AVR4003 Technical Game Design for VR/AR Productions

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

      No special requirements.

Course content

Central topics:

  • System Analysis for serious game design
  • System Dynamics simulations
  • Interactive real-time simulations in game engines
  • VR/AR Development for serious games
  • AI programming for serious games
  • Serious games design and mechanics for gamifications
  • Implementation of gamification in serious games
  • Gameplay and level design conventions
  • Digital content creation for games and serious games
  • Game engines and their applications in 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
  • Coding for action in VR/AR
  • Level design and triggers and events
  • Event trees
  • Creating an interactive toolbox to test and conduct UX tests.
  • AI pathfinding algorithms

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 advanced knowledge of theories, issues, processes, tools and methods related to integrated complex interactive systems simulations, serious games and gamifications
  • has advanced knowledge about the simulation and implementation process of serious games, on how system thinking can be used for serious game design, of the social aspects of gamification and project implementation
  • has advanced knowledge of VR/AR, AI and real-time interactive programming and can apply this knowledge in implementation of serious games.
  • has advanced knowledge of developing interactive toolbox for testing purpose
  • has advanced knowledge of setting up event trees as AI decision making
  • has advanced knowledge of the pipeline of digital content creation
  • has advanced knowledge of applying AI skill in terms of road mapping
Skills

The candidate

  • can carry out an independent, limited gamification project under supervision and in accordance with applicable norms for research ethics
  • can design and implement a full serious game, from first idea to finished product
  • can combine skills in doing simulations, applying VR/AR, enter them into a game engine and wrap it up using programming skills
  • can create and test different prototypes to be used in iterative design processes
  • can design for specific forms of interactivity and user experience when developing VR/AR applications
  • can design specific pathfinding AI algorithm when developing simulation within VR/AR applications
General competence

The candidate

  • can analyse ethical challenges using systems thinking methods
  • can apply achieved knowledge and skills to real world problems as well as exploratory simulations in order to carry out advanced assignments and projects
  • can communicate problems and challenges and suggested solutions of simple policy analyses and make actions recommendations, to both specialists and the general public
  • can use programming strategically to enhance innovation of VR/AR applications
  • has the versatility to apply knowledge and skills of programming and game design to VR/AR applications
Teaching and working methods

The course is organised as a combination of lectures, practical exercises and supervision. Throughout the course, students will do practical work on a gamification project in groups.

Required coursework
  • 1 group assignment making a Serious Game simulation using system thinking, XR, Programming and a game engine. Done in cooperation with the Artists.
Form of assessment
  • 1 oral group examination which counts for 40% of the grade
  • 1 group folder assignment (assessed from the compulsory group assignments) which counts for 60% of the grade

To pass the course, both examinations must be passed.

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
Oral examination
ECTS - A-F
Group
40
Portfolio Assessment
ECTS - A-F
Group
60
Professional overlap
NameCreditsDateComment
AVR4004 Artistic Game Design for VR/AR Productions
10
01.01.2023
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School