2016-2017, 2nd quarter, time slot A
INFOB1PGT: Gametechnologie Introductieproject
Coordination: Paul Bergervoet (e-mail)

news | schedule | resources | teams | description | opdracht | vereisten | beoordeling | symposium | contact

The Introductieproject Gametechnologie is a special course for first year students in the Gametechnology bachelor program. In teams of five to seven students, participants will develop an extended version of a retro game, including related promotion material such as video trailer, flyer, and website.


The goal of the project is to implement a retro game (such as Pac Man, Tetris, or Donkey Kong) and extend some parts of it with state of the art technology (such as better sounds and graphics, newer AI, alternative interaction technology, or whatever comes to your mind). Notice that the focus is on application of new technology, and not on game design. For more info about the project's tasks, please refer to opdracht.

In contrast to other courses, the approach here is "learning by doing". That is, instead of us teaching you how to do things, you are expected to work autonomously and self-dependent, and basically figure it out yourself how to finish your project successfully. Of course, you will get support related to programming, management of such a project, etc., as explained below under teams & autonomous work.

The course ends with a symposium, where your game is presented to the public. Friends, familiy, and fellow students can come and play your games. In addition to an audience price, an external jury including people from the gaming industry will give out a best game award. For more info about the symposium, please refer to symposium.

Notice that every team member is individually responsible for the success of the project. Regular attendance in the weekly project meetings, all the lectures, as well as the final symposium is mandatory. Missing these events can result in a lower grading or exclusion from the course. For more info about the grading procedure, please refer to beoordeling.


Together with four to six students from your tutor group, you will form a team. Joining a team with students from other tutor groups as well as switching teams during the project is not intended. Students who have to follow this course but do not have a tutor should contact the coordinator in the first lecture. They will be distributed over the teams based on the total number of students.

The most important issue in this project is self-dependent, autonomous work as a team. Teams are supposed to organize themselves and operate independently. Each team member is equally responsible for the successfull procedure and completion of the project. Team members are responsible for organizing project meetings, time planning, assigning tasks and roles such as team leader, etc. By experiencing the advantages, disadvantages, and protential problems of working in a team, participants should learn how to work in a collective with others, how to organize team work, how to distribute tasks in a gainful way, etc.

Notice that we do not expect everything to run smoothly. In fact, we anticipate problems and issues that might even jeopardize the whole project. The purpose of this course is not that you show us that you are able to do such a project flawlessly, but that you are able to identify potential problems, react appropriately, and by the end of the project have learned how things should be done (even if you didn't do it that way; learning the hard way by making mistakes is generally painful, but often the best recipe for future success). Of course, you won't be totally on your own, but support is provided to you on many levels. In particular:
  • Meetings with tutor: Your tutor will support you with issues related to management and project organization. To be able to do this, each team is supposed to have a weekly project meeting with their tutor. Organization and execution of the meetings is the responsibility of the team members - unless stated otherwise by the tutor. The tutor's official role is to supervise you, to monitor your progress, and if necessary, to give advise and organize help. The overall organization and execution of the project is your own task. However, if necessary, your tutor can intervene and even require you to do things in a certain way (e.g. to guarantee that each participant contributes equally to the project). In the ideal case, you will do everything yourself and the tutor will only watch and monitor your progess. However, if necessary, the tutor has all rights to interfere and take control over the project if considered necessary. Notice that attendance in the meetings is mandatory!

  • Programming support: A teaching assistant can support you with issues related to software and programming. It is expected that students participating in this project have attended the course Gameprogrammeren and have basic programming knowledge of C# and XNA. However, if you are facing any related problems, you are encouraged to get in touch with the teaching assistant and ask for help. Please refer to the contacts page for how to get in touch with him.

  • Knowledge support: Random members of the faculty will be happy to provide support related to their particular area of expertice. Since you are free to pick your own project, it obviously doesn't make sense to assigne any particular faculty members to this task. Instead, you will get two vouchers from your tutor. Each of them entitles you for 20 min consultation time with an expert. For example, if you want to do some camera-based interaction in your game, you might want to talk to s.o. doing research in computer vision. Your tutor will help you in identifying such a person in the department and introduce you to him/her. It is recommended that you use one voucher at the beginning of your project (to discuss its feasibility) and keep one as back-up for some consultation in case of unforseen issues.

  • Lectures: At the beginning of the course, there will be four lectures that will provide you with information that will hopefully be helpful for your project. The first lecture will mostly cover organizational issues. Lecture 2 will contain some high-level info about software engineering and project managment in general. Lectures 3 and 4 will be guest lectures by people from the industry telling you how things are done in real life :) Remember that the motto of this course is "learning by doing" and that you are purposely thrown in at the deep end. Hence, don't expect concrete instructions or blueprints about how to do your project, but rather tips and hints that might be helpful to consider. Notice that attendance of all the lectures is mandatory! Dates and related material can be found via the schedule


The Introductieproject Gametechnologie is a course particularly designed for first year students from the bachelor program gametechnologie. Please notice the following requirements and restrictions:
  • It is expected that students participating in this project have attended the course Gameprogrammeren and have basic programming knowledge of C# and XNA. (Notice however that it is not necessary to have passed this course successfully.)
  • Because the introductieproject is a course that has particularly been designed for first year students, it is not suitable for participants other than first year bachelor gametechnologie students.
  • It is not possible to chose this course as minor subject if you are an external student.
  • Students who took the course Wiskundige technieken in de informatica can not take this course into their major as well: OER 2010, art 8.1.2: Voor studenten die voor 1 september 2010 waren ingeschreven geldt, in afwijking van het in art. 3.5 lid 1 bepaalde, dat Wiskundige technieken in de informatica, dat tot en met het studiejaar 2009/2010 werd aangeboden, mag worden opgenomen in de major in plaats van Introduktieproject informatica of Introduktieproject gametechnologie.


"Introductieprojecten" are a new, special course form in the informatica and gametechnologie programs. They were introduced in 2010/2011 and differ from traditional courses such as lectures and seminars. Hence, here the "official" specification of their goals and objectives (in Dutch):

De introductieprojecten Informatica en Gametechnologie hebben de volgende doelstellingen:
  • Inzicht bieden in de complexiteit en de breedte van de informatica c.q de gametechnologie om zo een kader te creeren waarbinnen je onderdelen uit latere vakken kunt plaatsen, en om interesse voor die vakken te krijgen.
  • Meer ervaring opdoen in het programmeren in het algemeen, en van games in het bijzonder (voor de gametechnologie).
  • Leren hoe (game)technologie invloed kan hebben op (game)ontwerp en (game)ontwikkeling.
  • De eerste stappen zetten in de ontwikkeling van de voor een informaticus benodigde communicatieve, reflectieve, samenwerkings- en managementvaardigheden door middel van samenwerking in een (klein) team.
  • Een orientatie bieden op de beroepspraktijk.
De informatica en gametechnologie introductieprojecten hebben grotendeels overlappende leerdoelen:
  • In het project doe je ervaring op met de basis wetenschappelijke methode van de informatica:
    • je analyseert een information processing/gametechnologie probleem
    • je modelleert en ontwerpt een oplossing
    • je realiseert het ontwerp, waarmee getoetst wordt of het ontwerp haalbaar is, door een implementatie, het gebruik van een bestaand pakket, of anderszins
    • je evalueert de resultaten
  • Je kunt projectmatig werken:
    • samenwerken in teamverband
    • plannen van werkzaamheden
    • systematisch/methodisch te werk gaan
    • professionele houding (afspraken nakomen, aan deadlines houden, etc.)
  • Je kunt je werk presenteren
    • in woord
    • in geschrift
    • met behulp van audiovisuele middelen

(c) Frank van der Stappen, Paul Bergervoet