AVR4000 Introduction to VR & AR Production

    • Number of credits
      5
    • Teaching semester
      2025 Autumn
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements.

Course content

Central topics:

• Train systems analysis during two full days.

• They will then apply systems analysis in the four course assignments.
• pitching
• Project management in different type of research and development projects
• Development of design strategy and design brief for games and interactive applications
• Testing methods
• argue for the structure and the outcomes of the creative processes - based on theory and research

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 how to work in a cross-disciplinary team
• has thorough understanding of game design for VR/AR productions
• has thorough understanding for how to apply system analysis & system dynamics to problem-solving game design
• has thorough knowledge of the artistic development work and practical methods in a scientific and professional setting
• knowledge about initiating a strategic and research design process connected XR and serious games
• has thorough knowledge about different project management methods
• has thorough understanding on how plan a research project or development project and the synergies effect between them
• has a thorough understanding of possibilities and limitations with VR & AR technology

Skills

The candidate
• Can carry out work in an interdisciplinary, intercultural environment - both in groups and individually
• can use critical thinking, logic, communication and problem solving in artistic and project development processes in an independent way
• can use central scientific theoretical traditions with relevance to game studies, artistic development and programming
• can use research-based ideas for feasibility and business plans in an independent way
• can use relevant methods and theory to design creative strategies for pursuing, exploiting and further developing new opportunities
• Can carry out creative concepts and explain them verbally and visually

General competence

The candidate
• can communicate research and marked opportunities to technical- and a business-oriented audience
• can apply knowledge of what is research in connection to different VR/AR and serious games development
• can present research and project ideas in a clear and professional matter applying effective pitch techniques

Teaching and working methods

Lectures, workshops, self-study and presentations.

Required coursework

● 2 individual assignments
● 1 group assignment

Form of assessment
  • 1 group folder assignment

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
Group
100
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School