Game Programming 1Laajuus (5 cr)
Code: 4A00FA07
Credits
5 op
Objectives
Student is able to know the tools for programming games and understand Game engine architecture. He/she also is able to understand basics of game programming patterns basic maths in game programming.
Content
Game Programming,
Game Programming Design Patterns,
Game Maths,
Game Engines.
Prerequisites
Season 1
Assessment criteria, satisfactory (1-2)
The student can describe the tools for programming, debugging and version control.
The student can describe programming patterns in games.
Assessment criteria, good (3-4)
The student can create components.
The student can design and create classes.
The student can design and implement maths for games.
Assessment criteria, excellent (5)
Student can apply learned skills for designing and creating programming patterns for games
Further information
For Games Academy students.
Enrolment period
22.11.2024 - 04.02.2025
Timing
01.01.2025 - 31.07.2025
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- English
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Pasi Pekkanen
- Sami Kojo
- Gareth Noyce
Person in charge
Sami Kojo
Groups
-
23TIKOGAME
Objectives (course unit)
Student is able to know the tools for programming games and understand Game engine architecture. He/she also is able to understand basics of game programming patterns basic maths in game programming.
Content (course unit)
Game Programming,
Game Programming Design Patterns,
Game Maths,
Game Engines.
Prerequisites (course unit)
Season 1
Further information (course unit)
For Games Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the tools for programming, debugging and version control.
The student can describe programming patterns in games.
Assessment criteria, good (3-4) (course unit)
The student can create components.
The student can design and create classes.
The student can design and implement maths for games.
Assessment criteria, excellent (5) (course unit)
Student can apply learned skills for designing and creating programming patterns for games
Exam schedules
No exam. The course is graded by exercises.
Assessment methods and criteria
The course is completed by returning two exercises per student per course, which are linked to the course's Game Project 2 project. If the student is not attending the Game Project 2 course, they can implement the exercises to the example project which is implemented during the course.
Exercises evaluate how well a student has learnt course topics and how well they can apply that to a real game project. Grading is based on how well the solution follows the given task and how well programming practices studied during the course are followed.
If the student takes part in both Game Programming 1 and 2 courses, they will return four exercises. Exercises are done primarily in teams. If the team has two programmers, they will return eight exercises in total.
Grading of the exercise:
0: The work is not returned on time.
1-2: The solution is returned on time, but it does not work properly as the task mandates.
3: The solution is returned on time and it works as the task mandates.
4-5: The solution is returned on time and it works as the task mandates. Additionally, the solution follows the practices studied during the course well.
The course's grade is calculated as the average of the exercises (50%) and peer reviews of team members (50%).
Assessment scale
0-5
Teaching methods
Lectures on-premises
Learning materials
Online material which is published in course's Moodle page.
Student workload
See Games Academy's Google Calendar
Content scheduling
Courses Game Programming 1 and 2 are combined into one. Game Programming 1 course's lessons are held at period 3 and at the beginning of period 4. Game Programming 2's lessons are held at period 4. Game Programming 3's lessons are held in period 3. A more detailed schedule is published on the courses Moodle page.
Completion alternatives
Will be agreed case by case with the teacher.
Enrolment period
22.11.2023 - 04.02.2024
Timing
01.01.2024 - 31.05.2024
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- English
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Pasi Pekkanen
- Gareth Noyce
- Sami Kojo
Person in charge
Sami Kojo
Groups
-
22TIKOGAME
Objectives (course unit)
Student is able to know the tools for programming games and understand Game engine architecture. He/she also is able to understand basics of game programming patterns basic maths in game programming.
Content (course unit)
Game Programming,
Game Programming Design Patterns,
Game Maths,
Game Engines.
Prerequisites (course unit)
Season 1
Further information (course unit)
For Games Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the tools for programming, debugging and version control.
The student can describe programming patterns in games.
Assessment criteria, good (3-4) (course unit)
The student can create components.
The student can design and create classes.
The student can design and implement maths for games.
Assessment criteria, excellent (5) (course unit)
Student can apply learned skills for designing and creating programming patterns for games
Exam schedules
No exam. The course is graded by exercises.
Assessment methods and criteria
The course is completed by returning two exercises per student per course, which are linked to the course's Game Project 2 project. If the student is not attending the Game Project 2 course, they can implement the exercises to the example project which is implemented during the course.
Exercises evaluate how well a student has learnt course topics and how well they can apply that to a real game project. Grading is based on how well the solution follows the given task and how well programming practices studied during the course are followed.
If the student takes part in both Game Programming 1 and 2 courses, they will return four exercises. Exercises are done primarily in teams. If the team has two programmers, they will return eight exercises in total.
Grading of the exercise:
0: The work is not returned on time.
1-2: The solution is returned on time, but it does not work properly as the task mandates.
3: The solution is returned on time and it works as the task mandates.
4-5: The solution is returned on time and it works as the task mandates. Additionally, the solution follows the practices studied during the course well.
The course's grade is calculated as the average of the exercises (50%) and peer reviews of team members (50%).
Assessment scale
0-5
Teaching methods
Lectures on-premises
Learning materials
Online material which is published in course's Moodle page.
Student workload
See Games Academy's Google Calendar
Content scheduling
Courses Game Programming 1 and 2 are combined into one. Game Programming 1 course's lessons are held at period 3 and at the beginning of period 4. Game Programming 2's lessons are held at period 4. Game Programming 3's lessons are held in period 3. A more detailed schedule is published on the courses Moodle page.
Completion alternatives
Will be agreed case by case with the teacher.
Enrolment period
23.11.2022 - 05.02.2023
Timing
02.01.2023 - 19.05.2023
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- English
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Pasi Pekkanen
- Gareth Noyce
- Sami Kojo
Person in charge
Sami Kojo
Groups
-
21TIKOGAME
Objectives (course unit)
Student is able to know the tools for programming games and understand Game engine architecture. He/she also is able to understand basics of game programming patterns basic maths in game programming.
Content (course unit)
Game Programming,
Game Programming Design Patterns,
Game Maths,
Game Engines.
Prerequisites (course unit)
Season 1
Further information (course unit)
For Games Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the tools for programming, debugging and version control.
The student can describe programming patterns in games.
Assessment criteria, good (3-4) (course unit)
The student can create components.
The student can design and create classes.
The student can design and implement maths for games.
Assessment criteria, excellent (5) (course unit)
Student can apply learned skills for designing and creating programming patterns for games
Exam schedules
No exam. The course is graded by exercises.
Assessment methods and criteria
The course is completed by returning two exercises per student per course, which are linked to the course's Game Project 2 project. If the student is not attending the Game Project 2 course, they can implement the exercises to the example project which is implemented during the course.
Exercises evaluate how well a student has learnt course topics and how well they can apply that to a real game project. Grading is based on how well the solution follows the given task and how well programming practices studied during the course are followed.
If the student takes part in both Game Programming 1 and 2 courses, they will return four exercises. Exercises are done primarily in teams. If the team has two programmers, they will return eight exercises in total.
Grading of the exercise:
0: The work is not returned on time.
1-2: The solution is returned on time, but it does not work properly as the task mandates.
3: The solution is returned on time and it works as the task mandates.
4-5: The solution is returned on time and it works as the task mandates. Additionally, the solution follows the practices studied during the course well.
The course's grade is calculated as the average of the exercises (50%) and peer reviews of team members (50%).
Assessment scale
0-5
Teaching methods
Remote lectures and on-premises workshops,
Exercises
Learning materials
Online material which is published in course's Moodle page.
Student workload
See Games Academy's Google Calendar
Content scheduling
Courses Game Programming 1 and 2 are combined into one. Game Programming 1 course's lessons are held at period 3 and at the beginning of period 4. Game Programming 2's lessons are held at period 4. Game Programming 3's lessons are held in period 3. A more detailed schedule is published on the courses Moodle page.
Completion alternatives
Will be agreed case by case with the teacher.
Further information
Remote lessons are held on Zoom: Link: https://linkki.si/2023-Game-Programming
Assessment criteria - fail (0) (Not in use, Look at the Assessment criteria above)
One or both of the exercises are not returned on time.
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"
Enrolment period
24.11.2021 - 23.01.2022
Timing
10.01.2022 - 13.05.2022
Credits
5 op
Mode of delivery
Contact teaching
Unit
Business Information Systems
Campus
TAMK Main Campus
Teaching languages
- English
Degree programmes
- Degree Programme in Business Information Systems
Teachers
- Pasi Pekkanen
- Sami Kojo
- Gareth Noyce
Person in charge
Sami Kojo
Groups
-
20TIKOGAME
Objectives (course unit)
Student is able to know the tools for programming games and understand Game engine architecture. He/she also is able to understand basics of game programming patterns basic maths in game programming.
Content (course unit)
Game Programming,
Game Programming Design Patterns,
Game Maths,
Game Engines.
Prerequisites (course unit)
Season 1
Further information (course unit)
For Games Academy students.
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the tools for programming, debugging and version control.
The student can describe programming patterns in games.
Assessment criteria, good (3-4) (course unit)
The student can create components.
The student can design and create classes.
The student can design and implement maths for games.
Assessment criteria, excellent (5) (course unit)
Student can apply learned skills for designing and creating programming patterns for games
Exam schedules
No exam. The course is graded by exercises.
Assessment methods and criteria
The course is completed by returning two exercises which are linked to course's Game Project 2 project. If the student is not attending to the Game Project 2 course, they can implement the exercises to the example project which is implemented during the course.
Exercises evaluate how well student has learnt course's topics and how well they can apply that to a real game project. Grading is based on how well the solution follows the given task and how well programming practices studied during the course are followed.
Grading of the exercise:
0: The work is not returned on time.
1-2: The solution is returned on time, but it does not work properly as the task mandates.
3: The solution is returned on time and it works as the task mandates.
4-5: The solution is returned on time and it works as the task mandates. Additionally the solution follows the practices studied during the course well.
The course's grade is calculated the average of the two exercises.
Assessment scale
0-5
Teaching methods
Remote lectures,
Exercises
Learning materials
Online material which is published in course's Moodle page.
Student workload
See Games Academy's Google Calendar
Content scheduling
Courses Game Programming 1 and 2 are combined into one. Game Programming 1 course's lessons are held at period 3 and at the beginning of period 4. Game Programming 2's lessons are held at period 4. Game Programming 3's lessons are held in period 3. A more detailed schedule is published on the courses Moodle page.
Completion alternatives
Will be agreed case by case with the teacher.
Assessment criteria - fail (0) (Not in use, Look at the Assessment criteria above)
One or both of the exercises are not returned on time.
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
See previous topic: "Evaluating criterias"