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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.