Presentation
Immerse yourself with Tokio School in the world of video game design from scratch. Learn how to design incredible scenarios, characters that look real. Get basic knowledge in modelling and texturing.
Objectives
Career opportunities





Methodology
Our courses do not have a start and end date. With Tokio’s 100% online training programme, you decide your pace, circumstances and capabilities and we follow you. Ours is «tailor-made» learning.
They are your teachers, experts with real knowledge that will help you to improve your knowledge of this profession.
Our educational advisors will accompany you throughout your training. They will help you achieve your goals through realistic objectives, organisation and motivation for tokiers!
Self-assessment questionnaires, final exams, exercises, case studies… Learning by doing! You will learn by doing. In addition, you will have up to 300 hours of quality professional internships in companies in the sector.
You will have live classes. And if you have not been able to attend, no problem! We’ll upload them to the virtual platform so you can watch them as many times as you want.
You’re almost there! To conclude your training, you’ll have to demonstrate everything you’ve learned through a project.
You will receive extra training to improve your skills (communication, leadership, teamwork…) thanks to our short courses.
We will give you all the keys to succeed in any selection process.
We put at your disposal, on the student platform, an Employment Observatory where you will find the best job opportunities according to your preferences and your sector.
Your classes
You will be able to attend online masterclasses given by renowned professionals in the sector who collaborate with Tokio School by sharing their experience. These sessions will also be participative and you will be able to ask them your questions.
Online platform
the protagonist of the learning process.
Content overview
Unit 1. What is Game Design?
Unit 2. The world of videogames
- Companies and development teams
- Triple A (AAA)
- Double A (AA)
- Indie studios
- Independent
- One-person studios
- Job profiles in the videogames industry
Unit 3. What does a Game Designer do?
- What a Game Designer do?
- The Game Designer inside a studio
- How to be a good Game Designer
- Characteristics of a Game Designer
- Disciplines that a Game Designer must be familiar with
Unit 4. The history of video games
- Arcade machines
- The emergence of the personal computer (PC)
- Esports: the revolution
Unit 5. Game Design Document (GDD)
- GDD concept
- GDD templates
- GDD template 1
- GDD template 2
- GDD template 3
Unit 1. Game concept
- Rules
- Quick analysis of a game. The three 5’s method
- Game approach
- MDA model
Unit 2. Mechanics
- Mechanics and rules
- Mechanics and systems
- Core mechanics
- Tutoring mechanics
- Mastering of a mechanic: isolation principle
- The “ninja” mechanics of games
Unit 3. Dynamics
- Creating games’ dynamics
- Game depth vs. complexity
Unit 4. Aesthetics
- Videogame genres
- Adventure
- Action
- Shooter
- Puzzle
- RHYTHM
- Role Playing Game (RPG)
- Sports
- Strategy
- Construction and Management
- Other genres
- The wheel of genres in videogames
Unit 5. Types of players: Bartle’s taxonomy
Unit 6. Game Theory
- What is game theory?
- Representation structures
- Game type
- Nash equilibrium
Unit 1. History of storytelling
- Literature, cinema and video games
- First storytelling experiences in video games
Unit 2. Key storytelling concepts
- The conflict
- The three-act structure
- The first act: setup
- The second act: confrontation
- The third act: resolution
- Plot points
- Tension and pace
- Three-act outline
- The hreo’s journey: the monomyth
- Archetypes
- Structure
Unit 3. Characters
- The hero or the heroine
- The villain or the villainess
- Character arches
- Character sheet
Unit 4. The story and the world
- Exposition
- Show, don’t tell
- Categorising information
- Foreshadowing
- Credibility
- Consistency
- Coincidences
- Surprise
- Spectacle
Unit 5. Storytelling in video games
- Game history vs. Player history
- Storytelling vs game design
- Description of locations and levels
Unit 6. Temporality and storytelling
- Game time vs story time
- Order
- Pace
- Frequency
Unit 7. Storytelling experiences
- Case study 1: To the moon
- Case study 2: Undertale
- Case study 3: Pony Island
Unit 1: Introduction to Unreal Engine
- Why use Unreal Engine if you are a Game Designer?
- Installing Unreal Engine
Unit 2: First steps with Unreal Engine
- Prototyping
- Static Meshes
- Landscapes
Unit 3: General scripting concepts
- How does the blueprint system work?
- Events
- Variables
- Actors
Unit 4: Introduction to Unity 3D
- Why use Unity 3D if you are a Game Designer?
- Installing Unity 3D
Unit 5: First steps with Unity 3D
- Panels
Unit 6: GameObjects and components
- Primitives
- Components
Unit 7: Unity’s programming language
- Scripts
- Variables
- Arrays
- Functions
- Control structures
Unit 8: Prefabs and scenes
- Prefabs
- Scenes
Unit 1: Systems design
Unit 2: Introduction to level design
Unit 3: Storytelling and level design
- Environmental Storytelling
- Level Design
- World Design
- Recapitulating
Unit 4: Composition
- The close-up
- The element of interest or dominant
- The background
- Good compositions examples
Unit 5: Level’s creation process
- Setting and theme selection
- Taking references
- Sketches and concept art
- Graybox / Blockout / Block mesh
- Beautification / Art Pass / Level’s dress up
Unit 6: Introduction to combat design
Unit 7: Defensive manoeuvres
- Parry
- Animation cancelling
- Controls
Unit 8: Creating enemies: Artificial Intelligence (AI)
- Cheat without the players noticing
- Telegraph their actions
- Have different personalities (or any)
- Be predictable
- Interact with the game systems
- React to the player’s actions
- Conclusion
Unit 1: Materials and Lighting in Unreal Engine
- Shaders
- Lighting types
Unit 2: Advanced lighting in Unreal Engine
- Effects and post-processing
- GI model for animations
Unit 3: Communication between actors in Unreal
- Comunicación between actors
- Using public variables
- Level blueprint
- Blueprint interface
- Actor component
- Blueprint library
Unit 4: Project modes and cameras in Unity
- Perspective cameras and ortographic cameras
Unit 5: Introduction to lighting
- Lighting techniques
- Light types
- Shadows
Unit 6. Lighting and post-processing with Unity
Unit 7: Physics and tools in Unity
- Rigidbody
- Colliders
- Tools
Unit 8: Canvas
Unit 9: Sprites
- Sprite renderer
- Tileset
- Spritesheet
- 2D camera and Cinemachine
- Scene organiation
- 2D level developments without sprites
Unit 10: Grid use
Unit 11: Geometries
Sukiru: habilidades para samuráis digitales
Tu formación incluye nuestro Curso Scrum Manager para que te conviertas en todo un experto en la aplicación de esta metodología de trabajo a nivel de equipos y puedas conseguir la certificación oficial Scrum Master
Sukiru: soft skills for digital samurai
You will receive extra training to improve your skills (communication, leadership, teamwork…) thanks to our short courses.
#alwaysforward
Students' work
Final project Unai Zabala Professional career in Video Game Design
Digital teachers
Time to get on the tatami
Do you want to show what you’re worth? At Tokio School we have agreements with more than 3,000 companies in the technology and digital sector. You can do up to 300 hours of optional internships while expanding your network and your CV. Where would you like to do an internship? Suggest companies! You will be part of Tokio Net, our network of students and alumni.
Certifications
Once you have finished your training you will receive the following qualifications:
We are Tokio
We’re not the kind of people who like to pin medals on themselves, but if others do…
TOP Educational Agreements
Tokio School & ZETA: from gamers to gamers
#TokioSchoolxZETA #MakeThePlay
Contact
Training is not approved for official academic purposes.












