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Game Industry IntroductionLaajuus (5 cr)

Code: TT00FD16

Credits

5 op

Teaching language

  • English

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Prerequisites

Basic understanding of games.

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Timing

16.04.2024 - 31.12.2025

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Janne Salonen

Groups
  • ATX25TV_MAKSULLINEN_JÄRJESTELMÄ
    Open UAS 2025
  • ATX24TV_MAKSULLINEN_JÄRJESTELMÄ
    ATX24TV Open UAS

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.01.2024 - 31.07.2025

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Janne Salonen

Groups
  • ATX24TV_MAKSULLINEN_JÄRJESTELMÄ
    ATX24TV Open UAS

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.01.2024 - 31.12.2025

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Groups
  • ATX24TV
    NonStop virtual studies year 2024

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.08.2023 - 31.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Groups
  • ATX23TV_SYKSY
    Open UAS TestOut and Moodle courses

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

15.06.2023 - 10.07.2023

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Groups
  • ATX23TV_KESÄLOMA
    Kesälomatuuraajan toteutukset

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.01.2023 - 31.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Groups
  • ATX23TV_KEVÄT
    ATX23TV_KEVÄT

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.08.2022 - 31.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.08.2022 - 31.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.08.2022 - 31.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.

Timing

01.08.2022 - 31.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Unit

School of ICT

Campus

Karaportti 2

Teaching languages
  • English
Seats

0 - 240

Degree programmes
  • Information and Communication Technology
Teachers
  • Virve Prami
Teacher in charge

Virve Prami

Objective

After completing the course students are will have clear tools to understand what different elements matter when working in the game industry. They know how to evaluate scope, content, team, players and financiers needs when they consider what sort of games they would like to make.

Content

The course is introductory course to game industry. It covers a bit of everything to setup mindset of the student to right angle.

It includes:
1. History session that showcases how video games are just a part of millenia long continuum.
2. Business introduction that highlights different approaches to game business
3. Funding introduction that highlights different sources where to get money and what the financiers expectations are.
4. Market analysis that gives tools to evaluate game ideas feasibility
5. Target audience tools how to know in advance the most probable players for the game and science behind it.
6. How to design games that deserve to be made, that have chances of attracting players and financiers.
7. Team building and budgeting. What elements are important when building a team to make games and how much that team might cost.

Location and time

Online. Course can be done in own pace.

Materials

Online.

Teaching methods

100% Online (Self-Study) course. The course is largely video content containing theory, exercises and checklists.

Employer connections

N/A

Exam schedules

Online.

International connections

N/A

Completion alternatives

N/A

Student workload

Up to Student her-/himself.

Content scheduling

Up to Student her-/himself.

Evaluation scale

Hyväksytty/Hylätty

Assessment criteria, approved/failed

Evaluation criteria is the completion of exercises related to the lecture topics.

Prerequisites

Basic understanding of games.