University certificate
The world's largest faculty of video games”
Introduction to the Program
You will learn how to stand out in artistic communities, social networks and the professional environments that are most beneficial to you”
It's no wonder that art is becoming increasingly important for both indie studios and giants like Microsoft and Sony, as the graphical improvements in technical engines and hardware have propelled the industry to previously inconceivable heights of quality. Art teams have increased in size and relevance, which has also enabled numerous job opportunities in the video game market.
This TECH title gathers the most important and up-to-date information on art in the video game industry, with a modern vision that covers the most common artistic procedures in the sector today, as well as the development of a professional portfolio so that students stand out and aspire to lead prestigious artistic teams.
All this in a comprehensive program prepared by highly qualified professionals, with the support of the largest online academic institution. Thanks to their experience, the entire syllabus is enriched with the most outstanding advances in software and social networks for artistic designers, as well as the most comprehensive theory regarding interesting units such as volume, aesthetics, color and human anatomy in the most ambitious artistic projects.
It should be noted that the format of the program is also 100% online, which makes it possible to balance all kinds of personal and professional responsibilities. All the educational material is available for download from the first day, and students can access it from any device with an Internet connection.
You will master tools such as Photoshop and Clip Studio Paint, adapting them to the most demanding work rhythms"
This Master's Degree in Art for Video Games contains the most complete and up-to-date educational program on the market. Its most notable features are:
- The development of case studies presented by experts in Video Game Art
- The graphic, schematic, and practical contents with which they are created, provide 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 for experts and individual reflection work
- Content that is accessible from any fixed or portable device with an Internet connection
Take your knowledge and skills regarding artistic aesthetics to a new level, forging your own style with the best tools on the market"
The program’s teaching staff includes professionals from the sector who contribute their work experience to this 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 knowledge 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.
You will stand out in an industry where artists are recognized for excellent works such as Ghost of Tsushima or Hades"
You will enhance your professional portfolio to make it attractive to lead artistic teams"
Syllabus
Using the most innovative teaching methodology in the academic panorama, TECH ensures that this degree is of maximum efficiency for the student. Therefore, Relearning is used to deliver all content, as TECH is one of the few universities licensed to use it. Thanks to this innovative methodology, the student acquires the most relevant terms and concepts of the degree in a natural and progressive way, without having to make great efforts or invest huge amounts of hours to pass the program.
You will find a wealth of exercises, reflective readings, simulated scenarios, summaries and motivational videos that will serve as great teaching aids throughout your degree"
Module 1. Professional Drawing
1.1. Materials
1.1.1 Traditional
1.1.2 Digital
1.1.3 Environment
1.2. Ergonomics and Heating
1.2.1 Warm-Ups
1.2.2 Rest
1.2.3 Health
1.3. Geometric Shapes
1.3.1 Line
1.3.2 Ellipses
1.3.3 3D Shapes
1.4. Perspectives
1.4.1 A Vanishing Point
1.4.2 Multiple Leakage Points
1.4.3 Advice
1.5. Sketch
1.5.1 Lace
1.5.2 Digital vs. Traditional
1.5.3 Clean
1.6. Line Art
1.6.1 About Sketch
1.6.2 Digital
1.6.3 Advice
1.7. Shading in Drawing
1.7.1 Plots
1.7.2 Blurring
1.7.3 Filling
1.8. Simplify Shapes
1.8.1 Organic Shapes
1.8.2 Structures
1.8.3 Fusion of Simple Shapes
1.9. Means of Ink Filling
1.9.1 Ink
1.9.2 Ballpoint Pen
1.9.3 Digital
1.10. Line Improvement
1.10.1 Exercises
1.10.2 Line Combing
1.10.3 Practice
Module 2. Volume
2.1. 3D Shapes
2.1.1 2D to 3D
2.1.2 Mixing Shapes
2.1.3 Study
2.2. Shadows on Planes
2.2.1 Lack of Light
2.2.2 Light Direction
2.2.3 Shadows on Different Objects
2.3. Ambient Occlusion
2.3.1 Definition
2.3.2 Light Difficulty
2.3.3 Contact
2.4. Shadows in Anatomy
2.4.1 Face
2.4.2 Human Body Plans
2.4.3 Lighting
2.5. Narrative Shading
2.5.1 Example
2.5.2 When to Use
2.5.3 Exaggeration
2.6. Comic Shading
2.6.1 Styles
2.6.2 Plots
2.6.3 Authors
2.7. Sleeve Shading
2.7.1 Styles
2.7.2 Authors
2.7.3 Implementation
2.8. Plots
2.8.1 Traditional
2.8.2 Digital
2.8.3 Wefts Made
2.9. Volume and Perspective
2.9.1 Without Shading
2.9.2 Shapes
2.9.3 Implementation
2.10. Volume by Color
2.10.1 Depth
2.10.2 Shape
2.10.3 Brushstroke
Module 3. Aesthetics
3.1. Styles
3.1.1 Seniority
3.1.2 Modern
3.1.3 Video Games
3.2. Modern Styles and Canon
3.2.1 8 Heads
3.2.2 Disney
3.2.3 Video Games
3.3. American Style
3.3.1 Comics
3.3.2 Illustration
3.3.3 Animation
3.4. Asian Style
3.4.1 Manga
3.4.2 Anime
3.4.3 Traditional
3.5. European Style
3.5.1 History
3.5.2 Comic
3.5.3 Illustration
3.6. Aesthetics by Gender
3.6.1 Infantile/Juvenile
3.6.2 Fantasy
3.6.3 Other
3.7. Canons
3.7.1 History
3.7.2 Canons
3.7.3 Flexibility
3.8. Styling
3.8.1 The Human Being
3.8.2 Adaptation
3.8.3 Shapes
3.9. Visual Storytelling
3.9.1 Meaning
3.9.2 Intention
3.9.3 Environment
3.10. Own Style
3.10.1 Analysis
3.10.2 Practice
3.10.3 Advice
Module 4. Color
4.1. Light Propagation
4.1.1 Technicality
4.1.2 Example
4.1.3 Light Color
4.2. Light on Surfaces
4.2.1 Reflexes
4.2.2 Bounces
4.2.3 Subsurface Scattering
4.3. Design and Color
4.3.1 Exaggeration
4.3.2 Imagination
4.3.3 Use
4.4. Light in Shadows
4.4.1 Reflexes
4.4.2 Color in the Shadows
4.4.3 Tricks
4.5. HUE/Matrix
4.5.1 Definition
4.5.2 Importance
4.5.3 Use
4.6. Saturation
4.6.1 Definition
4.6.2 Importance
4.6.3 Use
4.7. Value
4.7.1 Definition
4.7.2 Contrast in Art Work
4.7.3 Use
4.8. Color in Illustration
4.8.1 Differences
4.8.2 Freedom
4.8.3 Theory
4.9. Color in Concept Art
4.9.1 Importance
4.9.2 Design and Color
4.9.3 Prop Scenario Character
4.10. Color in Art
4.10.1 History
4.10.2 Changes
4.10.3 Reference
Module 5. Programs in the Industry
5.1. Photoshop
5.1.1 In the industry
5.1.2 Basics
5.1.3 Recommendations
5.2. Clip Studio Paint
5.2.1 Differences
5.2.2 What Makes It Unique?
5.2.3 For Whom?
5.3. Precreate
5.3.1 iPad
5.3.2 In the industry
5.3.3 Future
5.4. Alternative Programs
5.4.1 Krita
5.4.2 Aseprite
5.4.3 Others
5.5. Photoshop Interface
5.5.1 Tools
5.5.2 Personalization
5.5.3 Advice
5.6. Photoshop Layers
5.6.1 Layer Styles
5.6.2 Mask Layer
5.6.3 Advice
5.7. Photoshop Brushes
5.7.1 Where to Find?
5.7.2 Create your Own
5.7.3 Use
5.8. Format and Dimensions
5.8.1 JPG vs. PNG
5.8.2 Bits
5.8.3 Image Resolution
5.9. Color in Photoshop
5.9.1 One Layer
5.9.2 Multiple Layers
5.9.3 Advice
5.10. Digitized from Traditional Media
5.10.1 Scanning
5.10.2 Photoshop Editing
5.10.3 Erase Colors
Module 6. 2D in the Video Game Industry
6.1. Digital Entertainment Industry
6.1.1 Currently
6.1.2 Competition
6.2. Concept Art
6.2.1 Importance
6.2.2 Types
6.2.3 Movies/Video Games
6.3. Illustration
6.3.1 Illustration for Video Games
6.3.2 Uses
6.3.3 Recommendations
6.4. UI Artist
6.4.1 Use
6.4.2 Design
6.4.3 History
6.5. Environment Artist
6.5.1 Difference
6.5.2 Importance
6.5.3 India
6.6. Pixel Art
6.6.1 Currently
6.6.2 Advice
6.6.3 Programs
6.7. Animators
6.7.1 3D
6.7.2 2D in Video Games
6.7.3 Advice
6.8. Storyboarder
6.8.1 Importance
6.8.2 Large Studios
6.8.3 In Video Games
6.9. Splash Art
6.9.1 Online
6.9.2 Currently
6.9.3 Advice
6.10. Art Director
6.10.1 Importance
6.10.2 India
6.10.3 Competition
Module 7. Anatomy
7.1. Lace and Organic Shapes
7.1.1 Practice
7.1.2 Complexity
7.1.3 Routine
7.2. References
7.2.1 Live
7.2.2 Webpages
7.2.3 Good References
7.3. Skeleton Simple Shapes
7.3.1 Understanding
7.3.2 About Images
7.3.3 Simplify
7.4. Complex Skeleton
7.4.1 Progress
7.4.2 Nomenclature
7.4.3 From Simple to Complex
7.5. Muscles
7.5.1 About References
7.5.2 Muscles for Utility
7.5.3 Body Types
7.6. Cranium
7.6.1 Structure
7.6.2 Loomins
7.6.3 Advice
7.7. The Human Face
7.7.1 Proportions
7.7.2 Common Errors
7.7.3 Advice
7.8. Anatomy Profile
7.8.1 Advice
7.8.2 Differences
7.8.3 Construction
7.9. Anatomy 3/4
7.9.1 What to Consider
7.9.2 Advice
7.9.3 Differences
7.10. Color of the Human Body
7.10.1 Translucency
7.10.2 Color in the Shadows
7.10.3 Tones
Module 8. Develop Drawing
8.1. Drawing from Imagination
8.1.1 Start
8.1.2 Practices
8.1.3 Advice
8.2. Search and Development of References
8.2.1 Different References
8.2.2 Pinterest
8.2.3 References to Avoid
8.3. Routines
8.3.1 Routine
8.3.2 Enjoying Your Studies
8.3.3 Breaks
8.4. Drawing of Poses
8.4.1 Pages
8.4.2 Time
8.4.3 Daily
8.5. Develop a Notebook
8.5.1 What Notebook?
8.5.2 When?
8.5.3 Contents
8.6. Getting out of the Comfort Zone
8.6.1 Change
8.6.2 Abstraction
8.7. Testing Styles
8.7.1 Authors
8.7.2 Different
8.7.3 Study it
8.8. Seek feedback
8.8.1 Friendships
8.8.2 Social Networks
8.8.3 Do Not Take It Personally
8.9. Participate in Communities
8.9.1 Online Communities
8.9.2 City Events
8.10. Improving the Fundamentals
8.10.1 Practices
8.10.2 Back
8.10.3 Redo
Module 9. Design in Video Games
9.1. Video Game Design
9.1.1 Design and Video Games
9.1.2 Concept
9.2. Ideation
9.2.1 References
9.2.2 Written
9.2.3 Sketches
9.3. Iteration
9.3.1 Silhouettes
9.3.2. Advice
9.3.3. Shape Design
9.4. Character Design
9.4.1. Psychology of the Character
9.4.2. Color
9.4.3. Details
9.5. Props Design
9.5.1. Shape
9.5.2. Uses
9.5.3. Importance
9.6. Scenario Design
9.6.1. Composition
9.6.2. Details
9.6.3. Depth
9.7. Clothing Design
9.7.1. Reference
9.7.2. Inspiration
9.7.3. Originality
9.8. Color in Design
9.8.1. Meaning
9.8.2. Psychology
9.8.3. Focal Points
9.9. Utility on Site
9.9.1. Video Game Industry
9.9.2. 3D Equipment
9.9.3. Project
9.10. Artistic Show Design
9.10.1. Pitch Deck
9.10.2. Finished Work
9.10.3. Cleaning
Module 10. The Art Industry for Videogames: Musts
10.1. Professional Image
10.1.1. Showcase your Work
10.1.2. Popularity
10.1.3. Communities
10.2. Portfolio
10.2.1. Pages
10.2.2. Physical
10.2.3. Advice
10.3. Submitting Jobs
10.3.1. Clean Sketches
10.3.2. Mount
10.3.3. Format
10.4. Portfolio
10.4.1. Advice
10.4.2. Language
10.4.3. Date
10.5. Practices
10.5.1. National
10.5.2. Relations
10.5.3. Hybrid
10.6. Social Networks
10.6.1. Art Station
10.6.2.LinkedIn
10.6.3. Instagram
10.7. Web
10.7.1. Platforms
10.7.2. Portfolio
10.7.3. Contact
10.8. Register of Works
10.8.1. Pages
10.8.2.Rights
10.8.3. Laws
10.9. Teamwork
10.9.1. Advice
10.9.2.Communication
10.9.3. Importance
10.10. Telecommuting
10.10.1.Schedule
10.10.2.Discipline
10.10.3. Language
A unique, key and decisive training experience to boost your professional development”
Master's Degree in Art for Video Games
.
Graphical improvements in technical engines and hardware have propelled the video game industry to previously unimaginable levels of quality, engaging the viewer and increasing the number of sales of titles. As a result, artistic teams have increased in size and relevance, which has generated numerous job opportunities in the video game market. Given this situation, the Master's Degree in Art for Video Games has been designed to provide you with the best skills in artistic creation and boost your career prospects in a highly demanded sector.
Specialize in Art for Video Games online and from home
.
Do you want to be part of the graphic creation of video games developed by leading companies such as Ubisoft or RockStar Games? With the Master's Degree in Art for Video Games, this goal will be much closer! Learn how to use the most useful software in this area, as well as how to handle the techniques to perfect the volume, aesthetics, color and human anatomy of your designs. All this learning, in addition, will be guided by excellent teachers who have played their roles in ambitious artistic projects for video games.