
Certificate
The world's largest faculty of videogames”
Description
You’ve always dreamt of designing Video Games : this program gives you the opportunity to make that dream come true"

Video games are the ultimate form of 21st century entertainment. Millions of people of different ages and from all over the world play different video games simultaneously and in different modalities: online, offline, free distribution, free or paid with Pay for Play options, from fixed or portable consoles... There is a vast number of possibilities when it comes to gaming because there are always large groups of people who continually ask for the release of new titles of different kinds, each of which is adapted to a particular gamer sector.
However, there are not only differences in terms of the media and modality used by Video Games , but also in terms of the content itself, as there are dozens of genres, each with its own particularities, that are trying to carve a niche in the market: strategy games, first and third person shooters, RPGs, sports and car simulators, small board and card games converted into digital products, independent or big-budget games, etc.; hence, countless options to satisfy the demands of each user group.
Because of this, new release titles are required all the time, and both large and small Video Game companies need experts in different fields of the industry to continue producing quality and commercially successful products. This Professional Master’s Degree in Video Games is the answer to that need, as it teaches students everything they need to become Video Game designers and be able to cover every aspect of its development for different platforms, formats and genres.
This program covers all the relevant specializations in Video Games production, and will turn students into specialists either in Art, Animation, Script, Sound Design or Music Composition; as graduates of this Professional Master's Degree, they will be able to pursue any of these professions and undertake video game projects from their initial conception through to their launch.
You may very well have the idea for the next worldwide video game hit” See your dream through with this Professional Master’s Degree"
This Professional Master’s Degree in Video Games contains the most complete and up-to-date educational program on the market. Its most important features include:
- Learning through 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 study of all the tools and services available, so that students can design and develop Video Games in a comprehensive way
- An expert and experienced teaching staff who know the Video Game industry in detail
- Content that is accessible from any fixed or portable device with an Internet connection
Be the next Hideo Kojima: enroll and develop all your ideas thanks to the skills you will acquire with this Professional Master’s Degree"
The program’s teaching staff includes professionals from the sector who bring their work experience to this course, 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. This will be done with the help of an innovative system of interactive videos made by renowned experts.
TECH trusts in your talent, that's why we give you all the tools to show it by designing the Video Games of your dreams"

You have enjoyed hundreds of hours with your favorite Video Games , now it's your turn to develop your own products"
Syllabus
The contents of this program have been designed by leading experts, who have made sure to cover all aspects that will help their students become true Video Games specialists and prepare them to use this knowledge in their professional careers. In addition, the structure of the syllabus helps students move from general to more specific areas, as needed, so that they may assimilate its contents more effectively.

The most comprehensive program is waiting for you to become the most in-demand Video Games Designer"
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. Aesthetics
1.8. Video Game Analysis
1.8.1. Gameplay Analysis
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. Document Structure
2.1.1. Design Document
2.1.2. Structure
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 NPCs
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
2.9.1. Interface
2.9.2. 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. Planting 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. Script Characteristics
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. Detail
4.3. Video Game Scenarios
4.3.1. Non-Modular Scenarios
4.3.2. Modular Scenarios
4.3.3. Props and Environmental 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. Detail
4.6. Video Game Characters and Elements
4.6.1. Character Creation
4.6.2. Video Game Environment Creation
4.6.3. Object and PropCreation
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 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 Selectio
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. UV Creation
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. Proper Rigging
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. NPCs
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. PreMix
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. Loop Creation
9.9. Adaptive Systems
9.9.1. Horizontal Resequencing
9.9.2. Vertical Remix
9.9.3. Stingers 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

You won't find a better program to help you become the best game designer"