Current active course description (last updated 2026/27)
Programming for Game Production and Publishing
SPO2009
Current active course description (last updated 2026/27)

Programming for Game Production and Publishing

SPO2009
This course guides students through the deployment of scalable, maintainable video games. Leveraging Unity’s extensibility, the course emphasizes clean architecture, modular subsystems, performance optimization, multiplayer reliability, automated testing, and cross-platform deployment.

This course guides students through the deployment of scalable, maintainable video games. Leveraging Unity’s extensibility, the course emphasizes clean architecture, modular subsystems, performance optimization, multiplayer reliability, automated testing, and cross-platform deployment.

Students will work in teams developing a game as the course progresses. The students will choose one or more hardware platforms to deploy the game on. The course aims to enable the students to set up workflows and pipelines for development, marketing, publishing and maintenance of their product

Upon successful completion of the course, the student:

Knowledge

  • can identify and explain the differences between available ecosystems for development and publishing of video games
  • knows how to verify - by performing tests - that a video game will function as required when published on a chosen platform
  • understands what choosing a specific hardware platform for development means for the publishing and maintenance of a video game
  • understands what maintenance is required after a successful video game launch

Skills

  • can use chosen development tools to develop, test, and publish video games through relevant channels
  • can utilize publishing platforms’ services to monitor and maintain video games over time
  • is capable of porting a video game from one platform to a different one if needed

General Competence

  • can plan and carry out robust development projects independently and in teams, demonstrating initiative and professional responsibility
  • can reflect on ethical, societal, and sustainability aspects of video game technologies
  • can communicate networking technical concepts, design choices, and development challenges clearly to both technical and non-technical stakeholders
  • can identify personal learning needs and update skills in response to evolving technologies and industry practices
In addition to the semester fee and curriculum literature, it is assumed that the student has a laptop computer at his/her disposal.
Elective
Lectures, lab work on exercises and assignments, teamwork, and self-study.
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

Compound Assesment (SV) Graded A-F

Coursework (0/100)

  • Mandatory attendance (OD) min. 80 % attendance in teaching activities.
  • 4 mandatory assignments (AK) - approved/not approved

Students must complete all mandatory coursework before being eligible for the final examination.

Exam (100/100)

Portfolio (MA) Individual - three of the mandatory assignments (AK) must be handed in for grading.

Graded: A-F

Any sources allowed.

Generating responses using ChatGPT or similar generative artificial intelligence and submitting them wholly or partially as your own work is considered plagiarism.