SPI1005 Game design and algorithms

    • Course code
      SPI1005
    • Number of credits
      15
    • Teaching semester
      2027 Spring
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended: SPI1002 Introduction to game programming, SPI1003 Fundamental game design for programmers, SPI1004 Game programming

Course content
  • Graphs and trees, navigation mesh and behaviour trees
  • Prototyping, grey-boxing and development methodologies
  • Level design principles
  • Dramaturgy and story development in games
  • Game Analysis, System analysis and System thinking in game design
  • Development of Game Design Documentation
  • Ethics, accessibility and inclusivity in game design

Learning outcome

A candidate who has completed the course has the following learning outcomes:

Knowledge

The candidate

  • can demonstrate understanding of game development methodologies, including incremental prototyping, iterative design, co-design, and co-production
  • has knowledge of how to describe technical concepts such as behaviour trees and navigation meshes, and their integration to define character behaviour
  • 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 pipeline
  • has knowledge of analytical tools and techniques for games
  • understands how to develop a cohesive design that culminates in a playable game
  • has knowledge of systems thinking and basic system analysis in game design
  • has knowledge of the different approaches for inclusive and accessible design, as well as the ethics involved in game design
Skills

The candidate

  • can apply prototyping and grey-boxing techniques to explore mechanics and gameplay interactions
  • can use incremental and iterative design methods to plan, test, and refine game features
  • can implement and test simple behaviour trees and navigation systems
  • has skills in how to analyse and improve their own work based on feedback and critique processes
General competence

The candidate

  • can plan and carry out a complete game development cycle, from concept to playable prototype
  • can justify the professional choices made in the development process both in writing and orally
  • can reflect critically on team processes, methodologies, and outcomes, suggesting improvements
  • can critically evaluate how player psychology and accessibility affect game experiences
Working and teaching methods

The course is organised as a combination of lectures, workshops, practical exercises, group work, self-study and supervision.

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

Compulsory activities
  • 1 group assignment
  • 80% attendance in teaching and 100% attendance in specific learning activities according to the teaching plan

Group assignment will be done in collaboration with students from Bachelor in game art and animation.

Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Practical examination
Passed - not passed
Form of assessment
  • 1 project-based assignment, assessed with pass/fail.

 

Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Matematisk-naturvitenskapelige fag/informatikk
Programme of study
Bachelor in Game Technology
Course level
Foundation courses, level I (100-LN)