2PROD101A Production

    • Number of credits
      10
    • Teaching semester
      2025 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements

Course content
  • Design documents such as art bible, style guide
  • Idea development and finding sources of inspiration
  • Maintaining a project website online and keeping it updated throughout production
  • Game testing
  • Gantt chart and any other organizational tools if necessary
  • Wireframes, animation blocking, and GUI testing
  • Creating digital art, animation, and sound for a video game production
  • Historical developments in the gaming industry
  • Interdisciplinary development of a project

Learning Outcome

Upon completing the course, the student will have achieved the following learning outcomes:

Knowledge

The student:

  • has good knowledge of the different phases of a project from pre-production, production, to post-production
  • is familiar with game design, development, and testing of a video game
  • is familiar with historical references in the gaming industry
  • has knowledge of how to find sources of inspiration and use them in their own work
  • is familiar with how to develop a consistent design that culminates in a video game or interactive product
  • has knowledge of and can conduct an analysis of an interactive product (game, cross-media, etc.)
  • has knowledge of storytelling in video games
Skills

The student:

  • can work in interdisciplinary teams
  • can write an analytical academic text
  • understands various project management methods and processes
  • can use simple and effective digital art and sound in a production
  • can limit the production to the most necessary functions and focus on UX
  • can conduct First playable, user test the product, and take it to the final version as a Gold Master
  • understands the workflow between a 3D development program and a game engine
  • can define the key historical milestones of video game development
General competence

The student:

  • can find, evaluate, and refer to sources of inspiration from the gaming and film industry
  • can actively use source references in their own work
  • can plan a video game project in an interdisciplinary work group
  • can justify professional choices in the development process
  • can communicate product ideas in a pitch presentation
Teaching and working methods

The course is organized as a combination of lectures, practical exercises, self-study and supervision.

Required coursework
  • 2-4 group assignments
Form of assessment
  • 1 individual folder assignment which counts for 60% of the final grade
  • 1 group assignment which counts for 40% of the final grade

In the case of group examinations, all participants share responsibility for the full content of the assignment/product/performance.

Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Portfolio Assessment
ECTS - A-F
Individual
60
Portfolio Assessment
ECTS - A-F
Group
40
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School