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Introduction to Game Production (3cr)

Code: TTAE009-3013

General information


Enrollment
02.07.2026 - 31.07.2026
Registration for introductions has not started yet.
Timing
01.08.2026 - 25.10.2026
The implementation has not yet started.
Number of ECTS credits allocated
3 cr
Unit
Teknologia
Teaching languages
Finnish
Degree programmes
Bachelor’s Degree in Information and Communication Technology
Teachers
Janne Remes
Groups
TTV25SP
TTV25SP
Course
TTAE009

Unfortunately, no reservations were found for the realization Introduction to Game Production TTAE009-3013. It's possible that the reservations have not yet been published or that the realization is intended to be completed independently.

Evaluation methods and criteria

Instructions

Project in groups of 2-5 people
The evaluation criteria below are taken into account already in the early stages and the work is documented, from the idea to the end of the project life cycle.
The project has clear start, implementation and finalization phases
The workload of the team members is balanced to correspond to at least 75% of the credit hours per member
Also schedule time for planning and familiarizing yourself with the implementation of the production system, at first you can keep records elsewhere and transfer to the production system
The production system has been implemented and its choice justified as suitable for the project. E.g. post it note scrum board, kanban trello, jira...
The different phases of game production are presented, goals are defined for them, e.g. milestones, scope estimates and hours completed.
Examples of meeting notes, decisions and impacts on the schedule
Sprint Retro or similar where it is evaluated how the work could be improved and what has worked well, e.g. over the last couple of weeks.
Examples of user stories and description of how it was implemented, pictures / video
Members' work contributions and hours are clearly displayed.
Project production has charts of progress, e.g. burndown chart, gantt chart

Evaluation

Development processes reviewed, pre production, production, post production +1
schedule charts, burndown chart and gantt chart +1
meetings documented, user stories and task backlogs presented + 1
the decision is made and how it affects the quality and schedule of the project. workload evenly distributed to the team and time resources used 75% +1
milestone reporting, estimates and achieved results, whether the project was completed according to schedule, whether the scope or content of the milestone changed. (justification) +1

Evaluation scale

0 - 5

Objective

- Student understands the role and game description of a game producer
- Student understands the timeline and milestones of a game production
- Student learns the basics of prototyping
- Student know the principles of project management methods:
- Scrum
- Kanban
- Scrumban

Content

Introduction to the role and job description of a game producer
Introduction of the timeline of game development (pre-production, production,post-production, etc.)
Project management methods
- How and why they are used
- How do they differ
Basics of prototyping (why and how)
- Assignment: Board Game

Location and time

Teams

Materials

Online material on reppu
The Game Producer's Handbook

Teaching methods

Project based learning

Assessment criteria, satisfactory (1)

The students are able to perceive the various stages of game software production. They know KAMK game production procedures.

Assessment criteria, good (3)

The students are familiar with the various stages of game software production. They are able to apply KAMK game production procedures.

Assessment criteria, excellent (5)

The students are proficient in the various stages of game software production and can apply their knowledge to practical tasks. They are able to work responsibly and diligently and apply KAMK game production procedures.

Further information

More information on reppu platform

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