Bachelor in Games and Entertainment Technology: Study Plan
Bachelor in Games and Entertainment Technology: Study Plan
Bachelor in Games and Entertainment Technology: Study Plan
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 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
Autumn 2019
VFX1080 Art 1 5 SP
VFX1010 CG-Art 1 5 SP
Spring 2020
Autumn 2020
VFX1020 CG-Animation 1 5 SP
VFX2020 CG Art 2 10 SP
Spring 2021
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3rd study year
Autumn 2021
Elective courses
(click to choose)
Spring 2022
Learning outcomes
Knowledge
Skills
General competence
Admission requirements
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
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.
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.
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.
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
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Subject descriptions (23)
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
Learning outcomes
Knowledge about:
Skills within:
Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
Exam description
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Assessment and examinations
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Game Design 1 SPO1011
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about
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
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
Overlapping courses
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Art 1 VFX1080
No tuition fees. Semester fees and cost of course literature apply.
ART 1 VFX1080
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.
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
Learning outcomes
Skills:
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:
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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):
At home students will be required to complete (and scan/photograph and save in the appropriate folder on Fronter):
- 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
None.
Course evaluation
Overlapping courses
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CG-Art 1 VFX1010
No tuition fees. Semester fees and cost of course literature apply.
CG-ART 1 VFX1010
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.
Costs
Learning outcomes
Skills:
Knowledge:
General Competence:
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Course literature
Course evaluation
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Game Lab 1 SPO1210
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
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
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
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Programming 3D games SPO1000
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
Skills within:
Mode of delivery
Face to face
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
Written assignment - group project, comprises 100/100 of the grade, grading scale A-E, Beste A, Ikke bestått F.
Course literature
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Art and Animation History VFX1091
No tuition fees. Semester fees and cost of course literature apply.
Application deadline
Course description
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)
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
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Learning outcomes
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
ONE:
Practical Assignment (25%): to be submitted in person at Week 4 Class
Zoetrope / Phenakistoscope Exercise
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
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:
THREE:
Stop Frame Assignment (25%):
FOUR:
Exam - in place of Week 10 Class - (25%):
Written exam combining Multiple Choice with a short essay topic
Course literature
None.
Course evaluation
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Overlapping courses
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Game Lab 2 SPO1311
No tuition fees. Semester fees and cost of course literature apply.
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
Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
Portfolio - Team project with additional individual reports - totally 6 reports, grading scale A-E, Beste A, Ikke bestått F
Overlapping courses
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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
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:
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
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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.
Costs
Learning outcomes
Skills:
Knowledge:
General Competence:
Course literature
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Course evaluation
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CG Art 2 VFX2020
No tuition fees. Semester fees and cost of course literature apply.
CG ART 2 VFX2020
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.
Costs
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Learning outcomes
Skills:
Knowledge:
General competance:
Prerequisites
Course evaluation
Overlapping courses
Course literature
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Game Lab 3 SPO2110
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
Skills within:
The topics the student has chosen to improve his or hers special competence through the project
Prerequisites
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.
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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.).
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:
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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:
Knowledge:
General Competence:
Mode of delivery
Face to face
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
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Game Design 2 SPO2210
No tuition fees. Semester fees and cost of course literature apply.
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
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Learning outcomes
After completing the subject the student will have detailed and specific
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
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Course literature
Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
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Game Lab 4 SPO2120
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
Skills within:
The topics the student has chosen to improve his or hers special competence through the project
Prerequisites
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
Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
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Game Lab 5 SPO3010
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
Skills within:
The topics the student has chosen to improve his or hers special competence through the project
Prerequisites
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Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
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Research methods MET1003
No tuition fees. Costs for semester registration and course literature apply.
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
Knowledge about:
Skills within:
Prerequisites
90 ECTS of subjects from 1st and 2nd year of Games and Entertainment Technology
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Teaching activities and methods
Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
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
Application deadline
Course literature
Portfolio - Team project (individual grading) with additional individual reports - totally 6 reports (first instance 2020 spring).
Overlapping courses
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Game Lab 6 SPO3110
No tuition fees. Semester fees and cost of course literature apply.
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
Learning outcomes
Knowledge about:
Skills within:
The topics the student has chosen to improve his or hers special competence through the project
Prerequisites
The subject mainly involves giving the students an opportunity to develop their own ideas to a finished product.
Course literature
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Course evaluation
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.
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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.
Costs
Learning outcomes
Skills:
Knowledge:
General Competence:
Prerequisites
CG Animation 1 or similar
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Teaching activities and methods
Course evaluation
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Art 2 VFX2035
No tuition fees. Semester fees and cost of course literature apply.
ART 2 VFX2035
Course description
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)
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
Learning outcomes
Skills:
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:
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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
None.
Course evaluation
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
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
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Bachelor Thesis SPO2000
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
Knowledge about:
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
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
Course literature
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