TA education in Sweden review

Hi there!

I have been lurking here for quite some time and I made my up my mind about becoming a TA I started today my three years TA education, my goal with this thread is to review this education and perhaps pick up advices and tips on the way that will help me and for me to be able to pass on to my teachers if something seems wrong or something would be a lot more suitable.

I would be very grateful for all the comments I can get!

(to bad there are no spoiler tags :confused: anyway these are the programs so far the hp/credits points can be counted as in weeks, I’m sorry I just simply used google translate on the texts)

Object Oriented Game Programming, 15 hp, Computer Science

Basic object-oriented programming in C # and basic programming of 2D games using XNA.

Basics in Game Development 7.5 credits, the development of digital games

Game development is about to implement and realize a game idea. The course is built around the famous game concept. Theories presented will be applied in practical game prototype development. This course aims to give a student who has no previous experience in game development, an introduction to game development.

Basics of 3D modeling technologies with the sketch, 7.5 credits, the development of digital games

Main Course where you familiarize yourself with Maya software and the basic functions it contains. In parallel, we also build up practical sense to sketch both analogue and digital.

Mathematics for Technical Artists, 7.5 credits, Mathematics

Basic mathematics for the understanding of 3D graphics and modeling. For example, linear algebra needed to understand how the surfaces of the objects modeled.

Interior and exterior surroundings with drawing techniques, 7.5 credits, the development of digital games

Here we go with the features of Maya and focusing on building interior and exterior environments that we can populate the latter. Again, we will in parallel build on drawing techniques that focus on the basics to be able to capture an environment and its sense of design and form. Lights and lighting features will also be introduced.

Object-oriented design, 4 hp, Computer Science

The student learns these basic principles for design of object-oriented programming. Object-oriented notation as UML and design using mjukvarupatterns.

Plug-in design and scripts, 3.5 credits, the development of digital games

The student is introduced to integrate the various game development tools into a workflow. In this course, students will learn the knowledge of scripting languages is required and how the tools should be adapted for a variety of development roles.

Character Modeling with anatomy, 7.5 credits, the development of digital games

We have all longed to design our own mordillio?! We focus on modeling a character of their discretion, where we made some preliminary studies to justify our choice of the selected design. We will also go through both human and animal anatomy in preparation for subsequent briefings of the anatomy of the postponed rates.

3D printing and scanning of 3D objects, 7.5 credits, the development of digital games

We may have a unique opportunity to print our digital 3D models and also to read data points from our old favorite stuffed animals or other objects. We can design pieces, interaction gadgets and continue to develop these with electronics or triggers that expands the experience from its original form. Bring your old teddy bear or clay figures! We work and get to know the typical software used in graphic design and its industry.

Digital sculpting - ZBrush 7.5 credits, the development of digital games

Zbrush is the sculptor’s digital options or continuation of the clay figures modeled with its basic form in Maya. Zbrush gives touch of lerkonstruktion and makes a rather rigid form due to a more organic form which can be seen and been living in the old Czechoslovak clay animations. The old frame animations using animation, however. We also test to export and import to see how polygons can be expanded or reduced by various techniques. See software ZBrush

3D Programming I, 7.5 credits, Computer Science

Students learn basic 3D programming that is necessary for future programming courses. The course includes game-specific elements such as lighting, meshes, transformation, etc…

3D Programming II, 7.5 credits, Computer Science

The student acquires the knowledge which makes it possible to create more sophisticated 3D applications. Elements that are only shadows, spatial data structures, etc. animation system. The course is required for the subsequent program courses.

Give your life and proportional model, 7.5 credits, the development of digital games

We concentrate on people and the digital character’s movement patterns but most of all we check closer to the character’s proportions and an expression in which the basic movements of large and small hints of facial expression can give large effect.

Animate more, 7.5 credits, the development of digital games

From a “death” model to produce the motion is exactly what animation is contributing. Being able to link the child / children to parent / parents and subcategories have to follow the larger joints. How can we, how lame we are, how do we make movements at all? We immerse ourselves in how we operate the model and how it gives life to orchestrate different scenarios.

From graphics to the games - the design of export / import, 7.5 hp, Computer Science

Large-scale game development means that many different developer roles must work together. The course aims to contribute with insights on how the tool supports the development of games in groups and build on and apply the elements presented in the previous plug-course.

A little game project for the Technical Artist, 7.5 credits, the development of digital games

The student is working with students from this and / or other program to develop a workable game application that uses knowledge from previous courses in the program.

Special Effects, 7.5 credits, the development of digital games

What’s special effects? Is the same regardless if they are used in the movie or the game? This you will find out in our course. We are working more closely with visual, special and / or optical effects. It may be post-production or in-camera effects.

Special effects and their implementation, 7.5 credits, the development of digital games

Special effects are a vital part of game development to reinforce the visual experience. In order to practically implement and deploy them requires an understanding of 2D and 3D programming. Several special effects are calculated in 2D, but is based on 3D information. Such connections are a dimension of the cental part of the course.

Big game development projects for the Technical Artist, 22.5 hp, Development of Digital Games

In this course, students use a variety of abilities that she has acquired during his student days. The course aims to bind together the plethora of knowledge within a group project where a game should be developed. In order to develop a full game will also require new skills. Methods and processes are focused on the itterativa and informal approach which is normal in the gaming industry. The course is designed to mimic a project that would normally be carried out in the industry.

Bachelor Thesis in Development of digital games, 15 credits, the development of digital games

Students apply their knowledge acquired here in an undergraduate thesis.

There is an optional course of 7.5 credits that can be chosen freely.

Today we started with the introduction to the programming, we did a test to determine what group we will be in, they will group us in, 2newbie groups, 2mid level groups and 1 high level group on the programming, so that we can work with those that are in closest range of our skill level. We will work in pairs that will switch every 3 week (we can also be downgraded or moved up in the groups every 3 week, the groups may also change in numbers depending on development of us students, so it seems to be pretty dynamic), the pair programming is supposed to work like this, one program while one watches and make comments if one get stuck they switch, is this a common thing in the game industry or does it even happen at all(pair programming)?

We also work along side the (master degree 5 years) programmers and the (Bachelor 3 years) programmers since they share some of our courses and we will work on the larger projects with them too, and we also have some game art, sound students that we will work on the larger ones too, I suppose we in the TA will mostly stand for the art too.

Tomorrow will “the Basics in Game Development 7.5 credits, the development of digital games” start.

I am not sure how “common” it is in games but I really enjoyed it when working on tools and scripts. I don’t think I have seen it as standard practice at any game studios I have worked at, though for learning like your talking about,I think it could be great.