Why study at TECH?

Specialize in the essential Programming Languages to Develop high-quality Video Games”  

experto universitario lenguajes programacion videojuegos

There are numerous programming languages in the world. Some of them are very limited and are used in very specific circumstances. Others, in spite of having a very restricted scope, are absolutely essential, as for example the Machine Language or the Assembler, which serve to establish the Basic Instructions between Hardware and Software in Operating Systems.

There are also Languages that intervene in a single System, such as Visual Basic, others that have become universal, such as C, and those that have increased their popularity in recent years due to their usefulness in aspects related to Statistics, such as Python.

Thus, for every problem or for every circumstance, there is a Programming Language. And Video Games are no exception, since they need a specific type of language to be developed correctly. Object Oriented Programming Languages such as C++ are vital in this process and, for that reason, this Postgraduate Diploma in Video Game Programming Languages is the answer for all those who want to learn everything about the Video Game Development.

Thanks to this program, students will be able to become true experts in this field of work, opening the doors to the industry and being able to access the best companies in the field thanks to the skills they will acquire by taking it. 

Learn the Programming Languages that will make your Video Games successful” 

This Postgraduate diploma in Video Game Programming Languages contains the most complete and up-to-date scientific program on the market. Its most notable features are:

  • Practical cases presented by experts in video game development 
  • The graphic, schematic, and eminently practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice 
  • Practical exercises where self-assessment can be used to improve learning 
  • Its 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  

Programming is essential for the Video Game Development. Enroll in this Postgraduate Diploma and build your professional career” 

The program’s teaching staff includes professionals from the sector who contribute their work experience to this training program, as well as renowned specialists from leading 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 training programmed to train 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 during the academic year. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.

The Video Game Industry is looking for talented programmers like you. Don't miss this opportunity and enroll.

especializacion lenguajes programacion videojuegos

Pave your way to success with this Postgraduate diploma.

Syllabus

The program contains a highly specialized syllabus that has been designed by leading experts in the field. That way, students will enjoy knowledge fully focused on professional practice, which will facilitate the task of becoming highly sought-after workers in the industry. For that reason, this Postgraduate diploma in Video Game Programming Languages is the solution for all those who want to turn their career around, putting them in the best position to thrive in this complex field. 

especializacion online lenguajes programacion videojuegos

You won't find a better syllabus to specialize in Video Game Programming Languages”  

Module 1. Object Oriented Programming

1.1. Introduction to Object Oriented Programming  

1.1.1. Introduction to Object Oriented Programming  
1.1.2. Class Design  
1.1.3. Introduction to Unified Modeling Language (UML) for Problem Modeling  

1.2. Class Relations  

1.2.1. Abstractions and Heritage  
1.2.2. Advanced Concepts of Heritage  
1.2.3. Polymorphism  
1.2.4. Composition and Aggregation  

1.3. Introduction to Design Patterns for Object Oriented problems  

1.3.1. What Are Design Patterns?  
1.3.2. Factory Pattern  
1.3.3. Singleton Pattern  
1.3.4. Observer Pattern  
1.3.5. Composite Pattern  

1.4. Exceptions  

1.4.1. What Are Exceptions?  
1.4.2. Catching and Handling Exceptions  
1.4.3. Launching Exceptions  
1.4.4. Creating Exceptions  

1.5. User Interface  

1.5.1. Introduction to Qt  
1.5.2. Positioning  
1.5.3. What Are Events?  
1.5.4. Events: Definition and Catching  
1.5.5. User Interface Development  

1.6. Introduction to Concurrent Programming  

1.6.1. Introduction to Concurrent Programming  
1.6.2. Concept of Process and Thread  
1.6.3. Process and Thread Interaction  
1.6.4. C++ Threads  
1.6.5. Advantages and Disadvantages of Concurrent Programming  

1.7. Thread Management and Synchronization  

1.7.1. Thread Life Cycle  
1.7.2. Thread Class  
1.7.3. Thread Planning  
1.7.4. Thread Groups  
1.7.5. Daemon Threads  
1.7.6. Synchronization  
1.7.7. Locking Mechanisms  
1.7.8. Communication Mechanisms  
1.7.9. Monitors  

1.8. Common Problems in Concurrent Programming  

1.8.1. Producer-Consumer Problem  
1.8.2. Readers-Writers Problem  
1.8.3. Dining Philosophers Problem  

1.9. Software Testing and Documentation  

1.9.1. Why Is It Important to Document Software?  
1.9.2. Design Documentation  
1.9.3. Documentation Tool Use  

1.10. Software Tests  

1.10.1. Introduction to Software Tests  
1.10.2. Types of Tests  
1.10.3. Unit Test  
1.10.4. Integration Test  
1.10.5. Validation Test  
1.10.6. System Test 

Module 2. 3D Modeling 

2.1. Introduction to C#   

2.1.1. What is POO?   
2.1.2. Visual Studio Environment   
2.1.3. Types of Data   
2.1.4. Type Conversions   
2.1.5. Conditionals   
2.1.6. Objects and Classes   
2.1.7. Modularity and Encapsulation   
2.1.8. Heritage   
2.1.9. Abstract Classes   
2.1.10. Polymorphism   

2.2. Fundamentals of Mathematics   

2.2.1. Mathematics Tools in Physics: Scalar and Vectorial Magnitudes   
2.2.2. Mathematics Tools in Physics: Scalar Product   
2.2.3. Mathematics Tools in Physics: Vectorial Product   
2.2.4. Mathematics Tools in POO   

2.3. Fundamentals of Physics   

2.3.1. Rigid Solids   
2.3.2. Kinematics   
2.3.3. Dynamics   
2.3.4. Collisions   
2.3.5. Projectiles   
2.3.6. Flying   

2.4. Fundamentals of Computer Graphics   

2.4.1. Graphics Systems   
2.4.2. 2D Graphics   
2.4.3. 3D Graphics   
2.4.4. Raster Systems   
2.4.5. Geometric Modeling   
2.4.6. Hidden-Surface Elimination   
2.4.7. Realistic Visualization   
2.4.8. OpenGL Graphics Library   

2.5. Unity: Introduction and Installation   

2.5.1. What Is Unity?   
2.5.2. Why Unity?   
2.5.3. Features of Unity   
2.5.4. Installation   

2.6. Unity: 2D and 3D   

2.6.1. 2D Gameplay: Sprites y Tilemaps   
2.6.2. 2D Gameplay: 2D Physics   
2.6.3. Unity 2D Video Game Examples   
2.6.4. Introduction to Unity 3D   

2.7. Unity: Installation and Object Creation   

2.7.1. Adding Components   
2.7.2. Deleting Components   
2.7.3. Importing Assets and Textures   
2.7.4. Supplies and Maps for Materials   

2.8. Unity: Interaction and Physics   

2.8.1. Rigidbody   
2.8.2. Colliders 
2.8.3. Joints    
2.8.4. Character Controllers   
2.8.5. Continous Collision Detection (CCD)   
2.8.6. Physics Debug Visualization   

2.9. Unity: Basic Artificial Intelligence (AI) for NPCs   

2.9.1. Pathfinding in Unity: Navmesh   
2.9.2. AI Enemies   
2.9.3. NPC Action Tree   
2.9.4. NPC Hierarchy and Scripts   

2.10. Unity: Animation Fundamentals and Implementation   

2.10.1. Animation Controller: Character Association   
2.10.2. Blend Tree: Combination Tree   
2.10.3. State Transitions   
2.10.4. Transition Threshold Modification 

Module 3. Web Game Design and Development 

3.1. Web Origins and Standards  

3.1.1. Internet Origins  
3.1.2. World Wide Web  
3.1.3. First Web Standards  
3.1.4. Rise Web Standards  

3.2. HTTP and Client-Server Structure  

3.2.1. Client-Server Role  
3.2.2. Client-Server Communication  
3.2.3. Recent History  
3.2.4. Centralized Computing  

3.3. Web Programming: Introduction  

3.3.1. Basic Concepts  
3.3.2. Preparing Web Servers  
3.3.3. Basic Concepts of HTML5  
3.3.4. HTML Forms

3.4. Introduction to HTML and Examples  

3.4.1. HTML5 History  
3.4.2. HTML5 Elements  
3.4.3. Application Programming Interface (API)  
3.4.4. CCS3  

3.5. Document Object Model  

3.5.1. What Is a Document Object Model?  
3.5.2. Using DOCTYPE  
3.5.3. The Importance of Validating the HTML  
3.5.4. Accessing Elements  
3.5.5. Creating Elements and Texts  
3.5.6. Using InnerHTML  
3.5.7. Deleting an Element or Text Node  
3.5.8. Reading and Writing Element Attributes  
3.5.9. Manipulating Element Styles  
3.5.10. Attaching Multiple Files at Once  

3.6. Introduction to CSS and Examples  

3.6.1. CSS3 Syntax  
3.6.2. Style Sheets  
3.6.3. Labels  
3.6.4. Selectors  
3.6.5. CSS Web Design  

3.7. Introduction to JavaScript and Examples  

3.7.1. What Is JavaScript?  
3.7.2. A Brief History of the Language  
3.7.3. JavaScript Versions  
3.7.4. Displaying Dialog Boxes  
3.7.5. JavaScript Syntax  
3.7.6. Understanding Scripts  
3.7.7. Spaces  
3.7.8. Comments  
3.7.9. Functions  
3.7.10. On-Page and External JavaScript  

3.8. JavaScript Functions  

3.8.1. Function Declaration  
3.8.2. Function Expression  
3.8.3. Calling Functions  
3.8.4. Recursion  
3.8.5. Nested Functions and Closures  
3.8.6. Variable Preservation  
3.8.7. Multinested Functions  
3.8.8. Name Conflicts  
3.8.9. Closings or Closures  
3.8.10. Function Parameters  

3.9. PlayCanvas for Web Game Development  

3.9.1. What Is PlayCanvas?  
3.9.2. Project Configuration  
3.9.3. Creating an Object  
3.9.4. Adding Physics  
3.9.5. Adding Models  
3.9.6. Changing the Gravity and Scene Settings  
3.9.7. Executing Scripts  
3.9.8. Camara Controls  

3.10. Phaser for Web Game Development  

3.10.1. What Is Phaser?  
3.10.2. Loading Resources  
3.10.3. Building the World  
3.10.4. Platforms  
3.10.5. Players  
3.10.6. Adding Physics  
3.10.7. Using the Keyboard  
3.10.8. Pickups  
3.10.9. Points and Scoring  
3.10.10. Bouncing Bombs

estudiar lenguajes programacion videojuegos

Develop the most famous video games of the future thanks to everything you will learn on this program” 

Postgraduate Diploma in Video Game Programming Languages

At TECH Global University, with the help of the best specialists in the field, we designed the postgraduate course of Postgraduate Diploma in Video Game Programming Languages, thanks to which students will be qualified with an updated study plan, which will allow them to obtain all the necessary skills to excel in the labor praxis. Our course will allow them to learn the different programming methods applied to the field of video games, also, we will deepen in the process of production and design, so that they can know the different perspectives and visions of the other areas involved in the phases of creation. On the other hand, at the end of the program the student will be able to handle any language that is asked, facing with solvency the challenges of professional practice.

Postgraduate Course in Programming Languages for Video Games 100% online

ThePostgraduate Diploma in Video Game Programming Languages of TECH has new thematic axes, which will allow students to address topics such as 3D modeling, web development, software testing, object creation, fundamentals of animation, among other conceptual areas of great academic value. In addition, throughout the course we will encourage the professional's self-learning so that upon graduation he/she can continue to expand his/her conceptual background, continuously improving in the execution of projects. On the other hand, the student will solve different activities based on real life, in which he/she will carry out a self-evaluation process that will allow finding shortcomings in his/her theoretical bases, allowing the educator to reinforce these weaknesses.