Why study at TECH?

Minimize errors in your company's video games and become an essential professional thanks to this Postgraduate diploma” 

experto universitario testing videojuegos

The last phase of a video game project is its market release, marking the moment when users and players can enjoy it. But to reach this stage, a series of complex processes have had to take place, from the Artistic and Narrative Conception, to the Marketing Strategy, through Programming and other highly relevant matters.

However, there is a vital task that is not usually given importance outside the industry: Testing. The Testing Phase is absolutely essential for the success of a Video Game, since it is here where the errors that can make it fail will be found. For this reason, this task has to be entrusted to real specialists who know how to deal with it and how to find as many Bugs as possible, with the aim of fixing them before the video game is released.

This Postgraduate diploma in Video Game Testing offers students the best tools and knowledge so they can use them in their professional careers, thus being able to become essential assets in the most prestigious companies in the industry.

Testing work is essential for any video game company. Enroll and advance professionally”

This Postgraduate diploma in Video Game Testing 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 Testing
  • 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 the self-assessment process can be carried out to improve learning
  • Its special emphasis on innovative methodologies
  • Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments 
  • Access to content from any fixed or portable device with an Inter net connection

Without your work as a tester, your company's video games would fail. Specialize and achieve professional success immediately”

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.

Your testing work will lead to the success of your company's video games"

especializacion testing videojuegos

Don't wait any longer. This is the program you were looking for to stand out in the Video Game Industry"

Syllabus

The contents of thisPostgraduate diploma in Video Game Testing are the most up to date on the market, which means students will learn the most innovative skills and knowledge in the field, being able to apply them to their professional careers directly in their companies. With this program, students will learn everything they need for effective testing to detect errors that can cause their video games to fail, becoming, therefore, essential members in their companies.

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Programming is essential for the video game process development. Specialize in one of the most sought-after positions by companies in the industry”  

Module 1. Real-Time Programming

1.1. Basic Concepts in Concurrent Programming  

1.1.1. Main Concepts  
1.1.2. Concurrency  
1.1.3. Benefits of Concurrency  
1.1.4. Concurrency and Hardware  

1.2. Basic Concurrency Support Structures in Java  

1.2.1. Concurrency in Java  
1.2.2. Creating Threads  
1.2.3. Methods  
1.2.4. Synchronization   

1.3. Threads, Life Cycles, Priorities, Interruptions, Status and Executers  

1.3.1. Threads  
1.3.2. Life Cycle  
1.3.3. Priorities  
1.3.4. Interruptions  
1.3.5. Status  
1.3.6. Executers  

1.4. Mutual Exclusion  

1.4.1. What Is Mutual Exclusion?  
1.4.2. Dekker’s Algorithm  
1.4.3. Peterson’s Algorithm 
1.4.4. Mutual Exclusion in Java  

1.5. Status Dependency  

1.5.1. Dependency Injections  
1.5.2. Pattern Implementation in Java  
1.5.3. Ways to Inject Dependencies  
1.5.4. Example  

1.6. Design Patterns  

1.6.1. Introduction  
1.6.2. Creation Patterns  
1.6.3. Structure Patterns  
1.6.4. Behavior Patterns  

1.7. Using Java Libraries  

1.7.1. What Are Java Libraries?  
1.7.2. Mockito-All, Mockito-Core  
1.7.3. Guava  
1.7.4. Commons-Io  
1.7.5. Commons-Lang, Commons-Lang3  

1.8. Shader Programming  

1.8.1. Pipeline 3D and Rasterized  
1.8.2. Vertex Shading  
1.8.3. Pixel Shading: Lighting I  
1.8.4. Pixel Shading: Lighting II  
1.8.5. Post-Effects  

1.9. Real-Time Programming  

1.9.1. Introduction  
1.9.2. Processing Interruptions  
1.9.3. Synchronization and Communication between Processes  
1.9.4. Real-Time Planning Systems 

1.10. Real-Time Planning  

1.10.1. Concepts  
1.10.2. Real-Time Systems Reference Model  
1.10.3. Planning Policies  
1.10.4. Cyclical Planners  
1.10.5. Statistical Property Planners  
1.10.6. Dynamic Property Planners 

Module 2. Video Game Consoles and Devices

2.1. History of Programming in Video Games  

2.1.1. Atari (1977-1985)  
2.1.2. Nintendo and Super Nintendo Entertainment Systems (NES and SNES) (1985-1995)  
2.1.3. PlayStation / PlayStation 2 (1995-2005)  
2.1.4. Xbox 360, PlayStation 3 and Nintendo Wii (2005-2013) 
2.1.5. Xbox One, PlayStation 4 and Nintendo Wii U - Switch (2013-present)  
2.1.6.  Future  

2.2.     History of Playability in Video Games  

2.2.1.     Introduction  
2.2.2.     Social Context  
2.2.3.     Structural Diagram  
2.2.4.     Future 

2.3.     Adapting to Modern Times  

2.3.1.     Motion-Based Games  
2.3.2.     Virtual Reality  
2.3.3.     Augmented Reality  
2.3.4.     Mixed Reality  

2.4.     Unity: Scripting I and Examples  

2.4.1.     What Is a Script?  
2.4.2.    Our First Script  
2.4.3.     Adding a Script  
2.4.4.     Opening a Script  
2.4.5.     MonoBehavior  
2.4.6.     Debugging  

2.5.     Unity: Scripting II and Examples  

2.5.1.     Enter Keyboard and Mouse  
2.5.2.     Raycast  
2.5.3.     Installation  
2.5.4.     Variables:  
2.5.5.     Public and Serialized Variables 

2.6.     Unity: Scripting III and Examples  

2.6.1.     Obtaining Components  
2.6.2.     Modifying Components  
2.6.3.     Testing  
2.6.4.     Multiple Objects  
2.6.5.     Colliders and Triggers  
2.6.6.     Quaternion  

2.7.    Peripherals  

2.7.1.     Evolution and Classification  
2.7.2.     Peripherals and Interface  
2.7.3.     Current Peripherals  
2.7.4.     Near Future  

2.8.     Video Games: Future Perspectives  

2.8.1.     Cloud-Based Games  
2.8.2.     Controller Absence  
2.8.3.     Immersive Reality  
2.8.4.     Other Alternatives  

2.9.     Architecture  

2.9.1.     Special Video Game Requirements  
2.9.2.     Architecture Evolution  
2.9.3.     Current Architecture  
2.9.4.     Differences between Architectures  

2.10.     Development Kits and Evolution  

2.10.1.     Introduction  
2.10.2.     Third Generation Development Kits  
2.10.3.     Fourth Generation Development Kits  
2.10.4.     Fifth Generation Development Kits  
2.10.5.     Sixth Generation Development Kits 

Module 3. Multiplayer Networks and Systems

3.1.     History and Evolution of Multiplayer Video Games  

3.1.1.     The 1970s: First Multiplayer Games  
3.1.2.     The 90s: Duke Nukem, Doom and Quake  
3.1.3.     Rise of Multiplayer Video Games  
3.1.4.     Local or Online Multiplayer  
3.1.5.     Party Games  

3.2.     Multiplayer Business Models  

3.2.1.     Origin and Function of Emerging Business Models  
3.2.2.     Online Sales Services  
3.2.3.     Free to Play  
3.2.4.     Micropayments  
3.2.5.     Advertising  
3.2.6.     Monthly Payment Subscription  
3.2.7.     Pay to Play  
3.2.8.     Try before You Buy  

3.3.     Local and Network Games  

3.3.1.     Local Games: Beginnings  
3.3.2.     Party Games: Nintendo and Family Union  
3.3.3.     Networks Games: Beginnings  
3.3.4.     Network Games Evolution  

3.4.     OSI Model: Layers I  

3.4.1.     OSI Model: Introduction  
3.4.2.     Physical Layer  
3.4.3.     Data Link Layer  
3.4.4.     Network Layer  

3.5.     OSI Model: Layers II  

3.5.1.     Transport Layer  
3.5.2.     Session Layer  
3.5.3.     Presentation Layer  
3.5.4.     Application Layer  

3.6.     Computer Networks and the Internet  

3.6.1.     What Are Computer Networks?  
3.6.2.     Software  
3.6.3.     Hardware  
3.6.4.     Servers  
3.6.5.     Network Storage  
3.6.6.     Network Protocols  

3.7.     Mobile and Wireless Networks  

3.7.1.     Mobile Networks  
3.7.2.     Wireless Networks  
3.7.3.     How Mobile Networks Work  
3.7.4.     Digital Technology  

3.8.     Security  

3.8.1.     Personal Security  
3.8.2.     Video Game Hacks and Cheats  
3.8.3.     Anti-Cheating Security  
3.8.4.     Anti-Cheating Security Systems Analysis  

3.9.     Multiplayer Systems: Servers  

3.9.1.     Server Hosting  
3.9.2.     Massively Multiplayer Online (MMO) Video Games  
3.9.3.     Dedicated Video Game Servers  
3.9.4.     Local Area Network (LAN) Parties  

3.10.     Multiplayer Video Game Design and Programming  

3.10.1.     Multiplayer Video Game Design Basics in Unreal  
3.10.2.     Multiplayer Video Game Design Basics in Unity  
3.10.3.     How to Make a Multiplayer Game Fun
3.10.4.    Beyond a Controller: Multiplayer Controller Innovation

estudiar testing videojuegos

You will be known in the industry for your effective work doing exhaustive testing for your company's new video games”

Postgraduate Diploma in Video Game Testing

Software testing in video game development plays a fundamental role in the consolidation of a successful project; for this reason, entering this area is an excellent opportunity for all professionals to grow in the industry efficiently. The Postgraduate Diploma in Video Game Testing of TECH Global University consists of 450 instructive hours, during which students will have access to an innovative study plan, together with a document bank containing the most recent advances in the field. Our program will enable students to detect errors during the testing phase, learning about the different types of problems that may arise during the development phase. They will also understand how video games are designed and structured, knowing the key features of a real-time programming language.

Postgraduate Diploma in Video Game Testing 100% online

To understand the operation of testing it is necessary to know how the video game is structured, for this reason, in this postgraduate course of TECH we focus on developing a new theoretical background, which allows the professional to actively participate in the processes of error correction, providing an objective and critical view for the progress of the product. In addition, the function of the operating system of mobile devices and video game platforms will be understood. On the other hand, we will improve the students' communication skills, so that they can establish solid relationships in order to create a healthy work environment.