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Malmö universitet

Course syllabus

Valid from 2029-01-15

Course syllabus, valid from 2029-01-15

Ladok version 3

Title

Game Engine Architecture

Swedish title

Spelmotorarkitektur

Course code

DA376B

Credits

7.5 credits

Grading scale

UG Fail (U) or Pass (G)

Language of instruction

The course is provided in Swedish and English

Decision-making body

Faculty of Technology and Society

Syllabus approval date

2026-08-26

Syllabus approval date

2026-09-18

Syllabus valid from

2029-01-15

Level

Bachelor's level

Entry requirements

30 credits in the main field of Computer Science, including the courses
DA315B: Object-Oriented Game Programming (15 credits) and DA378A: C++ and Program Construction.

Main field

CTDVA Computer Science

Progression level

G1F First cycle, has less than 60 credits in first-cycle course/s as entry requirements

Progression level in relation to degree requirements

The course is included in the main field of Computer Science and may count towards the degree requirements for a Bachelor’s degree in Computer Science specialising in Game Development.

Course contents

The course combines theoretical and practical components to introduce the game engine and its modules.

The course includes the following components:

  • An overview of the game engine as a software system.
  • Architectures and design patterns relevant to games and game engines, as well as to more general but nevertheless complex software.
  • Technology for different types of game engine modules.

The design and development of game mechanics and game prototypes supported by a game engine.

Learning outcomes

Knowledge and understanding

For a Pass grade, the student shall be able to:

1. describe the functional and non-functional properties of a given architecture;

2. describe technologies and architectures used in game engines and game engine modules.

Skills and abilities

For a Pass grade, the student shall be able to:

3. analyse and explain the consequences of a given design or architecture in relation to a specific problem;

4. design and implement game technologies based on a given design or architecture;

5. independently search for and assimilate information from external sources.

Judgement and approach

For a Pass grade, the student shall be able to:

6. analyse and critically assess the advantages and disadvantages of different architectures;

7. analyse and critically assess design choices in the implementation of given problems.

Learning activities

Lectures, laboratory sessions and project work, including supervision.

Assessment

For a Pass grade, the following are required:

Programming assignments, 5 credits (learning outcomes 1–7), grading scale U/G.

Project work, 2.5 credits (learning outcomes 3–7), grading scale U/G.

Course literature and other study materials

Course evaluation

Ladok version 3