrices, multiplication, transposed matrix, inverted matrix solving linear equations
systems differential equations, intrinsic value and eigenvector geometric transformations
homogeneous coordinates, scaling, rotation, translation
theory of combinations, calculus of probability and probability distributions
Teaching and working methods
Lectures and mathematics exercises.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2PRO201 Programming II
Course code: 2PRO201 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Recommended: 2PRO101-Programming I or the equivalent
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of central concepts in object-oriented programming has knowledge of object-oriented work methods and development has knowledge of developing and testing computer games
Skills
The student
has skills in object-oriented programming, development and use of classes, and use of relevant development tools for testing and troubleshooting
is able to make a computer game working in an interdisciplinary group
is able to write an academic text
has an understanding of project management methods and processes General competence
The student
is able to identify and solve problems by means of object-oriented programming using a relevant tool
is able to plan project work within an interdisciplinary working group
is able to give considered reasons for decisions made during the development process
Course content
Central topics:
object-oriented programming: encapsulation, inheritance, polymorphism templates
static and dynamic memory exception handling
introduction to a game engine
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
3–5 individual and group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 individual folder assignment
Alphabetical grades are used on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2SPILL101 Game Design
Course code: 2SPILL101 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has basic theoretical and practical knowledge and understanding of game design has knowledge of the tasks and work methods of a game designer in
different game projects
has knowledge of simple analytical tools and techniques for games has knowledge of basic shared characteristics and the differences between different types of games
is familiar with the historical development of the game industry
has knowledge about how to find sources of inspiration and use them in their own work
has knowledge about how to develop a coherent design that culminates in a computer game
has knowledge of how to apply System Thinking in game design
has knowledge of how project management is used in computer game production Skills
The student
is able to analyse simple games with regard to the relationship between mechanics and the experience
is able to use various techniques to balance existing and new game designs is able to specify and operationalise a game design with a view to creating a specific game experience
is able to develop an interactive project from idea to final implementation via an iterative process
is able to discuss and explain core concepts such as game, game design, game mechanics and balancing
is able to identify mechanics and game patterns in different types of games is able to create new game design ideas and document them well
is able to work in an interdisciplinary team is able to write an analytical academic text
has an understanding of different project management methods and processes is able to comply with the minimum requirements for development of a viable computer game
is able to meet the milestones for first playable, alpha, beta and gold master is familiar with the history of computer games
General competence
The student
is able to explain and justify choice of design with reference to the syllabus has a theoretical and cognitive foundation for further analytical and creative work with interactive productions
has theoretical and practical experience through analysis and testing of games, and design and re-design of new and existing games
is able to carry out an iterative game design process from beginning to end, with focus on prototyping, testing and documentation
is able to develop various game design documents
is able to find, evaluate and refer to sources of inspiration from games and the film industry
is able to reference sources properly in their own work
is able to plan a computer game project in an interdisciplinary working group is able to give considered reasons for decisions made during the development
process
is able to use basic System Analysis in game design
Course content
Central topics:
game design
dramaturgical structures in computer games level design
synergy effects between gameplay and story development analysis of computer games
development of game design documents and finding sources of inspiration game testing
project management
historical development of computer games interdisciplinary product development System Thinking in game design
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
group assignment with 2-4 students in each group, counts for 50% of the final grade
2 individual assignments, counts for 50% of the final grade To pass the course, both examinations must receive a passing grade.
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2ADS101 Algorithms and Data Structures for Games
Course code: 2ADS101 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: 2MAT201-Mathematics II
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of the most important data structures and algorithms for use in games and simulation
has knowledge of national and international research and development work of relevance to the course, and knows how to update their knowledge within the field Skills
The student
has skills in data structures and algorithms for use in games and simulation is able to identify problems in games and systems thinking that can be solved by using known data structures/algorithms
is able to use data structures/algorithms in problem solving
is fully conversant with and is able to use relevant professional tools, methods and theory
General competence
The student
is able to disseminate key academic material orally and in writing, take part in professional discussions within the subject area and share their knowledge and experiences with others
Course content
Central topics:
stack, queue and priority queue binary tree, quad tree, octree
spanning tree, trees and graphs in general search and sorting
Dijkstra's algorithm and A* algorithm chained lists
recursion
abstract data types
Teaching and working methods
Lectures and problem-solving exercises.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2DAN101 Databases and Networks
Course code: 2DAN101 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended: 2PRO101-Programming I, 2PRO201-Programming II
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of the basis for databases and networks has knowledge of data security
Skills
The student
is able to set up and use network databases
is able to make programs that communicate via networks General competence
The student
has an overview of relevant tools for databases and networks
Course content
Central topics:
design and construction of relational databases different types of databases
searching and programming in SQL client/server models
cloud services data and file formats IPv4 and IPv6 structure data security
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2SPIS212 Game and Systems Thinking
Course code: 2SPIS212 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of how different types of complex systems and processes can be understood, analysed and modelled both conceptually and numerically
has an understanding of every development phase in a modelling process has extensive knowledge of central topics, theories, issues, processes, tools and methods in systems thinking
is familiar with research and development work in systems thinking
has knowledge about the subject area’s history, traditions, characteristics and place in society
has knowledge about the social aspects of systems thinking
has knowledge about how systems analysis can be used in game development and for simulated interactive real-time systems, differential equations and differential
equation systems Skills
The student
is able to evaluate the models and understand their limitations
is able to apply scientific knowledge and relevant results from research and
development work to practical and theoretical issues in order to describe systems using systems thinking
is able to reflect on their own professional practice and adapt it under supervision is able to find, evaluate and refer to information and academic material, and
present it in a way that sheds light on an issue
is fully conversant with relevant professional tools, techniques and forms of expression
is able to update their knowledge regarding systems thinking General competence
The student
is able to plan and execute varied tasks and projects over an extended period of time, individually and as part of a group, in accordance with ethical requirements and guidelines
is able to exchange points of view and experiences with others with a background from the subject area and in this manner contribute to the development of best practices
is familiar with new thinking and innovation processes related to the field
Course content
Central topics:
how causal relationships and feedback loops work in everyday systems and how cause and effect allow us to analyse, group and explain how changes to such problems arise
how to use systems thinking, systems analysis and systems dynamics to assemble complex models
input of systems analysis into a simulation tool and simulation and testing of own solutions
Teaching and working methods
The course is organised as a combination of lectures, practical exercises and supervision.
Coursework requirements
3–5 group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
1 group-based folder assignment which counts for 100% of final grade
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2SPF101 Gamification
Course code: 2SPF101 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: 2SPILL101-Game Design or the equivalent, 2SPIS212-Game and Systems Thinking or the equivalent, and basic programming knowledge
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has extensive knowledge of central topics, theories, issues, processes, tools and methods related to gamification
is familiar with research and development work related to gamification
has knowledge of the subject area’s history, traditions, characteristics and place in society
has knowledge of the social aspects of gamification Skills
The student
is able to apply academic knowledge and relevant results from research and development work to practical and theoretical issues in order to develop gamification using an appropriate game engine
is able to reflect on their own professional practice and adapt it under supervision is able to find, evaluate and refer to information and academic material, and
present it in ways that shed light on an issue
is fully conversant with relevant professional tools, techniques and forms of expression
is able to update their knowledge on gamification General competence
The student
is able to exchange points of view and experiences with others with a background from the subject area and thus contribute to the development of best practices is familiar with new thinking and innovation processes
Course content
Gamification is the use of game thinking and game technology in a non-game-based context. The course is both practically and theoretically oriented, focusing on gamifying a reality-based data set for use in teaching or visualisation.
Central topics:
gamification
developing a gamification product
opportunities and market for gamification products
Teaching and working methods
The course is organised as a combination of lectures, practical exercises and
supervision. Throughout the course, students will do practical work on a gamification project individually and in groups.
Coursework requirements
2-4 group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 group-based oral examination which counts for 40% of the grade 1 group-based folder assignment which count for 60% of the grade
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.
To pass the course, both examinations must receive a passing grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
23DPRO101 3D-Programming
Course code: 23DPRO101 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
SPIS1001 Game & 3D Fundamentals or the equivalent, 2MAT101 Mathematics I and 2MAT201 Mathematics II
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of mathematical models and methods and relevant software, including graphics library (graphics API), in order to make 3D applications Skills
The student
has skills in 3D programming, testing and troubleshooting when using mathematical models and relevant software
is able to make simple 3D applications in a graphics API
Course content
Central topics:
relevant technical software, development tools and specifications simple 3D scenes with animation and interactivity
triangulations
3D curves and planes models for lighting
introduction to shader programming
Teaching and working methods
The course is organised as a combination of lectures, practical exercises and supervision.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2MAT301 Mathematics III
Course code: 2MAT301 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
IN3D1000-Game & 3D Fundamentals, 2MAT101-Mathematics I and 2MAT201-Mathematics II
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has a good mathematical foundation for advanced visualisation and simulation Skills
The student
is able to make mathematical models for visualisation and simulation General competence
The student
is able to apply mathematical models in games, 3D visualisation and systems thinking
Course content
Central topics:
affine spaces, homogeneous matrices
numerical solution of linear equation systems interpolation and approximation
polynomials, splines, continuity, smoothness triangulations and barycentric coordinates
3D curves and planes, including Bezier and B-spline curves quaternions
collision treatment
elementary game theory
Teaching and working methods
Lectures and mathematics exercises.
Coursework requirements
3–5 individual assignments, in accordance with the teaching plan
Examination
4-hour individual written examination
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2SPIM131 Game Engine Architecture
Course code: 2SPIM131 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
23DPOR101-3D Programming and 2ADS101-Algorithms and Data Structures, or the equivalent
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of the architecture and parts of a 3D game engine has knowledge of rendering optimisation
Skills
The student
is able to use tools and methods for programming large, complex systems
is able to find, evaluate, use and refer to relevant research and development work and other relevant academic material
is fully conversant with critical thinking, logic, communication and problem solving
General competence
The student
is able to disseminate key academic material orally and in writing, take part in professional discussions within the subject area and share their knowledge and experiences with others
Course content
Central topics:
3D rendering optimisation 3D sound
materials
scene graphs/scene organisation light/shade
collision detection physics simulation types of animation particle systems input
scripting
Teaching and working methods
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination which counts for 50% of the final grade
1 individual assignment which counts for 50% of the final grade To pass the course, both examinations must receive a passing grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2VSIM101 Visualisation and Simulation
Course code: 2VSIM101 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
2ADS101-Algorithms and Data Structures for Games, 2MAT301-Mathematics III and 23DPRO101-3D Programming or the equivalent
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of mathematical and physical models and methods and tools for 3D visualisation and simulation
has knowledge of critical thinking, communication and problem solving related to interactive products
Skills
The student
has skills in setting up simple mathematical and physical models and using
relevant programming methods and tools for 3D visualisation and simulation is able to set up and visualise and simulate mathematical/physical models in a 3D API
General competence
The student
is able to plan and carry out varied work in accordance with ethical requirements and guidelines
has an understanding of relevant issues of professional ethics, and is able to make a contribution to a professional community
Course content
Central topics:
introduction to simple machine learning and AI visualisation of data sets/data models
construction/import and visualisation of advanced 3D objects 3D simulation
Teaching and working methods
The course is organised as a combination of lectures, practical exercises and supervision.
Coursework requirements
3–5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
4-hour individual written examination which counts for 50% of the final grade 1 individual assignment which counts for 50% of the final grade
To pass the course, all examinations must receive a passing grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
SPIS2900 Bachelor thesis
Course code: SPIS2900 ECTS credits: 30
Semester
Høst / Vår
Language
Engelsk og Norsk
Required prerequisites
Has passed all the courses in the first and second years of study. Total: 120 credits.
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge:
The student
has knowledge of presentation techniques
has knowledge of the different roles in a project team, what makes the team work well, their role in a creative project and planning a project
has knowledge of group processes, conflict resolution and good leadership strategies in a project
has knowledge about the different phases in a production
is familiar with value creation in creative projects, and the interaction between creative and financial considerations
is familiar with the use of agreements and contracts in productions
has knowledge of how to carry out a project, based on topics taken from the study programme’s subject areas
has knowledge about production associated with technological interactive media products
has knowledge about critical thinking, communication and problem solving related to technological and interactive products
has broad knowledge of their own area of specialisation and an understanding of related subject areas
has knowledge about creative processes in a project
has knowledge about fundamental mindset in relation to entrepreneurship, self-promotion and marketing strategy
Skills:
The student
is able to estimate workload against quality
is able to give different types of presentations to promote a project is able to develop the production process of an interdisciplinary project is able to use professional knowledge to carry out and participate in a
development project and have an understanding of different development and project management methods
is fully conversant with and is able to use relevant tools, methods and theories for their own project
is able to understand design processes from idea to end product
is able to understand technological processes from idea to end product
is able to work creatively with technology and design subjects in problem solving is able to use professional knowledge and results of research and development work that are relevant to the topic of research
is fully conversant with critical thinking, logic, communication and problem solving in a group
is able to reflect on and evaluate their own work on a project and the development process
is able to reflect on their own professional practice and adapt it under supervision General competence:
The student
is able to plan and execute projects over an extended period of time as part of a group, and in accordance with ethical requirements and guidelines
has professional working proficiency in Norwegian or English, both spoken and in writing, and is able to communicate at an advanced level in professional contexts and in academic work
is able to inspire and facilitate entrepreneurship, new thinking and innovation
is able to disseminate important academic material orally, in writing and visually has competence in how to use different types of digital tools effectively and methodically
is information literate
is able to think strategically in relation to self-promotions, marketing strategy and business concept
is able to develop ideas and concepts for games, virtual experiences, animated short films or equivalent projects
is able to take part in discussions related to an issue in a project
Course content
Central topics:
planning pre-production of a project
estimation (bottom-up method, three-point estimation) roles and leadership
pitching and presentation techniques project management
development of ideas
development of project description
productions are carried out in accordance with common guidelines the work is carried out by teams that follow project methodology
development of a digital product with a project report based on professional knowledge and reflection on one’s own working and learning process
Teaching and working methods
The course is organised in two parts, Part 1 and Part 2. Part 1
is taught during the 5th semester, and is a combination of lectures, practical exercises, self-study and supervision, and focuses on the Pre-production phase. Part 2 is
taught during the 6th semester, focuses on the Production phase, and is primarily organised as self-study where students work in groups and take part in group seminars and supervision with an appointed supervisor. Each group will have regular sessions with their supervisor during the semester. The project groups may choose to do their project in collaboration with an external partner. A presentation will be given of potential external partners. Topic and the research questions will be worked out in consultation with supervisors during Part 1, but all projects must receive prior
approval from the institute before they can be carried out in Part 2. In cases where the group's own project cannot be approved, the group may be assigned a project with an internal or external partner.
Coursework requirements
presentation and submission of 1-4 group assignments attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan attendance at 2–3 group seminars attendance at 5–10 supervision sessions Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
group project consisting of product and report
oral group examination, which can adjust the project's grade up or down one whole grade
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
SPIS2001 Machine Learning and Artificial Intelligence in Games
Course code: SPIS2001 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
2ADS101-Algorithms and Data Structures for Games, 23DPRO101-3D Programming and 2VSIM101 Visualisation and Simulation or the equivalent
Learning outcomes
By completing the course, the student will have achieved the following learning outcomes:
Knowledge
The student
understands the complexity of various machine learning (ML) algorithms and their limitations in training
understands issues and roles of Artificial Intelligence (AI) in the design of games understands tactical and strategic AI used in gaming scenario
Skills
The student
can explain the general idea behind ML, as well as specific algorithms that are being used in real world scenarios
can use ML methodology for research and industrial settings using current trend of ML software libraries
can implement and apply ML methods to any chosen game
can produce game that the avatars are navigate around and served with the purpose based on goal-oriented/utility-theory
is capable of confidently applying common ML algorithms in practice and implementing their own algorithm
can perform experiments in ML using real-world game scenario can program autonomous movement of avatars
can design and implement decision making and coordinating action based on heuristic, fuzzy sets or logics
can read and understand scientific publications on ML/AI and formulate current issues, choice of methods, and results in a short, concise manner
General competence
The student
is able to plan and carry out varied tasks in accordance with ethical requirements and guidelines
is familiar with relevant issues of professional ethics, and is able to make a contribution to a professional community
Course content
Central topics:
Artificial Neural Network
Q-learning Reinforcement Learning Use of popular Machine Learning libraries Goal-Oriented Action Planning
Utility-based Theory
Teaching and working methods
The course is organised as a combination of lectures, practical exercises and supervision.
Coursework requirements
3–5 individual assignments for ML and AI respectively
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Examination
1 individual folder assessment on Machine Learning which counts for 50% the final grade
1 individual folder assessment on Artificial Intelligence which counts for 50% the final grade
To pass the course, both examinations must receive a passing grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies