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 prerequisite knowledge:SPI1002 Introduction to Game, 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 together 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)