General information

Subject type: Mandatory

Coordinator: Ana Beatriz Pérez Zapata

Trimester: At quarters

Credits: 20

Teaching staff: 

Ana Beatriz Pérez Zapata

Teaching languages

  • Catalan

The materials can be provided in Catalan as well as in Spanish or English.


Specific skills
  • V1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.

  • V2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.

  • V3. Identify the type of player and design the game experience according to its psychological characteristics.

  • V4. Design a game and its monetization, taking into account the different parameters and variables that govern the business model of the product.

  • V5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.

  • V6. Develop video games in high-level programming languages ​​in graphics engines based on specifications.

  • V8. Visually represent concepts and / or data for the ideation and creation of video games.

  • V9. Design and develop 2D animation short films.

  • V10. Design and develop modeling of 3D scenes and characters.

  • V11. Design and develop 3D animation applying the techniques and processes that lead to the production of linear animation video games and short films.

  • V12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.

  • V13. Apply business vision, marketing and sales, economic analysis and technical knowledge for video game production.

  • V14. Lead teams of designers, artists or developers to achieve the specified goals in the time allotted, in a structured manner according to the methodology established for project management.

  • V15. Design and plan quality assurance strategies, test and data analysis of video games and interactive products.


The Final Degree Project (TFG) is a personal work of deepening within a subject or problematic, of synthesis and often transversal within the field of the studies of the Degree of Videogames, with the end that the student demonstrates its capacity to apply the training acquired throughout the studies of the Degree, accrediting the obtaining of the title of Degree. The personal work of the student linked to the realization of the TFG is the corresponding to 20 ECTS and frames in the own matter of the Final Work of Degree. The student will be able to carry out a research work or to carry out a project centered in one of the following areas: company, design, art or programming. The TFG is an individual work without detriment that it can be an independent part of a work developed jointly between students of the same or different degrees. In any case, the defense and evaluation of the TFG is individual.


Subject 1.- The Final Work of Degree (TFG): Essential elements

1.1. Types of the TFG: Research or Applied

1.2. Main areas of knowledge of the TFG

1.3. Process of research, drafting and defense before a court

Subject 2.- The citation in APA

2.1. Citation systems and their academic relevance

2.2. The APA system (I): Citation in text

2.3. The APA system (II): Citation to references

2.4. The APA system (III): special citation cases

Subject 3.- The preliminary project

3.1. Starting the project: introduction, objectives / hypotheses and / or research questions, academic interests and originality of the work

3.2. Preliminary research: the references and the theoretical framework

3.3. Methodology: techniques and models of creation and analysis

3.4. Time organization: schedule and methodological design

Item 4.- From the intermediate report to the final report

4.1. Monitoring the research and creative process: types of work according to areas of knowledge

4.2. Results of the TFG: writing, presentation and argumentation

4.3. The conclusions: link with the objectives, discussion and future work

4.4. Legal aspects, licenses and copyright

4.5. Formalisms of the final memory: automatic indexing, format and typographic elements

Item 5.- The defense before the court

5.1. Oral presentation techniques and university argumentation

5.2. Visual support elements: synthesis, concretion and complementarity

Evaluation system

The grade of each student will be calculated following the following percentages:

A1. Preliminary design 0%

A2. Interim report and preliminary results 0%

A3. Final report and final result 80%

A4. Defense 20%

Final grade = A3 0.8 + A4 0.2


  • The TFG tutor issues a delivery report to qualitatively assess A1 and A2 deliveries.
  • The grade for A3 and A4 deliveries will be set by the court.
  • The evaluation will use, as provided in the report of the Degree in Video Game Design and Production in the subject of Final Degree Project, a system of rubrics in which both the quality of the documentation and the defense of the work will be considered.
  • According to the regulations for the Final Degree Project, in order to pass the TFG, a minimum grade of 5 out of 10 must be obtained in the final assessment of the court. The court will evaluate the TFG based on the defense, technical and artistic difficulty, achievement of objectives, usefulness, rigor and quality of work, among others. 
  • Previously, the Final Degree Project Committee of the degree will review the documentation submitted to detect defects in form. In the event of a serious defect, the documentation may be returned to the student, who must rectify it within a very short period of time, as stipulated in the TFG regulations.


  • The TFG has no call for recovery.



American Psychological Association. (2019). Publication manual of the American Psychological Association (7th ed.). Washington, DC: American Psychological Association.

Usual manuals and monographs in the field of art for video games


Usual manuals and monographs in the field of entrepreneurship and business management of video games


Usual manuals and monographs in the field of programming


Usual manuals and monographs in the field of video game design