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FM2ABI275 Interactive 3D 2

FM2ABI275 Interactive 3D 2

  • Course description
    • Course code
      FM2ABI275
    • Level of study
      5.2
    • Program of study
      3D Art and Games Technology: Interactive 3D
    • Credits
      7.5
    • Course coordinator
      Kevin Fosse, Paul Martin Tangen
Teaching term(s)
2024 Autumn
2025 Spring
Authors
Kevin Fosse
Paul Martin Tangen
About the Course

The course provides knowledge and skills for developing advanced functionality in interactive productions. Candidates are provided knowledge of and skills with material expressions and shader networks for look development, in addition to processes and tools for implementing skeletal animation systems. The course also provides knowledge of Artiicial Intelligence (AI) behaviour, save/load systems and performance proiling and skills for implementation in a game engine. The course builds on competence from Interactive 3D 1.  

Course Relevance  
The course aims to teach advanced functionality like AI behaviour and complex animation systems, which are often required in interactive 3D applications. The ability to extend application functionality in areas that are commonly required in the industry is a key competence in the course. As interactive developers, candidates can participate in a broader spectrum of the pipeline, which in turn lays the foundation for becoming a versatile and valuable professional for the industry. 

Course Learning Outcomes
Learning outcomes - Knowledge

The Candidate…  

  • has knowledge of processes and tools that are used for setting up and implementing skeletal animation systems  
  • has knowledge of processes and tools that are used for setting up and controlling basic AI behaviour and navigation 
  • is familiar with relevant mathematical concepts within basic linear algebra and vector operations 
  • has insight into his/her own opportunities for development within skeletal animation implementation and/or AI behaviour
Learning outcomes - Skills

The Candidate… 

  • masters relevant tools and techniques for line tracing and collision iltering 
  • masters relevant tools and techniques for setup and control of basic AI behaviour in a game engine 
  • can explain his/her choices withing skeletal animation and AI implementation
  • can relect over his/her choices within character and AI implementation
General Competence

The Candidate… 

  • can plan and carry out the development of interactive 3D applications  
  • can exchange points of view with peers and participate in discussions about character and AI implementation   
  • can contribute to organisational development in relation to interactive productions
Teaching and Learning

In this course, the following teaching and learning methods can be applied, but are not limited to:

  • Lecture: Educator-led presentations or activities providing knowledge, skills, or general competencies in the subject area.
  • Group work: Collaborative activities where students work together to solve problems or complete tasks.
  • Tutoring: One-on-one or small group sessions with an instructor for personalized guidance and support.
  • Student presentations: Opportunities for students to demonstrate their understanding of course material by presenting to peers.
  • Online lessons: Digital content delivered via an online learning platform.
  • Guidance: Individualized advice and direction from instructors to support students in their learning journey.
  • Workshops: Practical sessions focused on hands-on application of theoretical concepts or skills.
  • Self-study: Independent study where students engage with course material on their own without any teacher support.
Reading list

Teaching materials, reading lists, and essential resources will be shared in the learning platform and software user manuals where applicable.

Work requirements and Assessment

This is a list of requirements to pass the course

Assessments
Form of assessmentGrading scaleGroupingDuration of assessment
Course Assignment
Pass / Fail
Group/Individual
2 Week(s)