University certificate
The world's largest faculty of video games”
Why study at TECH?
The ideal is to create puzzles that become a challenge for the users, maintaining their attention on completing the game”
The level designer is a key position in a project, as it can make a game exciting or disappoint the audience. Therefore, it is necessary to understand the dynamics of the player, who does not want to spend long hours trying to solve the puzzles to advance to the next level. In this way, the level designer becomes a key player in finding the balance between a stimulating and a boring challenge.
Thinking about how important it is to sustain the user's attention in the game, the following program has been elaborated to help students to determine the internal structure of the Video Games they play. To do so, they will learn how to perform 3D modeling, following the appropriate programming code. In addition, a study of the design process will be carried out, in which the interface of the games and the user evaluation methods will be evaluated.
On the other hand, you will discover the operation and basic features of game engines, such as Gamer Maker, which is a software based on an interpreted programming language to create video games. We will also study Unreal Engine 4, one of the most used platforms worldwide for the creation of realistic and innovative games.
Finally, human-computer interaction will be explored, analyzing accessibility guidelines, the standards that establish them and the tools that help to evaluate them. This will allow us to understand the importance of application usability and the different types of human diversity.
Develop your empathy for the user so that they enjoy the experience of participating in a game that stimulates their competitive skills”
This Postgraduate diploma in Level Design for Video Games contains the most complete and up-to-date program on the market. The most important features include:
- Practical cases presented by experts in Video Game Narrative
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where the self-assessment process can be carried out to improve learning
- Special emphasis on innovative methodologies
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
Learn the process of interface design, from requirements analysis to evaluation”
The teaching staff of this program includes professionals from the industry, who contribute the experience of their work to this program, in addition to recognized specialists from reference societies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive learning programmed to learn in real situations.
This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise throughout the program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.
Correctly and efficiently program applications applied to video game engines"
Understand the functions of each component of a video game in order to develop new ones"
Syllabus
The Postgraduate diploma in Level Design for Video Games has a syllabus that gathers all the fundamental contents to establish the internal architecture of a game. In this way, the student will receive, in a theoretical and practical way, knowledge endorsed by the needs of the sector. In this sense, they will understand how to do 3D modeling, the operation of the most used Video Game engines in the market and finally, and the tools that allow for the evaluation of the different ways in which people interact with the computer.
It's the best time to learn how Unreal Engine 4, the most widely-used game engine worldwide, works”
Module 1. 3D Modeling
1.1. Introduction to C#
1.1.1. What is OOP?
1.1.2. Visual Studio Environment
1.1.3. Types of Data
1.1.4. Type Conversions
1.1.5. Conditionals
1.1.6. Objects and Classes
1.1.7. Modularity and Encapsulation
1.1.8. Heritage
1.1.9. Abstract Classes
1.1.10. Polymorphism
1.2. Fundamentals of Mathematics
1.2.1. Mathematical Tools in Physics: Scalar and Vector Quantities
1.2.2. Mathematical Tools in Physics: Scalar Product
1.2.3. Mathematical Tools in Physics: Vector Product
1.2.4. Mathematics Tools in OOP
1.3. Physical Principles
1.3.1. Rigid Solids
1.3.2. Kinematics
1.3.3. Dynamics
1.3.4. Collisions
1.3.5. Projectiles
1.3.6. Flying
1.4. Fundamentals of Computer Graphics
1.4.1. Graphics Systems
1.4.2. 2D Graphics
1.4.3. 3D Graphics
1.4.4. Raster Systems
1.4.5. Geometric Modeling
1.4.6. Elimination of Hidden Parts
1.4.7. Realistic Visualization
1.4.8. OpenGL Graphics Library
1.5. Unity: Introduction and Installation
1.5.1. What Is Unity?
1.5.2. Why Unity?
1.5.3. Features of Unity
1.5.4. Installation
1.6. Unity: 2D and 3D
1.6.1. 2D Gameplay: Sprites and Tilemaps
1.6.2. 2D Gameplay: 2D Physics
1.6.3. Unity 2D Video Game Examples
1.6.4. Introduction to Unity 3D
1.7. Unity: Instantiation and Object Creation
1.7.1. Adding Components
1.7.2. Deleting Components
1.7.3. Importing Assets and Textures
1.7.4. Supplies and Maps for Materials
1.8. Unity: Interactions and Physics
1.8.1. Rigidbody
1.8.2. Colliders
1.8.3. Joints
1.8.4. Character Controllers
1.8.5. Continuous Collision Detection (CCD)
1.8.6. Physics Debug Visualization
1.9. Unity: Basic Artificial Intelligence (AI) for NPCs
1.9.1. Pathfinding in Unity: Navmesh
1.9.2. AI Enemies
1.9.3. NPC Action Tree
1.9.4. NPC Hierarchy and Scripts
1.10. Unity: Animation Fundamentals and Implementation
1.10.1. Animation Controller: Character Association
1.10.2. Blend Tree: Combination Tree
1.10.3. State Transitions
1.10.4. Transition Threshold Modification
Module 2. Video Game Engines
2.1. Video Games and Information Communication Technologies (ICTs)
2.1.1. Introduction
2.1.2. Opportunities
2.1.3. Challenges
2.1.4. Conclusions
2.2. History of Video Game Engines
2.2.1. Introduction
2.2.2. Atari
2.2.3. The 80s
2.2.4. First Engines. The 90s
2.2.5. Current Engines
2.3. Video Game Engines
2.3.1. Types of Engines
2.3.2. Video Game Engine Parts
2.3.3. Current Engines
2.3.4. Selecting an Engine for Our Project
2.4. Motor Game Maker
2.4.1. Introduction
2.4.2. Scenarios Design
2.4.3. Sprites and Animations
2.4.4. Collisions
2.4.5. Scripting in Game Maker Languages (GML)
2.5. Unreal Engine 4: Introduction
2.5.1. What Is Unreal Engine 4? What Is Its Philosophy?
2.5.2. Materials
2.5.3. UI
2.5.4. Animations
2.5.5. Particle Systems
2.5.6. Artificial Intelligence
2.5.7. Frames Per Second (FPS)
2.6. Unreal Engine 4: Visual Scripting
2.6.1. Blueprints and Visual Scripting Philosophy
2.6.2. Debugging
2.6.3. Types of Variables
2.6.4. Basic Flow Control
2.7. Unity 5 Engine
2.7.1. C# y Visual Studio Programming
2.7.2. Creating Prefabs
2.7.3. Using Gizmos to Control Video Games
2.7.4. Adaptive Engine: 2D and 3D
2.8. Godot Engine
2.8.1. Godot Design Philosophy
2.8.2. Object- and Composition-Oriented Design
2.8.3. All in One Package
2.8.4. Open and Community-Driven Software
2.9. RPG Maker Engine
2.9.1. RPG Maker Philosophy
2.9.2. Taking as a Reference
2.9.3. Creating a Game with Personality
2.9.4. Commercially Successful Games
2.10. Source 2 Engine
2.10.1. Source 2 Philosophy
2.10.2. Source and Source 2: Evolution
2.10.3. Use of the Community: Audiovisual Content and Video Games
2.10.4. Future of Source 2 Engine
2.10.5. Successful Mods and Games
Module 3. Human-Computer Interaction
3.1. Introduction to Human-Computer Interaction
3.1.1. What is Human-Computer Interaction?
3.1.2. Relationship Between Human-Computer Interaction and Other Disciplines
3.1.3. User Interface
3.1.4. Usability and Accessibility
3.1.5. User Experience and User-Focused Design Methodology
3.2. Computer and Interaction: User Interface and Interaction Paradigms
3.2.1. Interaction
3.2.2. Paradigms and Styles of Interaction
3.2.3. Evolution of User Interfaces
3.2.4. Classic User Interfaces: WIMP/GUI, Commands, Voice, Virtual Reality
3.2.5. Innovative User Interfaces: Mobiles, Laptops, Collaborative, BCI
3.3. The Human Factor: Psychological and Cognitive Aspects
3.3.1. The Importance of the Human Factor in Interaction
3.3.2. Human Information Processing
3.3.3. The Input and Output of Information: Visual, Audio and Tactile
3.3.4. Perception and Attention
3.3.5. Knowledge and Mental Models: Representation, Organization and Acquisition
3.4. The Human Factor: Sensory and Physical Limitations
3.4.1. Functional Diversity, Disability and Deficiency
3.4.2. Visual Diversity
3.4.3. Audio Diversity
3.4.4. Cognitive Diversity
3.4.5. Motor Diversity
3.4.6. The Case of Digital Immigrants
3.5. Design Process (I): Requirements Analysis for the User Interface Design
3.5.1. User-Centered Design
3.5.2. What is Requirements Analysis?
3.5.3. Collection of Information
3.5.4. Analysis and Interpretation of Information
3.5.5. Usability and Accessibility Analysis
3.6. Design Process (II): Prototype and Task Analysis
3.6.1. Conceptual Design
3.6.2. Prototyping
3.6.3. Hierarchic Task Analysis
3.7. Design Process (III): The Evaluation
3.7.1. Evaluation in the Design Process: Objectives and Methods
3.7.2. Evaluation Methods Without Users
3.7.3. Evaluation Methods With Users
3.7.4. Evaluation Standards and Rules
3.8. Accessibility: Definition and Steps
3.8.1. Universal Accessibility and Design
3.8.2. WAI Initiative and WCAG Steps
3.8.3. WCAG 2.0 and 2.1
3.9. Accessibility: Evaluation and Functional Diversity
3.9.1. Web Site Accessibility Evaluation Tools
3.9.2. Accessibility and Functional Diversity
3.10. The Computer and Interaction: Peripherals and Devices
3.10.1. Traditional Peripherals and Devices
3.10.2. Alternative Peripherals and Devices
3.10.3. Mobiles and Tablets
3.10.4. Functional Diversity, Interaction and Periphera
Level design is one of the most important phases in the development of a video game. Learn how to create stimulating challenges for players by completing this Postgraduate diploma”
Postgraduate Diploma in Level Design for Video Games
Level design is a fundamental part for the success of any video game, for this reason it is essential that people interested in succeeding in this area are qualified with high-quality programs such as TECH Global University. Our Postgraduate Diploma in Level Design for Video Games consists of 450 instructional hours, during which students will access an updated curriculum with the latest advances in the field. In addition, with the new knowledge acquired, professionals will be able to competently apply narrative structures, delving into the process of creating scripts, storyboarding and the different stages that make up this area.
Postgraduate program in Level Design for Video Games 100% online
This TECH program has been designed by a group of specialists with extensive experience in the production of audiovisual products. Thanks to this, students will have access to the best contents regarding mathematical fundamentals, human-computer interaction, development and animation engines, as well as other conceptual areas that will be of utmost importance to have an excellent professional practice. On the other hand, we offer benefits of time and space, which are very useful for a correct planning of activities outside the academic environment.