SPI1005 Game Design and Algorithms
- Course codeSPI1005
- Number of credits15
- Teaching semester2027 Spring
- Language of instruction and examinationEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended prerequisite knowledge:SPI1002 Introduction to Game, SPI1003 Fundamental Game Design for programmers
- 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
Upon passing the course, students have achieved the following learning outcomes:
The student
- 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
The student
- 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
The student
- 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
The students work both individual and in groups to solve given assignments. Teaching is done through pre-recorded videos, lectures 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.
Project work will be done together with students from Bachelor in Game Art.
| Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comments |
|---|---|---|---|---|---|---|
Practical examination | Passed - not passed |
- 1 project-based assignment, assessed with pass/fail.
For group exams, all participants in the group are collectively responsible for all content in the assignment / product / presentation.