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2PROD101A Production

Learning outcomes

Once the student has passed the course, he/she will have achieved the following learning outcomes:

Knowledge

The student

  • has good knowledge of the different phases of a project from pre-production, production, to post-production
  • is acquainted with game design, development and testing of a computer game
  • has knowledge of historical references in the gaming industry
  • has knowledge of how to find sources of inspiration and use it in one’s own work
  • has knowledge of how to develop a cohesive design that culminates in a computer game or interactive product
  • has knowledge of and is able to carry out an analysis of an interactive product (games, cross-media, etc.)
  • has knowledge of storytelling in computer games

Skills

The student   

  • is able to work on an interdisciplinary team
  • is able to write an analytical academic text
  • has an understanding of different project management methods and processes
  • is able to use simple and effective digital art and sound in a production
  • is able to limit the production to the most essential functions and focus on UX
  • is able to meet the milestone for first playable, user test the product and take it on to its final version as a gold master
  • is familiar with the pipeline between 3D application and game engine
  • has common knowledge with the history of computer games

General competence

The student

  • is able to find, assess and refer to sources of inspiration from games and the film industry
  • is able to use source references in his/her own work
  • is able to plan a computer game project in an interdisciplinary working group
  • is able to give considered reasons for decisions made during the development process
  • is able to express the production idea in pitch presentations

Course content

Central topics:

  • design documents such as Art Bible, style guide
  • development of ideas and finding sources of inspiration
  • maintain a project page and keep it up to date with the production
  • game testing
  • Gantt chart and, if relevant, other planning aids
  • wireframes, animation blocking and GUI testing
  • making digital art, animation, sound for a computer game production
  • historical developments in computer games
  • interdisciplinary development of a project

Teaching and working methods

The course is organized as a combination of lectures, practical exercises, self-study and supervision.

Coursework requirements

  • 2–4 group-based assignments
  • attendance at lectures in accordance with the teaching plan
  • attendance at laboratory teaching in accordance with the teaching plan

Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.

Examination

  • 1 individual folder assignment which counts for 60% of the final grade
  • 1 group assignment which counts for 40% of the final grade

In the case of group examinations, all participants share responsibility for the full content of the assignment/product/performance.

To pass the course, all examinations must be passed.

Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.