The Master’s programme consists of compulsory courses, electives, and a Master’s thesis.

First period

Motion and manipulation (compulsory)

Motion and manipulation are key issues in the field of robotics and automation, but they also play a major role in virtual environments and games. In this course models and planning problems for tasks that involve motion or manipulation are studied. The course covers topics from kinematics, which studies motions without taking their causes into consideration. The study of manipulation concentrates on kinematic models for articulated structures such as arms, models for grasp analysis based on velocities and forces, and on simple non-prehensile forms of manipulation such as pushing. Special attention is given to industrial automation as an example of manipulation planning. Geometry is a major parameter in the definition, modeling, and planning of manipulation and motion tasks.body { font-size: 9pt;

Game production

Game production is the discipline that concerns the creation of a game product, and it encompasses its inception, creation, market release, evolution, maintenance, and retirement. This course aims to provide students with a comprehensive understanding of how a game product is created, by considering different yet complementary aspects, including game concept, game design, requirements, architectures, business models, testing, and evolution.The covered topics include:

  • Game production processes
  • Concept and prototyping
  • Game design and development
  • Project risk management
  • Requirements engineering for games
  • Project planning
  • Business models, entrepreneurship, funding, IPR, licences, ratings
  • Architectures and reuse
  • Project management
  • Quality assurance: testing games
  • Post-production: evolution, postmortem, and closing kits
  • Builds and localization, marketing and PR

Multimedia retrieval

Multimedia retrieval is about the search for and delivery of multimedia documents: images, sound, video, 3D scenes, and the combination of these. This course deals with the technical aspect of multimedia retrieval such as techniques, algorithms, and data structures for search query formulation, media feature description, matching of descriptions, and indexing.body { font-size: 9pt;

Optimization and vectorization

There is no content available for this course.

Second period

Small project Game and Media Technology (compulsory)

The small project is an individual or small group project in game or media technology intended to acquaint you with literature study, experimentation for a research purpose or development issues. Its size is 15 ECTS and it is generally taken at the beginning of your second year. It may be taken at a another time if that logistically fits your program better, but not earlier than the third period of your first year. The small project is done during one period full-time, or during two consecutive periods half-time. If the supervisor permits, a project may also be done in the summertime (between periods four and one). The project can be taken internally or externally with one of our industrial or research partners.The goal of the experimentation project is to either
(1) answer a research question related to a problem in game or media technology by experimentation,
(2) carrying out and reporting on (part of) a development track related to game and media technology,
(3) doing a literature study, possibly in combination with theoretical research.
In case (2), experimentation (e.g. to optimize the methods you implemented in your development) is also likely to be part of the assignment, and your assignment is more likely to be part of a team effort. In either case, the project is concluded with a written report. Please approach a GMT professor to obtain a project well before your planned starting date.body { font-size: 9pt;

Pattern recognition

In this course we study statistical pattern recognition and machine learning.

The subjects covered are:

General principles of data analysis: overfitting, the bias-variance trade-off, model selection, regularization, the curse of dimensionality.
Linear statistical models for regression and classification.
Clustering and unsupervised learning.
Support vector machines.
Neural networks and deep learning.

Knowledge of elementary probability theory, statistics, multivariable calculus and linear algebra is presupposed.

Advanced graphics

In this course various subjects related to rendering are discussed, with a focus on knowledge and techniques useful for (future) games and game-tools. Subjects include global illumination approaches, (anti-)aliasing, shadow mapping techniques, dynamic lighting architectures and graphics hardware.body { font-size: 9pt;

Path planning

In computer games and virtual environments many characters move around. Such characters have to plan their paths to move from one location to another. These paths must avoid collisions with the environment and with other characters. Furthermore, it is important that these paths are visually compelling; that is, the characters must move around in ways similar to real people in real crowds. In this course, a number of recent results on path planning and crowd simulation are studied, as well as their application in computer games.

Sound and music technology

Sound and music provide powerful ways for impacting the human experience involved in the engagement with games and media. In this course, you will learn how to apply and develop computational methods to extract, process and utilize music information from digital sound and music in the context of newly emerging research areas within games and media. You will learn how sound and music information is crucial for the human experience, and how the computational modelling of sound and music contributes to the enrichment of this experience in games and media. This encompasses that you will get to know both basic concepts on how human listeners extract, make sense of and give meaning to information from sound and music, and how these basic concepts are used, researched and applied through computational technology.The course is structured around three main modules:
A: Sound and music for games
B: Analysis, classification, and retrieval of sound and music for media
C: Generation and manipulation of sound and music for games and media
The course will cover key topics for sound and music technology in the context of games and media, such as interactivity and immersion in games through sound and music (A), classification and retrieval of similar musical objects in multimedia (B), and the utilization of the emotional and affective qualities of music in games and media (A, C). You will learn what specific technologies are developed and required within these key topics, such as automatic pattern discovery, sound separation, voice separation, automatic segmentation, and feature extraction and manipulation (B). For studying, discussing and employing these technologies you will get to know different representation forms of music information in audio and symbolic data (A), different musical dimensions such as melody, rhythm, harmony, timbre and loudness (A, B), and how they are modelled through computational features (A, B, C). Moreover, you will learn about different general strategies for developing computational models for sound and music processing, such as model-based versus data-driven approaches, and about the challenges of evaluating these models.

Third period

Computer vision (compulsory)

As "seeing" the world with your eyes is important and beneficial, so is computer vision. The goal of computer vision is to make computers work like human visual perception, namely, to recognize and understand the world through visual information, such as, images or videos. Human visual perception, after millions of years of evolution, is extremely good in understanding and recognizing objects or scenes. To have similar abilities to human visual perception (or beyond), computer scientists have been attempting to develop algorithms by relying on various visual information, and this course is about those algorithms, particularly the practical side of them.

Game physics

An immersive game experience requires realistic game physics. In this course a number of topics regarding game physics are covered. These topics include rigid body physics, numerical integration methods, collision detection and collision resolution, soft body physics, physics engine design and implementation. An overview of recent trends in game physics research is also part of the course.

Multimodal interaction

This course covers multimodal (multisensory) perception and interaction.
The course starts with a discussion of the fascinating world of human visual, auditory and tactile perception and the use of its potential in designing novel interfaces for interacting with virtual worlds.
Furthermore, augmented reality is covered as one particular example of multimodal interaction. In the practical part, students will apply the theoretical background of multimodal perception and multisensory input to concrete state-of-the-art examples (e.g., from virtual or augmented reality).

Fourth period

Geometric algorithms

In many areas of computer science (robotics, computer graphics and virtual reality, and geographic information systems are some examples) it is necessary to store, analyze, and create or manipulate spatial data. This course deals with the algorithmic aspects of these tasks: the design and analysis of geometric algorithms and data structures are studied.

Mobile interaction

Mobile devices, such as smart phones and tablets, have become as powerful as traditional computers, often replacing them for various tasks. Yet, interacting with them remains challenging due to issues such as limiting form factor, mobile context, etc. On the other hand, it is exactly this form factor, context, and other characteristics of mobiles that provide us with new and exciting opportunities for alternative usages. Examples range from innovative mobile games, to mobile AR (augmented reality) applications. In this course, we will have a closer look at standard interaction with mobiles (e.g., via touch screen; including potential issues as well as opportunities), address new approaches, and look into related current and future research -- including wearable devices (e.g., head mounted displays, such as Google Glass, wristbands and smart watches, such as the Apple Watch). Concrete application domains include mobile gaming and mobile video.

Computer animation

This course discusses a variety of topics related to computer animation, such as: motion capture, blending, (inverse) kinematics, physics-based animation, and more. Furthermore, a number of guest lectures by experts in the field is part of this course.

Games and agents

In this course the use of AI techniques in games is explored, for instance in serious gaming and training. Distributing game control over several independently operating agents is discussed, several path-planning techniques useful for computer games are investigated, and dynamic re-planning algorithms useful for dealing with dynamic environments are described. Furthermore, machine learning techniques such as evolutionary algorithms with neural networks are discussed, as well as some techniques and solutions for multi-agent cooperation.body { font-size: 9pt;

Small Project (15 EC)

The small project is an individual or small group project in game or media technology intended to acquaint you with experimentation for a research purpose or development issues. Its size is 15 EC and it is generally taken at the beginning of your second year. The small project is done during one period full-time, or during two consecutive periods half-time. The project can be taken internally or externally with one of our industrial or research partners and is concluded with a written report.

Master Project (15 + 25 EC)

The master project is your final project part of the programme. In this project, you will work on a research question within the field of game and media technology. The topic is defined in collaboration with a supervisor from the department. The master project consists of two phases. In the first phase (15 EC), you will write a literature study and you will further define your research question based on your literature review. You will get a separate grade for this phase. In the second phase (25 EC), you will perform the research and write a report about the results that includes the literature review you have written in the first phase. You will also give a presentation about your work. The master project can be done internally, or externally at another university or at a company, in the Netherlands or in another country. Examples of projects of recent graduates.

GMT Colloquium (5 EC)

The Colloquium Game and Media Technology is a series of talks and research paper presentations on GMT-related topics. The main focus of the colloquium is to give you the opportunity to prepare and practice giving a talk, and to widen the knowledge about different research directions related to GMT. Furthermore, there will be invited talks from GMT research and/or the industry, as well as sessions with a special topic, such as scientific integrity.