SPA1001 Game art I

    • Course code
      SPA1001
    • Number of credits
      30
    • Teaching semester
      2027 Spring
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended prerequisite knowledge: GA1001 Introduction to Digital Art and Game development

Course content

This course provides students with the opportunity to specialise in a chosen area of Game Art in a collaborative and interdisciplinary learning environment. Students will work with their chosen specialisation under supervision while gaining awareness of the others. The course is divided in two parts. The first part is a preparation for developing a single-player character game in interdisciplinary teams and focuses on the artistic sides of game design. The second part is development of the game its selves together with students from Bachelor in Game Technology.

Key content: creative exploration, art specialisation, prototyping, grey-boxing, development methodologies (incremental prototyping, iterative design, co-design, co-production).

 

Focus areas for the different tracks:

Specialisation

Game Animator

3D Game Artist

2D Game Artist

Technical Game Artist

  • Animation principles
  • Pre-visualisation
  • Body mechanics
  • Working in game engine
  • Collaborative project

 

  • Hard surface modelling
  • Organic modelling
  • Subdivision modelling
  • 3D Sculpting
  • 3D texturing
  • UV Mapping
  • Environment
  • Collaborative project

 

  • Drawing
  • Concept Art  
  • UI design
  • Visual Content Creation
  • Environmental design
  • Character Design
  • Collaborative project

 

  • 3D Rigging
  • Shader development
  • Basic scripting
  • 3D Lighting and rendering
  • Procedural modelling
  • Look Development
  • Content Integration & Optimisation
  • Collaborative project

 

 

Learning outcome

Upon passing the course, students have achieved the following learning outcomes:

Knowledge

The student

  • can demonstrate understanding of game development methodologies, including incremental prototyping, iterative design, co-design, and co-production
  • can explain the role of prototyping and grey-boxing in early-stage game design and development
  • understand the principles of interdisciplinary collaboration in game production pipelines
  • has knowledge of the core principles and methods within their chosen specialisation
  • has knowledge of tools, software, and workflows specific to their specialisation
Skills

The student

  • has skills in how to apply techniques to create digital assets within their chosen track
  • understands how to utilise tools and software effectively in digital art and game development workflows
  • can use incremental and iterative design methods to plan, test, and refine game features
  • can create visual assets and experiences that educate, engage, and inspire users about sustainability challenges and solutions
  • has skills to collaborate with peers in a multidisciplinary environment using communication and workflow methods
  • has skills in how to analyse and improve their own work based on feedback and critique processes
General competence

The student

  • is able to demonstrate an understanding of ethical considerations and cultural sensitivities in the creation of digital content for games and interactive media
  • can demonstrate an understanding of ethical considerations and cultural sensitivities in the creation of digital content for games and interactive media
  • can plan and carry out a complete game development cycle, from concept to playable prototype
  • is able to adapt their work practices to meet industry standards and project requirements within a collaborative production environment
  • is able to justify the professional choices made in the development process both in writing and orally
  • is able to reflect critically on team processes, methodologies, and outcomes, suggesting improvements
Working and teaching methods

The students work both individual and in groups to solve given assignments.  Teaching is mostly done through pre-recorded videos or presented reading material. Learning is done primarily through learning activities in class, individual or in groups.

Each topic is introduced with study materials such as texts, pre-recorded video-lectures and online tutorials and minor assignments to be completed through self-study either individually or in groups prior to class. In class, there are student learning activities in the form of individual and group-based assignments, as well as group discussions, critique, pitches, and workshops.

Supervision will be conducted both at an individual level and in groups or project teams. This is to ensure that each student has the specific teaching resources and guidance needed in the collaborative projects and productions where “problem-based-learning” is used.

Compulsory activities
  • 2 individual assignments
  • 1 group assignment
  • Attendance in all organised activities
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Portfolio examination
Passed - not passed
Group
Form of assessment

For group exams /assignments, all participants in the group are collectively responsible for all content in the assignment / product / presentation.

Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Kunstnerisk utviklingsarbeid
Programme of study
Bachelor in Game Art and Animation
Course level
Foundation courses, level I (100-LN)