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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.

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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 

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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. 

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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

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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

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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

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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  

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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 

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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

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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

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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

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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 

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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  

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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

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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

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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

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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

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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 

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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

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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

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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

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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. 

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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

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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 

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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 

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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

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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 

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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

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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

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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

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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

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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 

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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 

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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

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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 

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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

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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 

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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

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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  

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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  

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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

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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

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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.

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Faculty

Faculty of Audiovisual Media and Creative Technologies

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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 

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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 

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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. 

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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

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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 

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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

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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

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