University certificate
Accreditation/Membership
The world's largest faculty of information technology”
Introduction to the Program
Thanks to this fully online Master's Degree, you will master the most modern Multimedia Design techniques to create impactful digital contents”
In a society marked by the digital experience, Multimedia Design has become an essential piece to connect brands, products and services with their audiences. The constant evolution of interfaces, the growth of digital platforms and the need to create stunning visual and interactive content have made this area one of the most demanded within the technological field.
In this context, TECH presents an exclusive Master's Degree in Multimedia Design. This program combines a solid theoretical base with a practical orientation focused on the most current trends in the digital environment. Through its specialized content, it allows students to acquire skills in interface design, digital animation, 3D modeling, video editing and creation of interactive environments. Mastering these skills not only broadens the professional field of action, but also opens opportunities to access innovative projects, lead visual developments or collaborate with multidisciplinary teams in highly creative and technological environments. It also positions the graduate with a competitive advantage over traditional design profiles.
As it is a 100% online degree, it offers a flexible experience that adapts to the demands of professionals in the technology sector. The possibility of accessing the contents at any time and from anywhere makes it possible to combine study with other responsibilities without losing academic quality. This modality enhances autonomy, promotes active learning and allows progress at a personalized pace, integrating knowledge in a more effective and practical way.
TECH is committed to an innovative methodology supported by state-of-the-art digital resources. This turns the academic experience into a dynamic process, updated and aligned with the real needs of the digital environment and the current labor market.
You will design high-quality motion graphics and animations for broadcast on platforms such as social media”
This Master's Degree in Multimedia Design contains the most complete and up-to-date program on the market. The most important features include:
- The development of practical case studies presented by experts in Multimedia Technology
- The graphic, schematic, and practical contents with which they are created, provide scientific and practical information on the disciplines that are essential for professional practice
- Practical exercises where self-assessment can be used to improve learning
- Special emphasis on innovative methodologies in Multimedia Technology
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
You will promote innovation in digital visual storytelling by combining interactivity, sound and movement with solid technical criteria”
It includes in its teaching staff professionals belonging to the field of Multimedia Design, who bring their work experience to this program, as well as recognized specialists from prestigious companies and 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 an immersive learning experience designed to prepare for real-life situations.
This program is designed around Problem-Based Learning, whereby the student must try to solve the different professional practice situations that arise throughout the program. For this purpose, the professional will be assisted by an innovative interactive video system created by renowned and experienced experts.
Refine your mastery of color and typography—two key elements of visual composition—to create more engaging, balanced, and impactful designs”
TECH’s Relearning method will help you learn more efficiently and effectively, deepening your specialization as a multimedia designer”
Syllabus
Multimedia Design has established itself as a fundamental pillar in the development of innovative and highly interactive digital environments. Therefore, this syllabus has been designed to offer a comprehensive approach, covering everything from conceptualization to the production of advanced digital projects. Through updated content and dynamic methodologies, it enables the development of key competencies that enhance professional growth and facilitate adaptation to a constantly evolving market.
You will create interactive experiences by applying concepts of usability, scalability, and user-centered Design”
Module 1. Audiovisual Culture
1.1. Postmodernity in the Audiovisual Sector
1.1.1. What Is Postmodernity?
1.1.2. Mass Culture in the Postmodern Era
1.1.3. The Irruption of Argumentative Discourse
1.1.4. The Culture of Simulacrum
1.2. Semiotics: Symbols in Audiovisual Culture
1.2.1. What is Semiotics?
1.2.2. Semiotics or Semiology?
1.2.3. Semiotic Codes
1.2.4. Visual Motifs
1.3. Learning to Look
1.3.1. Image and Context
1.3.2. The Ethnographic Perspective
1.3.3. Photography as a Crossroads of Perspectives
1.3.4. Visual Anthropology
1.4. Image Composition
1.4.1. Notes
1.4.2. Dynamic Balance
1.4.3. Weight and Visual Direction
1.4.4. Basic Rules
1.5. Aesthetics in Audiovisuals
1.5.1. What Is Aesthetics?
1.5.2. Aesthetic Categories
1.5.3. The Grotesque and the Abject
1.5.4. Kitsch and Camp
1.6. New and Renewed Audiovisual Forms
1.6.1. Viral Video Art
1.6.2. Big Data as an Artistic Practice
1.6.3. Video Mapping
1.6.4. The Vj’s
1.7. Intertextuality as a Creative Strategy
1.7.1. What Is Intertextuality?
1.7.2. Quotation
1.7.3. Allusion
1.7.4. Plagiarism
1.7.5. Appropriationism
1.7.6. Self-Referentiality
1.7.7. Parody
1.8. Dialogue between the Arts
1.8.1. Intermediality
1.8.2. The Hybridization of the Arts
1.8.3. Classicism and the Separation of the Arts
1.8.4. Romanticism and the Definitive Union of the Arts
1.8.5. The Total Art in the Avant-Garde
1.8.6. Transmedia Narratives
1.9. The New Cinema
1.9.1. The Relationship between Cinema, Culture and History
1.9.2. An (Im)Predictable Technological Evolution
1.9.3. Cinema Is Dead!
1.9.4. Expanded Cinema
1.10. The Rise of the Documentary Film
1.10.1. Documentaries
1.10.2. Objectivity Strategies
1.10.3. The Rise of the Mockumentary
1.10.4. Found Footage
Module 2. Introduction to Color
2.1. Color, Principles and Properties
2.1.1. Introduction to Color
2.1.2. Light and Color: Chromatic Synaesthesia
2.1.3. Color Attributes
2.1.4. Pigments and Colorants
2.2. Colors in the Chromatic Circle
2.2.1. Chromatic Circle
2.2.2. Cool and Warm Colors
2.2.3. Primary Colors and their Derivatives
2.2.4. Chromatic Relationships: Harmony and Contrast
2.3. Color Psychology
2.3.1. Construction of the Meaning of a Color
2.3.2. Emotional Load
2.3.3. Denotative and Connotative Values
2.3.4. Emotional Marketing. The Charge of the Color
2.4. Color Theory
2.4.1. A Scientific Theory. Isaac Newton
2.4.2. Goethe’s Theory of Colors
2.4.3. Joining Goethe’s Color Theory
2.4.4. Psychology of Color According to Eva Heller
2.5. Insisting on Color Classification
2.5.1. Guillermo Ostwald’s Double Cone
2.5.2. Albert Munsell’s Solid
2.5.3. The Alfredo Hickethier Cube
2.5.4. The CIE Triangle (Commission Internationale de l’Eclairage)
2.6. Individual Study of Colors
2.6.1. White and Black
2.6.2. Neutral Colors. The Gray Scale
2.6.3. Monochrome, Duochrome, Polychrome
2.6.4. Symbolic and Psychological Aspects of Colors
2.7. Color Models
2.7.1. Subtractive Model. CMYK Mode
2.7.2. Additive Model. RGB Mode
2.7.3. HSB Model
2.7.4. Pantone System. The Pantone Color System
2.8. From Bauhaus to Murakami
2.8.1. Bauhaus and its Artists
2.8.2. Gestalt Theory of Color
2.8.3. Josef Albers. The Interaction of Color
2.8.4. Murakami: Connotations of the Absence of Color
2.9. Color in Project Design
2.9.1. Pop Art. Color of Cultures
2.9.2. Creativity and Color
2.9.3. Contemporary Artists
2.9.4. Analysis of Diverse Optics and Perspectives
2.10. Color Management in the Digital Environment
2.10.1. Color Spaces
2.10.2. Color Profiles
2.10.3. Monitor Calibration
2.10.4. What We Should Consider
Module 3. Audiovisual Language
3.1. Audiovisual Language
3.1.1. Definition and Structure
3.1.2. The Functions of Audiovisual Language
3.1.3. The Symbols of Audiovisual Language
3.1.4. History, Sequence, Scene, Shot and Frame
3.2. Camera and the Sound
3.2.1. Basic Concepts
3.2.2. Camera Lenses
3.2.3. The Importance of Sound
3.2.4. Complementary Materials
3.3. The Composition of the Frame
3.3.1. Frame Perception
3.3.2. The Gestalt Theory
3.3.3. Principles of Composition
3.3.4. Lighting
3.3.5. Assessing Shades
3.4. Space
3.4.1. The Film Space
3.4.2. On-Screen and Off-Screen
3.4.3. Types of Spaces
3.4.4. The No-Spaces
3.5. Time
3.5.1. The Filming Time
3.5.2. The Sense of Continuity
3.5.3. Changes in Time: Flashback and Flashforward
3.6. Dynamic Printing
3.6.1. Rhythm
3.6.2. The Assembly as a Marker of Rhythm
3.6.3. The Origins of Assembly and Its Relationship to Modern Life
3.7. The Movement
3.7.1. Types of Movement
3.7.2. Camera Movements
3.7.3. Accessories
3.8. Film Grammar
3.8.1. The Audiovisual Process Scale
3.8.2. The Shot
3.8.3. Types of Shots
3.8.4. Types of Shots According to the Angle
3.9. The Dramatization of the Plot
3.9.1. Script Structure
3.9.2. History, Argument and Style
3.9.3. The Syd Field Paradigm
3.9.4. Types of Narrators
3.10. Character Building
3.10.1. The Character in Today’s Narrative
3.10.2. The Hero According to Joseph Campbell
3.10.3. The Post-Classical Hero
3.10.4. Robert McKee’s 10 Commandments
3.10.5. Character Transformation
3.10.6. Anagnorisis
Module 4. Motion Graphics
4.1. Introduction to Motion Graphics
4.1.1. What is a Motion Graphic?
4.1.2. Function
4.1.3. Characteristics
4.1.4. Techniques of Motion Graphics
4.2. Cartooning
4.2.1. What Is It?
4.2.2. Basic Principles of Cartooning
4.2.3. Volumetric vs. Graphic Design
4.2.4. References
4.3. Character Design Throughout History
4.3.1. The 20s: Rubber House
4.3.2. The 40s: Preston Blair
4.3.3. The 50s and 60s: Cubism Cartoon
4.3.4. Complementary Characters
4.4. Introduction to Character Animation in After Effects
4.4.1. Animation Method
4.4.2. Vector Movement
4.4.3. Animated Principles
4.4.4. Timing
4.5. Project: Character Animation
4.5.1. Ideas Generation
4.5.2. Storyboard
4.5.3. First Phase in Character Design
4.5.4. Second Phase in Character Design
4.6. Project: Layout Development
4.6.1. What Do We Understand by Layouts ?
4.6.2. First Steps in Layout Development
4.6.3. Consolidating Layouts
4.6.4. Creating the Animatic
4.7. Project: Visual Development of the Character
4.7.1. Visual Development of the Character
4.7.2. Visual Development of the Background
4.7.3. Visual Development of the Extra Elements
4.7.4. Corrections and Adjustments
4.8. Project: Scene Development
4.8.1. Creating Sketches
4.8.2. Styleframes
4.8.3. Prepare Designs for Animation
4.8.4. Corrections
4.9. Project: Animation I
4.9.1. Scene Configuration
4.9.2. First Movements
4.9.3. Fluidity of Movement
4.9.4. Visual Corrections
4.10. Project: Animation II
4.10.1. Animating the Character’s Face
4.10.2. Considering Facial Expressions
4.10.3. Animating Actions
4.10.4. Action of Walking
4.10.5. Submission of Proposals
Module 5. Design for Television
5.1. The Television World
5.1.1. How Does Television Influence Our Lifestyle?
5.1.2. Some Scientific Data
5.1.3. Graphic Design in Television
5.1.4. Design Guidelines for Television
5.2. Television Effects
5.2.1. Learning Effects
5.2.2. Emotional Effects
5.2.3. Answer Effects
5.2.4. Behavioral Effects
5.3. Television and Consumption
5.3.1. Television Advertising Consumption
5.3.2. Measures for Critical Consumption
5.3.3. Viewers’ Associations
5.3.4. New Platforms in Television Consumption
5.4. Television Identity
5.4.1. Talk about Television Identity
5.4.2. Identity Functions in Television Media
5.4.3. TV Branding
5.4.4. Graphical Examples
5.5. Screen Design Specifications
5.5.1. General Specifications
5.5.2. Security Area
5.5.3. Optimization
5.5.4. Text Considerations
5.5.5. Image and Graphics
5.6. Adobe After Effects: Getting to Know the Interface
5.6.1. What Is This Program For?
5.6.2. Interface and Work Space
5.6.3. Main Tools
5.6.4. Create Compositions, Save File and Render
5.7. Adobe After Effects: First Animations
5.7.1. Layers
5.7.2. Keyframes Keyframes
5.7.3. Animation Examples
5.7.4. Speed Curves
5.8. Adobe After Effects: Text Animations and Backgrounds
5.8.1. Creating Screens to Animate
5.8.2. Screen Animation: First Steps
5.8.3. Screen Animation: Getting to Know the Tools
5.8.4. Editing and Rendering
5.9. Sound in Audiovisual Production
5.9.1. Audio is Important
5.9.2. Basic Principles of Sound
5.9.3. Working with Sound in Adobe After Effects
5.9.4. Exporting Sound in Adobe After Effects
5.10. Creating a Project in Adobe After Effects
5.10.1. Visual References
5.10.2. Project Characteristics
5.10.3. Ideas, What Do I Want to Do?
5.10.4. Making My Audiovisual Project
Module 6. 2D Animation
6.1. Introduction to 2D Animation
6.1.1. What Is 2D Animation?
6.1.2. Origin and Evolution of 2D
6.1.3. Traditional Animation
6.1.4. Projects Carried out in 2D
6.2. Principles of Animation I
6.2.1. Context
6.2.2. Squash and Stretch
6.2.3. Anticipation
6.2.4. Staging
6.3. Principles of Animation II
6.3.1. Straight Ahead Action and Pose to Pose
6.3.2. Follow Through and Overlapping Action
6.3.3. Slow In and Slow Out
6.3.4. Arcs
6.3.5. Secondary Action
6.4. Principles of Animation III
6.4.1. Timing
6.4.2. Exaggeration
6.4.3. Solid Drawing
6.4.4. Appeal
6.5. Digital Animation
6.5.1. Digital Key Animation and Interpolation
6.5.2. Cartoon Animation vs. Virtual Characters
6.5.3. Digital Animation with Nesting and Logic
6.5.4. Emergence of New Animation Techniques
6.6. Team Animation Roles
6.6.1. Animation Director
6.6.2. Animation Supervisor
6.6.3. The Animator
6.6.4. The Assistant and the Interleaver
6.7. 2D Animated Short Films References
6.7.1. Paperman
6.7.2. Morning Cowboy
6.7.3. My Moon
6.7.4. Practice I: In Search of Short Films
6.8. Animation Project: Build Your City
6.8.1. Initiation: 3D Tool in Illustrator
6.8.2. Choice of Typeface
6.8.3. Development of the City
6.8.4. Construction of Secondary Elements
6.8.5. The Cars
6.9. Animation Project: Animating Elements
6.9.1. Exporting to Adobe After Effects
6.9.2. Animating Main Elements
6.9.3. Animating Secondary Elements
6.9.4. Final Animation
6.10. Adapt to New Screens End of Project
6.10.1. Innovative Screens
6.10.2. Render
6.10.3. Handbrake
6.10.4. Introduction
Module 7. Animation Projects
7.1. Introduction to Stop Motion
7.1.1. Definition of Concept
7.1.2. Differences between Stop Motion and Cartoons
7.1.3. Stop Motion Uses and Principles
7.1.4. Types of Stop Motion
7.2. Historical Context
7.2.1. The Start of Stop Motion
7.2.2. Stop Motion as a Visual Effects Technique
7.2.3. The Evolution of Stop Motion
7.2.4. Bibliographical References
7.3. Thinking of Animation
7.3.1. Basic Animation Concepts
7.3.2. Materials and Tools
7.3.3. Stop Motion Animation Software
7.3.4. Stop Motion Studio for Cell Phones
7.4. Technical Aspects of Stop Motion
7.4.1. The Camera
7.4.2. Lighting
7.4.3. Editing
7.4.4. Editing Programs
7.5. Creating Stories
7.5.1. How to Create a Story?
7.5.2. Elements in the Narrative
7.5.3. Figure of the Narrator
7.5.4. Tips for Creating Short Stories
7.6. Creating Characters
7.6.1. Creative Process
7.6.2. Types of Characters
7.6.3. Character Sheet
7.6.4. Practice I: Create a Character Sheet
7.7. The Creation of Stop Motion Puppets
7.7.1. Storytelling with Puppets
7.7.2. Granting Characteristics
7.7.3. Materials
7.7.4. Visual References
7.8. Creating Scenes
7.8.1. Scenography
7.8.2. The Importance of a Good Scene
7.8.3. Budget Delimitation
7.8.4. Visual References
7.9. Animation in Stop Motion
7.9.1. Object Animation
7.9.2. Cutout Animation
7.9.3. Silhouettes
7.9.4. Shadow Theater
7.10. Stop Motion Project
7.10.1. Presentation and Explanation of the Project
7.10.2. Search for Ideas and References
7.10.3. Preparing Our Project
7.10.4. Result Analysis
Module 8. Modeling
8.1. 3D in Video Games, Why is it Important?
8.1.1. History of Computer 3D
8.1.2. Implementation of 3D in Video Games
8.1.3. Techniques for 3D Optimization in Video Games
8.1.4. Interaction between Graphics Software and Game Engines
8.2. 3D Modeling: Maya
8.2.1. Maya’s Philosophy
8.2.2. Maya’s Capabilities
8.2.3. Projects Carried out with Autodesk Maya
8.2.4. Introduction to Modeling Tools, Rigging, Texturing, etc
8.3. 3D Modeling: Blender
8.3.1. Blender’s Philosophy
8.3.2. Past, Present and Future
8.3.3. Projects Made with Blender
8.3.4. Blender Cloud
8.3.5. Introduction to Modeling Tools, Rigging, Texturing, etc
8.4. 3D Modeling: Zbrush
8.4.1. Zbrush’s Philosophy
8.4.2. Integration of Zbrush into a Production Pipeline
8.4.3. Advantages and Disadvantages Compared to Blender
8.4.4. Analysis of Designs Made in ZBrush
8.5. 3D Texturing: Substance Designer
8.5.1. Introduction to Substance Designer
8.5.2. Substance Designer Philosophy
8.5.3. Substance Designer in Video Game Production
8.5.4. Substance Designer and Substance Painter Interaction
8.6. 3D Texturing: Substance Painter
8.6.1. What Is Substance Painter Used For?
8.6.2. Substance Painter and its Standardization
8.6.3. Substance Painter in Stylized Texturing
8.6.4. Substance Painter in Realistic Texturing
8.6.5. Analysis of Textured Models
8.7. 3D Texturing: Substance Alchemist
8.7.1. What is Substance Alchemist?
8.7.2. Substance Alchemist Workflow
8.7.3. Alternatives to Substance Alchemist
8.7.4. Examples of Projects
8.8. Rendering: Texture Mapping and Baking
8.8.1. Introduction to Texture Mapping
8.8.2. UVs Mapping
8.8.3. Optimization of UVs
8.8.4. UDIMs
8.8.5. Integration with Texturing Software
8.9. Rendering: Advanced Lighting
8.9.1. Lighting Techniques
8.9.2. Contrast Balance
8.9.3. Color Balance
8.9.4. Lighting in Video Games
8.9.5. Resource Optimization
8.9.6. Pre-Rendered Lighting vs. Real-Time Lighting
8.10. Rendering: Scenes, Render Layers and Passes
8.10.1. Use of Scenes
8.10.2. Render Layers Utility
8.10.3. Passes Utility
8.10.4. Integrating Passes into Photoshop
Module 9. Digital Photography
9.1. Introduction to the Contemporary Photographic Medium
9.1.1. Origins of Photography: The Camera Obscura
9.1.2. Fixing Images Milestones: The Daguerreotype and the Calotype
9.1.3. Pinhole Camera
9.1.4. The Photographic Snapshot. Kodak and the Popularization of the Medium
9.2. Principles of Digital Photography
9.2.1. Street Photography: Photography as a Social Mirror
9.2.2. Digital Image Fundamentals
9.2.3. JPG and RAW
9.2.4. Digital Laboratory
9.3. Concepts, Equipment and Photography Techniques
9.3.1. Camera: Visual Angle and Lenses
9.3.2. Exposure Meter. Exposure Adjustment
9.3.3. Image Control Elements
9.3.4. Practice I: Controlling the Camera
9.4. Lighting
9.4.1. Natural Light and Its Importance
9.4.2. Properties of Light
9.4.3. Continuous Light and Modeling Light
9.4.4. Lighting Schemes
9.4.5. Accessories to Manipulate Light
9.4.6. Backgrounds. Commercial Tools
9.5. Flash
9.5.1. Main Functions of a Flash Unit
9.5.2. Types of Flash
9.5.3. Torch Flash
9.5.4. Advantages and Disadvantages
9.6. Photography with Professional Camera
9.6.1. Lifestyle Photography. Searching for Corners
9.6.2. Practice II: Light Effects
9.6.3. Practice III Negative Spaces
9.6.4. Practice IV: Capture Emotion
9.7. Mobile Photography: Introduction
9.7.1. Our Pocket Camera and Other Materials
9.7.2. Achieving the Best Quality
9.7.3. Composition Tricks
9.7.4. Creating Ambience
9.8. Mobile Photography: Project
9.8.1. Flatlay
9.8.2. Indoor Photography
9.8.3. Creative Ideas: where to start?
9.8.4. Practice VI: First Photographs
9.9. Mobile Photography: Editing
9.9.1. Editing Photos with Snapseed
9.9.2. Editing Photos with VSCO
9.9.3. Editing Photos with Instagram
9.9.4. Practice IV: Editing Your Photographs
9.10. The Creative Photography Project
9.10.1. Reference Authors in Contemporary Photographic Creation
9.10.2. The Photographic Portfolio
9.10.3. Visual Portfolio References
9.10.4. Build Your Results Portfolio
Module 10. Typography
10.1. Introduction to Typography
10.1.1. What is Typography?
10.1.2. The Role of Typography in Graphic Design
10.1.3. Sequencing, Contrast, Shape and Contrashape
10.1.4. Relationship and Differences between Typography, Calligraphy and Lettering
10.2. Multiple Origins of Writing
10.2.1. Ideographic Writing
10.2.2. The Phoenician Alphabet
10.2.3. The Roman Alphabet
10.2.4. The Carolingian Reform
10.2.5. The Modern Latin Alphabet
10.3. The Beginnings of Typography
10.3.1. The Printing Press, a New Era. First Typographies
10.3.2. The Industrial Revolution: Lithography
10.3.3. Modernism: The Beginnings of Commercial Typography
10.3.4. The Avant-Garde
10.3.5. Interwar Period
10.4. The Role of Design Schools in Typography
10.4.1. Bauhaus
10.4.2. Herbert Bayer
10.4.3. Gestalt Psychology
10.4.4. Swiss Design
10.5. Current Typography
10.5.1. 1960-1970, Precursors to the Revolution
10.5.2. Post-modernism, Deconstructivism and Technology
10.5.3. In What Direction is Typography Going?
10.5.4. Typographies that Mark Trends
10.6. The Typographic Form I
10.6.1. Anatomy of Letters
10.6.2. Measurements and Attributes of the Type
10.6.3. Typographic Families
10.6.4. High Box, Low Box and Small Caps
10.6.5. Difference between Typography, Font and Typeface Family
10.6.6. Fillets, Lines and Geometric Elements
10.7. The Typographic Form II
10.7.1. The Typographic Combination
10.7.2. Typeface Formats (PostScript-TrueType-OpenType)
10.7.3. Typographic Licenses
10.7.4. Who Should Buy the License? The Client or the Designer?
10.8. Typographic Correction. The Composition of the Text
10.8.1. Spacing Between Letters. Tracking and Kerning
10.8.2. Space Between Words. Quad
10.8.3. Line Spacing
10.8.4. The Body of the Text
10.8.5. Attribute of the Text
10.9. The Drawing of the Letters
10.9.1. Creative Process
10.9.2. Traditional and Digital Materials
10.9.3. The Use of the Graphics Tablet and the iPad
10.9.4. Digital Typography: Contours and Bitmaps
10.10. Typographic Posters
10.10.1. Calligraphy as a Basis for the Drawing of Letters
10.10.2. How to Create a Typographic Composition that Makes an Impact?
10.10.3. Visual References
10.10.4. Doodle Phase
10.10.5. Project

Discover the impact of 2D animation in the audiovisual industry and create dynamic characters and environments for video games”
Master's Degree in Multimedia Design
Graphic communication plays a vital role in understanding and shaping audiovisual culture. In response to this need, TECH Global University has developed a specialized program focused on the creation of animated characters, narratives, and environments. Through a comprehensive curriculum, students will explore the semiotics of imagery, intertextuality, the hybridization of the arts in today’s transmedia narratives, and the unique language of multimedia environments. On the technical side, the program delves into applied color theory, cartooning, 2D animation, television design, 3D modeling with Blender, stop motion, digital photography, and typographic correction. This blend of theory and practice equips students with the essential tools to develop a personal visual style and the skills to plan and execute a wide range of creative projects across diverse communication contexts. The program also prepares graduates to serve as key mediators among various expressive media.
Pursue a Master’s Degree in Multimedia Design
This postgraduate program offered by TECH enables professionals to refine their skills in the creation of multimedia content that maximizes the potential of storytelling, while adhering to principles of usability and interactivity. Through mastery of production, manipulation, and presentation of still and moving images, students will strengthen their analytical and interpretive competencies, breaking down creative processes from ideation and planning to strategy deployment, testing, and refinement.This training empowers students to make informed creative decisions, emphasizing the relevance of narrative frameworks and the expressive potential of digital tools. Upon completion, graduates will be fully prepared to design, develop, and lead digital design projects that seamlessly integrate art, science, and technology—driving innovative communication across multiple platforms and formats.