SPI2003 Game systems and mechanics

    • Course code
      SPI2003
    • Number of credits
      15
    • Teaching semester
      2027 Autumn
    • 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, SPI1005 Game design and algorithms

Course content
  • Game and system analysis
  • Applied systems thinking, system dynamics
  • System Dynamic modelling 
  • Advanced algorithms
  • Model implementation into game engine
  • System driven game mechanics
  • Testing, tuning and balancing of models
  • Documentation and academic reports of systems

Learning outcome

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

Knowledge

The candidate

  • understands key concepts of systems thinking, including causality, feedback loops, and subsystems
  • knows how to apply systems thinking by analysing games and identifying their underlying systems
  • has knowledge of System Dynamics modelling
  • understands how subsystems such as progression, balancing, or resource economies can be modelled and implemented in games
  • knows how to translate and integrate dynamic models into code for use in game engines
  • understands the trade-offs between scientific accuracy and engaging gameplay in simulation-driven games
  • can explain how behavioural patterns influence user interaction with games and gamified systems
Skills

The candidate

  • can create and analyse CLDs and stock–flow models for games and applied systems
  • can model subsystems such as progression, balancing, or resource management in System Dynamics software
  • can translate and integrate models into game engines
  • can prototype game mechanics that are directly driven by system variables
  • can connect player actions to system parameters, creating interactive and emergent gameplay experiences
  • can analyse games systematically, identifying feedback loops, balancing mechanisms, and emergent dynamics
  • can document and present system-driven design projects in professional formats
  • can collaborate in interdisciplinary teams, combining modelling, programming, and game design perspectives
General competence

The candidate

  • can apply systems thinking to analyse and design both entertainment games and serious simulations
  • can plan, carry out, and present projects that combine modelling with game development
  • can justify design and modelling choices with reference to theory and examples from games they have studied
  • can reflect critically on the relationship between player experience, progression, balancing, and underlying system models
  • has a foundation for application of systems thinking and system dynamic principles for work in industry
Working and teaching methods

The course is delivered through a blend of lectures on core theories, interactive workshops, and dedicated project supervision. Practical workshops will focus on key skills such as user testing, paper prototyping, and technical implementation in recommended software frameworks. The learning process is driven by a course-long group project following an agile methodology, with regular check-ins and feedback sessions to ensure progress.

Compulsory activities
  • 1-3 group assignments
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Portfolio examination
ECTS - A-F
Group (1 - 6)
100
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)