AVR4005 Applied Game Technologies for VR/AR

    • Number of credits
      30
    • Teaching semester
      2025 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements.

Course content

Central topics:

  • market analyses
  • entrepreneurial strategy, tools and methods for innovation analysis
  • gameplay and level design conventions
  • ecology of immersive virtual environments (VE) and XR
  • game engines and their applications in VE, VR, AR and online and mobile platforms
  • understanding games and their different forms and applications (finding the right form of game to apply for a targeted task)
  • framing participation through agency, action, and challenges
  • designing and measuring user experience from the perspective of engagement, immersion, presence, and flow.
  • spatial sound & sound design
  • designing spaces for user movement resulting in sequenced events and narratives
  • coding for action in VR/AR
  • level design and triggers and events
  • event trees
  • creating an interactive toolbox to test and conduct UX tests
  • gain work experience in a real VR/AR production pipeline, using industry standard tools and development processes.
  • gain experience working with real world cases in a professional working environment for VR/AR application development

Learning Outcome

A candidate who has completed the course has the following total learning outcomes, defined by knowledge, skills and general competence:

Knowledge

The candidate

  • has thorough knowledge of key challenges in requirements for commercialization and commercializing technology
  • has thorough knowledge of strategy development in connection to VR/AR and serious games
  • can analyse and implement the use of Spatialised Sound and to implement it in VR/AR applications
  • has advanced knowledge of the pipeline of digital content creation
  • has advanced knowledge of interactive design for VR/AR applications
  • has advanced knowledge of how to design for and measure the user experience in VR/AR applications
  • has advanced knowledge of setting up event trees for the use of AI algorithm
  • has advanced knowledge of apply ecology of immersive VR/AR environment
Skills

The candidate

  • can create and test different prototypes to be used in iterative design processes
  • can design and optimize digital content appropriate to specific platforms
  • can design for specific forms of interactivity and user experience when developing VR/AR applications
  • can develop an VR/AR application
  • can design for specific forms of interactivity and user experience when developing VR/AR applications
General competence

The candidate

  • can express artistic and/or educational content in and through an interactive VR/AR experience
  • can determine what form of game technology or strategy to apply in different situations and user cases
  • can use art, design and/or programming strategically to enhance innovation of VR/AR applications
  • has the versatility to apply knowledge and skills of art and game design to VR/AR applications
Teaching and working methods

The course is organised as a combination of lectures, practical exercises, weekly hand-ins, self-study and supervision. The course duration is one semester from January to June. Teaching in plenary sessions and individual work/individual assignments.

Required coursework
  • 2-4 group supervised assignments
  • attendance to mentoring sessions
Form of assessment
  • 1 individually portfolio consisting of assignments produced through the study program, which counts for 50% of the final grade
  • 1 group assessment consisting of final real world interactive application create for this course and a oral exam. The oral exam can adjust the result up or down by up to one grade. The group assessment counts for 50% of the final grade.

All group members share responsibility for the full content of the assignment/product/performance from the group-projects.

Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.

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