Game EnginesLaajuus (5 cr)
Code: 4A00GB57
Credits
5 op
Enrolment period
09.06.2025 - 07.09.2025
Timing
01.09.2025 - 31.12.2025
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- Finnish
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Toni Pippola
- Gareth Noyce
Groups
-
23TIKOGAME
-
22TIKOGAME
Assessment scale
0-5
Enrolment period
07.06.2024 - 08.09.2024
Timing
16.09.2024 - 31.12.2024
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- Finnish
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Toni Pippola
- Gareth Noyce
Person in charge
Gareth Noyce
Groups
-
22TIKOGAME
-
23TIKOGAME
Assessment scale
0-5
Teaching methods
Student is able to:
Create a third person gameplay template implementing custom versions of all core Gameplay Framework classes. Import and setup a range of assets, including Static & Skeletal Meshes, Audio, and Animations. Build a custom character using core actor components. Convert Blueprints to C++ and vice versa.
Content scheduling
Tour of the editor
How to get UE (Source or Launcher)
Introduction to Assets
Blocking out and the basics of lighting
Gameplay Framework classes in C++ & BP
Data Assets
Actors, Controllers and Enhanced Input
Hard / Soft References
Simple AI
Further information
Aimed for Game Academy students.
Enrolment period
23.11.2022 - 12.01.2023
Timing
01.01.2023 - 31.12.2023
Credits
5 op
Virtual portion
5 op
RDI portion
2 op
Mode of delivery
Online learning
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- English
Seats
0 - 20
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Toni Pippola
- Gareth Noyce
Person in charge
Toni Pippola
Groups
-
20TIKOGAME
-
21TIKOGAME
Assessment scale
Pass/Fail
Teaching methods
Student is able to:
Create a third person gameplay template implementing custom versions of all core Gameplay Framework classes. Import and setup a range of assets, including Static & Skeletal Meshes, Audio, and Animations. Build a custom character using core actor components. Convert Blueprints to C++ and vice versa.
Content scheduling
Tour of the editor
How to get UE (Source or Launcher)
Introduction to Assets
Blocking out and the basics of lighting
Gameplay Framework classes in C++ & BP
Data Assets
Actors, Controllers and Enhanced Input
Hard / Soft References
Simple AI
Further information
Aimed for Game Academy students.