Current active course description (last updated 2026/27)
Bachelor project
SPO2021
Current active course description (last updated 2026/27)

Bachelor project

SPO2021
The bachelor project in the Games and Entertainment Technology Bachelor's programme requires students to apply their accumulated knowledge and skills to solve real-world challenges within the gaming and entertainment technology industry. Through this project, students develop research-driven solutions, equipping them for careers in relevant research and development, or for further academic advancement.

The bachelor project for the Games and Entertainment Technology Bachelor's programme is designed to integrate the knowledge, skills, and experiences acquired throughout the study programme. Students will work individually or collaborate in small groups to develop and execute an applied or experimental research project addressing a real-world problem or question relevant to game development or entertainment technology. This course enables students to synthesise and apply their academic knowledge, creativity, and critical thinking to produce a comprehensive, professional project suitable for showcasing to potential employers or graduate schools.

The course offers two primary approaches to bachelor projects: Experimental research projects, which are conducted on campus, or applied research projects, carried out in collaboration with an actual company in a real-world context. Students will design and develop a game or entertainment technology project in both approaches, thoroughly documenting and reporting on the research process and its outcomes.

Restricted to students at the Bachelor studies in Games and Entertainment Technology, CG art and Animation, Film and TV production and connected study programs at our international partner institutions.
90 ECTS in courses from 1st and 2nd study year of Bachelor in Games and Entertainment Technology.

After completing the course, the candidate:

Knowledge

  • is able to formulate and narrow down a topic and research problem
  • has knowledge of research and development work in Games and Entertainment Technology
  • has comprehensive understanding of applied research methods and analytical approaches within the topic's scope

Skills:

  • can apply knowledge and relevant research findings to real-world problems
  • has proficiency in using scientific research method(s) to address a chosen research problem
  • is capable to locate, evaluate, and reference information to address the research problem
  • is able to acquire new and updated knowledge

General Competence:

  • is able to communicate relevant problems, discussions, and solutions
  • is able to exchange points of view and knowledge with peers contributes to best practices
  • is able to make relevant ethical assessments regarding research in Games and Entertainment Technology
In addition to the semester fee and curriculum literature, it is assumed that the student has a laptop computer at his/her disposal.
Mandatory
Lectures, practical work, self-study and regular supervision meetings with assigned supervisor.
The course is evaluated in-line with the quality assurance processes of the university.

Compound assessment (SV) Graded A-F (100/100)

Portfolio (MA) Individual (40/100) Graded A-F:

- Documented Meetings with Supervisor

- Project Report

Oral Examination (MU) Individual 30 minutes (60/100) Graded A-F

- Project Presentation

- Discussion of Project Result