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Curriculum /1

B2VISIM Bachelor of Game Technology and Simulation

Name of study programme

Bachelor of Game Technology and Simulation

ECTS credits

180

Academic level and organisation of the study programme

Upon completion of the programme, the student is awarded the title of Bachelor of Game Technology and Simulation. The programme is a three-year, full-time undergraduate degree, and is worth 180 credits.

Introduction

The game industry is experiencing constant growth, and the opportunities are endless. 

Game technology covers a large academic area, including simulation, system analyses, programming, game design and mathematics and evolve into complex software systems. Society requires competent professionals with knowledge of the latest technology, dissemination of information, interactive processes, system understanding, and game design for various user groups.   

The Bachelor's programme in Game Technology and Simulation provides a sound vocational and academic education. Through in-depth studies in Computer Science combined with cross-disciplinary game development projects, students will become skilled game- and software developers who are able to solve problems, think holistically, understand and communicate at all levels throughout the development process. 

The programme collaborates with local municipalities, local and national industry, and Hamarregionen Utvikling, in order to help students to learn about starting their own business. Certain courses in the programme also teach entrepreneurship, and the purpose is to prepare students for working life as employees or entrepreneurs with their own business. In order to start a business, it is recommended that the students acquire additional knowledge outside the programme.

Learning outcomes

A candidate who has completed the programme has the following total learning outcomes, defined by knowledge, skills and general competence: 

Knowledge 

The candidate 

  • has knowledge of the history of today's gaming, media and communications society 
  • has knowledge of critical thinking, communication and problem solving related to interactive systems
  • has knowledge about computer system development
  • has knowledge of the academic subjects that provide the foundation for game technology and simulation
  • has knowledge of national and international research and development work of relevance to game technology and simulation, and knows how to update their knowledge in the field
  • has knowledge about how to use different types of digital tools effectively and systematically 

Skills 

The candidate 

  • is able to use development methods and processes, from idea to finished product  
  • is familiar with technology subjects like programming, mathematics, networks and databases (cloud systems)  
  • understands the pipeline in a game production process, from asset production to game engine setup
  • is able to reflect on their own professional practice and adapt it under supervision
  • is able to apply professional knowledge and relevant results from research and development work within the information science subjects that provide a foundation for interactive production
  • is able to find, evaluate, use and make reference to relevant research and development work, artistic development work and other academic material
  • is able to apply critical thinking, logic, communication and problem solving
  • is able to solve technological problems creatively – a skill which is fundamental for fostering new thinking and innovation 

General competence 

The candidate 

  • is able to plan and execute varied tasks and projects over an extended period of time, both individually and as part of a group, and in accordance with ethical requirements and guidelines 
  • has an understanding of relevant issues of professional ethics, and is able to contribute to a professional community
  • is able to inspire and facilitate entrepreneurship, new thinking and innovation, and the involvement of local businesses and employers, cultural institutions and civil society in general
  • is able to communicate key academic material orally and in writing, take part in professional discussions within the subject area and share their knowledge and experience with others

Target group

The programme is aimed at students who want to work with development and operation of computer systems in the business sector, the experience industry, the game development industry and related fields. The programme is suitable for students who are interested in game development, natural science, and technology. 

If you want to follow this programme, it is a prerequisite that you have studied Mathematics R1 (S1 and S2), in addition to having university and college admissions certification/real competence. 

Career prospects and further studies

The programme provides a sound vocational education, and opportunities for work in game development, simulator development and more traditional programming. 

The programme is also an academic education that qualifies students to apply to studies at the Master level. 

Qualifications

General university and college admissions certification or approved real competence and Mathematics R1 (S1 and S2).

Teaching and working methods

Teaching is based on lectures, practical exercises, study groups/group work, presentations and self-study. The online learning management system (LMS) Canvas, is used as a communication channel for all subjects. 

Most courses have a practical approach, with considerable emphasis on problem solving, and the courses contain compulsory individual and group coursework requirements. 

In many subject areas, the students work with students from the Bachelor programme in Animation and Digital Art. This creates one of the best and most comprehensive game development communities in Scandinavia. The collaboration offers a unique understanding of the big picture and the need for interdisciplinary productions. 

To a large extent, students must use their own computers with relevant software. 

Assessment, examination and grading

Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade. Different forms of assessment are used, including individual written exams and individual and group-based portfolio assessments. 

For courses with a large focus on practice, the compulsory assignment requirements are in general only valid for 12 months after they have been passed. Students that apply for retakes of exams in one of these courses, after 12 months has passed, will have to pass these requirements again. See individual course requirements for details. 

Research-based teaching

The study programme keeps up to date by using new literature, research and methods. 

Students have the possibility to work with internal and external actors on research and development projects. 

Internationalisation

Students have the opportunity to study abroad at a foreign educational institution during the sixth semester. The exchange must be approved by INN in advance, so that the courses can be incorporated into their study programme at INN. 

The second and third years of study are suitable for international students. All courses taught during these semesters of the programme can be taught in English. 

The programme has an international syllabus, and part of the teaching is in English. Much of the curriculum is in English. 

In many subjects, the students participate in international virtual forums. 

Last revision

December 12th 2019

Information literacy

The students are to develop skills in finding and using high quality academic and professional information resources in their subject fields, during both their education and their professional practice. Information literacy is the ability to locate, evaluate and use information and academic material for one’s purpose. This is key academic and professional competence and the basis for lifelong learning.

The University Library offers instruction in information literacy both on campus and through the university website. The teaching places emphasis on reference techniques, source criticism, plagiarism and specialised subject search. All students are expected to be critical to information sources and to use these sources correctly in all written work throughout their studies. Violation of the rules for using sources is governed by the Regulations concerning Examinations at the Inland University of Applied Sciences.

Programme structure and content

The first year of studies provides basic knowledge and understanding in programming, mathematics, general 3D-assets production and computer game development pipeline. In the second and third year of studies, students learn more about game development, 3D-programming, systems thinking and simulation. 

The final project (Bachelor's thesis) is worth 30 credits, and groups of students with different areas of competence from the GameSchool’s bachelor programmes work together on completing the project. The project can be carried out in collaboration with the business sector. The Bachelor Thesis course is divided into two semesters, where Part 1, during the firth semester focuses on the pre-production phase and basic entrepreneurship. During the pre-production phase, the students will plan and make a schedule for Part 2 in the sixth and final semester, which is the production phase. 

The courses that make up the study programme and their progression plan are specified in the course list below. 

The programme requires great effort on the part of the student. In order to prepare themselves to work within this field, it is important that they allocate a considerable amount of time for self-study. For certain courses, assignments must be submitted on a weekly basis for students to make the necessary progress and achieve a sufficiently high level of skills. 

Class

2020

Course list
Studiepoeng År 1 År 2 År 3