SPIS1001 Games & 3D fundamentals
- Course codeSPIS1001
- Number of credits10
- Teaching semester2025 Autumn
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
No special requirements
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The user interface of 3D software
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The user interface in game engine software
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Surface shaders
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Pipeline in game development
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Preparation for content production for games
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File structures and file formats
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Materials in a game engine
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Troubleshooting related to import og game assets in a game engine
Learning Outcome
Once the student has passed the course, they will have achieved the following learning outcomes:
The student
- has knowledge of keyframing animations
- has knowledge of the use of camera in 3D space
- has knowledge of asset export from 3D applications
- has knowledge of 3D asset import to game engine
- has knowledge of render setups in a game engine
- has knowledge shader and lighting setup in a game engine
- has an understanding of the historic development of 3D in computer games
- has knowledge of the building blocks of 3D objects
- has knowledge of rigging structures of 3D objects
- has knowledge of 3D assets production for use in a game engine
- has knowledge of interactive setups in a game engine
- has knowledge of troubleshooting asset imports in a game engine
- has knowledge of how game design logic works in a game engine
The student
- is able to prepare, export and import animated objects from a 3D-app to a game engine
- is able to make conscious decisions about file formats with regard to export, import and rendering
- is able to import and create libraries in a game engine
- is able to make interactivity in a game engine
- is able to navigate a 3D application
- is able to explain the building blocks of an 3D object
- is able to explain perform the principles of UV mapping and shading of 3D models
- is able to make simple rig and keyframe animations
- is able to organise a project with regard to file structure and layout
- is able to make use of material shaders and textures to create credible surfaces on 3D models in a game engine
- is able to target 3D mesh issues in a game engine
- is able to target 3D mesh texture issues in a game engine
- is able to target and communicate rigging issues in an game engine
- is able to make use of animated assets in a game engine
- is able to create a basic game experience
The student
- is able to justify the reasons for the decisions made during the development process, both in writing and orally
- is able to take part in professional discussions about the structure of game assets
- is able to take part in professional discussions about 3D game development pipeline and the associated processes
- is able to take part in professional discussions of appropriate use of a game engine
- is able to create simple game design elements in a game engine
The course is organised as a combination of lectures, practical exercises, weekly submission of assignments, self-study and supervision.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Portfolio Assessment | ECTS - A-F | Individual |
| 100 |
Reading list
No reading list available for this course