SPIS1001 Games & 3D fundamentals

    • Course code
      SPIS1001
    • Number of credits
      10
    • Teaching semester
      2025 Autumn
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements 

Course content
  • The user interface of 3D software

  • The user interface in game engine software

  • Surface shaders

  • Pipeline in game development

  • Preparation for content production for games

  • File structures and file formats 

  • Materials in a game engine

  • 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: 

Knowledge

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
Skills

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 
General competence

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
Teaching and working methods

The course is organised as a combination of lectures, practical exercises, weekly submission of assignments, self-study and supervision. 

Required coursework
  • 1–3 individual assignments

Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Portfolio Assessment
ECTS - A-F
Individual
  • All
100
Form of assessment
  • individual portfolio assessment
Course name in Norwegian Nynorsk: 
Intro til spel og 3D
Course name in Norwegian Bokmål: 
Intro til spill og 3D
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's Degree in Game Technology and Simulation
Course level
Foundation courses, level I (100-LN)