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E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.
E3. Identify the type of player and design the game experience according to its psychological characteristics.
E4. Design a game and its monetization, taking into account the different parameters and variables that govern the business model of the product.
E5. 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.
E6. Develop video games in high-level programming languages in graphics engines based on specifications.
E7. Develop video games in interpreted languages to prototype gameplay, user experience and balance.
E8. Visually represent concepts and / or data for the ideation and creation of video games.
E9. Design and develop 2D animation short films.
E10. Design and develop modeling of 3D scenes and characters.
E11. Design and develop 3D animation by applying the techniques and processes that lead to the production of linear animation video games and short films.
E12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.
E13. Apply business vision, marketing and sales, economic analysis and technical knowledge for video game production.
E14. Lead teams of designers, artists or developers to achieve the specified objectives in the time provided, in a structured manner according to the methodology established for project management.
E15. Design and plan quality assurance strategies, test and data analysis of video games and interactive products.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G3. Gather and interpret relevant data (usually within their area of study) to make judgments that include reflection on relevant social, scientific, or ethical issues.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
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
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
Considerations:
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