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Degree Programme in Game Programming

Degree:
Bachelor of Engineering

Degree title:
Insinööri (AMK), Bachelor of Engineering

Credits:
240 ects

Degree programme description

Studying Game Programming gives you a good starting point to design, test and develop game products. The studies are in mainly Finnish, but since the industry is global by nature, you will gain a lot of practice in your English skills. General programming abilities are in the core of the studies and you will be able to work with several different databases, design and implement software services and programs. Modeling both games and other software using modern design tools is a natural process in projects that are implemented throughout the studies. Knowledge and practical knowhow about the game production process is emphasized from day one.

First year studies focus on the basics of Game Production and Game Programming, that give you an introduction to using game engines and how to work in as a part of the game development team. The second year emphasizes programming skills and game design, but also gives you basic understanding of game business and monetization in games. After completing your 2nd year studies you have the necessary skills to work as a trainee in a game studio. The third year gives you some options to focus on different key areas as a developer, and you will become more and more involved with game projects as part of your studies. During the 3rd and 4th year you will build your portfolio that enables you to be a serious contender while applying for a job in the industry.

Objectives

Game Programming degree has been developed in tight collaboration with the game industry – knowledge from game companies and professionals has been utilized when planning the curriculum. During your studies you will achieve comprehensive game industry skills, which can also be used in software development in general.

Studying Game Programming gives you a great starting point to design, test and develop game products. International events and networking play a key role in game industry culture. During your studies you can participate in several game industry events and form professional networks.

Collaboration with game and software industry professionals gives students the possibility to work in various companies and publish commercial products already during their studies. Emphasizing project work in your studies enables you to focus on developing skills that really interest and motivate you.

Your future employment is important for us!

It’s possible for you to get a job during your studies, which means you can work in companies and publish commercial game products or other applications already as part of the education.

Xamk Gamelab –learning environment particularly well enables you to utilize your work as part of the studies. This means that you can work in a game company and get study credits based on your duties at the company.

If you see yourself as an entrepreneur, you can develop your venture project and improve the possibilities of success already during your studies. You can take part in the accelerators in the region and benefit from the mentoring and coaching they offer.

RDI and cooperation with world of work

Connections with local game and software companies offer an excellent opportunity for real-life projects, practical training and theses from businesses. The regional game industry hub Playa (www.playahub.com) promotes the development of the local games ecosystem, gives practical advice to game developers, and offers trade show visibility with strong global connections.

In Kotka there are several game companies (e.g. Kukouri, Nitro Games) that offer possibilities for trainee positions, projects and thesis opportunities. However, connections to game studios all over Finland – and the whole world – give you a chance to relocate and pursue a career anywhere. The International Game Developers Association, IGDA, has a foothold here, too through the IGDA Finland Kotka Hub, that has monthly gatherings for people who want to connect with other developers.

Our degree program is actively involved in research and development projects that give you a chance to participate in different types of R&D tasks during your studies. Typical projects include developing an application or a game for a real-world client as a testbed for new business or research purposes. We are also involved with several startup-related RDI activities that include students and motivate them to participate in entrepreneurial projects and start new ventures.

Implementation of studies and flexible learning tracks

The studies are implemented as daily contact learning with plenty of programming project work as well as online self-studies. Game programming and programming can be learned only by doing, so problem solving and independent study is a key to master this profession.

BYOD – Bring Your Own Device

Usage of laptops and other equipment for your studies is required from all students. You can find more information about our BYOD policy from the Xamk website.

Career opportunities

After graduating you can work as a
• Game Programmer
• Full stack developer
• Game Designer
• Junior Developer
• Developer
• Back-End developer
• Front-End developer
• Game developer
• Coder
• Programmer
• Data engineer
• DevOps developer
• Entrepreneur
• Startup entrepreneur

Entrepreneurship in game industry

Digital delivery of games has lowered the threshold of becoming an entrepreneur in the games industry. Many game studios are small nowadays, which means that entrepreneurial thinking is required from everyone. Basic understanding of the industry and business skills are highly valued among employers.

Learning environments

GameLab is a learning environment in Xamk that gives you a natural working space with the tools that are used in game studios. This environment is meant to simulate the real environment that you will be working in once you graduate.

We offer an exciting set of newest hardware and software that enables you to create games and software programs for various modern platforms. GameLab is part of the global networks such as IGDA (International Game Developers Association) and member of Neogames, which is the Finnish game industry research and development association.

Game programming, full-time studies
Code
(POKT24SP)
Game programming, full-time studies
Code
(POKT23SP)
Game programming, full-time studies
Code
(POKT22SP)
Game programming, full-time studies
Code
(POKT21SP)
Game programming, full-time studies
Code
(POKT20SP)
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

3 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
  • POKT20SP
    Game programming, full-time studies

Objective

After completing this course you are familiar with the most common data structures and algorithms needed in programming, understand the meaning of abstract data types, implementation aspects of different data structures and usage of encapsulation and interfaces. In addition, you are able to choose suitable data structures to given problems and apply algorithms in problem solving.

Content

The course deals with algorithm analysis, running time complexity and notation, abstract data types, implementation of data structures, recursion, linear data structures, list, stack, queue and deque, tree structures, priority queue and heap, hashing, sorting, graphs, encryption and algorithmic classes.

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 to implement small game programming tasks and simple algorithms, which 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.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Unit

Yhteisten opintojen koulutusyksikkö

Campus

Kotka Campus

Teaching languages
  • English
  • Finnish
Seats

20 - 50

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Mikko Koho
  • Taru Kemiläinen
Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You are able to actively use the basic professional vocabulary of your field.
You are able to look for information in English in professional sources and apply it in different study and work related communication situations.
You are able to communicate in English in various spoken and written situations in your professional field at the European level B2.

Content

What professional vocabulary is essential in your professional field?
How to look for information in professional sources in English and how to apply this information?
How to interact in spoken communication situations in English and how to draw up texts in English for professional purposes?
How to communicate in study-related situations and work communities in English?

Materials

The teacher may require that the students obtain a particular textbook.
Additional materials will be provided by the teacher.

Teaching methods

Scheduled track:
The student attends the required number of lessons and completes obligatory assignments as instructed by the teacher.

Independent track:
Each case must be initiated by the student and will be independently decided.

Blended track:
Each case must be initiated by the student and will be independently decided.

Employer connections

This course does not include RDI and work-related cooperation.

Exam schedules

All mandatory assignments must be completed and the exam passed within 12 months of the end date of the course.

Student workload

5 ECTS credits

Evaluation scale

1-5

Assessment criteria, satisfactory (1)

Ability to communicate in English orally and in writing in various situations in the professional field mainly at the European (CEFR) level B1.

Assessment criteria, good (3)

Ability to communicate in English orally and in writing in various situations in the professional field mainly at the European (CEFR) level B2.

Assessment criteria, excellent (5)

Ability to communicate in English orally and in writing in various situations in the professional field mainly at the European (CEFR) level C1.

Assessment methods and criteria

Assessment of written skills is primarily based on an examination.
Assessment of oral skills is primarily based on a presentation, and secondarily on a group communication assignment.

Qualifications

If you have been instructed to participate in the Intensive course in English, you must complete it or independently acquire the equivalent knowledge and skills before you can participate in this course.

Enrollment

06.04.2023 - 21.04.2023

Timing

01.09.2023 - 16.11.2023

Number of ECTS credits allocated

5 op

Virtual portion

1 op

Mode of delivery

80 % Contact teaching, 20 % Distance learning

Unit

Yhteisten opintojen koulutusyksikkö

Campus

Kotka Campus

Teaching languages
  • Finnish
  • roo.sv
Seats

20 - 40

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Marie Laaksonen
Teacher in charge

Marie Laaksonen

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You are able to communicate in spoken and written situations in your own field.
You are familiar with the terminology of your field and able to communicate in Swedish in professional situations.

The objectives are based on the Common European Framework of Languages, level B1 and Government Decree 1129/2014.

After completing the course with the grade of 3, you are able to:
- understand clear standard and work-related speech.
- use basic structures reasonably well both in spoken and written situations.
- speak relatively fluently so that occasional mistakes in pronunciation or prosody do not lead to misunderstanding.
- describe your education and work experience for example when applying for a job.
- describe and discuss key issues of your professional field (eg. the operation, products, processes or services of companies and/or organizations).

Content

How do you use Swedish vocabulary related to education, work environment and workplace duties?
How do you use Swedish in different communicative situations of working life, for example in emails, telephoning and meetings?
How do you use the basic professional vocabulary required in your field and operational environment?

Evaluation scale

1-5

Qualifications

If you have been instructed to participate in the Intensive course in Swedish, you must complete it or independently acquire the equivalent knowledge and skills before you can participate in this course.

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

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You are able to implement a simple backend for a game.
You know how to design the communication between the frontend and backend of a game and implement the necessary interface.
You are able to use existing components and frameworks for implementing a backend for a game.

Content

What features are needed in a game in order to implement a reasonable backend?
How can the communication and interface between the game frontend and backend be implemented?
What are the most popular technologies and frameworks at the moment in the implementation of a game backend?
What security considerations must be taken into account when implementing a backend?
How do performance demands affect the backend technology?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You know how to implement different game programming architectures.
You understand the benefits of using more advanced patterns and paradigms in game programming.

Content

How to use the latest techniques in game programming, as well as more traditional concepts that provide the basis for modern game programming?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Programming 1
Programming 2
Applied game programming

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 17.12.2023

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 Technology
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

After completing the course, the student understands the modern requirements for the graphics. The student is able to import and use graphic objects such as 3D models, sprites and animations in the game. The student is familiar with several tools related to making game graphics and is able to make advanced 3D models, add textures and animations to the models.

Content

A tool course that teaches you how to use drawing tools such as Photoshop or similar, 3D modeling tools such as 3ds Max, or similar, and how to make images and templates. Unwrapping, rigging and skinning.

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment criteria, good (3)

Students are able to
- use professional vocabulary systematically.
- look for information in the key information sources of the field.
- identify interrelated tasks.
- use the key models, methods, software and techniques of the professional field.

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 17.12.2023

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 Technology
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • PTKT23SP
    Game technologies, full-time studies

Objective

After completing the course, the student understands the modern requirements for the graphics. The student is able to import and use graphic objects such as 3D models, sprites and animations in the game. The student is familiar with several tools related to making game graphics and is able to make advanced 3D models, add textures and animations to the models.

Content

A tool course that teaches you how to use drawing tools such as Photoshop or similar, 3D modeling tools such as 3ds Max, or similar, and how to make images and templates. Unwrapping, rigging and skinning.

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment criteria, good (3)

Students are able to
- use professional vocabulary systematically.
- look for information in the key information sources of the field.
- identify interrelated tasks.
- use the key models, methods, software and techniques of the professional field.

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

08.01.2024 - 14.01.2024

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • PTKT24KP
    Game technologies, full-time studies

Objective

After completing the course, the student understands the modern requirements for the graphics. The student is able to import and use graphic objects such as 3D models, sprites and animations in the game. The student is familiar with several tools related to making game graphics and is able to make advanced 3D models, add textures and animations to the models.

Content

A tool course that teaches you how to use drawing tools such as Photoshop or similar, 3D modeling tools such as 3ds Max, or similar, and how to make images and templates. Unwrapping, rigging and skinning.

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment criteria, good (3)

Students are able to
- use professional vocabulary systematically.
- look for information in the key information sources of the field.
- identify interrelated tasks.
- use the key models, methods, software and techniques of the professional field.

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 10.12.2023

Number of ECTS credits allocated

10 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Marko Oras
  • Jani Ahde
  • Anton Yrjönen
  • Teemu Saarelainen
Teacher in charge

Marko Oras

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You understand the big picture of game production.
You are able, under guidance, to create and publish a game.
You know the different job profiles in the game industry and understand the importance of documentation and planning.
You are able to use the XAMK and GameLab systems and follow the related documentation instructions.

Content

How to create and publish a game?
What is the big picture of the game industry?
What game companies and job descriptions are there in the game industry?
What are the essential information processing systems in the industry?
What is GameLab learning environment?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

RDI portion

2 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Marko Oras
Teacher in charge

Marko Oras

Groups
  • POKT20SP
    Game programming, full-time studies

Objective

You know how to plan and execute a useful usability test.
You understand the importance of quality assurance in game and software development.
You know commonly used models, terms, software and methods to conduct a quality assurance process.
You know how to utilise the principles of usability.

Content

What is the role of quality assurance in game and software development?
In what phase of the development process should QA be involved?
What are the elements of an effective QA process?
What are the usability principles?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Web basics
Game design
Architecture and patterns

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You know the basics of programming.
You understand the use of different data types, the necessity and importance of different programming structures (conditions, loops) and benefits of using functions.
You are able to independently design and implement simple programs.
You are able to identify basic structures and functions in different programming languages.

Content

How to program a simple application?
What concepts of programming function almost identically in many popular programming languages?
What are variables, inputs, outputs, conditions, loops, strings, arrays and functions?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Not planned.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

15.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You improve your understanding of game programming.
You are able to use classes and objects in different situations.
You are able to create class hierarchies by inheritance and overload operators.
You are able to create classes and class functions for classes that use dynamic memory allocation.
You are able to create and use templates and interpret definitions in template library.

Content

How to handle exceptions?
How to create class hierarchy?
What is polymorfism?
What influence does the dynamic memory allocation for data members have on class functions?
What are virtual functions?
What are abstract classes?
What is operator overloading?
What are friend functions?
What are function templates and class templates?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

21.08.2023 - 01.09.2023

Timing

21.08.2023 - 30.07.2027

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Jani Ahde
Teacher in charge

Anton Yrjönen

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You act responsibly as a student and a member of the university community.
You are able to set learning objectives, plan your study and career path, follow your progress in studies and assess your learning.
You are able to improve your working life competencies.
You know how to act according to the ethical principles of your field.
You are able to promote your skills and competencies.

Content

What is Xamk like as a study community and learning environment?
How do you create a personal study and career plan?
How do you identify your skills and competences?
How do you improve your general competences?
What are your profession and line of work like?
What ethical principles are relevant to your field?
How do you promote your competences and strengthen your skills with respect to applying for jobs?
How do you enhance continuous learning?

Evaluation scale

1-5

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You know how to design the structure of data and game state by using different modelling techniques.
You are able to use a suitable form (database, files, etc.) for saving the game data.
You know how to utilize different programming languages to save and use data in games and game engines.
You are able to construct a NoSQL-database that is designed to handle large amounts of game data and use the data programmatically.

Content

How do you design and model game data?
How to use files and databases in storing game data and state?
How to take advantage of programming languages in implementing game data storage?
How can NoSQL be used in storing and utilizing very large amounts of data?
What features do game engines have for storing and retrieving game data?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Programming
Programming 2
Databases
Introduction to game engines

Enrollment

06.04.2023 - 21.04.2023

Timing

04.09.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Pekka Vilpponen
Teacher in charge

Niina Mässeli

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You know the different financing models in the game industry and understand the basics of game company business.
You are able to choose the right publication platforms for your product and understand the effect of different cultures on the revenue logic of games.

Content

How is the price of a game determined?
What actions must be taken in marketing, publishing and commercialising games?
What is the cost account of a specific game?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

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
  • Jani Ahde
Teacher in charge

Pekka Vilpponen

Groups
  • POKT20SP
    Game programming, full-time studies

Objective

You are able to make a simple game engine.
You are able to construct a practical software structure within a game engine following the guidelines of object-oriented programming.

Content

What programming features can be found in game engines and how are they implemented?
How do you create sensible software structures in game engines following the guidelines of object-oriented programming?
What aspects need to be considered when creating software components in a game engine?
How to create a simple game engine?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Applied game programming
Game data
Advanced game programming
Architecture and patterns
Game mathematics and physics

Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 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
  • Tiina Kettunen
  • Teemu Saarelainen
Teacher in charge

Teemu Saarelainen

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You are able to form and solve equations of the motion trajectory of solid and shape-forming particles.
You are able to use momentum and angular momentum to study collisions of particles.
You are able to calculate the centre of mass.
You are able to use discrete time base to model mechanical conditions.

Content

How to form and solve equations of trajectories, force interactions, dynamic equilibrium, collisions, circular motion, rotating motion and dynamic forces?
How to present the solutions of equations of quantities in 2D and 3D space?

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 physics algorithms. 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.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Virtual portion

1 op

RDI portion

1 op

Mode of delivery

80 % Contact teaching, 20 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

15 - 35

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

Teemu Saarelainen

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You are able to apply mathematics in game and software development and programming.
You are able to calculate vectors and matrices.

Content

How to use vectors and matrices in game implementations?
How to present the solutions of equations of quantities in 2D and 3D space?

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.

A work integrated learning path is possible if you can develop your know-how on the topics mentioned in the course description. In this case you must contact the lecturer well before the course starts to determine if
- it's possible to use a work integrated learning path in your case
- what kind of evidence can you provide on your work-related know-how
- what parts of the course you may have to complete in normal contact learning

Employer connections

During the course students will program features for games and simulations that utilize mathematics. Where possible, the actual problems encountered in game programming and game companies will be addressed and solved using game mathematics.

Exam schedules

Exercises and assignments will be returned to the Learn platform by the deadline specified there.

Student workload

A total of 135h, of which about 70h is contact learning and 65h is independent work.

Evaluation scale

1-5

Assessment methods and criteria

Grading is based on the following:
- participation in contact learning
- completing course assignments
- possible project work

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

1 op

RDI portion

3 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
  • POKT23SP
    Game programming, full-time studies

Objective

You are able to utilize game engines to achieve your objectives.

Content

What is the role of the user interface in game development environments?
What can you learn from sample cases in the game making process?

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 to implement small game programming tasks and simple 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.

Enrollment

06.11.2023 - 17.11.2023

Timing

15.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

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

Anton Yrjönen

Groups
  • PTKT23SP
    Game technologies, full-time studies

Objective

You are able to utilize game engines to achieve your objectives.

Content

What is the role of the user interface in game development environments?
What can you learn from sample cases in the game making process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

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
  • Jani Ahde
Teacher in charge

Jani Ahde

Groups
  • POKT21SP
    Game programming, full-time studies
  • POKT23SD
    Double Degree in Game programming, part-time studies

Objective

You are familiar with the most current topics in game development.
The theoretical framework and a small game project will introduce to you new aspects of programming.

Content

What are the latest techniques in game development?
How to create a game?
What are the latest releases in the game industry?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course\'s Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Jani Ahde
  • Jani Ruotsalainen
Teacher in charge

Jani Ahde

Groups
  • PTKT23SP
    Game technologies, full-time studies

Objective

You are able to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What kind of features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Further information

The student is required to complete and successfully report 135 hours of student work. Projects progress chronologically according to the schedule, but each project is completed in order once the required workload has been successfully reported.

Evaluation scale

Approved/Failed

Assessment methods and criteria

When a student reports 135 hours in the Piiska service (https://piiska.gamelab.fi) and the project report is accepted, the student will receive a "Passed" mark in Peppi for the respective project course.

Enrollment

06.11.2023 - 17.11.2023

Timing

01.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Marko Oras
  • Jani Ruotsalainen
Teacher in charge

Marko Oras

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You are able to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What kind of features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Further information

The student is required to complete and successfully report 135 hours of student work. Projects progress chronologically according to the schedule, but each project is completed in order once the required workload has been successfully reported.

Evaluation scale

Approved/Failed

Assessment methods and criteria

When a student reports 135 hours in the Piiska service (https://piiska.gamelab.fi) and the project report is accepted, the student will receive a "Passed" mark in Peppi for the respective project course.

Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

RDI portion

5 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Marko Oras
Teacher in charge

Niina Mässeli

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You know how to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What kind of features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

Approved/Failed

Assessment methods and criteria

Assignments

Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

RDI portion

5 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • PTKT22SP
    Game technologies, full-time studies

Objective

You know how to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What kind of features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

Approved/Failed

Assessment methods and criteria

Assignments

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Marko Oras
  • Pekka Vilpponen
Teacher in charge

Jani Ahde

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You know how to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What kind of features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Further information

The student is required to complete and successfully report 135 hours of student work. Projects progress chronologically according to the schedule, but each project is completed in order once the required workload has been successfully reported.

Evaluation scale

Approved/Failed

Assessment methods and criteria

When a student reports 135 hours in the Piiska service (https://piiska.gamelab.fi) and the project report is accepted, the student will receive a "Passed" mark in Peppi for the respective project course.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

RDI portion

5 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Marko Oras
Teacher in charge

Niina Mässeli

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You know how to apply your skills and know-how in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

Approved/Failed

Assessment methods and criteria

Assignments

Qualifications

Game programming patterns

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Marko Oras
Teacher in charge

Marko Oras

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You know how to apply your skills and know-how acquired in a large multidimensional development project.
You know how to create a small playable game in a team.
You know how to utilize information from trusted information sources.

Content

What features does the game engine offer?
How to use game engine features in your project?
How to utilize software in your game development process?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Game design
Game data

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
Teacher in charge

Niina Mässeli

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You are able to apply various game design theories and practices.
You are able to design user-friendly interfaces and take into account the user experience in your design.
You understand what makes games addictive and you are able to use this in your own designs.
You know different publishing platforms and their technical requirements and you are able to integrate them in your design.
You understand the relevance of technical requirements.

Content

What kind of rules and theories are involved in game design?
What makes a good game?
How to design user-friendly UI and game UX?
What makes games addictive and fun?
What does the different publishing platforms require from the developer?
What should be taken into account from the technical point of view when designing a game?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Game graphics and Mmodelling
Programming
Object oriented programming
Basics of game testing
Quality assurance

Enrollment

06.11.2023 - 17.11.2023

Timing

15.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
Teacher in charge

Niina Mässeli

Groups
  • PTKT23SP
    Game technologies, full-time studies

Objective

You are able to apply various game design theories and practices.
You are able to design user-friendly interfaces and take into account the user experience in your design.
You understand what makes games addictive and you are able to use this in your own designs.
You know different publishing platforms and their technical requirements and you are able to integrate them in your design.
You understand the relevance of technical requirements.

Content

What kind of rules and theories are involved in game design?
What makes a good game?
How to design user-friendly UI and game UX?
What makes games addictive and fun?
What does the different publishing platforms require from the developer?
What should be taken into account from the technical point of view when designing a game?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Game graphics and Mmodelling
Programming
Object oriented programming
Basics of game testing
Quality assurance

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Jani Ruotsalainen
Teacher in charge

Jani Ruotsalainen

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You understand how the game industry differs from manufacturing industries.
You know the operators and understand the operation environment of the field.
You know the general code of conduct in the field.
You know the organisations which support entrepreneurship.
You are able to act as a project leader and understand the processes which are related leading a project.

Content

How can you receive funding for your game company?
What organisations support entrepreneurship?
What kinds of events help you to network?
What game companies are operating in the local area?
How to be a project manager?
What processes are involved in project management?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • PTKT22SP
    Game technologies, full-time studies

Objective

You understand the basic principles of game and software testing and the different stages of testing.
You are able to use the most common tools in game testing and operate in game testing projects.
You understand the basic principles of planning a test and understand that planning is the key to successful testing.

Content

What kind of a player am I?
What is game testing?
Why is it important to test the game?
How is a mobile game tested?
What is Test Case?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

15.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

25 - 35

Degree programmes
  • Degree Programme in Game Technology
  • Degree Programme in Game Programming
Teachers
  • Jani Ruotsalainen
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You understand the basic principles of game and software testing and the different stages of testing.
You are able to use the most common tools in game testing and operate in game testing projects.
You understand the basic principles of planning a test and understand that planning is the key to successful testing.

Content

What kind of a player am I?
What is game testing?
Why is it important to test the game?
How is a mobile game tested?
What is Test Case?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.04.2023 - 21.04.2023

Timing

21.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

RDI portion

1 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Pekka Vilpponen
Teacher in charge

Pekka Vilpponen

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

You how to effectively use common programming patterns and paradigms in your game projects.
You know how to implement encapsulation, inheritance, interfacing, composition and polymorphism.

Content

What are abstraction, encapsulation, inheritance, interfacing, composition and polymorphism in game development?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Qualifications

Programming 1
Programming 2

Enrollment

08.01.2024 - 14.01.2024

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

3 op

Virtual portion

1 op

Mode of delivery

67 % Contact teaching, 33 % Distance learning

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 70

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

Timo Lyytikäinen

Groups
  • POKT23SP
    Game programming, full-time studies
  • PTKT23SP
    Game technologies, full-time studies
  • PTKT24KP
    Game technologies, full-time studies

Objective

You know how to calculate using different mathematical relations.
You are able to calculate using fraction numbers and relations.
You understand the concept of a function.
You know how to solve different types of first and second degree equations.
You are able to handle the mathematical and the graphical representations of a line.
You can solve systems of linear equations in two variables.
You know how to simplify and calculate with different exponent relations.
You are able to calculate with radical expressions.
You are able to handle the mathematical and the graphical representations of a second degree polynomial function.
You know how to calculate with polynomials and how to factor them.
You know how to solve the right hand triangles.
You are familiar with the basics of calculations related to percentages.

Content

How to simplify mathematical relations?
How to calculate and simplify fraction numbers and relations?
What is the meaning of a function and its graph? What are the zeros? How to draw functions?
How to solve different linear equations?
What is the meaning of a line mathematically speaking? What are the slope and the y-intercept point?
How to solve systems of linear equations in two variables?
How to simplify exponent relations? What are the calculation rules of exponents?
How to simplify radical relations?
How to solve the second-degree polynomial equation?
How to use the information about the discriminant? How to draw the parabola?
How to calculate using polynomials? How to factor polynomials?
How to solve right hand triangles?
How to solve problems related to percentages?

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 exams or in the final exam at the end of the course if it will be arranged.

Employer connections

The course does not have RDI or work-life cooperation, since it is a training course for studying mathematics in the university.

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.

Student workload

A total of 81h, of which about 54hrs is contact learning and 27hrs is independent work.

Evaluation scale

1-5

Assessment methods and criteria

Participation in contact learning, completing course assignments, exams or final exam.

Enrollment

06.04.2023 - 21.04.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

RDI portion

2 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Unit

Yhteisten opintojen koulutusyksikkö

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Osku Kiri
  • Niina Mässeli
  • Sami Norrbacka
Teacher in charge

Niina Mässeli

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

Common learning outcomes (as implemented in degree programmes) 2 ECTS credits:

You know the general stages in a research and development process.
You are able to search for information in the key information environments of your own field.
You are able to read, critically evaluate and utilize the literature and research publications of your own field.
You are familiar with and able to apply the principles of research ethics and reliability.
You are able to compose a literature review based on the materials published in your field of study and your own bachelor’s thesis following the principles of scientific communication.

Degree programme specific learning outcomes for research and development methods, 3 ECTS credits

You are familiar with the current research subjects and development needs of your own field.
You are familiar with and able to apply the key development approaches and/or research methods and ethical principles of your own field.
You are able to report on a research or development process following the principles of professional and scientific communication.

Content

Content of common learning outcomes, 2 ECTS credits:

What are the phases into which a research and development process can be divided?
How do you find, read and critically evaluate the research data of your own field?
How do you write a literature review that utilizes reliable research data and is linked to your own field and bachelor’s thesis following the principles of ethical scientific communication?

Degree programme specific content, 3 ECTS credits

What are the key research subjects and development needs in your own field?
What are the development approaches and/or research methods in your own field and how do you apply them in practice based on the development needs of your own field?
How do you report a research or development process following the principles of ethical professional and scientific communication in your own field?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Unit

Yhteisten opintojen koulutusyksikkö

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
  • Anna-Liisa Luova
Teacher in charge

Niina Mässeli

Groups
  • POKT22SP
    Game programming, full-time studies

Objective

Common learning outcomes (as implemented in degree programmes) 2 ECTS credits:

You know the general stages in a research and development process.
You are able to search for information in the key information environments of your own field.
You are able to read, critically evaluate and utilize the literature and research publications of your own field.
You are familiar with and able to apply the principles of research ethics and reliability.
You are able to compose a literature review based on the materials published in your field of study and your own bachelor’s thesis following the principles of scientific communication.

Degree programme specific learning outcomes for research and development methods, 3 ECTS credits

You are familiar with the current research subjects and development needs of your own field.
You are familiar with and able to apply the key development approaches and/or research methods and ethical principles of your own field.
You are able to report on a research or development process following the principles of professional and scientific communication.

Content

Content of common learning outcomes, 2 ECTS credits:

What are the phases into which a research and development process can be divided?
How do you find, read and critically evaluate the research data of your own field?
How do you write a literature review that utilizes reliable research data and is linked to your own field and bachelor’s thesis following the principles of ethical scientific communication?

Degree programme specific content, 3 ECTS credits

What are the key research subjects and development needs in your own field?
What are the development approaches and/or research methods in your own field and how do you apply them in practice based on the development needs of your own field?
How do you report a research or development process following the principles of ethical professional and scientific communication in your own field?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 35

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Anton Yrjönen
Teacher in charge

Anton Yrjönen

Groups
  • POKT21SP
    Game programming, full-time studies

Objective

You understand how online games run and how backend systems are made.
You know how to simulate lag and examine your programming also from the network point of view.
You understand what parts of network affect player experience.
You understand the demands online games pose on your software and network.

Content

How to simulate error situations?
How to resolve error situations in your code?

Teaching methods

Scheduled track:
You participate into scheduled contact lessons. You studies are progressing in the pace of the group schedule and self paced learning activities

Independent track:
If you are working in a company, organisation or a higher education project aligned with the study unit learning outcomes, you are able to complete the study unit in your workplace. In this case contact your responsible teacher in the beginning of the studies to agree with a development project you can execute in your work. Successful completion requires you study the topics in theory and practise. You must show your skills via a demonstration, which is determined based on learning objectives.

Evaluation scale

1-5

Enrollment

06.11.2023 - 17.11.2023

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

RDI portion

2 op

Mode of delivery

Contact teaching

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 30

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Niina Mässeli
Teacher in charge

Niina Mässeli

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You are able to structure and style a website.
You know how to build, modify and layout elements on a website.
You understand the web application model and the role of web-based user interfaces.
You know how to design and develop responsive websites
You understand the meaning of accessibility of the website.

Content

How to design a website?
How to structure, style and modify a website?
How to layout the content on a website?
How to develop responsive websites?
How to test website for accessibility standards?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.

Enrollment

21.08.2023 - 01.09.2023

Timing

28.08.2023 - 17.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

2 op

Mode of delivery

60 % Contact teaching, 40 % Distance learning

Unit

Yhteisten opintojen koulutusyksikkö

Campus

Kotka Campus

Teaching languages
  • Finnish
Seats

20 - 50

Degree programmes
  • Degree Programme in Game Programming
Teachers
  • Osku Kiri
Teacher in charge

Osku Kiri

Groups
  • POKT23SP
    Game programming, full-time studies

Objective

You understand the significance of interaction as part of your professional expertise and you can act appropriately in various communication situations.
You are familiar with Xamk's instructions for written assignments.
You are able to search reliable information and use it ethically.
You can express your views justifying them based on facts and use standard Finnish appropriate in each context.
You know how to write texts that meet the standards for layout, content and style required in your studies and in your own field, and use appropriate tools and forums.
You improve your interactive communication skills and manage fluently in different cooperation situations, such as meetings and negotiations.
You develop your presentation skills for professional purposes and acquire skills in giving and receiving feedback.

Content

What interaction skills are required in your own studies and in workplaces in your field?
How do you justify your views using standard Finnish?
How do you search reliable information from different sources and use it ethically?
Which written skills (genres, styles, tools) should you master both in your studies and in work assignments in your own professional field?
How do you utilize language regulations and tools in your studies and workplace communication?
Which skills do you need in presentations, meetings and negotiations?
How do you assess your own communication skills and ease your stage fright?
How do you give constructive feedback?
How do you utilize the feedback you received?

Evaluation scale

1-5