Please note! Course description is confirmed for two academic years, which means that in general, e.g. Learning outcomes, assessment methods and key content stays unchanged. However, via course syllabus, it is possible to specify or change the course execution in each realization of the course, such as how the contact sessions are organized, assessment methods weighted or materials used.

LEARNING OUTCOMES

On successful completion of this course, students will be able to:

  • Use basic programming constructs such as loops and arrays in the C# programming language
  • Build interactive 3D game prototypes using the Unity 3D game engine
  • Use Unity 3D when working in a game project

Credits: 3

Schedule: 14.09.2021 - 01.10.2021

Teacher in charge (valid for whole curriculum period):

Teacher in charge (applies in this implementation): Perttu Hämäläinen

Contact information for the course (applies in this implementation):

CEFR level (valid for whole curriculum period):

Language of instruction and studies (applies in this implementation):

Teaching language: English. Languages of study attainment: English

CONTENT, ASSESSMENT AND WORKLOAD

Content
  • valid for whole curriculum period:

    This is a basic course in 3D game prototyping with the Unity game engine, the currently recommended tool on the Aalto Media Lab game courses. The course covers basic programming constructs, but students with absolutely no scripting or programming experience should consider taking Software Studies for Media Designers instead, or contact the teacher for some preparatory exercises before course begins.

    The course begins with an introduction lecture, after which students work on tutorials and exercises on their own pace. The teacher(s) primary role is to remove obstacles for self-learning, e.g., by helping students in understanding C# compiler error messages and debugging their code. For beginners, working in pairs is encouraged, as having more than one pair of eyes helps spotting errors early on, and discussing code promotes understanding it.

    The goals are to enable even non-technical students to test their game mechanics and audiovisual ideas with simple interactive prototypes, to prepare them for working on game projects together with programmers, and to develop analytical thinking useful for game designers.

    The course is not obligatory for students with previous experience in game programming, but recommended for those not familiar with Unity.

  • applies in this implementation

    Note: In practice, this is an open level course and even advanced programmers will benefit from the personal tutoring. Advanced students can select more challenging goals for themselves, e.g., learning new Unity subsystems like the Machine Learning Agents, Cinemachine or VFX graphs.

Assessment Methods and Criteria
  • valid for whole curriculum period:

    To pass the course the students hould be present at least 80% of the time and finish the exercises that are part of the course.

Workload
  • valid for whole curriculum period:

    Tutored programming in class (36h) and independent programming (16h)

DETAILS

Study Material
  • valid for whole curriculum period:

    Selected tutorials from https://learn.unity.com/ and extra exercises to test what is learned.

Substitutes for Courses
Prerequisites

FURTHER INFORMATION

Further Information
  • valid for whole curriculum period:

    Teaching Period:

    2020-2021 Autumn I

    2021-2022 Autumn I

    Course Homepage: https://mycourses.aalto.fi/course/search.php?search=DOM-E5140

    Registration for Courses: Sisu replaces Oodi on 9 August, 2021. Priority order to courses is according to the order of priority decided by the Academic committee for School of Arts, Design and Architecture: https://www.aalto.fi/en/services/registering-to-courses-and-the-order-of-priority-in-aalto-arts

    Sign-up in Oodi at least a week before the course starts.

     

    The order of priority for admitting students to courses at Aalto ARTS 1.1.2018 onwards (approved by The Committee of Arts, Design and Architecture on 10.10.2017)

    The order of priority is as follows:

    1. students for whom the course is compulsory for their major/programme and who have scheduled it for the current academic year in their personal study plan (HOPS);
    2. exchange students for whom the course is a part of his/her officially approved learning agreement and scheduled to be taken during the current semester;
    3. students for whom the course is compulsory for their major/programme and who have not completed it yet;
    4. students, for whom the course is part of his/her major s or programme s alternative studies and has been scheduled in the student's PSP (HOPS) for the current academic year
    5. students, for whom the course is part of his/her major s or programme s alternative studies and who have not completed the requisite number of credits for alternative studies yet;
    6. students for whom the course is compulsory for their minor;
    7. students, for whom the course is part of his/her minor subject s alternative studies and who have not completed the requisite number of credits for alternative studies yet;
    8. students who have applied for the course through a student mobility scheme (internal mobility within Aalto University, flexible study right (JOO) studies etc.);
    9. other students.

     

    Courses that are intended to be multidisciplinary (e.g. UWAS courses) may apply an order of priority based on the learning outcomes of the course, while bearing in mind the university obligation of enabling students to complete their degrees within the normative duration of study set for the degree. The order of priority does not apply to courses organised by the Centre for General Studies or doctoral courses.

    This decision on the order of priority does not influence the right of the teacher to define prerequisites for the course.