General information


Subject type: Mandatory

Coordinator: Juan José Pons López

Trimester: Second term

Credits: 4

Teaching staff: 

Oscar Sahun Raining
Oscar Sahun Raining 

Academic year: 2025

Teaching course: 3

Languages ​​of instruction


  • Catalan
  • Spanish

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

Competencies / Learning Outcomes


Specific skills
  • E12. Apply entrepreneurial initiative and innovation for the creation of new video games and business lines.

  • 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.

General competencies
  • 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.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.

Presentation of the subject


The subject of Team Leadership and Management has as its main objective the training of future professionals who will have to work in a team and be part of a company culture.

We will delve into the essence of the concept of leadership, with a very practical aspect that serves them to discover themselves.

We aim to really serve students to know how to behave in a real and highly competitive work environment such as video games.

During the sessions, there will be a series of assessment activities in class where the aim is to gain knowledge of that block or section.
 

 

Contents


LEADERSHIP

 

1. Concept of leader 

1.1. What is a leader? 

1.2. Characteristics of a leader

1.3. Definition of leadership

1.4. The 4 leadership strategies

1.5. Types of leaders

1.6. Leadership styles and attitudes

1.7. Results-based leadership

 

2. Management of the company

2.1. Management functions

2.2. Three axes of direction

2.3. Decision making and negotiations

 

TEAM MANAGEMENT

 

3. HR and company culture

3.1. Evolution of HR

3.2. Company culture and work climate

3.3. Interpersonal relationships in the company

3.4. Management and assessment of the workplace

3.5. Staff selection

 

4. Emotional intelligence and motivation

4.1. Types of people

4.2. Managing Talent

4.3. Emotional intelligence to influence people

4.4. Motivation

 

5. Time management and work stress

5.1. Time management

5.2. Stress and occupational health

5.3. Contributions to the psychology of organizations

Activities and evaluation system


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

A1. In-class exercises related to dynamics and activities carried out (deliverables) = 10%
A2. Teamwork: descriptive report on the design and execution of the prototype production process = 40%
A3. Final exam = 50%

Final grade = A1x0,1 + A2x0,4 + A3x0,5

Considerations:

  • You must obtain a grade higher than in the 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.
  • It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its extent, in some activity it will correspond to having a grade of 0. In addition, the professor will communicate the situation to the Department Management so that applicable measures can be taken in terms of disciplinary regime.

Recovery:

  • It is necessary to obtain a mark superior to 5 in the final exam of recovery to pass the asignatura.
  • The mark of the resit exam will be applied only to the mark of the A3.

Bibliography


Basic

Goleman, D. (1995). Emotional Intelligence. bantam

Irish, D. (2005). The game producer's handbook. Boston, MA: Thomson Course Technology.

Keith, C. (2012). Agile game development with Scrum. Johanneshov: TPB.