Degree Programme in Game Technology
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 - 35
Degree programmes
- Degree Programme in Game Technology
Teachers
- Jani Ahde
Teacher in charge
Jani Ahde
Groups
-
PTKT23SPGame technologies, full-time studies
Objective
You understand the basic structures of user interfaces.
You understand user interface development and related good practices.
You can create a prototype from the interface.
You can implement the user interface with a game engine.
You understand the importance of localization.
Content
How are user interfaces done?
How are prototypes utilized in user interface design?
How are user interfeces done using game engine?
How to do localization?
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
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 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
Teachers
- Pekka Vilpponen
Teacher in charge
Pekka Vilpponen
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
You can use well-known modeling tools to produce 3D models
You will understand what is required of a 3D model to be utilized in a game engine or similar environment.
Content
What do 3D models consist of?
How are models optimized?
How is the topology of the models formed and how can it be optimized?
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
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 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 Technology
Teachers
- Jani Ruotsalainen
- Jonne Hirvonen
Teacher in charge
Jani Ruotsalainen
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
The student understands the value of audio in games and other consumer products
The student understands how audio is presented and stored in digital form
The student understands how the basic properties of audio affect the listening experience
The student knows how to utilize synthesizers and create new instrument sounds
The student knows how to make simple sound effects
Content
Importance of audio in games and other consumer media products
How audio is represented? Waveform and amplitude. Frequency content and how its interpreted.
Different audio formats and audio compression (lossy, lossless)
Audio properties, tempo and pitch.
Audio generation and synthesizers. Oscillators, filters.
Foley sounds and how to produce them.
Sound effects: distortion, clipping, compression, reverb, fade in/out, crossfade
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
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
-
POKT23SPGame programming, full-time studies
-
PTKT23SPGame technologies, full-time studies
-
PTKT24KPGame 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
21.08.2023 - 01.09.2023
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 - 30
Degree programmes
- Degree Programme in Game Technology
Teachers
- Niina Mässeli
Teacher in charge
Niina Mässeli
Groups
-
PTKT23SPGame technologies, 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
08.01.2024 - 14.01.2024
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 Technology
Teachers
- Niina Mässeli
Teacher in charge
Niina Mässeli
Groups
-
PTKT24KPGame technologies, 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
06.04.2023 - 21.04.2023
Timing
04.09.2023 - 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 - 30
Degree programmes
- Degree Programme in Game Technology
Teachers
- Niina Mässeli
- Pekka Vilpponen
Teacher in charge
Pekka Vilpponen
Groups
-
PTKT22SPGame technologies, 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
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 Technology
Teachers
- Osku Kiri
- Mirjami Huotari-Piirainen
Teacher in charge
Mirjami Huotari-Piirainen
Groups
-
PTKT23SPGame technologies, 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
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
Unit
Yhteisten opintojen koulutusyksikkö
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
10 - 50
Degree programmes
- Degree Programme in Game Technology
Teachers
- Jenni Klingberg
Groups
-
PTKT24KPGame technologies, 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?
Materials
Material collected in the Learn online platform.
Teaching methods
This is a professional communication course for Finns (ie. native Finnish-speakers or nativelike fluent Finnish speakers).
There is also a multidisciplinary Communication Skills online study course available online, which can be completed independently.
Employer connections
Working life orientation on the focus.
Exam schedules
The implementation has exercises, independent studying, team work and an exam of language planning.
International connections
Generic competences for the international contacts.
Student workload
Student's workload 135 h
Further information
jenni.klingberg@xamk.fi
Evaluation scale
1-5
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 Technology
Teachers
- Jani Ahde
Teacher in charge
Jani Ahde
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
You know how to implement frontend development using a game engine.
You can utilize programming, scripting, or visual coding to accomplish your goals.
You are familiar with the general terminology, components, and interface of game engines.
You know how to use game engine tools in development and understand how they work in the background of the visual interface.
Content
How is frontend development done using a game engine?
How can programming, scripting, or visual coding be used to achieve your goals?
What tools are commonly used in game engines?
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 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
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
-
PTKT23SPGame 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
-
POKT23SPGame 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
-
POKT22SPGame 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
-
PTKT22SPGame 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
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
Teachers
- Pekka Vilpponen
- Jani Ahde
Teacher in charge
Pekka Vilpponen
Groups
-
PTKT22SPGame 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.
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
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
-
POKT23SPGame 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
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
-
POKT23SPGame 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
-
PTKT23SPGame 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
-
PTKT24KPGame 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
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
Teachers
- Pekka Vilpponen
- Jani Ahde
- Teemu Saarelainen
Teacher in charge
Jani Ahde
Groups
-
PTKT23SPGame technologies, 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
08.01.2024 - 14.01.2024
Timing
08.01.2024 - 30.04.2024
Number of ECTS credits allocated
10 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
Teachers
- Jani Ruotsalainen
- Anton Yrjönen
Teacher in charge
Anton Yrjönen
Groups
-
PTKT24KPGame technologies, 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
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 30.04.2024
Number of ECTS credits allocated
5 op
RDI portion
2.5 op
Mode of delivery
Contact teaching
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
20 - 30
Degree programmes
- Degree Programme in Game Technology
Teachers
- Jani Ahde
- Jani Ruotsalainen
Teacher in charge
Jani Ahde
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
You understand why and know how to use tools in level design.
You understand why and know how to use tools in layer implementation.
You outline the whole of level design and implementation.
You can take advantage of modularity, reusability and nonlinearity in plane design.
Content
What things affect successful level design?
What factors affect successful level implementation?
How to create a gaming experience with level design?
What is an emergent narrative?
How does level design support game mechanics?
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
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 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 Technology
Teachers
- Teemu Saarelainen
Teacher in charge
Teemu Saarelainen
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
The student understands the constraints and restrictions of computer calculations
The student knows the basics of vector and matrix algebra as well as different transformations in the 3D-space
The student understands how the center of mass is calculated and how it affects the physics calculation in games
The student can model simple discrete time mechanics programmatically
The student knows how to program a simple collision detection system and how to solve those collisions
Content
Representation of number systems and rounding error in computers
Vectors, matrices, quaternions. Translation, scaling and rotation in 3D-space.
Applying trigonometry for different problems in games.
Kinematics, forces and kinetics.
Collisions, collision detection and resolution
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 a very basic implementation of a physics engine that can be utilized in games and simulations. Where possible, the actual physics problems encountered in game programming and game companies will be addressed.
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
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 Technology
Teachers
- Mikko Koho
Groups
-
PTKT23SPGame technologies, 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
21.08.2023 - 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
- roo.sv
Seats
20 - 100
Degree programmes
- Degree Programme in Game Technology
Teachers
- Mira Kettunen
Teacher in charge
Mira Kettunen
Groups
-
PTKT22SPGame technologies, 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
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 Technology
Teachers
- Anton Yrjönen
Teacher in charge
Anton Yrjönen
Groups
-
PTKT23SPGame technologies, 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
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
20 - 35
Degree programmes
- Degree Programme in Game Technology
Teachers
- Anton Yrjönen
Teacher in charge
Anton Yrjönen
Groups
-
PTKT24KPGame technologies, 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
21.08.2023 - 01.09.2023
Timing
01.08.2023 - 31.07.2027
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
10 - 35
Degree programmes
- Degree Programme in Game Technology
Teachers
- Jani Ahde
Teacher in charge
Jani Ahde
Groups
-
PTKT23SPGame technologies, 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?
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.
Content scheduling
The course is carried out during the studies starting from orientation and supporting the acquisition of knowledge throughout the studies.
Specifically:
The course takes place during the first, second and third academic year. The course is completed in accordance with the progress of other studies.
Contact studies according to the work schedule.
Independent studies (Learn, Peppi, and answering course and quality surveys).
Seminars related to working life.
Events organized by tutors.
Professional ethical actions.
Evaluation scale
Approved/Failed
Assessment methods and criteria
Qualitative assessment, student's self- and peer assessment.
Participation in seminars.
Completion of learning tasks.
Passing the competency assessment.
Enrollment
08.01.2024 - 14.01.2024
Timing
01.01.2024 - 31.12.2026
Number of ECTS credits allocated
5 op
Mode of delivery
Contact teaching
Campus
Kotka Campus
Teaching languages
- Finnish
Degree programmes
- Degree Programme in Game Technology
Teachers
- Anton Yrjönen
Groups
-
PTKT24KPGame technologies, 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?
Materials
Complementary courses available online
· Study skills and student responsibilities 3 ECTS credits
· Student wellbeing 2 ECTS credits
Evaluation scale
1-5
Enrollment
06.11.2023 - 17.11.2023
Timing
01.01.2024 - 30.04.2024
Number of ECTS credits allocated
5 op
RDI portion
2.5 op
Mode of delivery
Contact teaching
Campus
Kotka Campus
Teaching languages
- Finnish
Seats
20 - 30
Degree programmes
- Degree Programme in Game Technology
Teachers
- Jani Ahde
- Jani Ruotsalainen
Teacher in charge
Jani Ahde
Groups
-
PTKT22SPGame technologies, full-time studies
Objective
You understand the importance of usability design.
You understand the importance of user experience design.
You can take advantage of mockups and prototypes in design testing.
Content
How is usability designed?
How is the user experience designed?
How is usability and user experience testing implemented?
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.