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Architecture and design patternsLaajuus (5 cr)

Code: PO00DN35

Credits

5 op

Teaching language

  • Finnish

Objective

You are familiar with ways tested by practice to solve the most common problems in game programming.
You are able to integrate the essential structures of games such as controls for the user, physics of game elements and game intelligence by means of software design models.

Content

What software design patterns involve the reusable software elements of object oriented software design?
What are game programming patterns?
How to organize code and inter-connect different parts?
How have other designers organized code and inter-connected different parts?
What is the best, generally accepted way to organize code and inter-connect different parts??

Qualifications

Prerequisities: Basic knowledge and skills of object oriented programming.

Enrollment

08.04.2024 - 21.04.2024

Timing

26.08.2024 - 31.12.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Teemu Saarelainen
Teacher in charge

Teemu Saarelainen

Groups
  • POKT22SP
    Game programming, full-time studies
  • POKT24SD
    Double Degree in Game programming, part-time studies

Objective

You are familiar with ways tested by practice to solve the most common problems in game programming.
You are able to integrate the essential structures of games such as controls for the user, physics of game elements and game intelligence by means of software design models.

Content

What software design patterns involve the reusable software elements of object oriented software design?
What are game programming patterns?
How to organize code and inter-connect different parts?
How have other designers organized code and inter-connected different parts?
What is the best, generally accepted way to organize code and inter-connect different parts??

Materials

Electronic material as well as web material published on the course's Learn platform. Exercises and their model answers are also given to students on the course's Learn platform and / or Teams channel.

Teaching methods

Participation in contact and / or remote learning according to the work schedule. The student completes the assignments, tasks and project work required in the course before the given deadlines and participates in the exam at the end of the course if it will be arranged.

Alternative methods of study must be agreed with the lecturer in charge before the beginning of the course.

Employer connections

During the course, students will use the most popular game engines and programming languages to implement small game programming tasks and simple components for games. These can be later utilized in different game projects and simulations.

Exam schedules

Exercises and assignments will be returned to the Learn platform by the deadline specified there. Possible exam schedule will be agreed upon together with the students.

International connections

Possible international connections will be announced in the beginning of the course on the Learn-page and on the Teams-channel of the course when needed.

Student workload

A total of 135h, of which about 55hrs is contact learning and 80hrs is independent work.

Evaluation scale

1-5

Assessment methods and criteria

Participation in contact learning, completing course assignments and project work.

Qualifications

Prerequisities: Basic knowledge and skills of object oriented programming.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

1 op

RDI portion

2 op

Mode of delivery

80 % Contact teaching, 20 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Teemu Saarelainen
Teacher in charge

Teemu Saarelainen

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You are familiar with ways tested by practice to solve the most common problems in game programming.
You are able to integrate the essential structures of games such as controls for the user, physics of game elements and game intelligence by means of software design models.

Content

What software design patterns involve the reusable software elements of object oriented software design?
What are game programming patterns?
How to organize code and inter-connect different parts?
How have other designers organized code and inter-connected different parts?
What is the best, generally accepted way to organize code and inter-connect different parts??

Materials

Electronic material as well as web material published on the course's Learn platform. Exercises and their model answers are also given to students on the course's Learn platform and / or Teams channel.

Teaching methods

Participation in contact and / or remote learning according to the work schedule. The student completes the assignments, tasks and project work required in the course before the given deadlines and participates in the exam at the end of the course if it will be arranged.

Alternative methods of study must be agreed with the lecturer in charge before the beginning of the course.

Employer connections

During the course, students will use the most popular game engines and programming languages to implement small game programming tasks and simple components for games. These can be later utilized in different game projects and simulations.

Exam schedules

Exercises and assignments will be returned to the Learn platform by the deadline specified there. Possible exam schedule will be agreed upon together with the students.

International connections

Possible international connections will be announced in the beginning of the course on the Learn-page and on the Teams-channel of the course when needed.

Student workload

A total of 135h, of which about 55hrs is contact learning and 80hrs is independent work.

Evaluation scale

1-5

Assessment methods and criteria

Participation in contact learning, completing course assignments and project work.

Qualifications

Prerequisities: Basic knowledge and skills of object oriented programming.

Enrollment

07.11.2022 - 18.11.2022

Timing

09.01.2023 - 28.04.2023

Number of ECTS credits allocated

5 op

Virtual portion

1 op

RDI portion

2 op

Mode of delivery

80 % Contact teaching, 20 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Teemu Saarelainen
Teacher in charge

Teemu Saarelainen

Groups
  • POKT20SP
    Game programming, full-time studies

Objective

You are familiar with ways tested by practice to solve the most common problems in game programming.
You are able to integrate the essential structures of games such as controls for the user, physics of game elements and game intelligence by means of software design models.

Content

What software design patterns involve the reusable software elements of object oriented software design?
What are game programming patterns?
How to organize code and inter-connect different parts?
How have other designers organized code and inter-connected different parts?
What is the best, generally accepted way to organize code and inter-connect different parts??

Materials

Lecture notes, web material, source code, UML-diagrams.
Game Programming Patterns-book, available at: https://gameprogrammingpatterns.com/

Teaching methods

Participation in contact learning. The student will implement the required exercises and programming tasks, and participates in the final exam at the end of the course.

Alternative approaches to completing the course must be agreed upon with the lecturer before the start of the course.

Employer connections

During the course students will use the most popular game engines and programming environments to implement small game programming tasks to be used in games. These can be later utilized in different game projects and simulations.

Exam schedules

Exercises and assignments will be returned to the Learn platform by the deadline specified there. The final exam and its schedule will be agreed upon together with the students.

Student workload

Total of 135 hrs of work, out of which 70 hrs will be contact/distance learning and 65 hrs will independent work (exercises, project work, literature, etc.).

Evaluation scale

1-5

Assessment methods and criteria

Assesment will be based on participation in class, exercises and project work, as well as the final exam performance.

Qualifications

Prerequisities: Basic knowledge and skills of object oriented programming.