Bachelor in Games and Entertainment Technology: Study Plan

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Study plan

Bachelor in Games and Entertainment Technology


Programme description

The study program gives practical, job related knowledge on developing digital products, services and games for different target audiences. It
focuses mainly on developing digital content like online services, games and products related to training, events, entertainment, advertising
and such.

The candidate will get a solid foundation in programming, traditional art, game design, 3D game asset creation and ludology. All teaching is in
English. The candidate will learn computer programming and use advanced computer software and tools to create exciting games and online
interfaces (2D and 3D), mobile services, online sites and custom made units for entertainment and information.

Goals
The overall goal of the study program is to give the candidate knowledge and skills needed to develop digital services, presentations and
games for use in mobile units, training, events, services and entertainment. This competence will consist of knowledge from different fields like
programming, game design, user interface building, pedagogy, simulations, game development and maintenance and distribution of such
digital systems.

Content
The study program offers subjects that provide the knowledge and skills to develop services, presentations and games:

game design and development


game programming and animations (in 2D and 3D)
mobile technologies and databases
project management, innovation and entrepreneurship

Game design and development


During the first year the candidate will learn about design principles for game development and how to develop games for web deployment.
This founds the basis for further development of more advanced games created in subjects in the 2nd and 3rd year. Classes also focus on skills
like storytelling and drawing. The ethical and cultural aspects of making video games for a global audience is also addressed.

Game programming and animations (in 2D and 3D)


Some subjects will give the candidate deeper understanding of programming and animation in a 2D and 3D setting. Additionally he'll will learn
skills and gain knowledge in developing, managing and documenting games with the proper functionality and interface to give users a good
experience.

Mobile technologies and databases


Developing modern video games also requires understanding of data storage and information management and how to utilize this when
creating games and exchanging data across the internet. Knowledge and skills regarding databases, video game engines and cellular networks
requirements and limitations also forms an important part of the program.

Project management, innovation and entrepreneurship


The study program focuses throughout all terms on projects and teamwork. The candidate will be working with external companies and
organizations learning how to communicate with them while also handling situations and problems individually and as a team. In this
programme innovation and entrepreneurship is an integral part of several subjects, most pronounced in Game Lab. Many candidates also
choose to start student companies, and the school provides support and facilities for this.

Game Lab
The Game Lab is an intensive company simulator. Candidates form their own companies with team leads, art leads and technical leads. They
then pitch a game project of their own design, or for an external client. The ¿student company¿ builds the game over the period of a semester,
with each candidate specializing in a topic for the final output to be a fun, playable game prototype, ready for submission to competitions and
festivals.

ECTS Credits
180
Study level
Bachelor's degree programme
Teaching language
English
Faculty
Faculty of Social Sciences
Course location
Levanger and Steinkjer

Study model

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Expand all

1st study year

Autumn 2019

Course id Course name ECTS Credits

SPO1110 Programming Fundamentals 10 SP

SPO1011 Game Design 1 5 SP

VFX1080 Art 1 5 SP

VFX1010 CG-Art 1 5 SP

SPO1210 Game Lab 1 5 SP

Spring 2020

Course id Course name ECTS Credits

SPO1000 Programming 3D games 10 SP

VFX1091 Art and Animation History 10 SP

SPO1311 Game Lab 2 10 SP

2nd study year

Autumn 2020

Course id Course name ECTS Credits

SPO1001 Game Etics & Professionalism 5 SP

VFX1020 CG-Animation 1 5 SP

VFX2020 CG Art 2 10 SP

SPO2110 Game Lab 3 - Serious Games 10 SP

Spring 2021

Course id Course name ECTS Credits

SPO1003 Sound for games 5 SP

SPO2210 Game Design 2 10 SP

SPO2120 Game Lab 4 - Entertainment Technology 10 SP

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3rd study year

Autumn 2021

Course id Course name ECTS Credits

SPO3010 Game Lab 5 10 SP

MET1003 Research methods 10 SP

Elective courses
(click to choose)

Spring 2022

Course id Course name ECTS Credits

SPO3021 Mobile Networked Apps 10 SP

SPO3110 Game Lab 6 - with portfolio 10 SP

SPO2000 Bachelor Thesis 10 SP

Learning outcomes

Upon successful completion of this programme, the Candidate:

Knowledge

thorough knowledge of the field of game design


advanced knowledge of programming languages relevant for game development
advanced knowledge of developing and implementing simple animations to be used within digital games
advanced knowledge of 3D modeling, rigging and rendering
advanced knowledge of themes in innovation and entrepreneurship, relevant to the field of game development
advanced knowledge of sound production and the importance of the sound experience in digital games
advanced knowledge of the history, ethics, moral, laws and regulations relevant to the field of game development

Skills

advanced knowledge of project planning, project management and documentation


advanced skills in process management for development projects, looking to develop digital products
advanced skills in programming and programming languages that are relevant for game development
advanced skills in developing and implementing simple animations to be used in digital games
advanced skills in 3D modeling, rigging and rendering
advanced skills in sound production for creative digital products
basic art skills required for communicating and sketching creative ideas and concepts

General competence

thorough knowledge in the field of ethics, culture and society


thorough knowledge of gaming addiction and how to handle this, seen from a game developer perspective
thorough knowledge of collaborative learning and the importance of good communication and good communication routines to keep a flow
in game development projects

Admission requirements

Higher education entrance qualification

Documented proficiency in English language

Applicants will be asked to submit an example of relevant artistic work and a motivational letter.

Inormation about submition of portfolio/showreel and motivational letter will be sent out to the applicants after the deadline for application.

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Career possibilities

The programme qualifies for jobs in developing games and digital products within fields like video games design and production,
entertainment, publishing and advertising.

Further education

Successful completion of this bachelor's programme qualifies candidates to apply for relevant master's programmes.

Study abroad

Studying a term at an international university as part of the study program is becoming more common. Get in touch with the teachers or
counsselors at campus after starting the programme to get further information of the possibilities.

Per January 1st, 2017, the program is connected to the following institutions on Erasmus+ Exchange agreements: Reykjavik University
(Iceland), Plymouth College of art (England), NTHV Breda University of Applied Sciences (Netherlands), Saxion University of Applied Sciences
(Netherlands) and Complutence University of Madrid (Spain)

Costs

Costs for semester registration and course literature apply.

The candidat are required to use their own laptop computer capable of running the software being used in the study program. The candidate
must bring the computer every day for classes or study work. Minimum requirements for this computer can be found at the university
website.

Additionally the candidatesmust provide data storage of their own that covers their need for storing files in all subjects.

Specific arrangements for recognition of prior learning

If the applicant does not fulfil the requirements for the Higher Education Entrance Qualification but has experience-based competence relevant
to the field of study, he or she may apply for recognition of this competence in order to fulfil the admission.

When considering such competence, emphasis will be placed on the applicant's holding basic IT skills equivalent of the European Computer
Driving Licence, English language skills sufficient for reading English academic literature, as well as sufficient Norwegian language skills to be
able to write reports.

Examination regulations, assessment and grading

The programme applies a variety of assessment forms based on what is more relevant to each course. The most common assessment forms
include folder submissions, project reports, take-home exams, written and oral examination.

Assessment is based on the Norwegian system using letters A to F, in which A is the best/highest grade and F equals fail or not passed. Work
may also be assessed based on a passed/not passed or approved/not approved basis.

http://www.nord.no/en/about/rules-regulations/Pages/default.aspx¿>We further refer to the legislation, regulations and guidelines applicable.

Assessment methods

Based on what's appropriate and beneficial for each subject the study methods will vary. The most common are portfolios, project reports, off
premises exams and traditional written or oral exams.

Programme evaluation

The programme is evaluated via student questionnaire, as well as by the programme director. The evaluations form a part of the University's
quality assurance system.

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Qualifications requirements and regulations

Please refer to the applicable legislation, regulations and related guidelines.

Subject descriptions (23)

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Subject descriptions (23)

Programming Fundamentals SPO1110


No tuition fees. Semester fees and cost of course literature apply.

PROGRAMMING FUNDAMENTALS SPO1110

ECTS Credits 10 Year of study 1st study year


Level Undergraduate Course location
Course type Faculty Faculty of Social
Start semester Autumn 2019 Sciences
Teaching language English
Application deadline

Course description

Programming is a key component in any video game production and this subject is all about how to program computers to behave in a desired
manner. It concerns how different programming languages implements the fundamental concepts og modern object oriented programming. The
students also get to work in small development teams to solve different programming tasks.

This subject will give students basic training in modern object oriented programming, various programming tools, techniques and languages.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing the course the students should have:

Knowledge about:

what object oriented programming is and how it's used


the basic construction of programming languages, general syntax rules, data types, variables and constants, functions, control structures, logical
operations and events

Skills within:

solving programming problems using different techniques


making simple applications and games with their chosen programming tools

General competence within:

documenting code for maintenance and bug fixing

Teaching activities and methods

Lectures, Lab work on assignments.

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Exam description

Total assessment Project, worth 100/100 of the grade

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Assessment and examinations

Compound assessment, grading scale A-E, Beste A, Ikke bestått F


Compulsory participation, comprises 0/100 of the grade, grading scale Godkjent - Ikke godkjent.
Compulsory coursework - 8 assignments, comprises 0/100 of the grade, grading scale Bestått - Ikke bestått.
Take-home examiation, comprises 100/100 of the grade, grading scale A-E, Beste A, Ikke bestått F.

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Game Design 1 SPO1011
No tuition fees. Semester fees and cost of course literature apply.

GAME DESIGN 1 SPO1011

ECTS Credits 5 Year of study 1st study year


Level Undergraduate Course location Steinkjer
Course type Faculty Faculty of Social
Start semester Autumn 2019 Sciences
Teaching language English
Application deadline

Course description

The course will provide basic knowledge and skills in how a game concept or a digital media-rich asset is described, designed and developed, from
idea to a finnished product. It further focuses on necessary roles and tasks in a game development project. The course also focuses on the basics of
good game design and the basics for creating a good gaming experience. This include awareness in relation to the story, audience and ethical issues.

Furthermore, the course will provide students with basic knowledge about games and current development methods of computer games. An
important issue is to create good concepts and how this can translate into an engaging game.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After finishing the course, the student will have

Knowledge about

storytelling, dramaturgy and audiovisual techniques


how different storytelling techniques can improve a story
notions and concepts within game play, game development, game elements, game genres and game industry
development methods used in game development
prototyping methods and techniques
cultural and ethical challenges within game development

Skills within

practical use of dramaturgy, audiovisual and storytelling techniques - to impart knowledge or stories in ways that are adapted to the topic or the
audience
practical planning, implementation and monitoring of projects
developing prototypes for different concepts
practical implementation of different game testing methods

General competence

on collaboration methods and techniques, communication and inclusion

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

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Assessment and examinations

Compound assessment (first instance 2019 autumn).


Portfolio, worth 100/100 of the grade (first instance 2015 autumn).

Overlapping courses

SPO1010 Game Design Fundamentals - 5 study points.

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Art 1 VFX1080
No tuition fees. Semester fees and cost of course literature apply.

ART 1 VFX1080

ECTS Credits 5 Year of study 1st study year


Level Undergraduate Course location Steinkjer
Course type Faculty Faculty of Social
Start semester Autumn 2019 Sciences
Teaching language English
Application deadline

Course description

The course will introduce students to:Develop and explore the methods and techniques covered in each class. Develop and explore their own
observational skills alongside purely imaginative elements or experimental ideas. Establish a regular habit of observing and recording, using both
pictorial and verbal methods.

Students will also be encouraged to keep Scrap Books and Note Books to accompany and enhance both the work done in class and the work done in
their Sketch Books.

The written exercises in Art 1 will introduce students to:

Ideas and themes in contemporary (and historical) Art Criticism and Design Theory, with particular relevance to Moving Image history and practice.
The methods and techniques appropriate to developing their own personal awareness of the importance and significance of all aspects of visual
communication.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

When the students have finished the course they can:

Skills:

Draw with confidence from observation


Draw with clarity from the imagination

Knowledge:

Understand and appreciate the relevance and function of all visual and pictorial material within their own chosen specialist area of study
the materials, techniques and methods most commonly used in traditional observational drawing
the fundamentals of mark-making with graphite and chinagraph pencils
the basics of portraiture
the basics of figure drawing
the basics of composition
the basics of perpsective
the basics of lighting
(some of) the major developments in the History of Art & Design in Europe, America and Asia

General competence:

Producing artistic content using traditional drawing tools


the compilation, editing and maintenance of a personal folio of work appropriate to each individual student¿s chosen area of specialist study

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Teaching activities and methods

In class students will be required to complete (and scan/photograph and save in the appropriate folder on Fronter):

- weekly observational drawing exercises

At home students will be required to complete (and scan/photograph and save in the appropriate folder on Fronter):

- weekly sketch book assignments

At home students will also be required to:

- research and write a short essay (1,000 to 1,500 words long)

- the essay will be a comparison between one work of art by an artist selected by the student and a second work of art by an artist chosen from a list
provided by the teacher

Permitted examination aids

None.

Course evaluation

Students do evaluation on both courses and the hole curriculum.

Assessment and examinations

Compound assessment (first instance 2018 autumn).


Assignment , worth 25/100 of the grade (first instance 2018 autumn).
Portfolio, worth 75/100 of the grade (first instance 2018 autumn).

Overlapping courses

MMT1010 Observational Drawing 1 - 5 study points.

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CG-Art 1 VFX1010
No tuition fees. Semester fees and cost of course literature apply.

CG-ART 1 VFX1010

ECTS Credits 5 Year of study 1st study year Julian Norum


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Høgsk-/øvingslærer
Sciences +47 7411 2094
Start semester Autumn 2019
Teaching language English julian.norum@nord.no

Application deadline

Course description

In this introductory course, students will develop a concept, then plan and execute a CG-asset production. This could be assets such as simple
vehicles, buildings and props. Conceptual or more observational.

The course starts with foundational training in 3d modeling, with emphasis on maintaining technically correct models. Students develop abilities to
spot and repair errors. This is followed by an introduction to UV-mapping, and the creation of efficient UV-layouts. The assets will be textured using
various image-maps to control the final look of a physically based material.

Finally, the assets are presented in a turntable render.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

When the students have finished the course they can:

Skills:

Use polygonal modeling approaches to establish legal geometry


Maintain quad-based proper topology
Spot errors with a mesh and repair it
Efficiently UV-unwrap meshes while considering texture-seams
Plan a specific UV-solution for a certain texture resolution
Lay out UVs according to the needs of the project
Maintain uniform UV-scale while avoiding texture distortion
Texture diffuse-, specular-, reflectivity-, bump/normal-, transparency-, emissive-map etc.
Make a basic presentation render

Knowledge:

Use a proper file-structure and adhere to naming convention


Plan and refine a concept for a CG-asset production

General Competence:

Producing artistic content using computer graphics


Understanding the limitations and strength in a CG pipeline

Teaching activities and methods

Lectures, Lab work on assignments.

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Course literature

The reading list can be found in Leganto

Course evaluation

Student evaluation is conducted on course and subject level.

Assessment and examinations

Portfolio - individual delivery (first instance 2018 autumn).

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Game Lab 1 SPO1210
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 1 SPO1210

ECTS Credits 5 Year of study 1st study year Trond Olav Skevik
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 22 46
Start semester Autumn 2019
Teaching language English trond.o.skevik@nord.no

Application deadline

Course description

Game Lab is a work simulator aiming to give the students a controlled environment in which to learn how to work together in a development team.

Game Lab should be treated by the students as a normal day at work in a video game production company. The aim for the teams is to produce a
game or an experience product based on technologies and topics taught in other subjects like Programming Fundamentals

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing this subject the students will have:

Knowledge about:

Working in a project with a defined deadline


Working in and organizing work in a team project
How the individual parts of a project organization functions as a bigger unit
Developing and pitching ideas

Skills within:

The topics the student has chosen to improve his or hers special competence through the project
Project management and process development within teams

General competence in:

Working in organized teams


Participating in practical projects
Evaluating their own and others efforts in a team

Teaching activities and methods

This subject gives the students an opportunity to develop their own ideas into finished products. They are also given practical experience in using
their own concept art and tools to evaluate their own product idea's market potential.

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

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Assessment and examinations

Compound assessment (first instance 2018 autumn).


Compulsory participation, worth 0/100 of the grade (first instance 2018 autumn).
Compulsory coursework - 2 group project, worth 0/100 of the grade (first instance 2018 autumn).
Portfolio - Overall assessment group work and individual submissions, worth 100/100 of the grade (first instance 2018 autumn).

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Programming 3D games SPO1000
No tuition fees. Semester fees and cost of course literature apply.

PROGRAMMING 3D GAMES SPO1000

ECTS Credits 10 Year of study 1st study year


Level Undergraduate Course location Steinkjer
Course type Faculty Faculty of Social
Start semester Spring 2020 Sciences
Teaching language English
Application deadline

Course description

This subject addresses how simple 3D games and applications are programmed. Different programming environments and technologies are
covered. The subject also gives experience in working with project management in small teams.

Students get a basic training in programming 3D applications for multiple platforms using object oriented programming, different programming
tools, techniques and languages. The subject focuses on limitations and possibilities the different tools impose on the developer. The subject
establishes a foundation for workflow later in the course, and use of current software tools is included.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing the subject students should have:

Knowledge about:

limitations and challenges in developing 3D games


different programming tools for 3D game development
fundamental differences and similarities between popular 3D game development tools

Skills within:

use of different programming tools for 3D game development


design and development of simple 3D games on multiple platforms

Mode of delivery

Face to face

Teaching activities and methods

Lectures, teamwork and assignments

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

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Assessment and examinations

Compound assessment, grading scale A-E, Beste A, Ikke bestått F


Compulsory coursework - individual , comprises 0/100 of the grade, grading scale Bestått - Ikke bestått.
Must be passed prior to submission of the Written assignment - group project.

Written assignment - group project, comprises 100/100 of the grade, grading scale A-E, Beste A, Ikke bestått F.

Course literature

The reading list can be found in Leganto

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Art and Animation History VFX1091
No tuition fees. Semester fees and cost of course literature apply.

ART AND ANIMATION HISTORY VFX1091

ECTS Credits 10 Year of study 1st study year Håvard Sørli


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førstelektor
Sciences +47 74 11 22 72
Start semester Spring 2020
Teaching language English havard.sorli@nord.no

Application deadline

Course description

The Lectures and Practical/Written Exercises will introduce students to:

The structure and anatomy of the human eye and the workings of the human system of visual perception (and interpretation), from
normal/abnormal colour perception through binocular/stereoptical perception to Persistence of Vision.
The fundamental principles of Moving Image/Animation Finance, Pre-Production, Production, Post Production, Distribution and Marketing.
The historical, social and technological developments that have led to today's Moving Image technologies, industries and practices.
The dominant developments in Animation/Moving Image technologies and practices in America and Western Europe with a briefer introduction
(time permitting) to the parallel/complementary developments and practices in other parts of the world, from Japan and China to Eastern Europe,
Russia and the Middle East.

In the practical part of this course every student will have the opportunity to:

develop and explore the methods and techniques covered in each class
develop and explore their own observational skills alongside purely imaginative elements or experimental ideas
pursue the regular habit of observing and recording, using both pictorial and verbal methods

Students will also be encouraged to maintain the Scrap Books and Note Books they started in Art 1 (to accompany and enhance both the work done
in class and the work done in their Sketch Books)

The written exercises will allow students to further develop:

their interest in contemporary (and historical) Art Criticism and Design Theory, with particular relevance to Moving Image history and practice

their own personal awareness of the importance and significance of all aspects of visual communication

Costs

No tuition fees. Semester fees and cost of course literature apply.

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Learning outcomes

When the students have finished the course they can:

Skills:

Trace and describe the history, within that wider Moving Image setting, of hand-drawn, stop-frame, computer-generated Animation, Visual Effects,
Special Effects and frame-by-frame Image Manipulation.
Trace and describe the chronological development of all methods of commercial Moving Image distribution and exhibition, from the Parlour Toy
and the Nickelodeon to the Multiplex and the Internet
Continue drawing with confidence and skill from observation:
portraiture
figure drawing
composition
perpsective
lighting

Knowledge:

Understand, appreciate and articulate the development of the underlying technologies, materials and methods that underpin today¿s Moving
Image industries (including Animation in all its forms)
Understand, appreciate and articulate the roles played by individual Moving Image practitioners within all areas of the entertainment sector, the
communications industries, IT, research and manufacturing (including the roles played by Animation practitioners of all kinds)
Understand and articulate the fundamental concepts of film ¿language¿, from Editorial Continuity and Visual Storytelling to Camera Movement and
Colour Theory
Relate all materials created from the imagination to one or more aspects of the specialist departmental work they most want to pursue on
graduation
Understand and appreciate further developments in the History of Art & Design in Europe, America and Asia
Maintain and up-date their personal folio of work

General Competence:

Appreciate and articulate the practical, social and the ethical implications of Moving Image Storytelling in a wide range of contemporary and
historical contexts
Producing artistic content using traditional drawing tools

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Teaching activities and methods

Will be decided into 4 mandatory activites:

ONE:
Practical Assignment (25%): to be submitted in person at Week 4 Class
Zoetrope / Phenakistoscope Exercise

1) Steven Ford's Zoetrope exercise


or
2) Joseph Plateau's Phenakistoscope exercise https://www.youtube.com/watch?v=2rzwdRqsuVM (How to Create a Phenakistoscope)
or
3) your own personal Zoetrope https://www.youtube.com/watch?v=lfAzr0GWknU (How to make a Zoetrope)

TWO:
Written Assignment (25%):
Outline to be submitted in person at Week 4 Class
First draft to be submitted in person at Week 5 Class
Completed version to be submitted in person at Week 6 Class

Commercial Animation - The First 50 Years

Choose one Animated Short Film - in any medium, from any country- from any year between 1892 (the date of Charles-Émile Reynaud's "Pauvre
Pierrot") and 1942 (e.g. "The Ducktators", Warner Bros Propaganda Cartoon, 1942) and write a minimum of 1,000 words (excluding quotes and
references) outlining two or more important aspects of the film's technical, creative and/or historical significance. Additional credit will be given for
appropriate selection of illustrations and for the inclusion of clear points of comparison.

Points to consider:

pioneering use of sound


pioneering use of colour
pioneering use of toolkits or materials
excellence or advancement in artistic or technological work
innovation or achievement in the design or implementation of particular camera techniques
innovation or achievement in the design or implementation of specific animation techniques

THREE:
Stop Frame Assignment (25%):

Short sequence of stop motion animation


(freestyle - open choice of materials, methods techniques)
Minimum: 15 seconds
Maximum: 30 seconds
completed version to be submitted in person at Week 8 Class

FOUR:
Exam - in place of Week 10 Class - (25%):
Written exam combining Multiple Choice with a short essay topic

Course literature

The reading list can be found in Leganto

Permitted examination aids

None.

Course evaluation

Student evaluation is conducted on course and subject level.

Assessment and examinations

Compound assessment (first instance 2019 spring).


Written school examination - Combining Multiple Choice with a short essay topic., 2 Hours, worth 25/100 of the grade (first instance 2019 spring).
Portfolio: 3 practical and written assignments (individual) making up the portfolio, worth 75/100 of the grade (first instance 2019 spring).

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Overlapping courses

MMT1111 Animation History - 10 study points.


VFX1085 Art 2 - 5 study points.
VFX1090 Animation History - 5 study points.

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Game Lab 2 SPO1311
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 2 SPO1311

ECTS Credits 10 Year of study 1st study year Steven Thomas Ford
Level Undergraduate Course location Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 22 40
Start semester Spring 2020
Teaching language English steven.ford@nord.no

Application deadline

Costs

No tuition fees. Semester fees and cost of course literature apply.

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Portfolio - Team project with additional individual reports - totally 6 reports, grading scale A-E, Beste A, Ikke bestått F

Overlapping courses

SPO1310v1 Game Lab 2 - 5 study points.

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Game Etics & Professionalism SPO1001

GAME ETICS & PROFESSIONALISM SPO1001

ECTS Credits 5 Year of study 2nd study year Helga Dis Isfold Sigurdardottir
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 21 14
Start semester Autumn 2020
Teaching language English helga.d.sigurdardottir@nord.no

Application deadline

Course description

The course is about professional development, among other things examining games as cultural expressions, how games can be used to entertain,
educate and enlighten. The course also examines how developers need to consider the ethical and moral aspects of publishing opinion coated
content through video games.

Learning outcomes

After completing the course, students should have:

Knowledge about:

how computer games constitute a separate cultural expressions, depending on the history and development of other cultural expressions
how ethical and moral issues can affect the development and publishing of video games
insight into the cultural, moral and ethical challenges related to production, publication and distribution of video games

Skills within:

use of appropriate digital collaboration tools for research and communication

General competence within:

social, ethical and moral aspects of production and use of digital cultural expressions
networking and insight into the industr

Mode of delivery

Face-to-face

Teaching activities and methods

Lectures, group work and assignments

Assessment and examinations

Compound evaluation (first instance 2018 autumn).


Compulsory participation - minimum 80% attendance, worth 0/100 of the grade (first instance 2018 autumn).
Portfolio - Portfolio assessment based on selected mandatory submissions, worth 100/100 of the grade (first instance 2018 autumn).

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CG-Animation 1 VFX1020
No tuition fees. Semester fees and cost of course literature apply.

CG-ANIMATION 1 VFX1020

ECTS Credits 5 Year of study 2nd study year Steven Thomas Ford
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 22 40
Start semester Autumn 2020
Teaching language English steven.ford@nord.no

Application deadline

Course description

In this introductory course, students will learn the basics of animation using a 3D software. This could be classic animation exercises like a bouncing
ball to more advanced exercises involving more than one moving object.

The course starts with foundational training in 3D animation, and based on this the students will plan and produce short animation tests using pre-
rigged 3D models.

Finally, the animations are presented as a rendered or captured sequence.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

On successful completion of the course, students should be able to:

Skills:

Create 3D animations based on planning and observational eference.

Knowledge:

Demonstrate the principles of animation through object interaction.

General Competence:

Critically evaluate motion applied to a CG-object.


Produce artistic content using computer graphics

Teaching activities and methods

Lectures, Lab work on assignments.

Course literature

The reading list can be found in Leganto

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Course evaluation

Student evaluation is conducted on course and subject level.

Assessment and examinations

Portfolio - individual delivery (first instance 2018 autumn).

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CG Art 2 VFX2020
No tuition fees. Semester fees and cost of course literature apply.

CG ART 2 VFX2020

ECTS Credits 10 Year of study 2nd study year Julian Norum


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Høgsk-/øvingslærer
Sciences +47 7411 2094
Start semester Autumn 2020
Teaching language English julian.norum@nord.no

Application deadline

Course description

In this course, students will learn advanced production techniques to achieve higher levels of detail in their CG-assets. Higher efficiency in polygonal
subdivison modeling will be addressed, while optimizing meshes for further detailing using digital sculpting.

As an introduction to digital sculpting, students develop concept sculpts for organic character and creature concepts. Techniques for further
developing a concept sculpt to an animation ready CG-character will also be covered. Digital sculpting will then be utilized to achieve highly detailed
hard surface assets.

In addition to sculpting, greater realism will be achieved through various surfacing techniques. Students will develop an analytical approach, bearing
in mind physically accurate surface response and weathering.

Students are assigned production teams.

Maximum number of students in this course: 15

Costs

No tuition fees. Semester fees and cost of course literature apply.

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Learning outcomes

When the students have finished the course they can:

Skills:

Efficiently approach digital sculpting


Develop and iterate character and creature concepts using digital sculpting
Retopologize using automated algorithms and manual retopo tools
Achieve ¿animation friendly¿ topology
Project details onto a retopologized mesh and extract a variation of image-maps
Optimize UVs for single region 0-1 or multi-region UDIM
Utilize both 2d and 3d texturing
Achieve layered material effects (i.e. scratched paint coat revealing base metal)
Use HDR reflection probes to look-dev PBR materials
Finalize highly optimized production ready CG-assets meeting technical standards

Knowledge:

Understand primary, secondary and tertiary shapes


Use an analytical approach to surfacing, bearing in mind accurate surface response
Use an analytical approach to weathering surfaces, matching real world surface weathering such as edge wear, cavity dirt, surface wear and tear
etc.
Use planar analysis to simplify forms

General competance:

Collaborate closely in a production team, providing and receiving constructive critique


Iterate work based on feedback from supervisors
Adhere to production deadline
Producing artistic content using computer graphics.
Understanding the limitations and strength in a CG pipeline

Prerequisites

CG Art 1 and Art 1 or similar

Teaching activities and methods

Lectures, Lab work on assignments

Recommended prior knowledge

CG Art 1 and Art 1 or similar

Course evaluation

Students do evaluation on both courses and the hole curriculum.

Assessment and examinations

Portfolio, grading scale A-E, Beste A, Ikke bestått F

Overlapping courses

MMT2021v1 Creative Entrepreneurship - 5 study points.


SPO2002v1 CG-art - 5 study points.

Course literature

The reading list can be found in Leganto

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Game Lab 3 SPO2110
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 3 SPO2110

ECTS Credits 10 Year of study 2nd study year Robin Isfold Munkvold
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 22 45
Start semester Autumn 2020
Teaching language English robin.munkvold@nord.no

Application deadline

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing this subject the students will have:

Knowledge about:

Working in a project with a defined deadline


Working in and organizing work in a team project
How the individual parts of a project organization functions as a bigger unit

Skills within:

The topics the student has chosen to improve his or hers special competence through the project

General competence in:

Working in organized teams


Participating in practical projects
Evaluating their own and others efforts in a team

Prerequisites

SPO1110 Grunnleggende programmering og SPO1310 Game Lab 2.

Teaching activities and methods

The subject focuses mainly on letting the students develop their own ideas to publishable products. The students also get further training in using
concept art and formally describing their own product idea from a buisness perspective.

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Compound assessment (first instance 2018 autumn).


Compulsory participation, worth 0/100 of the grade (first instance 2018 autumn).
Compulsory coursework - group project, worth 0/100 of the grade (first instance 2018 autumn).
Portfolio - total assessment of group work and individual submissions, worth 100/100 of the grade (first instance 2018 autumn).

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Sound for games SPO1003

SOUND FOR GAMES SPO1003

ECTS Credits 5 Year of study 2nd study year Gregory Joseph Curda
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 20 16
Start semester Spring 2021
Teaching language English gregory.j.curda@nord.no

Application deadline

Course description

Sound Design for Games is an expanding sector. This course will introduce the students to the concepts, theory, and basic software implementation
methods and techniques essential to game audio. With the underlying game engine, sound is based on player decisions. Understanding the
difference between real-time to post audio is essential.

This class will consist of 2 parts. Part 1 involves sound acquisition, and focuses on proper microphone and recording theory and techniques, both in
the studio and in the field. Part 2 involves the editing and manipulation of Dialogue, Music, and Sound Effects in a standard Digital Audio
Workstation (ProTools), and implementation of all game sounds via standard Game Engines (Unity, FMOD, etc.).

Topics covered include:

Theory:

Microphones
Meters
Mixers
Soundtrack aesthetics

Practical:

Editing, Altering and Mixing of Dialogue, Backgrounds, Sound Effects, and Music elements
Effective use of plugins: EQ, Dynamics, Reverb, Modulators
Pro Tools, Unity operation
Ear training (on going)

Creation:

Recording of Voice Over and Dialogue


Layering, blending, and transforming of Backgrounds and Sound Effects
Intro to Music Composition

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Learning outcomes

Upon completion of this course, with a working knowledge of basic techniques and theory, students should be able to:

Skills:

Capture usable dialogue and sound effects in a variety of field situations


Operate Pro Tools or alternate digital audio workstation, to adequately construct elements of a sound design for a digital game
Record, edit, and mix dialogue, sound effects, backgrounds, and music elements
Alter sounds using sound shaping tools including EQ, Dynamics, and Reverb to enhance the aesthetic appeal of the soundtrack
Place sound elements in a game via game engine (Unity, FMOD)

Knowledge:

Select different microphones for use in different situations


Identify subtle differences in the sonic texture of a sound
Describe how elements combine to create a total effect
Assess the sound needs of any particular game to enhance the player¿s experience
Assess relative quality of recorded tracks through acquired critical listening skills (Ear training)

General Competence:

Able to make critical decisions in a time-constrained environment


Create a sound plan and execute it, with enough flexibility to make last-minute changes and still maintain the integrity of the plan
Focus on details in a critical fashion
Work in a task-specific way, yet within a larger group or dynamic

Adopt their own sense of artistic integrity, culminating in a style

Mode of delivery

Face to face

Teaching activities and methods

Classes will consist of lectures on theoretical material, including microphone, metering and mixer theory, and lecture/demonstration of practical
application techniques. Relevant reading material and videos may be assigned throughout the course, to arm the students with additional insight
going into the lab periods.

Labs will consist of practical application of theoretical principals and instructional procedures, including instruction in the set-up and operation of
Pro Tools or other DAWs, and development of sound editing, mixing, and exporting skills. Assignments will consist of various creation, editing,
mixing, and implementation tasks.

Lab exercises will be conducted in groups to foster discovery and collaboration. Group grading will apply to all practical mandatories. Paper
mandatories and exams will receive individual grades.

Course literature

The reading list can be found in Leganto

Assessment and examinations

Compound evaluation (first instance 2019 spring).


Multiple Choice, 2 Hours, worth 40/100 of the grade (first instance 2019 spring).
Portfolio, worth 60/100 of the grade (first instance 2019 spring).

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Game Design 2 SPO2210
No tuition fees. Semester fees and cost of course literature apply.

GAME DESIGN 2 SPO2210

ECTS Credits 10 Year of study 2nd study year Robin Isfold Munkvold
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 22 45
Start semester Spring 2021
Teaching language English robin.munkvold@nord.no

Application deadline

Course description

The course is a continuation of SPO1010 Game Design 1. The course focuses on specializing within the concepts and methods of game
development, its content and rules, game play, story, characters and level design. The course focuses on what is needed to create a good game
design and a good experience for the users.

The course goes in depth on topics such as narrative techniques and dramaturgy as a basis for storytelling and entertainment dissemination. This
leads to a further deepening and awareness in relation to messages, audiences and moral, ethical and cultural issues.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Read more about privacy at Nord University and use of cookies on this website.
Learning outcomes

After completing the subject the student will have detailed and specific

In depth knowledge about

concepts and methods of game development, game play, story and level design
dramaturgy and storytelling
message dissemination, audience targeting, gamification and cognitive processes
moral, ethical and cultural issues
concepts and methodologies in game development and game design
playability and internal game economy

Specialised skills on

Techniques for game development, game play, story and level design
Use of dramaturgy and storytelling
Adjustment of internal game economy

General competence

Development of games and other digital products that relate to government regulations
Moral, ethical and cultural aspects of game development

Prerequisites

SPO1010 Game Design 1

Teaching activities and methods

Team work and individual activities

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Course literature

The reading list can be found in Leganto

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Compound assessment (first instance 2019 spring).


Compulsory participation, worth 0/100 of the grade (first instance 2019 spring).
Compulsory coursework - 5 individual assignments, worth 0/100 of the grade (first instance 2019 spring).
Portfolio, worth 100/100 of the grade (first instance 2019 spring).

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Game Lab 4 SPO2120
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 4 SPO2120

ECTS Credits 10 Year of study 2nd study year Helga Dis Isfold Sigurdardottir
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 21 14
Start semester Spring 2021
Teaching language English helga.d.sigurdardottir@nord.no

Application deadline

Course description

Game Lab is a work simulator aiming to give the students a controlled environment in which to learn how to work together in a development team.
Game Lab should be treated by the students as a normal day at work in a video game production company.

The aim for the teams is to produce a game or an experience product based on technologies and topics taught in other subjects like MMT1050
Introduction to 3D modelling, SPO1410 Programming 3D Games and MMT1040 Digital Media

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing this subject the students will have:

Knowledge about:

Working in a project with a defined deadline


Working in and organizing work in a team project
How the individual parts of a project organization functions as a bigger unit

Skills within:

The topics the student has chosen to improve his or hers special competence through the project

General competence in:

Working in organized teams


Participating in practical projects
Evaluating their own and others efforts in a team

Prerequisites

SPO1110 Grunnleggende Programmering og SPO2110 Game Lab 3.

Teaching activities and methods

The subject focuses mainly on giving the students the opportunity to develop their own ideas to publishable products. The students are also given a
primer on using project management tools and a basic introduction to economic aspects in software production.

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Course literature

The reading list can be found in Leganto

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Compound assessment (first instance 2019 spring).


Compulsory participation, worth 0/100 of the grade (first instance 2019 spring).
Compulsory coursework - 2 group project, worth 0/100 of the grade (first instance 2019 spring).
Portfolio - total assessment of group work and individual submissions, worth 100/100 of the grade (first instance 2019 spring).

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Game Lab 5 SPO3010
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 5 SPO3010

ECTS Credits 10 Year of study 3rd study year Helga Dis Isfold Sigurdardottir
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 21 14
Start semester Autumn 2021
Teaching language English helga.d.sigurdardottir@nord.no

Application deadline

Course description

Game Lab is a work simulator aiming to give the students a controlled environment in which to learn how to work together in a development team.
Game Lab should be treated by the students as a normal day at work in a video game production company.

The aim for the teams is to produce a game or an entertaining product based on technologies and topics taught in other subjects like SPO2160
Networked applications and SPO2140 Basic artificial intelligence

This subject gives the students an opportunity to develop their own ideas into finished products.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing this subject the students will have:

Knowledge about:

Working in a project with a defined deadline


Working in and organizing work in a team project
How the individual parts of a project organization functions as a bigger unit

Skills within:

The topics the student has chosen to improve his or hers special competence through the project

General competence in:

Working in organized teams


Participating in practical projects
Evaluating their own and others efforts in a team

Prerequisites

SPO2120 Game Lab 4

Teaching activities and methods

Project work in teams with optional guidance

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Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Compound assessment (first instance 2018 autumn).


Compulsory participation - 80%, worth 0/100 of the grade (first instance 2018 autumn).
Compulsory coursework - group project, worth 0/100 of the grade (first instance 2018 autumn).
Portfolio - total assessment of group work and individual submissions, worth 100/100 of the grade (first instance 2018 autumn).

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Research methods MET1003
No tuition fees. Costs for semester registration and course literature apply.

RESEARCH METHODS MET1003

ECTS Credits 10 Year of study 3rd study year Line Kolås


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 22 26
Start semester Autumn 2021
Teaching language English line.kolas@nord.no

Application deadline

Course description

The subject gives the students basic training in social sciences research methods and ethics. The subject gives an overview of techniques for
collecting and analyzing research data, and forms the foundation for the subject SPO2000 Bachelor Project through a feasibility study. Practical
exercises focusing on research problems, research questions, theory, data gathering, analysis and academic writing is also covered.

Costs

No tuition fees. Costs for semester registration and course literature apply.

Learning outcomes

After completing the subject, the student has

Knowledge about:

wording research questions


social sciences research and research methods
research ethics
individual project planning and management
structuring academic writing

Skills within:

using social science knowledge


analyzing relevant research, assessing source credibility and critically evaluate sources
analyze data
evaluate research methods
writing academic texts
presenting own work before an audience

General competence on:

analyzing relevant research


relating to relevant ethical problems
current research topics on games and entertainment technology

Prerequisites

90 ECTS of subjects from 1st and 2nd year of Games and Entertainment Technology

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Teaching activities and methods

Lectures, workshops, team work, tutoring and individual studies

Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Portfolio - 5 compulsory submissions, of which 3 submissions must be included in the portfolio (first instance 2018 autumn).

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Mobile Networked Apps SPO3021

MOBILE NETWORKED APPS SPO3021

ECTS Credits 10 Year of study 3rd study year Ola Steen


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 21 47
Start semester Spring 2022
Teaching language English ola.steen@nord.no

Application deadline

Course literature

The reading list can be found in Leganto

Assessment and examinations

Portfolio - Team project (individual grading) with additional individual reports - totally 6 reports (first instance 2020 spring).

Overlapping courses

SPO3020 Programming Networks Mobile Apps - 10 study points.

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Game Lab 6 SPO3110
No tuition fees. Semester fees and cost of course literature apply.

GAME LAB 6 SPO3110

ECTS Credits 10 Year of study 3rd study year Robin Isfold Munkvold
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 22 45
Start semester Spring 2022
Teaching language English robin.munkvold@nord.no

Application deadline

Course description

Game Lab is a work simulator aiming to give the students a controlled environment in which to learn how to work together in a development team.
Game Lab should be treated by the students as a normal day at work in a video game production company.

The aim for the teams is to produce a game or an experience product based on technologies and topics taught in other subjects.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

After completing this subject the students will have:

Knowledge about:

Working in a project with a defined deadline


Working in and organizing work in a team project
How the individual parts of a project organization functions as a bigger unit

Skills within:

The topics the student has chosen to improve his or hers special competence through the project

General competence in:

Working in organized teams


Participating in practical projects
Evaluating their own and others efforts in a team

Prerequisites

SPO3010 Game Lab 5

Teaching activities and methods

The subject mainly involves giving the students an opportunity to develop their own ideas to a finished product.

Course literature

The reading list can be found in Leganto

Page 41 of 49
Course evaluation

Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Assessment and examinations

Compound assessment (first instance 2019 spring).


Compulsory participation - 80%, worth 0/100 of the grade (first instance 2019 spring).
Compulsory coursework - group project, worth 0/100 of the grade (first instance 2019 spring).
Portfolio - total assessment of group work and individual submissions, worth 100/100 of the grade (first instance 2019 spring).

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CG Animation 2 VFX2051
No tuition fees. Semester fees and cost of course literature apply.

CG ANIMATION 2 VFX2051

ECTS Credits 5 Year of study 3rd study year Kristian Rostad Egge
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 21 74
Start semester Autumn 2021
Teaching language English and kristian.egge@nord.no
Norwegian
Application deadline

Course description

In this intermediate course, students will learn the basics of character animation.

This could be classic animation exercises like creating a character walk or a jump to more advanced body mechanics. The exercises would also
involve the use of bipedal characters, and the students need to take into account that they are animating a `living¿, `breathing¿ character with a
personality.

The course starts with further training in 3D animation, with focus on character animation, and based on this the students will plan and produce
short animation tests using pre-rigged bipedal 3D models.

Finally, the animations are presented as a rendered or captured sequence.

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

On successful completion of the course, students should be able to:

Skills:

Create 3D animations based on planning and observational reference.

Knowledge:

Demonstrate the principles of animation through character animation techniques.

General Competence:

Critically evaluate motion applied to a CG-object.


Assess staging and make appropriate acting choices for a character.
Produce artistic content using computer graphics.

Prerequisites

CG Animation 1 or similar

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Teaching activities and methods

Lectures, Lab work on assignments

Course evaluation

Students do evaluation on both courses and the hole curriculum.

Assessment and examinations

Portfolio, grading scale A-E, Beste A, Ikke bestått F

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Art 2 VFX2035
No tuition fees. Semester fees and cost of course literature apply.

ART 2 VFX2035

ECTS Credits 5 Year of study 3rd study year


Level Undergraduate Course location Steinkjer
Course type Faculty Faculty of Social
Start semester Autumn 2021 Sciences
Teaching language English
Application deadline

Course description

In this course every student will have the opportunity to:

Develop and explore the methods and techniques covered in each class
Develop and explore their own observational skills alongside purely imaginative elements or experimental ideas
Pursue the regular habit of observing and recording, using both pictorial and verbal methods

Students will also be encouraged to maintain the Scrap Books and Note Books they started in Art 1 (to accompany and enhance both the work done
in class and the work done in their Sketch Books)

The written exercises in Art 2 will allow students to further:

Their interest in contemporary (and historical) Art Criticism and Design Theory, with particular relevance to Moving Image history and practice
Their own personal awareness of the importance and significance of all aspects of visual communication

Costs

No tuition fees. Semester fees and cost of course literature apply.

Learning outcomes

On successful completion of the course, students should be able to:

Skills:

Efficiently capture characteristics of a subject.


Demonstrate informed use of colour theory.

Knowledge:

Portray proportion, mass and volume in anatomical structure through the reproduction of the physical form.
Depict motion in a still image.
Produce work adhering to the standards and conventions used within a production pipeline specific to their field of study.

General Competence:

Communicate iterative and developmental progress though a study journal.


Critically evaluate and select work for a limited final portfolio presentation

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Teaching activities and methods

In class students will be required to complete (and scan/photograph and save in the appropriate folder on Fronter):
- weekly observational drawing exercises

At home students will be required to complete (and scan/photograph and save in the appropriate folder on Fronter):
- weekly sketch book assignments

At home students will also be required to:


- research and write a short essay (1,000 to 1,500 words long)
- the essay will be an appreciation of the contribution made to on specific game, movie, TV / web series or graphic novel by one artist or designer (to
be suggested by the student and approved by the teacher)

Permitted examination aids

None.

Course evaluation

Student evaluation is conducted on course and subject level.

Assessment and examinations

Portfolio - work completed in class, sketch book work, 2 written assignement, grading scale A-E, Beste A, Ikke bestått F

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Artificial intelligence for games SPO2001

ARTIFICIAL INTELLIGENCE FOR GAMES SPO2001

ECTS Credits 10 Year of study 3rd study year Trond Olav Skevik
Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Universitetslektor
Sciences +47 74 11 22 46
Start semester Autumn 2021
Teaching language English trond.o.skevik@nord.no

Application deadline

Assessment and examinations

Take-home examination - individual, 1 Weeks (first instance 2019 autumn).

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Bachelor Thesis SPO2000

BACHELOR THESIS SPO2000

ECTS Credits 10 Year of study 3rd study year Line Kolås


Level Undergraduate Course location Steinkjer Course coordinator
Course type Faculty Faculty of Social Førsteamanuensis
Sciences +47 74 11 22 26
Start semester Spring 2022
Teaching language English line.kolas@nord.no

Application deadline

Course description

The student¿s project in the subject must be presented in a written assignment. The paper should be written with background in empiric material, or
as a theoretical work related to games and entertainment technology. In the paper the student must present a research problem, the research
method and the findings. The project can be performed individually or in pairs. Topicand research problem must be approved by course coordinator
and tutor. The final paper must be at least 30 ¿ 35 pages for a team, or 20 ¿ 25 pages for an individual student. References and appendices not
counted.

Learning outcomes

On completing the subject the students have

Knowledge about:

formulating and limiting a topic and a research problem


social sciences research methods
research and development work ontopics in the paper
different research methods within the scope of the topic

Skills within:

using knowledge and relevant results from research and development work on theoretical problems
using social science research methods on a chosen research problem
finding, assessing and referencing information, using this to address the research problem
aquire new and updated knowledge

General competence on:

relaying key information on theories, problems, discussions and solutions in writing


exchange points of view and acquired knowledge to peers with relevant topical background, and contribute to furthering good practice
making relevant ethical assessments regarding research work

Prerequisites

90 ECTS in subjects from 1st and 2nd year in Games and Entertainment Technology

Mode of delivery

face-to-face

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Teaching activities and methods

Lectures, seminars, team work, tutoring and individual work

Course literature

The reading list can be found in Leganto

Assessment and examinations

Written assignment with oral component (first instance 2019 spring).

Read more about privacy at Nord University and use of cookies on this website.

Page 49 of 49

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