•   Advanced Game Technologies 5051154-3003 31.08.2020-01.03.2021  15 credits  (PTIVIS17P) +-
    Competence objectives of study unit
    After completing the course the student is able: to work a close cooperation with other stakeholders and to innovate up-to-date game technology solutions for local industry to work in responsible position in different types of game development projects which has customers from local industry to utilise game development tools from content production to game development to apply phases of game development process both in entertainment and serious games to apply possibilities of game technologies extensively in various domains to apply possibilities of sciences and software engineering in game development.
    Content of study unit
    game development tools in entertainment and serious games graphical application programming interfaces introduction to game engine development and to latest game technologies from project management to publishing in game development participation in a significant role in a game development project which has a customer from local industry participation in research and development projects e.g. as a game programmer or as a technical artist

    Teacher(s) in charge

    Mika Luimula

    Learning material

    Due to the practical nature of this course, there is no prescribed learning material. All necessary documentation and other material toward the successful completion of Advanced Game Technologies will be shared with students throughout the course.

    Learning methods

    Advanced Game Technologies is taught by means of:
    1. Contact sessions and lectures;
    2. Lecturer and TGL engineer guidance during on-site project work;
    3. Customer coaching during on-site project work
    4. Self-learning and discovery by students

    This course is completely hands-on and students are expected to take initiative for their learning.

    Objects, timing and methods of assessment

    There are 3 deliverables throughout the course.
    Each deliverable will be evaluated on an H-5 scale.
    1. Customer project 01;
    2. Gamification and serious games;
    - See relevant implementation plan for assessment criteria;
    3. Customer project 02.

    The 2 customer projects are evaluated as follows:
    GROUP grade...
    - Expert evaluation of the deliverable (H-5);
    - Customer evaluation of the deliverable (H-5);
    - Lecturer overall impression of the deliverable (H-5).
    The average of these three gives a group grade for each student per project.

    INDIVIDUAL student per group grade
    Each student will also be measured on their contribution to the group's activities for each project by:
    - Self assessment of the contribution made;
    - Group member evaluation of the contribution made;
    - An overall impression by the course lecturers of the individual work logs.
    The average of these three gives an individual grade for each student per project.

    Each project's grade will be calculated:
    (GROUP grade x 0,3) + (INDIVIDUAL grade x 0,7)

    The average of the three components...
    Customer project 01
    Gamification and serious games
    Customer project 02
    … gives the final grade for Advanced Game Technologies

    Teaching language

    Finnish

    Timing

    31.08.2020 - 01.03.2021

    Enrollment date range

    31.07.2020 - 11.09.2020

    Group(s)
    • PTIVIS17P
    Responsible unit

    Engineering and Business

    Teachers and responsibilities

    Werner Ravyse and Mika Luimula

    Additional information

    Students are responsible for:
    1. Distributing and collecting customer and expert feedback forms for their project evaluations.
    2. Filling and returning peer- and self-evaluation forms at the end of each project.
    Failure to do this will impact the course grade.
    The lecturers will provide the appropriate forms upon request.

    Degree Programme(s)

    Degree Programme in Information Technology

    Campus

    Kupittaa Campus

    Assessment scale

    H-5

    Pedagogic approaches

    This course leans on CDIO principles and takes a project-based learning approach.

    Student's schedule and workload

    Students of Advanced Game Technologies are each expected to complete 400 hours of work:
    1. Contact sessions and lectures (50-60 hours)
    2. Coaching during on-site work (140-160 hours)
    3. Independent work (200-220 hours)
    Students are expected to keep individual work logs of their activities related to the various projects. These work logs form part of the course assesment and will be reviewed regularly throughout the course.

    Content scheduling

    Advanced Game Technologies consists of several parts and the expected scheduling is as follows:
    31.8.2020 to 11.9.2020 - Preparing for VR development with Unity
    07.9.2020 to 18.9.2020 - Introducing hand- and eye-tracking for VR
    September to November - Customer project
    06.11.2020 to 18.12.2020 - Gamification and serious games
    January to March - Customer Project

    Please note that not all dates of the course are fixed. This allows for maximum flexibility to complete customer projects.

    Assessment criteria
    Failed (0)

    Failure to complete all three components
    Customer project 01
    Gamification and serious games
    Customer project 02
    … will result in failure of Advanced Game Technologies