Copenhagen School of Design and Technology


Game Engine Development

Danish title
Game Engine Development
Study programme
Computer Science
Type of education
Full time education
Level of education
Academy Profession
4. semester
Duration of the subject/module
1 semester
Programme elements
Start time
Guldbergsgade 29 N, København N
Håndværkergården, København N
Subject number
Responsible for the subject(s)/modul(es)
Bjørn Klint Christensen
  • Purpose and learning objectives

    Underneath every 3D computer game is a game engine that makes it possible to display objects that move around in the game world. We call this world the virtual world. There is also a similar engine at the bottom of animation films and 3D design programs for e.g. 3D printing, 3D laser cutting, CNC milling etc.
    The virtual camera makes it possible to visualize objects that do not exist in the real world or that are not easily accessible in the real world. For example, in Google maps you can see a 3D visualization of the Eiffel Tower in Paris without actually being there.

    The course contains some mathematics and physics:
    * Parameter production of geometric figures, e.g. line, circle, ellipse
    * cosine and sine
    * Vector calculation in 2 and 3 dimensions
    * Matrix calculation
    * Differentiation and integration of simple functions
    * Analytical solution of simple differential equations
    * Numerical methods for solving differential equations
    * Newton's laws including the law of gravity
    * Free fall with and without air resistance
    Implementing the math in a Java class library:
    * Programming graphics in Java
    * Classes for vectors in 2 and 3 dimensions
    * Classes for matrices
    * Classes for virtual camera
    * animations


    Understand the basic structure of 3D computer games
    Understand concepts such as the 'virtual world' and the 'virtual camera'


    Implement a simple 3D game engine.
    Implement simple animations in the virtual world.


    Assess the use of 3D engines in various areas of application such as computer games, animation films etc.

  • Type of instruction
    Review of theory as well as solving math and programming problems.
  • Subject/module requirement for participation

    Academic requirement for participation
    The student must know programming on a level of 3rd. semester KEA Computer Science AP.

    It is recommended to have math at A level or equivalent.

  • Exam

    The learning outcomes of the exam are identical with the learning outcomes of the subject(s)/modul(es)

    Exam in one or more subjects
    Subject/module is tested standalone
    Type of exam
    Oral examination
    The student will draw an exam question that covers one or more of the learning objectives of the course.
    Individual exam or group exam
    Exam languages
    Danish (Norwegian/Swedish)
    30 min. incl. gradi
    Permitted exam aids
    Notes may be brougt to the exam.
    Type of evaluation
    7-point grading scale
    Internal censure
  • Preliminary literature list
    This is a preliminary literature list. A final literature list will be provided in connection with study start.
    Delivered on the course
hours of teaching
hours of preparation
The figure shows the extent of workload related to the subject divided into different study activities.

In the subject Game Engine Development you will receive 64 hours of instruction, which corresponds to 85 lessons (1 lesson = 45 min.) and 23% of your total workload for the subject.

The teaching primarily consists of the following activities: classroom teaching, exercises.
The preparation primarily consists of the following activities: searching for information, exercises.

Read about KEAs Study Activity Model

*KEA can deviate from the number of hours if this is justified by special circumstances