FACULTY OF INFORMATION TECHNOLOGY

GAME DEVELOPMENT

Akreditovano

BASIC INFORMATION::

  • Duration of studies: 4 years
  • Number of ECTS: 244 ECTS
  • Title: Bachelor with Honors in Information Technology
  • Study domain: IMT

  • Scientific field: Electrotechnical and Computer Engineering
  • Narrow scientific field: Game Development
  • Forms of study: traditional (at the university premises) and online, via Internet (e-learning)
  • Place of teaching: Belgrade and Nis

Računarske igre | Međunarodni standardi

Računarske igre | Incoming EU | Univerzitet MetropolitanThis program is the result of the Incoming project under the Tempus program, funded by the European Union.

WHAT ARE VIDEO GAMES?

Computer games, also known as video games, are games played on personal computers or other mobile computing devices. In addition to entertainment games, there is an increasing use of games for training and education (a.k.a. serious games). The development of computer (video) games requires the use of complex software and the utilization of the full capabilities of computer hardware. Therefore, game development requires the involvement of a larger number of game development experts who are well-versed in Computer Science, Software Development methods (i.e., Software Engineering), and Information Technology. Graphic designers specialized in video games also play a significant role in game development, making them an essential part of the game development team.
 
The computer/video game development industry is highly developed worldwide (surpassing the film industry) and offers significant employment opportunities in this field. Developing a complex game can require 50 or more person-years of work, making the demand for game development experts increasingly pronounced.

REASONS FOR STUDYING GAME DEVELOPMENT AT METROPOLITAN UNIVERSITY

The primary purpose of the Game Development study program is to provide competent professionals with the necessary knowledge and skills for the challenging and highly valued field of game development (with an emphasis on game programming and game design fundamentals). The game development industry is highly developed worldwide (surpassing the film industry), and there is a rapid increase in the number of domestic companies in Serbia offering substantial employment opportunities. Students in this study program go beyond the traditional approach to software development in order to gain expertise in a creative game design. They engage in the practical aspects of game programming, while also fully participating in the entire game production process, from pre-production to the finished product.

KNOWLEDGE GAINED DURING STUDIES

A graduate student gains the following general competencies:

  • Professional skills in research, communication, and job seeking.
  • Understanding of the theoretical framework, game mechanics, and basic phases in video game development necessary for critical thinking and game design.
  • Practical use of essential tools and software necessary for game design.
  • Specific knowledge of game design through independent research and project and portfolio development.
  • Knowledge of selecting and applying appropriate design methods, algorithms, programming languages, development tools, and techniques of computer graphics and artificial intelligence.
  • Analysis of social, ethical, and legal issues relevant to software development.
  • Knowledge of the technical and technological framework of the game development environment and optimization of content for seamless distribution of digital products.
  • A graduate student gains the following specific competencies:
  • Developing skills necessary for pre-production of video games: level design, scriptwriting, game design research, independent and team-based game concept development.
  • Advanced use of 2D and 3D game development environments and understanding of programming languages for game engines.
  • Initiating game development projects independently or as part of a team.
  • Creative game design.
  • Visual design of video games.
  • Creating games for virtual and augmented reality environments.
  • Understanding the concepts of creating and distributing multimedia content as integral parts of gameplay.
  • Design and creation of user interfaces.
  • Specification and preparation of assets for games.
  • Computer game programming.
  • Organizing and conducting game testing.
  • Developing software environments for game development (game engines).

CAREER OPPORTUNITIES FOR GRADUATES OF INFORMATION TECHNOLOGY FOR GAME DEVELOPMENT

Students who choose the Game Development study program are qualified to work on software for computer and video games. The game development industry is highly developed worldwide (surpassing the Hollywood film industry), and the demand for experts in game development is great. Besides working for specialized game development companies that exist in Serbia, graduates can also work on development projects for foreign game producers in Serbia as self-employed game developers.

COMMON EMPLOYMENT POSITIONS

Studenti koji izaberu modul RAZVOJ VIDEO IGARA osposobljeni su da rade softver za računarske i video igre. Industrija razvoja igara je vrlo razvijena u svetu (prevazilazi Holivudsku industriju proizvodnje filmova) i potreba za stručnjacima za njihov razvoj je velika. Pored rada za specijalizovane firme za računarske igre koje postoje i u Srbiji, diplomirani studenti mogu da rade razvojne poslove i za inostrane proizvođače igara i u Srbiji, u vidu samozaposlenih inženjera za računarske igre.

Računarske igre | FIT | Dizajner igara
Game Designer
Računarske igre | FIT | Programer gejmpleja
Gameplay Programmer
Računarske igre | FIT | Programer gejm endžina
Game Engine Programmer
Računarske igre | FIT | Kontrola kvaliteta
Quaility Control
Računarske igre | FIT | Programer korisničkog interfejsa
User Interface Programmer
Računarske igre | FIT | Tester igara
Game Tester
Računarske igre | FIT | Programer veštačke inteligencije
Artificial Intelligence Programmer

OUR PARTNERS

ALIGNMENT WITH INTERNATIONAL STANDARDS

This study program is aligned with contemporary global trends and the state-of-the-art in the relevant educational-scientific or artistic-educational field and is comparable to similar programs at foreign higher educational institutions, especially within the European educational area.

The program is aligned with the following recommendations of American professional associations IEEE and ACM:

The Joint Task Force on Computing Curricula Association for Computing Machinery (ACM) and IEEE Computer Society, Computer Science Curricula 2013, Curriculum Guidelines for Undergraduate Degree Programs in Computer Science

Association for Computing Machinery (ACM), IEEE Computer Society, Curriculum Guidelines for Undergraduate, Degree Programs in Information Technology, 2008

Association for Computing Machinery (ACM), IEEE Computer Society, Computing Curricula 2020, CC 2020 Paradigms for Global Computing Education, December 31 2020

Računarske igre | FIT | USAGLAŠENOST PROGRAMA SA MEĐUNARODNIM STANDARDIMA

CURRICULUM AND PROGRAMME

I YEAR
AD174 Introduction to Video Games

The course introduces students to the basic concepts of game development. By creating his own 2D game, the student is trained to work independently in the prototype phase of development. Mastery of Photoshop, Audacity, Unity and Bolt in 2D video game development. Introduction to the video game industry, games, video game history, video game architecture, development process, video game concepts, target audience, gameplay process, development environment, movement in games, basics of artificial intelligence in games, NPCs in games, sound and music, games and society, the future of games.

CS100 Introduction to Programming (Python)

The course objective is to introduce students to the basics of programming through the Python programming language. Through the course, students are introduced to basic programming concepts such as data structures, conditions, loops, variables and functions. This course includes an overview of the various tools available for writing and running Python. The course provides hands-on coding exercises using commonly used data structures, writing custom functions, and reading and writing to files. The course covers topics such as an introduction to the basics of programming (what it is and how it works), data types, control structures, functions, arrays, inheritance, binary computing, debugging, testing, documentation, and object-oriented paradigms. Also, the course deals with string handling, string operations, string formatting; branching in the program, single, double and multiple branching; exception handling, loops and logical expressions: Boolean algebra and Boolean expressions; program decomposition; subroutine calling; transfer of parameters and results; concept and application of recursion; arrays and operations on arrays.

NT110 Business communication

The course enables acquisition of relevant theoretical and practical knowledge from business communication that allows for adequate operations in the business environment. Students gain the knowledge that communication skills can be crucial for success in any business activity. The course introduces students to business and social issues of communication – models and implications of effective business communication on business. Topics studied in the course are: Introduction to professional communication, obstacles in communication, types of communication, verbal communication skills, non-verbal communication skills, written communication skills, personal performance in communication, conflicts, team communication, intercultural communication, visual identity of the organization, organizational (corporate) culture.

MA120 Linear Algebra

In the course, students get to know and master various mathematical methods and techniques related to concepts from the field of linear algebra, which are intended for the profile of engineers in this direction. The following topics are studied in the course: Introductory concepts; Basic concepts of mathematical logic; Statement account; Quantifiers; Sets and binary relations; The concept of function; Algebraic structures with one and two algebraic operations; Number sets; Field of real numbers; Field of complex numbers (algebraic, trigonometric and exponential forms of complex numbers, Moivre’s formula, rooting of complex numbers); Polynomials over the field of complex and real numbers; Determinant; Term; Even and odd permutations; Determinant of arbitrary order; Properties of determinants; Laplace’s position for the development of the determinant; Matrix calculus: Concept of matrix; Matrix operations; Inverse matrix; Rank matrix; Systems of linear equations: Concept; Matrix method; Kramer’s rule. Gauss-Jordan method; Kronecker – Cappelli’s attitude; Vector spaces: Linear independence and independence of vectors; Base and dimension of vector space; Unitary and normed vector space; metrics; Vector space R^n; Scalar product, norm and metric in R^n; Cartesian rectangular coordinate system in R^3; Operations and relations with vectors in R^3; Scalar product of two vectors – definition, properties, applications. Vector product of two vectors – definition, properties, applications. Mixed product of vectors – definition, properties, applications; Plane equation (vector form, general scalar form, segmental form); The equation of a plane determined by three non-collinear points; Distance of a point to a plane; Mutual relation of two planes; Angle between two planes; A strand of plane; Plane equation (vector form, canonical form); The equation of a line containing two distinct points; The equation of a line as the intersection of two planes; Mutual position of two lines – passing lines; The shortest distance between two passing lines; Mutual position of two lines – the lines intersect, are parallel and coincide; The angle between two intersecting lines; Distance of a point to a line; The mutual relationship between the line and the plane; The angle between a straight line and a plane; Projection of a point on a plane; Projection of a point on a line; The projections are straight on the plane.

NT111 English 1

English 1 is a general English course at intermediate level. The aim of this course is to develop competence in grammar and vocabulary, as well as to develop and practice the following language skills: speaking, listening, reading, writing, translating and integrating the aforementioned skills. After passing the course NT111 English 1, the student will be able to: in the area of speech comprehension: respond adequately to oral messages related to activities in a general context, understand the message of short presentations, understand information about known contents, understand the essence of statements, draw conclusions after listening to an unknown shorter text; In the area of understanding a read text: read shorter texts written in standard language, understand the general meaning and supplementary information from the shorter text, understand shorter texts with different content; In the area of oral expression: participate in dialogues, exchange information and opinion with the interlocutor on general topics and interests, use English to communicate in a general context for 5 minutes; In the area of written expression: write notes, messages and letters in a reasoned and argumentative way, summarize a short text read or listen to on general topics and express their opinion, write electronic messages, text messages, participate in blog discussions at B1 level according to the Common European reference framework for languages.

CS130 C/C++ Programming Language

The goal of the course is for students to become able to use all essential elements of both C and C++ programming languages. This implies that students are able to write, that is. create complex C/C++ console applications, both structural programs in Cu and object-oriented (OO) programs in C++, using integrated development environments for C/C++ programming. Students are introduced to data types, variables, program flow control, loops, functions, arrays, and strings, as well as OO programming concepts. All important features and characteristics of this programming language will be discussed and illustrated so that students will learn all the important differences that exist in syntax, features and memory model between C/C++ and other programming languages. Topics covered in the course are: Introduction to C; Conditional statements and loops; Functions; Arrays and strings; Indicators; Structures; Union; Memory management; C-preprocessor; Working with files; Debugging; Introduction to C++; Basic elements of the C++ language; Introduction to C++ classes and objects; Hiding data; Static class members; Overlapping functions and operators; Composition; Inheritance; Polymorphism; Abstraction; Templates; C++ Library and STL; Exception Management; Input/Output in C++; Modern C++.

CS106 Introduction to Video Game Programming (C#)

The course aims to familiarize students with the basics of 2D and 3D video game development using the C# programming language in the Unity development environment. Students are first introduced to the syntax of the C# programming language, as well as the concept of object-oriented programming. After that, they are introduced to the components of the Unity development tool. Also, they will be introduced to how to connect C# scripts and components in Unity. The course covers the following topics: Introduction to C# programming; Variables; Loops; Conditions; Methods; Arrays; Classes; Object-oriented programming; Introduction to video game development; Fundamentals of the Unity development environment; Objects; Components; Scenes and physics; Asset loading; Collisions; Camera control; Game mechanics through C#; AI enemies using C# scripts.

CS105 Fundamentals of Web Technologies

The aim of the course is to acquaint students with the basics of various web technologies and the fundamental principles of websites and web applications. Through an overview of topics and concepts, students will be presented with basic knowledge and skills for client-side (front-end) programming. Students will be able to create simple web applications. Topics studied in the course are: Markup and styling languages; HTML (Hyper Text Markup Language) and CSS (Cascading Style Sheets); Basics of scripting languages; JavaScript; JavaScript – DOM (Document Object Model); jQuery; Bootstrap; Semantic UI; Basics of front-end programming; Elements of good design; event-based programming; Customizable design; Network protocols; HTTP (Hypertext Transfer Protocol); Communication web server – web browser; Basics of AJAX (Asynchronous JavaScript And XML); Introduction to optimization of search results – SEO (Search Engine Optimizatin).

AD185 Making 3D Video Games

In the course, students are introduced to the process and techniques of developing 3D video games. By creating his own 3D game, the student is trained to work independently in the prototype phase of development. Mastering the application of “Maya” software for 3D modeling and “Unity” development environment in the development of 3D video games.
The process of creating 3D games; Concept design of 3D games; 3D modeling tools; Shaping of 3D objects; Coloring 3D objects; Applying textures; Creation of 3D game terrain; Creating a basic 3D game scene; Scripting; Modular organization of the game; Communication scripts; Player commands; 3D animation; Publishing the game.

NT112 English 2

English 2 is an upper intermediate level course of English – a combination of general English and the language of the profession. The aim of this course is to develop competence in grammar and vocabulary, as well as to develop and practice the skills of speaking, listening, reading, writing, translating and integrating the aforementioned skills. After passing the course NT112 English 2 students will be equipped to: In the field of speech understanding: Adequately react to oral messages related to activities in a general context, understand the message of longer presentations, understand information about known content, understand the essence of statements, draw conclusions after listening to unknown text; In the area of understanding a read text: Read shorter texts written in standard language, understand the general meaning and supplementary information from the text, understand longer texts of different content; In the area of oral expression: Participate in dialogues, exchange information and opinion with the interlocutor on general topics and interests, uses the English language for communication in a general context for a duration of 5 to 7 minutes; In the field of written expression: Write notes, messages and business letters in a reasoned and argumentative manner, summarize the text read or listened to on general topics and expresses one’s own opinion, write formal letters (applications for internships or scholarships), write electronic messages, text messages, participate in blog discussions at level B2 according to the Common European Framework of Reference for Languages.

II YEAR
Izborni predmet 1

AD110 Basics of Graphic Design
The aim of the course is to guide the student towards understanding the elements and concepts of visual materials. The student should know his own affinities and discover the field of design in which they will improve. The course develops creative thinking and expression. The course studied aims to prepare the student for the adoption, integration, interpretation and application of modern theories of communication, media and semiotics in visual communication. The goal is for the student to understand the importance of language, media and art in the process of creating and analyzing visual material. The following topics are studied in the course: Basic theoretical knowledge of the principles of graphic design and familiarization with the work of the forerunners of graphic design; The principles of shaping visual identity and digital images; Introduction to Photoshop software and Photoshop tools: Grayscale, RGB, CMIK; Image correction and optimization; Basics of working with adjustment layers; Basic techniques of working with images; Image storage; Color adjustment; Verbalization – visualization of color; Familiarization with extensions and techniques for saving and storing files from graphic design.

IT354 Web Systems 1
The course introduces students to the field of designing and programming the client side (front-end). The aim of the course is to familiarize students with the functioning of the Internet and Internet services, to train students in the development of front-end web applications using a specific working framework based on JavaScript / TypeScript notation – Angular. In addition to developing business logic, by coding Angular files, students will also acquire the skills of web user interface design, frontend code optimization and reduction, application of templates for frontend application development. In particular, students will learn to perform standard and Mock – simulated tests on the created frontend, using modern test tools such as: Jasemin and Karma. Finally, by mastering this subject, the student will acquire the skills and knowledge necessary to perform the tasks of a junior web frontend developer. Topics covered in the course are: Overview and application of advanced HTML concepts; Application of stylization on the client side using the CSS language and the Bootstrap working framework; Basic and advanced elements of the JavaScript language; Elements of the Angular framework and the TypeScript language as extensions of the standard JavaScript language; Working with components in Angular; Angular application structure; Work with forms; The concept of dependency injection; HTTP request handling and routing in Angular applications; Working with web services; Reactive programming in Angular and advanced components; Working on an advanced Angular project.

IT250 Databases

The database is the central place of any information system. The primary objective of this course is to acquaint students with the basic rules and principles used in the case of designing databases using the E/R technique, reverse engineering procedures and data normalization rules. Also, students should master the syntax and semantics of SQL in order to successfully create, implement and use databases after designing them. A significant place within this course is dedicated to the study of existing standards for data access (ODBC and JDBC) as well as the role that XML plays in solving such problems today. The course not only provides the necessary knowledge to those who will deal only with the design of databases and the development of applications over databases, but also to those who want to focus on the administration of databases, because part of the course is also dedicated to these topics. The following topics are studied in the subject: Information management; Data organization architecture; Architecture of data organization – relational model of databases; Conceptual data modeling using E/R diagrams; Conceptual data modeling using advanced E/R diagrams; Examples of good conceptual models; Link conceptual – logical – physical database model; Transformation of the conceptual into a logical and physical database model; Data organization architecture – data normalization, SQL for data definition (DDL); SQL for data manipulation (DML) – work with one table; SQL: SELECT statement for working with multiple tables; Creating views; Database environment management; Administration of databases; Protection of databases; Distribution of databases.

AD220 Video Game Design

In the course, students are introduced to the basics of video game design, mastery of game mechanics as well as the application of standard techniques in the process of video game development. Improving students’ ability to critically evaluate video games. The course covers the following topics: Introduction to game design and mechanics; Iterative game design; Basic properties of playing and games; Games as a system; Formal elements of the game; Early stages of game design; “MDA” approach to game design; The appeal of games; Testing; Game objectives; Genres; Story; Characters; Interface; Game documentation.

CS232 2D Game Programming

Familiarization with the basic skills and standard techniques necessary for the development and programming of 2D video games, and enabling students to create and implement 2D video games using the C/C++ programming language, the OpenGL graphic interface, and the FMOD audio library. The ultimate goal is for students to master the basics of game design and implementation of different genres, as well as to become capable of independently adjusting the gameplay and game balance. The course covers the following topics: Basic display techniques in 2D games; Graphics for 2D games – Showing basic shapes; Showing the movement of objects; Composition of transformations and homogeneous coordinates; Displaying bitmap pixels, text and images; Characters in the game; Control of the character in the game; Game execution control; Sound; Implementation of background display techniques; Basics of game physics; Movement under the influence of forces; Point and body mechanics in 2D; Collisions in 2D; Examples of 2D game implementations.

NT213 English in IT

The course objective is to raise the level of professional English knowledge to the B2+/C1 level of the “Common European Framework for Living Languages”. In the course English in IT, students should revise the use of grammar at an upper intermediate level, expand general and especially professional vocabulary, practice their use in different language functions and improve and integrate all four language skills (reading, writing, listening and speaking). After passing the course English in IT, students will be able to: In the field of Speech Comprehension: Adequately react to verbal messages related to activities in a professional context; Understand the message of longer presentations on familiar topics in which expert language and articulate pronunciation are used; Understand information about relatively familiar and familiar content and more complex instructions in a professional context; Understand the general and professional sense of informative radio and television shows on related topics, in which professional speech is used; Understand the essence of the statements of the interlocutors who are discussing professional topics; Draw conclusions after listening to an unknown text regarding the type of text, the number of interlocutors, their mutual relationships and intentions, as well as regarding professional content; In the area of understanding the read text: Understands longer texts on specific topics from professional literature; Find, separate and understand the basic message and essential information in an informative text on a known professional topic; Identify and understand relevant information in written prototype documents (letters, prospectuses) and other non-functional texts (newspapers, magazine articles, reports and advertisements); Recognize basic argumentation in professional texts (eg newspaper columns or letters from readers, blogs, forums as well as other types of comments); Determine the meaning of unknown words based on context; In the area of oral expression: Participate in dialogues, exchange information and opinion with the interlocutor on professional topics and interests; Use English as the language of communication in a professional context, adapting the speech to the communicative situation, in a time duration of five to seven minutes; Deliver a pre-prepared presentation lasting eight to ten minutes on a specific topic (from the domain of profession and personal interest); Indicate the importance of certain statements and parts of statements with appropriate gesticulation and mimicry or emphasis and intonation; In the field of written expression: Write in a logical and argumentative manner about topics from their area of interest; Compile a report based on research conducted in the field of profession.

CS101 Object-Oriented Programming 1

The course focuses on an introduction to the basic concepts in programming from the aspect of object-oriented programming. The course introduces students to the concepts of object-oriented programming, as well as procedural programming methods with the aim of mastering the basics of programming languages. Students are trained to independently develop simpler programs in Java. Topics studied in the course are: Concept and history of programming languages; Program translation; Data types, arithmetic, relational and logical operators; Program loops; Methods and return types; One-dimensional and multidimensional arrays; Basic Java classes; Inheritance, generalization and polymorphism; Interfaces; Association, aggregation and composition relations in the UML language with implementation in Java; Nested classes; Streams, files and specialization.

CS233 3D Game Programming

In the course, students master standard programming techniques in the C++ language, with the use of OpenGL, during the process of developing 3D computer games, and mastering realistic rendering of the dynamics of the virtual world in real time. Students are introduced to the basic skills and techniques specific to the development of 3D computer games such as animation techniques and algorithms, as well as to the basic elements of the graphics and physics engine of a video game. The course covers the following topics: Basics of 3D modeling; Creation of basic 3D models; Showing the scene; Modern OpenGL – GLS;, Basics of 3D transformations; Application of 3D transformations in OpenGL; Hierarchical 3D modeling; Modeling of humanoids; Lighting and painting of objects; Shading of objects and textures; Basics of the physical game engine; Application of the Bullet physics engine; Advanced 3D scene display techniques; Basics of animation in 3D; Application of 3D sound; Examples of 3D game implementation.

AD273 Video Game Analysis

The course objective is to encourage critical thinking in relation to video games and their context. Through the discussion of various philosophical and theoretical approaches, in the context of different video games, students will gain insight into the properties and potential of the medium and its socio-cultural implications. Another goal is to expose students to games they may not be familiar with, to expand and challenge their understanding of what video games are. Lectures are devoted to the discussion of selected video games, and tutorials are devoted to playing the proposed games and writing analyses. Theoretical teaching includes the following topics: basic elements of games, types of gameplay, player psychology and game experience, game presentation (critical analysis), types of game analysis, video game media theory, presentations of well-known and characteristic games. During the tutorials, the gameplay of typical games will be observed, played and analyzed.

ELECTIVE COURSE 2

AD140 Introduction to 3D Modeling and Animation
The aim of the course is to acquaint students with the basics of the entire process of making 3D animated sequences. Students get to know the basics of 3D modeling, the basics of 3D texturing, the basics of 3D animation, the basics of dynamic simulations and the basics of rendering. Students acquire the knowledge needed for the independent realization of reduced animated sequences, as well as the knowledge needed for smooth continuation of the study of the mentioned areas in the higher years of study. The teaching involves analyzing and familiarizing students with the basic concepts and methods of 3D modeling and texturing, preparing models for animation (Rigging), animating models, setting and animating cameras and the basics of the scene rendering procedure.

MA273 Fundamentals of Probability and Statistics
Through this course, students master the basic methods of probability and statistical analysis and the ability to apply those methods in solving practical problems. Topics covered in the course are: Random events; The concept of probability; Axioms of probability; Geometric probability; Combinatorics; Bird’s nest principle; Conditional probability; Independence of events; Formula of total probability; Bayes formula; Bernoulli scheme; One-dimensional random variables of discrete and continuous type. Two-dimensional random variables of discrete type; Numerical characteristics of random variables; Some important distributions; Conditional distributions; Information and entropy; Equality of Chebyshev; Mouavre-Laplace formula; Law of large numbers; Central limit theorem; Concept, subject and task of statistics; Stages in statistical inference; Sample; Display of statistical data; Statistical analysis of data, measures of central tendency, measures of variation; Evaluation theory, maximum credibility method; Confidence intervals; Statistical hypothesis testing – parametric and non-parametric tests; Linear regression and correlation; Analysis of variance models.

AD330 User Experience Design

This course deals with user-oriented design. The aim of the course “User Experience Design” is to introduce students to numerous psychological, cultural, social, organizational, cognitive and perceptual models of users interacting with computer systems, using a variety of disciplines including psychology, sociology, ergonomics, graphic and industrial design and anthropology. The course covers several key areas concerning the design of interactions between human activities and computer systems that support them with constructed interfaces as well as the phenomena that surround them: user knowledge, interaction design, prototyping, gathering user requirements, cognitive and behavioral psychology, user-oriented design and testing and new interactive technologies. Practical teaching follows theoretical teaching by analyzing good and bad models in interface design and through the creation of functional prototypes with the help of dedicated software, as well as methods for testing and evaluating the interface and usability of digital products.

III YEAR
CS202 Object-Oriented Programming 2

Introduction to advanced concepts in programming from the aspect of object-oriented programming. The course introduces students to the concepts of error and exception management, multithreading, working with GUI and event management, working with data structures and generic data types, network programming, creating Java applications over databases, as well as internationalization and localization. The student is trained to independently develop intermediate and complex programs in Java. Topics covered in the course are: Development and event management in the GUI using the advanced Java-FX platform; Application of threads and writing multi-threaded programs through concurrent and parallel programming; Error and exception handling in Java programs; Working with generic classes and methods; Working with data structures in Java: lists, queues, stacks, sets and maps using the Java Collections Framework; Integrating SQL queries into Java programs and creating Java applications over databases – standard approach and ORM; Localization and internationalization in Java; Creating programs with a complex level of complexity.

CS215 Discrete Structures

The Discrete Structures course has two main objectives. The first is familiarization with the basic concepts and techniques related to discrete mathematical structures, especially those that have immediate application in computing. The second objective is to acquaint students with the methods of mathematical and logical reasoning.
Students will be able to solve problems based on acquired knowledge, which include the basics of mathematical logic, the basics of set theory, relations, functions, algorithms, properties of integers, congruences, recurrence relations, graph theory and algorithms with them, structures for dynamic data storage, relations arrangements, grids, mathematical structures, linear spaces and mappings. The subject includes the following topics: Basics of mathematical logic; Basics of set theory: Operations on sets, finite, countable and uncountable sets; Cardinality of sets; Classes of sets, partitive set and partitions; Mathematical induction; Relations: Types of relations, equivalence relations, ordering relations; Functions: 1-1, NA and invertible functions, examples of functions, arithmetic module M, Algorithms: Basic terms, recursively defined functions, numerical algorithms; Properties of whole numbers: Basic concepts, fundamental theorem of Arithmetic; Good arrangement; Sharing Algorithm; Divisibility, prime numbers, NZD and NZS, Euclid’s algorithm; Congruences: Mutually prime numbers, fundamental theorem of arithmetic, congruence relations, congruence equations; Recurrence relations: Linear recurrence relation with constant coefficients, solving a homogeneous linear recurrence relation of the second order; Graphs: Structures for dynamic data storage, paths in a graph, isomorphic and homeomorphic graphs, connectivity components, Euler and Hamiltonian paths, weighted, complete, regular, bipartite graphs, planar graphs, trees, graph algorithms, graph coloring; Ordering relations: Partially ordered sets, topological sorting; Extreme elements; Networks; Modeling and the possibility of applying special graphs in different areas of computer science.

AD323 Unreal Environment for Video Game Development I

The course aims to familiarize students with the basics of 3D video game development using the Blueprints graphic script language, in the Unreal Engine development environment. Students are first introduced to the basic tools of the aforementioned development environment, and then to its advanced functions. The next goal is to familiarize them with how to create levels, add materials to objects, animations and enemy artificial intelligence. At the end, students will be able to apply the acquired knowledge in the development of 3D video games. The course covers the following topics: Introduction to the development of video games using the “Unreal” environment; Basics of the Unreal system; Tools for developing a 3D game in the “Unreal” environment; Scenes and physics; Asset loading; Collisions; Camera control; Creation of game mechanics in “Unreal” environment; Enemy AI.

SE201 Introduction to Software Engineering

The course objective is for students to understand and master the methods and techniques of professional software development, the implementation of the following teaching units: Software processes, agile software development, requirements engineering, system modeling, software architecture design, software design and implementation, software testing and its evolution. The special goal of the course is to train the student for independent work in the development of a software product. The tasks that this subject should accomplish is the mastery of theoretical, methodological and practical knowledge of software engineering development, which are applied through the use of modern design tools.
The course enables students to develop clear, concise and formalized requirements in accordance with the real needs of users, to apply the principles of designing distributed systems, to perform the analysis and design of object-oriented systems, using the UML model, and to apply software quality measurement techniques. Topics studied in the course are: Software engineering and its place as an engineering discipline; Software processes: Process models, waterfall model, activities and process specification; Phases of software processes; Incremental development; Spiral model of development; RUP; Agile software development: Agile methods, extreme programming, agile project management and changing agile methods in software development; Requirements engineering: Functional and non-functional requirements, specification and requirements documents; Requirements of engineering processes, requirements gathering and analysis, UML use case scenarios, requirements validation and requirements management; System modeling with UML: Context models, interaction models, structural models, behavioral models and model-driven software development; Software system architecture design: Architectural views, layered architecture, data warehouse architecture, pipe and filter architecture, client-server architecture, transaction processing systems and information systems; Software design and implementation: OO system design using UML, software architecture design, design models, software design templates, software implementation; Software Testing: Developmental Testing, Unit Testing, Component Testing and System Testing; Software evolution: Evolution processes and their dynamics, system maintenance, software reengineering, preventive maintenance and management of old systems; Agile software development; Management of software development projects.

ELECTIVE COURSE 3

AD356 3D Modeling (Maya)
The aim of the course is to familiarize students with the basics of modeling in the 3D software package Autodesk Maya. Shaping the form of organic and mechanical features using the tools and techniques available within this software package. The student acquires skills, masters the techniques and knowledge necessary for shaping the form of a 3D model, its settings within the 3D space, elemental materialization, as well as lighting with generated light sources. Realized models can be free-standing – treated as real objects of a kind of (industrial) design, but also multifunctional (animation or 3D computer games). The course contains lectures designed through step-by-step demonstrations with specific goals and tasks, such as character design or industrial/mechanical model design (vehicle model), complete with lighting and texturing. In order to achieve the maximum use of the creative potential of students, a significant segment is dedicated to design and sketching, with the aim of creating models that are aesthetically pleasing, and at the same time functional and usable in animation.

IT390 Professional Practice and Ethics
Acquiring relevant theoretical and practical knowledge from business practice and ethics that enable adequate operation in the business environment. Knowing that the application of ethics in business gives security and the future of the development of every business system. Observing the specifics that professional practice and ethics have in the field of information technology. The course covers the following topics: Introduction to ethics as a science of morality; Introduction to business and professional ethics; Responsibility of the individual at the workplace; Protection of human rights at the workplace; Corporate social responsibility; Ethical virtues and principles in business; Leadership; Entrepreneurship; Computer ethics; Current issues of professionalism in the field of information technologies; Privacy in the age of information and communication technologies; Intellectual property and ethics; Ethics and high-tech crime; Ethical dilemmas and doubts in business; Prevention, recognition and prevention of mobbing.

CS230 Distributed systems

In this course, students are introduced to the concepts of organization and development of distributed systems using the Java Enterprise Edition platform and their differentiation from systems with a centralized architecture. Familiarity with different types of distributed systems. Familiarity with various techniques and tools based on the most important JEE platform for development and maintenance of distributed systems. Getting to know the concept of distributed light client through JSP and JSF technologies. Getting to know servlet technology as the basis of modern distributed software development. The use of remote calls through implementation through: Web services, JMS systems as a replacement for outdated CORBA functionalities, EJB kernels in combination with remote – distributed interfaces; Creation and implementation of REST and SOAP services in distributed applications; Familiarity with cloud services to support distributed applications; Topics covered in the course are: Systems with distributed and centralized architecture – introduction, comparison, advantages and disadvantages; Examples of systems with distributed architecture; Platforms for the development of software solutions with distributed architecture – JEE; Servlet technology as a basis for the development of distributed systems based on the JEE platform; Development of a distributed light client based on the application of servlet technologies: JSP and JSF; Application of CDI kernels for server-side development of a distributed software solution; Remote calls using the JMS system as a replacement for outdated CORBA functionality; Creation and use of different types of EJB beans in combination with remote – distributed interfaces; Implementation of web services in distributed systems; Application of cloud services in distributed systems.

CS365 User Interaction and Game Testing

The course aims to familiarize students with the user interface of video games, as well as with the structure and techniques of its development. Using the Unity development environment, students apply the acquired knowledge in creating a user interface. The next objective is to familiarize students with the basic techniques of video game testing and how to ensure the required quality of a video game. The course covers the following topics: Introduction to video game development; Interaction between the player and the game world; Physical and virtual player interface; Basics of user interface creation; User interface interaction components; Working with scripts; Software quality; Phases of software testing; Video game testing process.

CS361 Artificial Intelligence in Games

The course objective is to acquaint students with the basics and application of artificial intelligence in games, including techniques: states (finite state machines), guidance, agent communication, pathfinding in the game world, and the application of artificial intelligence algorithms in order to make agent decisions. Students get to know the implementation-programming of the studied techniques in the C++ language and their application in solving practical problems, through the development of computer games. The course covers the following topics: The concept of games, an overview of the most commonly used algorithms in the world of games; Machine learning in games; Finite state machines, agents and their perception in the game world; Leadership techniques; Intelligent systems; Mathematics of games, vectors and analytic geometry, optimization; Game physics – 2D forces, accelerations, speeds, position; AI modeling in games; Navigation, creation and area of application of graphs; Maps, the representation of the game world using graphs; Path finding in games, implementation of graphs, depth first search (dfs), breath first search (bfs); Application of artificial intelligence in the Unity game engine; Neural networks in games, multilayer neural networks, training and implementation of multilayer neural networks, reinforcement learning; Getting to know the OpenAI Gym package.

ELECTIVE COURSES 4 AND 5

IT355 Web Systems 2
The course introduces students to the field of server-side design and programming. Web client-server and multi-tier architectures, service-oriented architecture, aspect-oriented programming (AOP), control inversion with dependency injection (DI), J2EE technology and other modern techniques are studied. Through this course, the students will be familiar with the Java-based framework for designing and programming complex web applications – the Spring framework, web system security techniques, web application testing techniques and tools. In particular, the goal of the course is to master the following Spring topics: Mastering basic and advanced Spring IoC concepts, mastering aspect-oriented programming techniques in Spring, solving web application security problems in Spring, managing web flows in Spring, working in the Spring MVC framework, mastering Spring REST services, working with databases (Data Access) in Spring through the frameworks Spring JDBC, Spring ORM and Hibernate, testing web applications through Spring support for JUnit4/5 and TestNG6, working with system messages in Spring, applying the Spring Boot framework – and for facilitating settings and development of Spring applications, integration of the Angular framework with Spring. Topics covered in the course are: Introduction to the Spring framework; Spring IoC container; Aspect-oriented programming in the Spring framework; JSP and JSTL; Spring MVC; Introduction to Spring Boot; Spring Boot advanced concepts – advanced tools and technologies; Object relational mapping in the Spring framework; Spring REST; Spring Security subframe; Spring Messaging; Testing applications in the Spring framework; Integration of Spring (Boot) and Angular; Development of complex client-server applications.

CS120 Computer organization
Through this course, students are introduced to basic concepts and principles in the field of layered organization of computer systems. Students are first introduced to reference models of modern computer systems that include processors, primary and secondary memory, as well as input/output devices that connect other subsystems. Students are then introduced to all layers of computer organization, namely: digital logic layer, microarchitecture layer, instruction set and assembly language layer, as well as parallel computing system architecture layer, which includes on-chip parallelism, co-processors, multiprocessors and multicomputers, as well as grid computers. The course covers the following topics: Structured organization of computers; Binary arithmetic; Simple digital logic circuits; Complex digital logic circuits; Central processor; Primary and secondary memory; Input/output devices; Routes and interfaces; Processor microarchitecture; Performance improvement; ISA instruction set; Assembly languages; Translation and interpretation of programs; Parallel architectures of computer systems; Introduction to operating systems.

CS203 Algorithms and data structures
The course objective is for students to understand the enormous role and importance of algorithms and data structures in solving various problems, as well as to become capable of developing efficient programs using recursion, lists, queues, stacks, sets and maps, and sorting. The course also aims for students to learn how to develop search programs using binary and AVL trees, as well as develop programs using hashing, graphs, and weight graphs. The tasks that students receive during the semester allow them to improve the skills necessary to develop, describe and validate algorithmic solutions for new problems that they encounter in their professional careers. Topics covered in the course are: Introduction to algorithms; Analysis of the complexity of algorithms; Recursion – Advanced Analysis; Sorting; Lists; Stacks, queues and priority queues; Trees; Search trees; Hashing; Graphs; Weight graphs; Algorithms and strings; Finite automata; Hard-to-solve problems; Data compression.

NT475 Law on the Internet
Acquiring basic and applied knowledge in the field of law on the Internet, which implies: Understanding the basics of the legal system of the Republic of Serbia; Understanding the sources of rights on the Internet and their mutual hierarchy; Understanding the need to protect personal data in cyberspace and the basic postulates of the GDPR Regulation; Understanding the role and importance of intellectual property rights in the field of information and communication technologies; Understanding the legal aspects of storing personal data in the cloud; Understanding and improving knowledge in the field of high-tech crime and its manifestations, such as phishing; Understanding the importance of legal regulation of behavior on social networks (first of all, Facebook); Understanding the importance and role of the legal system in the field of electronic commerce and the conclusion of digital contracts, especially in the light of blockchain technologies. Topics covered in the course are: 1. Basics of law; 2. Sources of law on the Internet; 3. Intellectual property right; 4. Legal protection of computer programs and databases; 5. Electronic administration; 6. Legal protection of Internet domain names; 7. High-tech crime; 8. The law of the European Union on the protection of personal data; 9. Law of the Republic of Serbia in the area of personal data protection; 10. Legal aspects of data storage in the Internet cloud (cloud); 11. Phishing as a form of theft of personal data on the Internet; 12. Legal aspects related to Internet espionage and hacking; 13. Legal aspects of using social networks and advertising rules of the Republic of Serbia; 14. Electronic trade; 15. Contracts on the Internet.

IV YEAR
SE425 Upravljanje projektima razvoja softvera

Ovladavanje osnovim tehnikama menadžmenta u malom profesionalnom timu za razvoj softvera. Studenti se upoznaju sa klasičnim (vodopad) modelom upravljanja softverskih projekata i modelom životnog ciklusa softverskog projekta. Studenti uče o trouglu ograničenja pri upravljanju projektima razvoja softvera, kako upravljati kvalitetom softvera, ali i standardima za razvoj softvera. Konačno, studenti se upoznaju i sa iterativnim pristupom upravljanja softverskog projekta, kao uvod u agilni razvoj softvera. Teme koje se obrađuju na predmetu su: Uvod u projekte razvoja softvera; Osnovi upravljanja projektima; Klasični model upravljanja projektima; Osmišljavanje, pokretanje, planiranje, realizacija i završetak projekta; Pokretanje i planiranje softverskog projekta – detalji i tehnike; Modeli životnog ciklusa softvera; Upravljanje kvalitetom softvera; Kontrola konfiguracije softvera; Primena merenja u projektu razvoja softvera; Standardi za razvoj softvera.

CS330 Development of mobile applications

The course introduces students to the field of mobile application development on the Android platform. Special emphasis is placed on the development of applications that include the latest version of the operating system and the highest API levels. The course objective is to understand and master basic and advanced Android concepts and principles, as well as the latest development tools and languages necessary to successfully create applications for mobile devices running on the Android platform. In particular, in addition to Java, students will also learn the official language of Android – Kotlin, as another new language of the Java virtual machine. In particular, the course will show how it is possible to develop mobile applications for different mobile platforms using a cross-platform approach. By mastering this subject, students will be fully qualified for jobs as junior Android programmers. The course covers the following topics: Introduction to Android; Basic elements of an Android application: Activities, fragments and intents; GUI development in Android; Working with views, view groups, images and menus in Android applications; Data storage in Android applications using files, shared preferences and databases; Advanced data storage and access through content providers; Working with messages in Android applications; Creating and working with services in Android applications; Digital signing and publication of the application on Google Market; Elements of the Kotlin language; Conversion of existing Java code to Kotlin; Development of Android applications using the Kotlin language; Hybrid development of mobile applications – cross-platform approach; Development of advanced Android projects and their integration with web projects.

MG470 Innovations and entrepreneurship in digital business

This course provides insight into the emergence of digital entrepreneurship, key concepts, business models and resources needed to develop successful ventures. Students will develop a business plan for a digital enterprise as part of a venture team and present this plan in a business pitch. The focus of the course is on innovative digital entrepreneurship, and the student also acquires basic knowledge about the innovation development process. This course is of interest to students who plan to develop their own company or who intend to work in dynamic, digital companies.

CS445 Software environments for video game development

The course objective is to master the techniques of development (design, programming and maintenance) of game engines (software environment for the development of 2D and 3D video games) using the C++ programming language, the graphic environment IrrLicht and the Bullet environment for physical simulations. The course studies the architecture of the IrrLicht game engine and the operation of individual components, so that students improve the game development skills acquired in the previous courses. Students learn to develop, upgrade-integrate and maintain an existing software environment for video game development. The course covers the following topics: Introduction to game engines; Game engine architecture; Elements of the executive part of the game engine; Overlays and user interface; Working with engine structures and scenes; Nodes – basic objects of the IrrLicht engine; Camera Manager; Stage lighting; Audio subsystem; Advanced Irrlicht engine techniques; Subsystems for physics; Bullet subsystem for physics; Integration of the physics subsystem into the game engine; Working with files and publishing the game.

ELECTIVE COURSE 6

AD369 Character and Environment Design
The course objective is to enable students to independently conceive and design all elements of the visual aspect of games. This process takes place through phased work on the conceptualization of each of the elements, be they characters, props, means of transport or environments. The stages are subjected to evaluation and proofreading in order to produce artistically and technically correct works at the origin. Through a series of lectures, the student is gradually introduced to various aspects of character design and environment, which ultimately results in a complete visual resolution of an authentic (toy) universe. Various traditional and digital drawing and painting tools are used in the realization of the works – from sketches and drawings on paper to digitally painted concepts created in packages such as Adobe Photoshop or Corel Painter. Lectures gradually treat individual design, then purpose, genre, psychological and other aspects in character and environment design. Through case studies, the elements necessary for the realization of individual student projects are arrived at analytically.

AD165 Introduction to Animation
Cilj predmeta je da studenti dobiju osnovna znanja iz oblasti animacije. Studenti se upoznaju sa različitim tehnikama i osnovnim pojmovima i principima animacije. Takođe, studenti se upoznaju sa različitim primerima iz istorije animiranog filma kao i sa aktuelnim primerima animacije danas. Cilj je da se studentima omogući širok spektar znanja iz oblasti animacije, koji će im omogućiti dalje kvalitetno usavršavanje u ovoj oblasti, kao i sticanje neophodnih kompetencija za analizu animiranih sadržaja u različitim aspektima digitalnih umetnosti. Program obuhvata primere kako iz oblasti umetničkog animiranog filma tako i iz upotrebe animacije u komercijalnim sadržajima.

CS320 Operativni sistemi
The course objective is for students to gain basic knowledge in the field of animation. Students are introduced to various techniques and basic concepts and principles of animation. Also, students are introduced to various examples from the history of animated film as well as current examples of animation today. The goal is to provide students with a wide range of knowledge in the field of animation, which will enable them to further improve their quality in this area, as well as acquire the necessary competencies for analyzing animated content in various aspects of digital arts. The program includes examples both from the field of artistic animated film and from the use of animation in commercial content.

ELECTIVE COURSES 7 AND 8

AD477 Visual Narration and Dramaturgy of Video Games
Through the course, students are trained to solve the narrative and visual aspects of games, animation and close media. Theoretical and practical study of this issue leads to training for the independent realization of artistic projects. In the final stage, the written content is visualized through a storyboard and animatics or gameplay simulation. The teaching material theoretically and analytically deals with the narrative in computer games and close media. Specifically, the focus is on their structure, defining narrative, combining narrative and interaction, visual context of games, functionality and architecture of such content. Considering that it is about visual media, special attention was paid to previsualization and harmonization of visual, narrative and game aspects.

CS450 Cloud Computing
The course objective is to provide students with practically usable knowledge and skills that will enable them to choose a suitable technological platform for improving existing business processes, through their digital transformation resulting from the application of new cloud technologies. By studying the course, students are trained to successfully apply their knowledge in one of the business organizations through the selection, installation, configuration, design and application of: Virtualization, cloud types and services, security and legal regulations in the field of cloud computing. The subject includes a number of modern cloud technologies, which cover and include: Technologies for virtualization, physical platform as a service, software as a service and other types of cloud services. Different layers of cloud computing, theoretical and practical solutions of companies such as Google, Amazon, and Microsoft are also studied in the course. During the course, students have the opportunity to independently try out new technologies from the mentioned fields in exercises. One of the many useful elements of this subject is the creation of a project that includes practical work and research in the field of existing technologies, as well as in the field of developing new cloud computing technologies.

AD425 Virtual and Augmented Reality in Video Games
Through the course, students are introduced to the principles and specifics of virtual and augmented reality methods. Training students to independently create a video game in virtual or augmented reality. The course is designed as a set of lectures that guide the student through the topics: Continuum reality-virtuality; Methods of virtual and augmented reality; Historical development of virtual and augmented reality methods and technology; Specifics of virtual and augmented reality methods in video games; Principles of video games based on virtual reality; Principles of video games based on augmented reality; Meaningful games based on virtual and augmented reality technology; The impact of virtual and augmented reality technology on the video game industry. The student is trained to recognize opportunities, plan and implement methods and technology of virtual and augmented reality in video games.

CS440 Data Analytics
The course provides both theoretical and practical knowledge and skills related to data storage, processing, analysis and visualization. This involves collecting and exploring data to find patterns that can be useful in the organization, for example, in the form of improved decision-making for the organization’s management. The course deals with concepts related to data analytics, such as big data, data lakes, machine learning and visualization. The practical aspects of the course consist partly of the application of analysis and visualization tools, and partly of laboratory exercises where students develop their solutions in the field. In the course, students also learn how to compile data from different sources to enable data analysis.

AD462 Video game development project

The course exposes students to the complexities of independent video game development. Using creative methods, the student will independently conceive, design and develop his own original video game. Special emphasis is placed on design iteration in all aspects of video game development (game design, sound design, visual aesthetics, narrative and programming). Through theoretical and practical work, students are guided to focus on testing their games, and at the same time learn to support and challenge their game design decisions with appropriately focused testing and data analysis. Practical work on the subject takes place in Unreal Engine, using the Blueprint system, and the project represents an independent 3D game.

CS491 Professional Internship

The objective of professional internship is to prepare students and ensure quality acquisition of more complex experience about their profession and work tasks for which they are trained. The program tasks are set in such a way that in the first phase they lead and enable familiarization with the work environment, organizational profile, distribution of work tasks and insight into the content of activities, insight into the specifics of work at different workplaces. The following tasks are oriented to the involvement of students in projects of various types, scope and purposes, in their initial, development or final phase, as well as in their implementation from installation, training to maintenance. Through assisting in specific tasks, students should get to know and accept work technology as much as possible, so that in the next phase they can start projects independently. By looking at the work environment and specific work activities, the student should acquire new knowledge, job security and the possibility of integrating partially acquired knowledge and skills through previous studies. The focus of professional practice is on the most independent and concrete work contributions of the student in the areas; Installation and administration of systems, individual workstations, network and other configurations, development of applications in the field of information systems, web applications and other software solutions. Tasks can range from concepts, development, construction, testing, application and maintenance, also in the area of analysis of certain solutions and possible improvements.

CS495 Graduating Paper

The graduating paper of bachelor academic studies is the student’s independent work, which checks and evaluates the student’s ability to successfully apply the acquired knowledge in practice, especially in the field in which the graduating paper is written. The graduating paper represents the student’s research work in which they get acquainted with the specifics of the application of engineering methodology in the field.


Belgrade Metropolitan University – Traditional teaching and online teaching

STUDY PROGRAM Annual tuition (traditional and online classes) Discounted Price for the 1st Year of studies for Early Enrollment by March 31, 2025. Advance payment of 20% upon registration AMOUNT OF THE MONTHLY INSTALLMENT FOR THE PAYMENT MODEL OF THE REMAINING 11 INSTALLMENTS
Faculty of Information Technology
Information Technologies 2.990 € 2.691 € 538.20 € 195.71 €
Software Engineering 2.990 € 2.691 € 538.20 € 195.71 €
Game Development 2.990 € 2.691 € 538.20 € 195.71 €
Faculty of Management
Engineering and Operations Management 2.490 € 2.241 € 448.20 € 162.98 €
Digital Business and Marketing 2.490 € 2.241 € 448.20 € 162.98 €
Faculty of Digital Arts
Graphic Design 3.990 € 3.591 € 718.20 € 261.16 €
Interactive Media Design 3.990 € 3.591 € 718.20 € 261.16 €
Fashion Design 4.290 € 3.861 € 772.20 € 280.80 €
Faculty of Foreign Languages
English with business 2.290 € 2.061 € 412.20 € 149.89 €

 

Belgrade Metropolitan University in Nis – Traditional teaching

STUDY PROGRAM Annual tuition (traditional and online classes) Discounted Price for the 1st Year of studies for Early Enrollment by March 31, 2025. Advance payment of 20% upon registration AMOUNT OF THE MONTHLY INSTALLMENT FOR THE PAYMENT MODEL OF THE REMAINING 11 INSTALLMENTS
Faculty of Information Technology
Information Technologies 2.490 € 2.241 € 448.20 € 162.98 €
Software Engineering 2.490 € 2.241 € 448.20 € 162.98 €
Game Development 2.490 € 2.241 € 448.20 € 162.98 €
Faculty of Management
Engineering and Operations Management 1.990 € 1.791 € 358.20 € 130.25 €
Digital Business and Marketing 1.990 € 1.791 € 358.20 € 130.25 €
Faculty of Digital Arts
Graphic Design 3.390 € 3.051 € 610.20 € 221.89 €
Faculty of Foreign Languages
English with business 1.790 € 1.611 € 322.20 € 117.16 €

Interesting Facts About the Gaming Industry in Serbia:

56% of foreign and domestic companies have created new job positions in the gaming industry over the past three years, and 38% of them have hired students.

Gaming companies that established their centers in Serbia just a few years ago now have over 100and expect a rapid increase in demand for talent in the coming years.

Our region is among the top 5 5 most promising hubs for gaming industry development in the future, while Belgrade, Novi Sad, and Niš rank among the top 5 fastest-growing gaming industry centers in Europe.

450 new job positions are expected to be created in the next year.

Video games developed in Serbia have been downloaded or purchased over 370 million times worldwide!

Currently, more than 130 companies and teams in Serbia are engaged in game development, and this number is projected to grow continuously in the coming years.

1/3 of video game creators in Serbia are women!

The gaming industry generated over 125 million EUR in revenue last year.

Source: SGA – Serbian Gaming Industry Report

INTERESTED IN MORE INFORMATION ABOUT THIS PROGRAM?

Contact

E-mail

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Phone

011 20 30 885 // 018 551 000
 

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