University certificate
The world's largest faculty of video games”
Introduction to the Program
Diseña gráficos a la altura de los mejores videojuegos del futuro”
El diseño de gráficos es una de las labores más esenciales en el proceso de creación de un videojuego. Los gráficos van a determinar, en buena medida, la calidad visual de la obra en cuestión, por lo que las empresas ponen el máximo cuidado en ellos y, para ello, intentan contar con los mejores profesionales del mundo.
Sin embargo, el diseño de gráficos es una disciplina muy compleja y no resulta sencillo encontrar expertos en la materia, por lo que esta Postgraduate diploma en Graphic Design for Video Games es la solución perfecta para todos aquellos que deseen convertirse en especialistas altamente demandados por la industria.
Los contenidos y el enfoque de esta titulación hacen de ella la mejor para acceder a una gran compañía del sector de videojuegos, gracias a la atención que le presta al diseño preliminar, para luego hacer su conversión en 2D y 3D, entender los principios de la animación y crear gráficos en movimiento que se adapten a cualquier tipo de proyecto.
Serás capaz de diseñar gráficos de enorme calidad gracias a esta Postgraduate diploma”
Esta Postgraduate diploma en Graphic Design for Video Games contiene el programa más completo y actualizado del mercado. Sus características más destacadas son:
- El desarrollo de casos prácticos presentados por expertos en diseño de videojuegos
- Los contenidos gráficos, esquemáticos y eminentemente prácticos con los que está concebido recogen una información científica y práctica sobre aquellas disciplinas indispensables para el ejercicio profesional
- Los ejercicios prácticos donde realizar el proceso de autoevaluación para mejorar el aprendizaje
- Su especial hincapié en metodologías innovadoras
- Las lecciones teóricas, preguntas al experto, foros de discusión de temas controvertidos y trabajos de reflexión individual
- La disponibilidad de acceso a los contenidos desde cualquier dispositivo fijo o portátil con conexión a internet
Piensa en tus videojuegos favoritos: serás capaz de hacer gráficos como esos”
El programa incluye en su cuadro docente a profesionales del sector que vierten en esta capacitación la experiencia de su trabajo, además de reconocidos especialistas de sociedades de referencia y universidades de prestigio.
Su contenido multimedia, elaborado con la última tecnología educativa, permitirá al profesional un aprendizaje situado y contextual, es decir, un entorno simulado que proporcionará una capacitación inmersiva programada para entrenarse ante situaciones reales.
El diseño de este programa se centra en el Aprendizaje Basado en Problemas, mediante el cual el profesional deberá tratar de resolver las distintas situaciones de práctica profesional que se le planteen a lo largo del curso académico. Para ello, contará con la ayuda de un novedoso sistema de vídeos interactivos realizados por reconocidos expertos.
La industria necesita gente con talento como tú"
Tus compañías favoritas querrán contar contigo"
Syllabus
This Postgraduate diploma in Graphic Design for Video Games has been created in order to transmit the best knowledge of this subject to students, helping them to achieve their professional goals. As such, this qualification offers its students specialized content in graphic and artistic expression, 2D animation and motion graphics, so that they can carry out a complete and comprehensive learning process that will allow them to work in the best companies in the world.
This content will make you a great expert"
Module 1. Graphic and Artistic Expression
1.1. Drawing and Perspective
1.1.1. The Freehand Drawing or Sketch. The Importance of Sketching
1.1.2. Perspective and Methods of Spatial Representation
1.1.3. Proportions and Fitting Methods: The Human Figure
1.1.4. Proportions and Fitting Methods: The Animal Figure
1.2. Lights and Color
1.2.1. Chiaroscuro: Light and Shadows
1.2.2. Color Theory and Painting. How is Color Perceived?
1.2.3. Plastic Tools for the Creation of Contrasts
1.2.4. Color Harmony. Types of Color Harmony
1.3. Textures and Movement
1.3.1. Textures and Material Rendering Methods
1.3.2. Textured Artwork Analysis
1.3.3. Representation of Actions and Movement
1.3.4. Moving Artwork Analysis
1.4. Composition
1.4.1. Structural Aspects of the Image: The Point, the Line and the Plane
1.4.2. Gestalt Laws
1.4.3. Formal Operations: Development of Shape from Concepts
1.4.4. Rhythm, Structure, Scale, Symmetry, Balance, Tension, Attraction, and Clustering
1.4.5. Patterns
1.5. Approach to the Digital Iconographic Environment
1.5.1. Introduction
1.5.2. Verification of the Generative Scope of the Digital Iconography
1.5.3. Adoption of New Digital Iconographic Archetypes
1.5.4. Aesthetics and Function as Concepts Derived from the Use of the Machine
1.6. Analysis of Digital Graphic Resources. Synthesis Image
1.6.1. Digital Iconographic Typologies: Recycled and Synthetic Images
1.6.2. Digital Graphic File Formats
1.6.3. Two-Dimensional Shapes. Analysis of Software for Image Creation and Retouching
1.6.4. Three-Dimensional Shapes. Analysis of Software for the Creation of Volumetric Structures
1.6.5. 3D Graphic Structures. Introduction. Wire Structures
1.6.6. Devices for Visualization and Interaction with Multimedia Applications
1.6.7. Terminology Assigned to the Sector where the Digital Image is Framed
1.7. Artistic Expression in Digital Media: Graphics in Adobe Photoshop
1.7.1. Installation and Introduction to Adobe Photoshop
1.7.2. Basic Adobe Photoshop Tools
1.7.3. Analyzing and Learning Adobe Photoshop
1.7.4. Use of the Digital Tool in Graphic Works for the Creation of Video Games
1.8. Scenarios and Atmosphere for Video Games
1.8.1. Cartoon Scenarios and Atmosphere
1.8.2. Compositional Analysis
1.8.3. Realistic Scenarios and Atmosphere
1.8.4. Compositional Analysis
1.9. Characters for Video Games
1.9.1. Cartoon Characters
1.9.2. Compositional Analysis
1.9.3. Realistic Characters
1.9.4. Compositional Analysis
1.10. Presentation of Professional Portfolio
1.10.1. Approach
1.10.2. Methodology
1.10.3. Document Creation Software
1.10.4. Analytical Study of Professional Portfolios
Module 2. 2D Animation
2.1. What is Animation?
2.1.1. History of Animation
2.1.2. Animation Pioneers
2.1.3. 2D and 3D Animation
2.1.4. Is it Necessary to Know How to Draw?
2.2. The Animator and Its Role in the Production
2.2.1. Positions in the Department: Junior, Mid, Senior
2.2.2. Animator Lead, Supervisor and Director
2.2.3. Supervisory Steps in a Production
2.2.4. Quality Criteria
2.3. Physical Laws
2.3.1. Push
2.3.2. Friction
2.3.3. Gravity
2.3.4. Inertia
2.4. Animation Tools
2.4.1. Timeline
2.4.2. Dope Sheet
2.4.3. Curve Editor
2.4.4. Use of Rigs
2.5. Animation Methodology
2.5.1. Graph Editor: Curves and Curve Types
2.5.2. Timing and Spacing
2.5.3. Overshoots
2.5.4. Stepped and Spline
2.5.5. Parents and Constraints
2.5.6. Charts and Inbetweens
2.5.7. Extreme Poses and Breakdowns
2.6. The 12 Principles of Animation
2.6.1. Timing
2.6.2. Squash and Stretch
2.6.3. Slow In and Slow Out
2.6.4. Anticipation
2.6.5. Overlap
2.6.6. Arcs
2.6.7. Pose to Pose and Straight Ahead
2.6.8. Pose
2.6.9. Secondary Action
2.6.10. Staging
2.6.11. Exaggeration
2.6.12. Appeal
2.7. Anatomical Knowledge and its Function
2.7.1. Human Anatomy
2.7.2. Animal Anatomy
2.7.3. Anatomy of Cartoon Characters
2.7.4. Breaking the Rules
2.8. Posing and Silhouettes
2.8.1. Importance of Location
2.8.2. Importance of the Pose
2.8.3. Importance of the Silhouettes
2.8.4. Final Result. Compositional Analysis
2.9. Exercise: Ball
2.9.1. Shape
2.9.2. Timing
2.9.3. Spacing
2.9.4. Weight
2.10. Exercise: Basic Cycles and Body Dynamics
2.10.1. Walking Cycle
2.10.2. Walking Cycle with Personality
2.10.3. Running Cycle
2.10.4. Parkour
2.10.5. Pantomime
Module 3. Motion Graphics
3.1. Introduction to After Effects
3.1.1. What is After Effects and What is it For? Illustrative Examples
3.1.2. Project and Interface Settings
3.1.3. Composition Settings, Brushes and Windows
3.1.4. Workflow Definition: Creation of a Basic Project
3.1.5. Preliminary Video Issues
3.1.6. Color Depth, Display Formats, Audio and Video Compression
3.2. After Effects Basics
3.2.1. Import
3.2.2. Basic Tools. Layer Types and Options
3.2.3. Transformation Properties and Origin of Coordinates
3.2.4. H264 Basic Export
3.3. Brushes and 3D Space
3.3.1. Brush Panels and Paint Effect
3.3.2. Eraser, Cloning Brush, Rotoscoping Brush
3.3.3. Activate 3D Space. Views for 3D Working
3.3.4. Material and Processing Properties
3.3.5. Lights and Cameras. Camera Control
3.3.6. Unified Camera Tool. Customized View
3.3.7. 3D Text: Text Extrusion. Raytracing
3.3.8. Vanishing Point and Camera Projection
3.4. Text and Transparencies
3.4.1. Text Tool
3.4.2. Layer Styles
3.4.3. Animators, Ranges and Selectors
3.4.4. Text Animation Presets
3.4.5. Alpha Channel: Alpha Mattes and Transparency Preservation
3.4.6. Transfer Control Panel: Track Mate, Blending Modes, Preserve Underlying Transparency
3.4.7. Luminance Inlays
3.5. Masks and Shape Layers
3.5.1. Masks Creation and Edition Tools
3.5.2. Shape Layers
3.5.3. Convert Text and Graphics to Shape Layers or Masks
3.5.4. Masks as Trajectories
3.5.5. Effects that Work with Masks: Stroke, Doodle
3.6. Animation
3.6.1. Keyframes. Types
3.6.2. Trajectories
3.6.3. Curve Graph
3.6.4. Convert Audio to Keyframes
3.6.5. Parenting and Pre-Comps
3.6.6. Alternative Animation Techniques: Loops, Layer Sequencing, Free Transform Tool, Motion Sketch, Slider
3.6.7. Time Remapping
3.7. Effects and Chroma Key
3.7.1. Effects Application
3.7.2. Examples of Effects
3.7.3. Color Correction
3.7.4. Chroma Key: Keylight
3.8. Stabilization
3.8.1. Classic Stabilizer
3.8.2. Deformation Stabilizer
3.8.3. Tracking Options
3.8.4. Position, Rotation and Scale Stabilization
3.9. Tracking and Expressions
3.9.1. Position and Rotation Tracking. Perspectives
3.9.2. Tracing with Solids, Adjustment Layers and Null Objects
3.9.3. Track 3D. Embedding Logos, Text or Images in 3D Space
3.9.4. Mocha AE
3.9.5. Expressions: Time
3.9.6. Expressions: Loop out
3.9.7. Expressions: Wiggle
3.10. Export
3.10.1. Export Configurations: Most Common Formats and Codecs for Editing and Viewing I
3.10.2. Export Configurations: Most Common Formats and Codecs for Editing and Viewing II
3.10.3. Export Configurations: Most Common Formats and Codecs for Editing and Viewing III
3.10.4. Saving Complete Projects: Collecting Files and Backups
You won't find a better program to specialize in Graphic Design for Video Games"
Postgraduate Diploma in Graphics Design for Video Games
The graphic composition of a video game plays a key role in the success of the product, as new technological advances have allowed to offer a higher quality in the audiovisual field, which leads to a special demand from the consumer. In TECH Global University we understand perfectly the relevance of this field of knowledge, therefore, we devised the Postgraduate Diploma in Graphics Design for Videogames as an excellent opportunity for academic qualification. Our program has high quality contents, through which students will know in depth the graphic resources and digital media used in the creation of video games. On the other hand, our program will instruct students on how to form a professional portfolio in which the skills and abilities acquired over time are collected and efficiently displayed.