SPIS1001 Games & 3D Fundamentals

    • Number of credits
      10
    • Teaching semester
      2024 Autumn
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements 

Used in other programs
  • Bachelor's Degree in Game Technology and Simulation
  • Bachelor’s Degree in Music Performance
Course content
  • the user interface of 3D software

  • the user interface in game engine software

  • surface shaders

  • pipeline in game development

  • preparation for content production for games

  • file structures and file formats 

  • materials in a game engine

  • troubleshooting related to import og game assets in a game engine

Learning Outcome

Once the student has passed the course, they will have achieved the following learning outcomes: 

Knowledge

The student 

  • has knowledge of keyframing animations
  • has knowledge of the use of camera in 3D space
  • has knowledge of asset export from 3D applications 
  • has knowledge of 3D asset import to game engine 
  • has knowledge of render setups in a game engine 
  • has knowledge shader and lighting setup in a game engine 
  • has an understanding of the historic development of 3D in computer games 
  • has knowledge of the building blocks of 3D objects
  • has knowledge of rigging structures of 3D objects
  • has knowledge of 3D assets production for use in a game engine
  • has knowledge of interactive setups in a game engine 
  • has knowledge of troubleshooting asset imports in a game engine 
  • has knowledge of how game design logic works in a game engine
Skills

The student

  • is able to prepare, export and import animated objects from a 3D-app to a game engine  
  • is able to make conscious decisions about file formats with regard to export, import and rendering  
  • is able to import and create libraries in a game engine
  • is able to make interactivity in a game engine
  • is able to navigate a 3D application 
  • is able to explain the building blocks of an 3D object 
  • is able to explain perform the principles of UV mapping and shading of 3D models  
  • is able to make simple rig and keyframe animations 
  • is able to organise a project with regard to file structure and layout 
  • is able to make use of material shaders and textures to create credible surfaces on 3D models in a game engine
  • is able to target 3D mesh issues in a game engine
  • is able to target 3D mesh texture issues in a game engine
  • is able to target and communicate rigging issues in an game engine
  • is able to make use of animated assets in a game engine
  • is able to create a basic game experience 
General competence

The student 

  • is able to justify the reasons for the decisions made during the development process, both in writing and orally  
  • is able to take part in professional discussions about the structure of game assets  
  • is able to take part in professional discussions about 3D game development pipeline and the associated processes 
  • is able to take part in professional discussions of appropriate use of a game engine
  • is able to create simple game design elements in a game engine
Teaching and working methods

The course is organised as a combination of lectures, practical exercises, weekly submission of assignments, self-study and supervision. 

Required coursework
  • 1–3 individual assignments

In this course, the required coursework is only valid for 12 months from the end of the semester it was last approved. Students who wish to do the exam after the 12 months have passed have to redo the coursework and get it approved again.

Form of assessment
  • individual folder assignment
Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Portfolio Assessment
ECTS - A-F
Individual
100
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School