SPA2001 Game art III

    • Course code
      SPA2001
    • Number of credits
      30
    • Teaching semester
      2028 Spring
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

       SPI2000 Game Art II

Course content

In this course students consolidate their knowledge and technical expertise within their chosen specialisation. The focus will be on advanced production, collaboration and professional readiness. Students work on a larger collaborative project developing a Multiplayer Game together with students from Bachelor in Game Technology. They will apply high level skills to create polished, production ready assets, animations and systems. The course prepares students for the internship and bachelor project.

 

Specialisation

Game Animator 

3D Game Artist

2D Game Artist

Technical Game Artist

  • Advanced Animation
  • Technical Simulation
  • Collaborative project

 

  • 3D Hair
  • 3D Clothing
  • 3D Lighting
  • 3D Rendering
  • Photogrammetry
  • Environment
  • Collaborative project

 

  • Advanced Concept Art
  • UI Design
  • Collaborative project

 

  • Advanced VFX for Games
  • Technical Art in Production
  • Entrepreneurship for Game Developers
  • Portfolio Development
  • Collaborative project

 

 

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Learning outcome

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

Knowledge

The student

  • can demonstrate advanced understanding of artistic and technical practices within their chosen specialisation (animation, 3D art, 2D art, or technical art)
  • can explain how advanced production workflows, pipelines, and tools support multiplayer game development in professional contexts
  • can recognize professional standards for polished, production-ready assets, animations, and systems in the game industry
  • has knowledge of industry-standard terminology and practices for digital visual storytelling
Skills

The student

  • can apply high-level skills and techniques within their specialisation to create assets, animations, or systems suitable for integration into a multiplayer game
  • can collaborate with interdisciplinary teams, integrating art and technology into a cohesive, functional, and polished game prototype
  • can use professional workflows, including version control, asset pipelines, optimization, and quality assurance, to deliver production-ready content
  • can adapt their practice based on peer, supervisor, and playtesting feedback to refine outputs to industry quality
General competence

The student

  • can collaborate effectively in large-scale, interdisciplinary projects, demonstrating responsibility, initiative, and adaptability
  • can critically evaluate their own and the team’s production processes, identifying improvements for efficiency and quality
  • can communicate and present professional work clearly to both peers and external stakeholders orally and in writing
  • can demonstrate professional readiness for industry internships and bachelor projects, with a portfolio reflecting advanced technical and artistic competence
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
  • 2 group assignments
  • 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)