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Game data (5 cr)

Code: PO00DN59-3003

General information


07.11.2022 - 18.11.2022


09.01.2023 - 30.04.2023


5 op

Mode of delivery

Contact teaching

Teaching languages

  • Finnish


20 - 35

Degree programmes

  • Degree Programme in Game Programming


  • Pekka Vilpponen

Responsible person

Pekka Vilpponen

Student groups

  • POKT21SP
    Game programming, full-time studies
  • Pelidata PO00DN59-3003 / 19.01.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 26.01.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 02.02.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 09.02.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 16.02.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 23.02.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 09.03.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 16.03.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 23.03.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 30.03.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 06.04.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 13.04.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 20.04.2023 12:30 - 16:00
  • Pelidata PO00DN59-3003 / 27.04.2023 12:30 - 16:00


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.


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?


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


Assessment methods and criteria

Assignments, exams and participation in contact teaching.


Programming 2
Introduction to game engines