SPA2000 Game art II

    • Course code
      SPA2000
    • Number of credits
      30
    • Teaching semester
      2027 Autumn
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended prerequisite knowledge: GA 1001 Introduction to Digital Art and Game Development, GA 1002 Game Art I

Course content

Building upon semester 2, students deepen their skills in their selected specialisation area. Emphasis is given on intermediate technical practices, production workflows and artistic refinement. Students apply their growing expertise in a collaborative game project, a 3D game for industry (Serious Game).

Some of the key content in the different specialisation:

Specialisation

Game Animator

3D Game Artist

2D Game Artist

Technical Game Artist

  • Directing
  • Cinematography
  • Acting
  • Dramaturgy
  • Performance capture
  • Collaborative project

 

  • Anatomy
  • 3D Lighting
  • 3D Rendering
  • 3D Prop creation
  • 3D Character creation
  • Collaborative project

 

  • Advanced Concept Art
  • UI Design
  • Collaborative project

 

  • Procedural Animation and Simulation
  • Motion Capture Tech
  • Visual Effects (VFX) for Games
  • Shader Development
  • Procedural Modelling
  • Look development
  • Content Integration and Optimization
  • Collaborative project

 

 

Learning outcome

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

Knowledge

The student

  • can demonstrate intermediate level understanding of artistic, technical, and production practices within their selected specialisation area
  • can explain the role of their discipline in a collaborative game production pipeline, including workflows, dependencies, and integration with other specialisations
  • understands the principles of serious game development and how games can address industry needs
  • has knowledge of how to approach creative problem-solving within a game production workflow
  • can demonstrate knowledge of how art production processes (digital pipelines, rendering, asset creation) impact resource use, efficiency, and sustainability in game development
  • has knowledge of project planning and project management
  • has knowledge of industry-standard terminology and practices for game development
Skills

The student

  • can apply intermediate tools, techniques, and methods within their specialisation (e.g., animation, 3D art, 2D art, technical art) to create assets or systems for a 3D serious game
  • can contribute effectively to a collaborative production, integrating their work into a functional game prototype
  • can use production workflows (asset pipelines, version control, optimization) to ensure technical and artistic consistency
  • can refine and improve artistic or technical outputs through iteration, feedback, and testing
  • can analyse and improve their own work based on foundational feedback and critique processes
General competence

The student

  • is able to adapt their work practices to aim for industry standards and project requirements within a collaborative production environment
  • can manage their own responsibilities within a production schedule, showing accountability and adaptability
  • is able to justify the professional choices made in the development process both in writing and orally
  • can critically reflect on their own practice and the collaborative process, identifying strengths, challenges, and areas for improvement
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, 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)