General information


Subject type: Mandatory

Coordinator: Juan José Pons López

Trimester: First term

Credits: 4

Teaching staff: 

Adso Fernández Baena

Academic year: 2025

Teaching course: 4

Languages ​​of instruction


  • Catalan

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

Competencies / Learning Outcomes


Basic skills
  • B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study

     

Specific skills
  • EIS1_Ability to develop, maintain and evaluate software services and systems that meet all user requirements and that behave reliably and efficiently, are affordable to develop and maintain and comply with quality standards, applying theories, principles, methods and software engineering practices

     

  • 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.

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

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

Presentation of the subject


The subject of Game Production deals with the process, planning and management of video game production in the framework of the subject of Production and Business. We work from the vision of a game to the description and estimation of the tasks to be performed in order to produce it. The course consists of theoretical sessions, workshops and teamwork sessions. In order to acquire the knowledge, the subject is evaluated on the one hand the planning of the production of video games by groups and on the other the theoretical knowledge individually, both with exercises in class and in the final exam.

The classroom (physical or virtual) is a safe space, free from sexist, racist, homophobic, transphobic and discriminatory attitudes, whether towards students or teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer the prejudices of others.

Contents


Topic 1: Introduction

1.1 Development phases

1.2 The team

1.3 Type of production: Indie vs AAA

Topic 2: Stages

2.1 Pre-production

2.2 Production

2.3 Post-production

Topic 3: Planning

3.1 Basic concepts

3.2 Roadmap and calendars

3.3 Budget

3.4 Risks, assumptions, problems and dependencies

3.5 Tools

Topic 4: Prioritization

4.1 Basic concepts

4.2 Challenges in prioritizing

4.2 Prioritization methods

Topic 5: Production methodologies

5.1 Agile vs Waterfall

5.2 Equipment

Activities and evaluation system


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

A1. Exercises in class: Workshops 20%

A2. Group work (3): Planning the production of a video game in Waterfall  40%

A3. Final exam 40%

Final grade = A1 0,2 + A2 0,4 + A3 0,4

Considerations:

- You must obtain a grade above 5 in the A3 final exam to pass the subject.
- An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
- Any form of academic fraud will be sanctioned in accordance with the center's evaluation regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.

Recovery:

- It is necessary to obtain a mark superior to 5 in the examination of recovery to pass the asignatura.
- The mark of the resit exam will be applied only to the mark of the A3 activity in the calculation of the final mark.
- Activity A1 cannot be recovered.
- If the A2 activity is suspended, it can be re-submitted in a make-up call with the possibility of obtaining a maximum grade of 5.

Bibliography


Basic

Chandler, Heather Maxwell. The game production handbook. Jones & Bartlett Publishers, 2009.

Complementary

Patton, Jeff, and Peter Economy. User story mapping: discover the whole story, build the right product. O'Reilly Media, Inc., 2014.