Daily work and workshop
Content accessibility and direct relationship with teachers
Free rental of school supplies on weekends
Facilitates the socialization process with peers
More flexibility of deliveries and recorded classes
Monitoring and tutoring / e-tutoring
Content accessible 24 hours
In June 2021, face-to-face exams and VR / AR interaction classes
General and specific content
Vocational training lasts for 2000 hours, divided into two courses from September to June, including training in the workplace.
2D & 3D Animation Projects (66 h)
Design, drawing and modelling for animation (132 h)
2D & 3D Elements Animation (165 h)
2D & 3D Color, Illumination & Finishing (132 h)
Games and interactive environments projects (66 h)
Multimedia Interactive Projects (132 h)
Interactive Environments development for Videogames and Multi- device (231 h)
Post-production and Editing (99 h)
Virtual worlds, AR and Gamification Projects (99 h)
Professional training (99 h)
Business and Entrepreneurship (66 h)
Internship (383 h)
Virtual Worlds Creation (132 h)
AR Technologies (132 h)
Gamification and Experiential Comunication (66 h)
People who comply any of these requirements have direct access to the Higher Education vocational Training (CFGS ISE1):
Have any College Degree or equivalent
Have a Technician or Advanced Technitian degree in a specific professional training
Have passed the Universitary Orientation Course (COU) or Pre-universitary
Have passed over 25 year-old University Entrance Exam
People who don’t fulfill the established requirements will have to pass an entrance test. To be able to take the test, you must be aged 19 years old or turn them in a calendar year since the test is placed.
Free on weekends
Only for students of face-to-face training
OWN PRODUCER & INCUBATOR
The study of video games starts from the idea of choosing the best project for our students to bet on their comprehensive development and facilitate their path to the world of work. From the training center, we provide the opportunity to work with our audiovisual and video game producer, to enrich and perfect your project with the intention of becoming a video game that is powerful enough to be marketed within the market, thanks to the use of hours and effort throughout a year providing possible improvements and training with all expenses paid.
The Higher Education Vocational Training is aimed at guiding and accompanying students through an active attitude, in order to know the starting point of each one, what they have learned taking into account their experiences, and thus be able to establish and provide the necessary aids to continue constructing meanings and attributing meaning in the teachings and contents of the higher grade and the final project.
The support of the team of teachers must have the intention of developing intrapersonal and interpersonal motivation, as well as the effort of the students.
In reference to the method to carry out the accompaniment, the center will guide and follow up by supporting it through personalized tutorials, to enhance its performance and its rigor to the maximum promoting the improvement of its skills, supporting in adversities, both in person and online.
College and career guidance also has an important presence in the tutorial context. In the orientation program we include professional and specialist conferences and internship workshops with companies in the sector, both mandatory and voluntary, to reinforce learning and ensure their incorporation into the world of work. All this supposes such a quantity of information that allows our students to have a wide range of possibilities for future choice. The election process, with full freedom on the part of the student, always has as its support the presence of the tutor and the rest of the teaching staff.
We direct the design of the contents with a logical distribution where a series of necessary knowledge is proposed sequentially throughout the training. We are a Higher Training center that we trust in the creation of two-way teaching and learning dependent on exchange, interdependence and interaction, generating in its entirety the didactic, digital and audiovisual material that underpins virtual classes in real time. This allows us to continually review and modify the content, updating the most innovative and relevant information in the sector.
On the other hand, exhaustive monitoring is carried out to ensure a continuous and individualized evaluation and, to guarantee, a better production of the projects. That is why several exercises, virtual classes in real time, discussion forums, questionnaires, etc. are proposed.
Our evaluation aims to escape the traditional teaching model that it chooses to respond to the acquired content. Therefore, we want to promote the evaluation based on the achievement of competences consequent on the activities and projects that we encourage, which allows the transfer of knowledge, skills and attitudes, bringing students closer to a competency-based and contextualized teaching-learning process. In this sense, we promote a formative and formative evaluation, assuring the progress in the acquisition of knowledge following an appropriate rhythm and covering the needs from the adjustments.
Geforce 1080 o RTX 2080 or superior.
32 GB RAM - NVme mínimum 1TB
CPU I7 9k or superior generation.