General information

Subject type: Mandatory

Coordinator: Adso Fernández Baena

Trimester: Second term

Credits: 4

Teaching staff: 

David García Borras
Xavier Figueras Garcia 

Teaching languages

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


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.


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.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.

Learning outcomes

At the end of the course students must be able to:

  • E12.2 Demonstrate knowledge about the creation and start-up of new businesses or start-ups.
  • E14.2 Exercise leadership and team management skills.
  • E14.3 Contribute to generating a culture of learning, error management, feedback and criticism management.

Working methodology

The subject uses the following work methodologies:

Master class, presentations, video capsules, debates and forums, collaborative learning.




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




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

Learning activities

With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):

A1. Exercises in class: Dynamics and leadership activities (Evidence of learning outcome E12.2 and E14.2)

A2. Group work: Incentive, remuneration and benefits plan (Evidence of learning outcome E12.2 and E14.3)

A3. Final exam (Evidence of all learning outcomes)


General criteria of the activities:

  • The teacher will present a statement for each activity and the evaluation and / or rubric criteria.
  • The teacher will inform of the dates and format of the delivery of the activity.

Evaluation system

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

A1. Classroom exercises: Dynamics and leadership activities 25%

A2. Group work: Incentive, remuneration and benefits plan 30%

A3. Final exam: 45%

Final grade = A1 0,25 + A2 0,30 + A3 0,45



  • 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 responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .


  • 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.



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

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