Introduction to the Program

From the mere idea to the final execution and presentation, you will have a much more complete understanding of the character creation process"

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The charisma, personality and attitude of a character, especially if it is a protagonist, are very relevant in the success or failure of video game projects. It is a great responsibility to create individuals or creatures that capture the attention of millions of players, so the design and animation professional for videogames must have skills corresponding to the level of demand.

Since few degrees focus on pre-production and character development from scratch, TECH wanted to create this Master's Degree with a modern and transversal vision. The program will meet the expectations of the most demanding designers, as it delves into the correct creation of characters, creatures, vehicles, plants and complements in an exhaustive way, starting from the idea itself to a fluid and professional work methodology.

Therefore, this program is an opportunity for every artist to focus their career on the best character creation and animation for video games. Supported by a highly recognized and prestigious teaching team, the syllabus contains the keys to success in order to improve skills in color, shapes, poses and appearance of cartoon or realistic figures.

In addition, the degree is taught in a completely online format, which allows the artist to make it flexible and adapt it to their own pace. Without face-to-face classes or predetermined schedules, it is the ideal degree to combine continuous professional improvement with current work or personal responsibilities.

Access the keys to character, animal and prop construction that have led the staff to success and professional prestige"

This Master's Degree in Design and Creation of 2D Characters for Animation and Video Games contains the most complete and up-to-date educational program on the market. The most important features are:

  • Practical cases presented by experts in the creation of all kinds of 2D animated characters
  • 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
  • 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 professional portfolio to a new level, demonstrating that you are capable of taking on the creation of creatures, people and elements of all kinds"

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.

You will not have to adapt or sacrifice any aspect of your life. At TECH, you decide when, where and how to study"

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From classic cartoon characters like those in Cuphead to the hyper-realistic creation of The Last of Us 2, you will master any kind of assignment"

Syllabus

In order to make studying as easy as possible for the student, the degree has been structured in a concise and clear way, being accessible to the student at all times. In addition, TECH relies on a successful teaching methodology that ensures the highest profitability. Thanks to relearning, the student learns and improves their skills in a natural way even before the end of the program itself, avoiding having to invest long hours of study.

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You will be able to access a good amount of support material, including video summaries, supplementary readings and exercises on each part of the syllabus"

Module 1. Characters

1.1. Characters

1.1.1. Analysis and Development of Characters
1.1.2. Styles and Designs Based on Zones and Cultures
1.1.3. Evolution of Characters and Current Styles

1.2. Styles of Each Product

1.2.1. Characters for Cinema
1.2.2. Characters for Series
1.2.3. Characters for Videogames

1.3. Style Techniques

1.3.1. 2D
1.3.2. 3D
1.3.3. Cut-out

1.4. Characters in Advertising

1.4.1. Advertising Styles Through History
1.4.2. Current 2D
1.4.3. Current 3D

1.5. Analysis of Types of Characters

1.5.1. Cartoon
1.5.2. Manga
1.5.3. Realistic

1.6. Typology

1.6.1. Hero– Antihero
1.6.2. Villano– Antithesis
1.6.3. Strongman– Goofy

1.7. Image Type

1.7.1. Professions
1.7.2. Age
1.7.3. Personalities

1.8. Animal Characters

1.8.1. Zoomorphic Humans
1.8.2. Anthropomorphic Animals
1.8.3. Pets

1.9. Characteristics of Characters

1.9.1. Literary
1.9.2. Psychological Techniques/Tactics
1.9.3. Physics

1.10. Merchandising of Characters

1.10.1. History
1.10.2. Style Guides
1.10.3. Commercial Application

Module 2. Character Building

2.1. Geometric Shapes

2.1.1. Basic
2.1.2. Combination of Shapes
2.1.3. Axis

2.2. Lines of Action

2.2.1. Curves, Horizontal and Diagonal
2.2.2. Simple Shapes in the Line of Action
2.2.3. Structure and Extremities

2.3. Complex Shapes

2.3.1. Combined Geometries
2.3.2. Pose
2.3.3. Division of Heads

2.4. Anatomy

2.4.1. Classic Human Canon
2.4.2. Proportions
2.4.3. Action Poses

2.5. Head

2.5.1. Construction
2.5.2. Axis
2.5.3. Eyes and Parts of the Face

2.6. Hair

2.6.1. Female
2.6.2. Male
2.6.3. Hairstyles

2.7. Creation of Cartoon Characters

2.7.1. Exagerrated Proportions
2.7.2. Heads and Expressions
2.7.3. Silhouette and Poses

2.8. Cartoon Animals

2.8.1. Pets
2.8.2. Quadrupeds and Birds
2.8.3. Other Types

2.9. Extremities

2.9.1. Construction
2.9.2. Joints
2.9.3. Poses

2.10. Hands

2.10.1. General Construction
2.10.2. Human
2.10.3. Cartoon

Module 3. Model Sheet

3.1. Construction

3.1.1. Three Quarters
3.1.2. Division of Heads
3.1.3. Clean Up

3.2. Turn Around

3.2.1. The Five Poses
3.2.2. Guidelines
3.2.3. Symmetries and Asymmetries

3.3. Poses

3.3.1. Action Poses
3.3.2. Interrelation with Props
3.3.3. Position of the Camara in the Pose

3.4. Expressions

3.4.1. Neutral
3.4.2. Happy
3.4.3. Sad and Angry

3.5. Hands

3.5.1. Construction
3.5.2. Positions and Turns
3.5.3. Interrelation with Props

3.6. Comparisons

3.6.1. Division of Heads and Guidelines
3.6.2. Adjustment of the Other Characters to the Main Character
3.6.3. Interrelation

3.7. Mouth Movements

3.7.1.  Universal Standard and Add-ons
3.7.2. Corresponding to Phonetic Sayings and Reading
3.7.3. Neutral, Happy, Angry and Sad

3.8. Blinks

3.8.1. Neutral Forms and Other Expressions
3.8.2. Closed Position
3.8.3. Interleaved

3.9. Staging

3.9.1. Background Position
3.9.2. Camera Positions
3.9.3. Relations

3.10. Error Sheets

3.10.1. Do’s
3.10.2. Don’ts
3.10.3. Animator Support

Module 4. Props. Vehicles and Accessories

4.1. Props

4.1.1. What is a Prop?
4.1.2. Generalities
4.1.3. Props with a Strong Argument

4.2. Add-Ons

4.2.1. Add-Ons and Wardrobe
4.2.2. Real Accessories. Professions
4.2.3. Fantasy or Science Fiction Add-Ons

4.3. Cars

4.3.1. Classic
4.3.2. Current
4.3.3. Futuristic

4.4. Motorbikes

4.4.1. Current
4.4.2. Futuristic
4.4.2. 3-Wheeled Vehicles

4.5. Other Vehicles

4.5.1. Land
4.5.2. Air
4.5.3. Sea

4.6. Weapons

4.6.1. Types and Sizes
4.6.2. Design Based on Century
4.6.3. Shields

4.7. Firearms

4.7.1. Long
4.7.2. Short
4.7.3. Functioning Moving Parts

4.8. Futuristic Weapons

4.8.1. Fire
4.8.2. Energy
4.8.3. FX of Futuristic Weapons

4.9. Armor

4.9.1. Classic and Current
4.9.2. Futuristic
4.9.3. Mechanized and Robotic

4.10. Props in Videogames

4.10.1. Differences to Animation Props
4.10.2. Props and Their Uses
4.10.3. Design

Module 5. Animals

5.1. Quadrupeds

5.1.1. Compared Anatomy
5.1.2. Realistic Models and Their Use
5.1.3. Cartoon

5.2. Canines

5.2.1. Anatomy
5.2.2. Design
5.2.3. Poses

5.3. Felines

5.3.1. Compared Anatomy
5.3.2. Design
5.3.3. Poses

5.4. Herbivores

5.4.1. Ruminants
5.4.2. Equine
5.4.3. Cartoon

5.5. Big Mammals

5.5.1. Compared Anatomy
5.5.2. Construction
5.5.3. Poses

5.6. Marine Creatures

5.6.1. Mammals
5.6.2. Fish
5.6.3. Crustaceans

5.7. Birds

5.7.1. Anatomy
5.7.2. Poses
5.7.3. Cartoon

5.8. Amphibious Reptiles

5.8.1. Construction
5.8.2. Poses
5.8.3. Cartoon

5.9. Dinosaurs

5.9.1. Types
5.9.2. Construction
5.9.3. Poses

5.10. Insects

5.10.1. Design
5.10.2. Poses
5.10.3. Comparisons

Module 6. Objects and Plants as Characters

6.1. Flowers

6.1.1. Examples:
6.1.2. Construction
6.1.3. Poses and Expressions

6.2. Vegetables

6.2.1. Examples:
6.2.2. Construction
6.2.3. Poses and Expressions

6.3. Fruit

6.3.1. Examples:
6.3.2. Construction
6.3.3. Poses and Expressions

6.4. Carnivorous Plants

6.4.1. Examples:
6.4.2. Construction
6.4.3. Poses and Expressions

6.5. Trees

6.5.1. Types
6.5.2. Construction
6.5.3. Poses and Expressions

6.6. Shrubs

6.6.1. Types
6.6.2. Construction
6.6.3. Poses and Expressions

6.7. Objects

6.7.1. Examples:
6.7.2. Personality
6.7.3. Types

6.8. Household Appliances

6.8.1. Types
6.8.2. Construction
6.8.3. Poses and Expressions

6.9. Vehicles

6.9.1. Types
6.9.2. Construction
6.9.3. Poses and Expressions

6.10. Other Objects

6.10.1. Types
6.10.2. Construction
6.10.3. Poses and Expressions

Module 7. Fantastic Creatures

7.1. Dragons and Hydras

7.1.1. Examples:
7.1.2. Construction
7.1.3. Poses and Expressions

7.2. Giants

7.2.1. Examples:
7.2.2. Construction
7.2.3. Poses and Expressions

7.3. Flyers

7.3.1. Compared Anatomy
7.3.2. Construction
7.3.3. Poses and Expressions

7.4. Aquatic

7.4.1. Modifications of Real Types
7.4.2. Construction
7.4.3. Poses and Expressions

7.5. Subterranean

7.5.1. Geometric Shapes
7.5.2. Development
7.5.3. Poses and Expressions

7.6. Fairytale Beings

7.6.1. Human Anatomy
7.6.2. Construction
7.6.3. Poses and Expressions

7.7. Hybrid

7.7.1. Basics
7.7.2. Design
7.7.3. Poses and Expressions

7.8. Demon Beings

7.8.1. Anatomy
7.8.2. Design
7.8.3. Poses and Expressions

7.9. Gods and Demigods

7.9.1. Human Anatomy
7.9.2. Construction
7.9.3. Poses and Expressions

7.10. Other Fantasy Creatures

7.10.1. Examples:
7.10.2. Construction
7.10.3. Poses and Expressions

 

Module 8. Horror Characters

8.1. Vampires

8.1.1. Human Anatomy
8.1.2. Design
8.1.3. Poses and Expressions

8.2. Frankenstein’s Monster

8.2.1. Anatomy
8.2.2. Construction
8.2.3. Poses and Expressions

8.3. Werewolf

8.3.1. Compared Anatomy
8.3.2. Construction
8.3.3. Poses and Expressions

8.4. Mummy

8.4.1. Human Anatomy
8.4.2. Design
8.4.3. Poses and Expressions

8.5. Swamp Monster

8.5.1. Anatomy
8.5.2. Construction
8.5.3. Poses and Expressions

8.6. Ghosts

8.6.1. Examples:
8.6.2. Construction
8.6.3. Poses and Expressions

8.7. Zombies

8.7.1. Human Anatomy
8.7.2. Animal Zombies
8.7.3. Construction and Pose

8.8. Dr. Jekyll and Mr. Hyde

8.8.1. Human Anatomy
8.8.2. Construction
8.8.3. Poses and Expressions

8.9. Death

8.9.1. Anatomy
8.9.2. Construction
8.9.3. Poses and Expressions

8.10. Aliens and Beings from Other Dimensions

8.10.1. Geometric Shapes
8.10.2. Design
8.10.3. Poses and Expressions

Module 9. Color

9.1. Color Bases

9.1.1. Primary, Secondary and Tertiary Colors
9.1.2. Digital Color and the Problem of Color in Different Screens and Displays
9.1.3. Color and Pigmentation

9.2. Color Theory

9.2.1. The Color Wheel and its Scales
9.2.2. CMYK and RGB
9.2.3. Hexadecimal Pantone

9.3. Light Theory

9.3.1. Light and its Effects
9.3.2. Schemes in Animated Cinema
9.3.3. Physical Qualities of Color

9.4.  Chromatic Relationships

9.4.1. Temperature
9.4.2. Contrast, Balance
9.4.3. Perception. Synesthesia

9.5.  Contrasts and Harmonies

9.5.1. Visual Weight of Color
9.5.2. Color and Music
9.5.3. Harmonies and Equivalents

9.6. Psychology, Symbolism and Metaphor of Color

9.6.1. Emotional and Symbolic Color
9.6.2. The Meaning of Color in Different Cultures
9.6.3. Goethe’s Theory of Color

9.7. The Color of Narration

9.7.1. Color Analysis in Different Narrations
9.7.2. Color Script
9.7.3. Project

9.8. Color of Characters in the Background

9.8.1. Ambience
9.8.2. Contrasts
9.8.3. Color Palettes

9.9. Digital Application

9.9.1. Layers
9.9.2. Filters
9.9.3. Texture

9.10. Lighting

9.10.1. Light
9.10.2. Shade
9.10.3. Brightness

Module 10. Videogames and Characters

10.1. Characters and Videogames

10.1.1. Analysis of Characters in Videogames
10.1.2. Target of the Character
10.1.3. References

10.2. Types

10.2.1. 2D-3D
10.2.2. Platforms and Types
10.2.3. Pixelated Characters

10.3. Methodology

10.3.1. Planning of Work and Types of Documents
10.3.2. Analytical Animation
10.3.3. Line Draughtsman and Shape Draughtsman

10.4. Define a Style

10.4.1. References and Key Points
10.4.2. Light and Color: Creating an Atmosphere
10.4.3. Characters: Personality and Consistency

10.5. Traditional 2D

10.5.1. References
10.5.2. Creation
10.5.3. Model Sheet Package

10.6. Cut Out I

10.6.1. References
10.6.2. Methodology
10.6.3. Construction

10.7. Cut Out II

10.7.1. Color
10.7.2. Rig
10.7.3. Libraries

10.8. 3D

10.8.1. References
10.8.2. Design
10.8.3. Construction

10.9. Pixelated Characters

10.9.1. References and Documentation
10.9.2. Design
10.9.3. Poses

10.10. Reference for the 3D Model

10.10.1. Color Palettes
10.10.2. Texture
10.10.3. Light and Shade

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Thanks to the best educational technology and teaching methodology, you will get the most out of all the time you invest in the program"  

Master's Degree in Design and Creation of 2D Characters for Animation and Video Games

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If you have a passion for animation and video games, and you want to become an expert in 2D character design and creation, TECH Global University of Technology has the ideal program for you: the Master's Degree in Design and Creation of 2D Characters for Animation and Video Games. In our Master's Degree in Design and Creation of 2D Characters for Animation and Video Games, you will have the opportunity to immerse yourself in the exciting process of bringing your own virtual characters to life. Over the course of a year, you will acquire the knowledge and skills necessary to design engaging and memorable characters that will captivate audiences in the animation and video game industry. Best of all, you'll be able to access this information through our virtual classes. This means you can study from anywhere and tailor your schedule according to your availability.

Unleash your Creativity in the World of Animation and Video Games.

During the program, you will explore different design techniques, learn how to develop the personality and unique characteristics of your characters, as well as how to represent their movements and expressions convincingly. You will also become familiar with the most commonly used tools and software in the industry, allowing you to create high quality 2D characters. Our teaching team is made up of professionals with extensive experience in the animation and video game industry. Through our interactive online classes, you will have the opportunity to receive personalized mentoring, participate in real-time discussions and collaborate with other students who are passionate about character design. At the end of the Master's Degree program, you will earn a degree that will support your skills and knowledge in the field of character design. This will open up new job opportunities in animation studios, video game companies, advertising agencies and other related industries - enroll today and bring your ideas to life in the world of animation and video games!