Enrolment options

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

1 Use basic programming constructs such as loops and arrays

2 Build interactive game prototypes using a game engine

3 Use a game engine when working in a game project

The course has traditionally used Unity 3D as the primary engine, but the engine landscape is constantly evolving and the engine(s) used may change. For instance, students are increasingly adopting Unreal and Godot engines.

Credits: 3

Schedule: 02.09.2024 - 20.09.2024

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:

    A game programming class for all skill levels, utilizing one or more widely used game engines such as Unity 3D or Unreal. Beginners practice game prototyping basics, while more advanced students can practice advanced topics like procedural animation, camera control, AI, visual effects.

    There's only a single introductory lecture after which students work at their own pace, on a learning path of their choice, with daily personalized tutoring. 


    On this course, the teacher's primary role is to remove obstacles for self-learning, e.g., by helping students in understanding compiler error messages and debugging their code. For beginners, working in pairs is also encouraged, as having more than one pair of eyes helps spotting errors early on, and discussing code promotes understanding it.

    The course aims 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.

Assessment Methods and Criteria
  • valid for whole curriculum period:

    To complete the course, one should participate in the teaching and complete the assignments. Minimum 80% attendance.

Workload
  • valid for whole curriculum period:

    Contact teaching 36 h
    Independent work 45 h

    Workshop and practice-based work, Independent reading and writing, Reflection and thinking.

DETAILS

Substitutes for Courses
Prerequisites

FURTHER INFORMATION

Further Information
  • valid for whole curriculum period:

    Teaching Language: English

    Teaching Period: 2024-2025 Autumn I
    2025-2026 Autumn I

    Registration:

    Game Design and Development majors (both from ARTS and SCI) and minors are prioritized. Minimum amount of participants 8
    Maximum amount of participants 30.

    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-at-aalto-arts

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