SPA2900 Bachelor project

    • Course code
      SPA2900
    • Number of credits
      30
    • Teaching semester
      2029 Spring
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Passed all courses in the first and second years of study. A total of 120 credits.

Course content

This course offers a comprehensive study of project planning and production. It covers various aspects of artistic and technical production processes, including estimation techniques, roles and leadership, effective presentation skills, and project management. The Final Bachelor Project is the capstone of the study program, where students demonstrate the knowledge, skills, and competences they have acquired throughout their bachelor studies. Working in multidisciplinary teams, students plan, design, and produce a complete game project or equivalent interactive system, simulating a professional studio environment.

The course emphasizes advanced production, collaboration, and professional practice, with students applying their specialisation in programming, game art, design, or technical development to contribute to a shared outcome. Projects are developed using industry-standard workflows, tools, and methodologies, and may be carried out in collaboration with external partners where relevant.

Students are expected to deliver a functional and polished product, along with project documentation and a reflective report that critically evaluates their process, outcomes, and teamwork. The course prepares graduates for professional practice or further studies by consolidating their ability to work independently and collaboratively on large-scale, complex productions.

Learning outcome

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

Knowledge

The student

  • can demonstrate comprehensive knowledge of game production processes, tools, and methods within their own specialisation and in relation to other disciplines
  • understand how to apply theoretical and practical knowledge to a complex, large-scale production context
  • can recognize professional standards and expectations in game development and interactive media
  • has firm knowledge of group processes, conflict resolution, and leadership strategies in a project
  • understand the business side of creative projects and the balance between creative and financial considerations
  • is familiar with the use of agreements and contracts in productions
  • has extensive knowledge in their specialisation area and insight into related subject areas
Skills

The student

  • has firm skills in how to assess workload in relation to quality
  • can plan, organize, and execute a large-scale game production in a multidisciplinary team
  • can apply advanced skills within their specialisation to deliver production-ready contributions
  • can integrate assets, systems, and workflows across disciplines into a cohesive and functional game prototype
  • can use industry-standard tools, pipelines, and methodologies to manage production, testing, and iteration
  • can communicate their work clearly in a professional portfolio, report, and presentation
  • can apply academic knowledge and results from research and development work which are relevant to the project objective(s)
  • has firm skills in how to employ critical thinking, logic, and communication in problem-solving
General competence

The student

  • can plan and execute projects that span over time, as a participant in a group, and in accordance with ethical requirements and guidelines
  • can communicate well both orally and in writing about topics related to their field of study and use language in a precise manner in professional and academic contexts
  • can inspire and facilitate entrepreneurship, creativity, and innovation
  • can effectively convey central subject matter orally, in writing, and visually
  • can think strategically in terms of self-promotion, marketing, and business development
Working and teaching methods

Seminars, presentations, pitching, workshops, self-study.

Supervision will be conducted both at an individual level and in groups or project teams.

Compulsory activities
  • presentation and submission of 1-4 group assignment
  • participation in 2-3 group seminars
  • participation in 5-10 advisory meetings with assigned supervisor
  • Attendance in all organised activities
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Practical examination
ECTS - A-F
Group
Form of assessment
  • Group project consisting of a product, report and a demo video, play through video or trailer to be screened at the Game School Expo.
  • An oral group exam which can adjust the assessment of the project by one whole grade up or down.

 

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)