Why study at TECH?

Do you want to turn around your career as a designer? Start this program focused on video game development to become a big player in the industry"

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Video Games have become a multi-billion dollar industry that, according to expert estimates, is growing steadily. From the invention of "Tennis for Two" in 1958 to the present day with games like Gears of War or League of Legends, we have come a long way. The constant evolution of consoles must also be added to this, which are equipped to reproduce more realistic graphics and support greater narratives. As a result, design teams have an increasingly difficult job: To provide the audience with a novel, creative and surprising title.

Similarly, large companies are looking for professionals who are passionate about this world, who know the essential aspects that make a video game good and what needs to be improved to ensure an excellent design. There are two ways to achieve this: The first is to play as many video games as you can, as this way you can get a vision of the goal you want to achieve.

The second is to receive academic training in the field to know the technical aspects and develop a perfectionist vision of what a successful video game should be. That is why this Professional master’s degree in Video Games will provide students with all the skills that will lead them to work with great exponents of the sector, such as Shigeru Miyamoto. Therefore, the program will begin by covering the basic aspects of video game design, delving into elements such as gamification and game mechanics.

In contrast, a good video game is nothing if it does not have an engaging and emotional story. Accordingly, an entire module will be devoted to understanding and crafting a narrative that involves character development, character goals, setting and all the features that help in the writing of an exceptional storyline. Aspects related to animation, sound and programming will also be taken into account.

All the content of the program is designed to be carried out online, giving the student the opportunity to choose the best time to access the virtual classroom. In short, this program covers all the content that designers need to handle to move up the career ladder. This allows them to pursue different career options, such as entering an international development company or starting up an independent project.

Big companies like Sony and Activision Blizzard are looking for designers who are passionate about the world of video games. You can be part of their team after completing this program"

This Professional master’s degree in Video Games contains the definitive educational program, thanks to its innovative contents, which will turn students into specialists who are ready to work in the field. Its most notable features are:

  • Learning applied to video game design case studies
  • The general and specific vision of its contents, which makes program graduates experts in specific aspects but also provides them with a global vision of the sector
  • Practical exercises which will test students' progress so that learning can be assimilated more effectively
  • Special emphasis on an exhaustive knowledge of all the tools and services available, in order to design and develop video games in a comprehensive way
  • An expert and experienced teaching staff who know the video game industry to perfection
  • Content that is accessible from any fixed or portable device with an Internet connection

TECH will help you to train professionally as a video game designer, through a program that will award you with a direct qualification"

The program’s teaching staff includes professionals from 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 immersion 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 throughout the program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.

Design an epic story of the stature of Final Fantasy by enrolling in this Professional master’s degree"

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Learn all the fundamentals of video game design and start planning the next blockbuster title"

Syllabus

The academic contents designed for this Professional master’s degree in Video Games have been designed by experts who are familiar with the creative and critical demands of large companies. For this reason, they have put all their interest in creating a syllabus that fully complies with them. Thanks to this, designers will become leading specialists in the field, increasing their chances of joining an international development team or starting their own project. 

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Do you want to be the best video game designer? This program will help you achieve excellence, all you have to do is sign up to get started"

Module 1. Video Game Design

1.1. The Design

1.1.1. Design
1.1.2. Types of Design
1.1.3. Design Process

1.2. Design Elements

1.2.1. Rules
1.2.2. Balance
1.2.3. Fun

1.3. Types of Players

1.3.1. Explorer and Social
1.3.2. Killer and Achievers
1.3.3. Differences

1.4. Player Skills

1.4.1. Role Skills
1.4.2. Action Skills
1.4.3. Platform Skills

1.5. Game Mechanics I

1.5.1. Components
1.5.2. Physical
1.5.3. Items

1.6. Game Mechanics II

1.6.1. Keys
1.6.2. Platforms
1.6.3. Enemies

1.7. Other Elements

1.7.1. Mechanisms
1.7.2. Dynamics
1.7.3. Esthetics

1.8. Video Game Analysis

1.8.1. Analysis of Gameplay
1.8.2. Artistic Analysis
1.8.3. Style Analysis

1.9. Video Level Design

1.9.1. Designing Interior Levels
1.9.2. Designing Exterior Levels
1.9.3. Designing Mixed Levels

1.10. Advanced Level Design

1.10.1. Puzzles
1.10.2. Enemies
1.10.3. Environment

Module 2. Design Document

2.1. Structure of the Document

2.1.1. Design Document
2.1.2. Structure A
2.1.3. Style

2.2. General Idea, Market and References

2.2.1. General Idea
2.2.2. Market
2.2.3. References

2.3. Setting, Story and Characters

2.3.1. Ambience
2.3.2. History
2.3.3. Characters

2.4. Gameplay, Mechanisms and Enemies

2.4.1. Gameplay
2.4.2. Mechanisms
2.4.3. Enemies and NPC

2.5. Controls

2.5.1. Controller
2.5.2. Laptop
2.5.3. Computer

2.6. Levels and Progression

2.6.1. Levels
2.6.2. Journey
2.6.3. Progression

2.7. Items, Skills and Elements

2.7.1. Items
2.7.2. Skills
2.7.3. Components

2.8. Achievements

2.8.1. Medals
2.8.2. Secret Characters
2.8.3. Extra Points

2.9. HUD and Interface

2.9.1. HUD
2.9.2. Interface
2.9.3. Structure

2.10. Saved and Attached

2.10.1. Saved
2.10.2. Annexed Information
2.10.3. Final Details

Module 3. Narrative and Script Design

3.1. Video Game Narrative

3.1.1. Archetypes
3.1.2. Hero’s Journey
3.1.3. Monomyth Structure

3.2. Elements of Narrative

3.2.1. Linear
3.2.2. Ramified
3.2.3. Funnels

3.3. Narrative Structures

3.3.1. Non-Linear Narrative: Blocks
3.3.2. Environmental Narratives and Subplots
3.3.3. Other Structure Types: Short Stories, 4 Acts

3.4. Resources

3.4.1. Callbacks
3.4.2. Foreshadowing
3.4.3. Plantering and Pay-Off

3.5. Plot

3.5.1. The Plot
3.5.2. Dramatic Tension
3.5.3. Interest Curve

3.6. Characters

3.6.1. Round and Flat
3.6.2. Character Evolution
3.6.3. Secondary Characters

3.7. Characters

3.7.1. Psychology
3.7.2. Motivation
3.7.3. Skills

3.8. Types of Dialogue

3.8.1. Internal
3.8.2. External
3.8.3. Others

3.9. Script: Elements

3.9.1. Characteristic of the Script
3.9.2. Scenes and Sequences
3.9.3. Elements in a Script

3.10. Script: Writing

3.10.1. Structure
3.10.2. Style
3.10.3. Other Details

Module 4. Art in Video Games

4.1. Art

4.1.1. Artistic Foundations
4.1.2. Color Theory
4.1.3. Software

4.2. Concept Art

4.2.1. Sketch
4.2.2. Concept Art
4.2.3. Details

4.3. Video Game Scenarios

4.3.1. Non-Modular Scenarios
4.3.2. Modular Scenarios
4.3.3. Props and Environment Objects

4.4. Ambience

4.4.1. Fantasy
4.4.2. Realistic
4.4.3. Science Fiction

4.5. Props and Objects

4.5.1. Organic
4.5.2. Inorganic
4.5.3. Details

4.6. Video Game Characters and Elements

4.6.1. Character Creation
4.6.2. Creation of Video Game Environments
4.6.3. Creation of Objects and Props

4.7. Cartoon Styles

4.7.1. Cartoon
4.7.2. Manga
4.7.3. Hyperrealism

4.8. Manga Style

4.8.1. Manga Character Drawing
4.8.2. Manga Environment Drawing
4.8.3. Manga Objects Drawing

4.9. Realistic Style

4.9.1. Realistic Character Drawing
4.9.2. Realistic Environments
4.9.3. Realistic Objects

4.10. Final Details

4.10.1. Final Touches
4.10.2. Evolution and Style
4.10.3. Details and Enhancements

Module 5. Programming

5.1. Unity 3D Programming

5.1.1. Installation
5.1.2. Elements of Interface
5.1.3. Create Scene and Import Object

5.2. Terrain

5.2.1. Terrain I: Creating a Ground and Mountains
5.2.2. Terrain II: Trees and Flowers
5.2.3. Terrain III: Water and Skybox

5.3. 2D Character Creation

5.3.1. Collisions
5.3.2. Collisions
5.3.3. Trigger

5.4. Gameplay I

5.4.1. Programming: Attacking Skills
5.4.2. Programming: Jumping Skills
5.4.3. Programming: Shooting Skills

5.5. Gameplay II

5.5.1. Programming: Weapons
5.5.2. Programming Items
5.5.3. Programming Checkpoint

5.6. AI: Enemies

5.6.1. Basic Enemy
5.6.2. Airborne Enemy
5.6.3. Complex Enemy

5.7. Programming Elements: Items and Platforms

5.7.1. Platform Motion
5.7.2. Bombs

5.8. 2D Character and Particle Animation

5.8.1. Importing Animations
5.8.2. Programming Animations
5.8.3. Particles

5.9. HUD and Interface Creation

5.9.1. Creation of Life
5.9.2. Creation of

5.10. Text and Dialogue

5.10.1. Creation of Text
5.10.2. Creation of Dialogue
5.10.3. Response Selection

Module 6. 3D Art

6.1. Advanced Art

6.1.1. From Concept Art to 3D
6.1.2. 3D Modeling Principles
6.1.3. Types of Modeling: Organic/Inorganic

6.2. 3D Max Interface

6.2.1. 3D Software
6.2.2. Basic Interface
6.2.3. Organization of Scenes

6.3. Inorganic Modeling

6.3.1. Modeling with Primitives and Deformers
6.3.2. Editable Polygon Modeling
6.3.3. Graphite Modeling

6.4. Organic Model

6.4.1. Character Modeling I
6.4.2. Character Modeling II
6.4.3. Character Modeling III

6.5. Creation of UVs

6.5.1. Basic Materials and Maps
6.5.2. Unwrapping and Texture Projections
6.5.3. Retopology

6.6. Advanced 3D

6.6.1. Texture Atlas Creation
6.6.2. Hierarchies and Bone Creation
6.6.3. Application of a Skeleton

6.7. Animation Systems

6.7.1. Bipet
6.7.2. CAT
6.7.3. ProperRigging 

6.8. Facial Rigging 

6.8.1. Expressions
6.8.2. Restrictions
6.8.3. Controllers

6.9. Principles of Animation

6.9.1. Cycles
6.9.2. Libraries and Use of MoCap Motion Capture Files
6.9.3. Motion Mixer

6.10. Export to Engines

6.10.1. Export to Unity Engine
6.10.2. Exporting Models
6.10.3. Importing Animations

Module 7. Advanced Programming

7.1. Unity 3D Programming

7.1.1. 3D and Scene Creation
7.1.2. Software Architecture
7.1.3. Game Manager

7.2. 3D Character Creation

7.2.1. Movement
7.2.2. Jump
7.2.3. Attack

7.3. 3D Character Animation

7.3.1. Animation Types
7.3.2. Programming Animations
7.3.3. Advanced Animation Programming

7.4. Artificial Intelligence, NPCs and Enemies

7.4.1. IA
7.4.2. NPC
7.4.3. Enemies

7.5. Physical

7.5.1. Physical Materials
7.5.2. Hinge Joint/Sprint Joint
7.5.3. Distance Joint/Wheel Joint

7.6. Physics II

7.6.1. Platform Effector I
7.6.2. Platform Effector II
7.6.3. Surface Effector

7.7. Sound

7.7.1. Music
7.7.2. Sound Effects
7.7.3. Advanced SFX and music Programming

7.8. Level Programming

7.8.1. Raycast
7.8.2. Pathfinding
7.8.3. Trigger on the Level

7.9. Particles and FX

7.9.1. Particle Creation I
7.9.2. Particle Creation II
7.9.3. Color and Effects

7.10. Options

7.10.1. Sound
7.10.2. Saved
7.10.3. AutoSave

Module 8. Animation

8.1. Animation

8.1.1. Traditional Animation
8.1.2. 2D Animation
8.1.3. 3D Animation

8.2. 12 Principles of Animation I

8.2.1. Stretch and Shrink
8.2.2. Anticipation
8.2.3. Staging

8.3. 12 Principles of Animation II

8.3.1. Direct Action and Pose-by-Pose
8.3.2. Continuous and Superimposed Action
8.3.3. Acceleration and Deceleration

8.4. 12 Principles of Animation III

8.4.1. Arches
8.4.2. Secondary Action
8.4.3. Timing

8.5. 12 Principles of Animation IV

8.5.1. Exaggeration
8.5.2. Solid Drawing
8.5.3. Personality

8.6. 3D Animation

8.6.1. 3D Animation I
8.6.2. 3D Animation II
8.6.3. 3D Kinematics

8.7. Advanced 2D Animation

8.7.1. Character Movements I
8.7.2. Character Movements II
8.7.3. Character Movements III

8.8. 2D animationRigging

8.8.1. Introduction to 2D Rig
8.8.2. 2D Rig Creation
8.8.3. 2D Facial Rig

8.9. 2D Animation

8.9.1. Object Movement I
8.9.2. Object Movement II
8.9.3. Object Movement III

8.10. Kinematics

8.10.1. Creation of a 2D Kinematic: Basic Introduction
8.10.2. Creation of a 2D Kinematic: Movements in the Environment
8.10.3. Creation of a 2D Kinematic: Export

Module 9. Sound & Music Design l

9.1. Composition

9.1.1. Lineal Composition
9.1.2. Non-Lineal Composition
9.1.3. Creation of Themes

9.2. Musical Development

9.2.1. Instruments
9.2.2. The Orchestra and its Sections
9.2.3. Electronics

9.3. Software

9.3.1. Cubase Pro
9.3.2. Virtual Instruments
9.3.3. Plugins

9.4. Orchestration

9.4.1. MIDI Orchestration
9.4.2. Synthesizers and Digital Instruments
9.4.3. Pre-Mix

9.5. Postproduction

9.5.1. Postproduction
9.5.2. Finale
9.5.3. Plugins

9.6. Mixing

9.6.1. Internal Mix
9.6.2. Formats
9.6.3. Sound Design

9.7. Production

9.7.1. Sound Libraries
9.7.2. Synthetic Sounds
9.7.3. Foley

9.8. Composition Techniques for Video Games

9.8.1. Analysis I
9.8.2. II Analysis
9.8.3. Creation of Loops

9.9. Adaptive Systems

9.9.1. Horizontal Re-Sequencing
9.9.2. Vertical Remix
9.9.3. Stinger Transitions

9.10. Integration

9.10.1. 3D Unity
9.10.2. FMOD
9.10.3. Master Audio

Module 10. Production and Management

10.1. Production

10.1.1. The Production Process
10.1.2. Production I
10.1.3. Production II

10.2. Phases of Video Game Development

10.2.1. Conception Phase
10.2.2. Design Phase
10.2.3. Planning Phase

10.3. Phases of Video Game Development II

10.3.1. Production Phase
10.3.2. Testing Phase
10.3.3. Distribution and Marketing Phase

10.4. Production and Management

10.4.1. CEO/ General Manager
10.4.2. Chief Financial Officer
10.4.3. Sales Manager

10.5. The Production Process

10.5.1. Preproduction
10.5.2. Production
10.5.3. Postproduction

10.6. Job Positions and Functions

10.6.1. Designers
10.6.2. Programming
10.6.3. Artists

10.7. Game Designer

10.7.1. Creative Designer
10.7.2. Lead Designer
10.7.3. Senior Designer

10.8. Programming

10.8.1. Technical Director
10.8.2. Lead Programmer
10.8.3. Senior Programmer

10.9. Art

10.9.1. Creative Artist
10.9.2. Lead Artist
10.9.3. Senior Artist

10.10. Other Profiles

10.10.1. Lead Animator
10.10.2. Senior Animator
10.10.3. Juniors

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A unique, key and decisive training experience to boost your professional development”

Professional Master's Degree in Video Games

Video games have established themselves as a fundamental part of the entertainment industry, since the sales market is constantly increasing and renewing itself to meet the high demands of consumers. This has led companies to seek multidisciplinary professionals who can provide a differential view of the sector and help companies to position themselves as leaders in the industry. The Professional Master's Degree in Videogames at TECH Global University is an excellent opportunity for professional growth. We have an innovative study plan, through which applicants will learn to design all phases of a video game, from the initial idea to the final launch. Similarly, we will delve into all processes that make up the development phase, understanding the initial architecture, character programming and creation of artificial intelligence, so that upon graduation, students will be able to create competitive products.

Postgraduate in Videogame Design 100% online

The postgraduate course in Video Game Design at TECH has an experienced and qualified faculty, thanks to this, students will learn from the hand of experts in the field who will ensure to provide the best content in the following topics: advanced programming, design document, animation, production process, among other important issues to consolidate as a professional with the best technical and theoretical skills. Likewise, you will learn how to influence musical composition and sound design, as well as object modeling and texturing. On the other hand, at the end of the program, graduates will be awarded a university degree in the field, along with an internationally recognized diploma.