2-year [PE] Master
Videogame Programming with Unreal
Learn to equip your video games with artificial intelligence.

Universal Arts School | Los Angeles, USA / Valencia, Spain | Phone:963532069 | info@ua-school | wwww.ua.school

On-site and online
The School reserves the right to modify this syllabus
2-year [PE] Master
INTRO


First, thank you for your interest in this exciting and amazing sector.
We think that there can be no better profession in the world than this one.
Doing something this creative and building all these digital universes and getting paid for it, is hard to beat.

It does not matter if you want to work in a local Production Company, in an International Top Studio, or even if you want to set up your own Indie Studio or project on your own. The feeling of putting yourself at the controls of a technology of this magnitude, incredibly creative to do something so amazing, will be the same. 

What you have right now in front of your eyes, in plain view, is a Training Program, which is a series of "Events" that you can walk through, that will give you the key to becoming a Top specialist in this digital medium, which many call “expert”.

This Training Program has been developing and improving for many years and is the result of literally millions of hours of training given to students since 1994, who, just like you, aspire to become true creators with a soul.

This Training Program intends to promote not only an external transformation to get to work in this industry, but to make you gain personal skills that allow you to have the freedom to be a true creator.

We congratulate you for wanting to be true to yourself and wanting to develop your technical and artistic abilities to the fullest. Being "true to yourself", and being able to live from it, is possibly one of the greatest aspirations that can be achieved.

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The School reserves the right to modify this syllabus
2-year [PE] Master
Methodology


After many years in the Professional Industry, experimenting and working with students, we have built a methodology that we call PE or "Production Environment".

The essence of this is to bring the methodology that the Producers use to produce to the Classrooms; whether they are face-to-face or virtual classrooms, to learn directly how the real Industry works.

We are aware (surely you too) of the great dissociation that exists between what is studied in the academic field and what will be required from you later in the workforce.

To solve this, we are bringing the professional world of The Studios and Producers to our face-to-face and virtual classrooms, that is, we have created a solid bridge between what you learn and what you are going to find in the real productions.

Furthermore, we have essentially put the know-how of the Production Studios within this methodology, so here the academic and theoretical world ceases to have relevance and becomes a true experience of work and real production in a completely practical, exciting, and safe simulated environment.

Below are some of the configurations of our PE Methodology or "Production Environment":

LEARNING
-Training Route with a tailor-made curriculum
-Mentoring Experts instructors
-Training in praxis "Learning by Doing" and not memorization
-Training recorded in audiovisual form for later consultation
-Real Work Techniques used by the Studios and not by subjects
-Pipeline or Work Structure used by Producers by roles
-Specific training in the software packages that you are going to use in the Production Companies

EVALUATION
-Weekly deliveries of Projects and not theoretical exams
-Evaluation of the student to the teacher weekly and not just the other way around
-Direct evaluation of Portfolios and Demo Reels
-Evaluation of individual or group projects in the Production Environment with assigned professional roles
-Evaluation of Hard Skills and Soft Skills in the same range

OPTIMIZATION
-Optimization and Supervision of Reels and PortFolio
-Creation of Global Projects by Departments
-Own "Employability" system where the student applies directly to the Producers
-MindSet Sessions with students to analyze "limiting beliefs" and see where mental obstacles are to move forward.

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The School reserves the right to modify this syllabus
2-year [PE] Master
Phases


Our years of experience working in the industry and with many students have allowed us to formulate a powerful system to launch students into the work market relatively fast.

The market tells us again and again that an "academic education" or a mere Degree that decorates a curriculum vitae is not enough. To work in this industry, you must show what you are capable of doing.

The objective of this Methodology [PE] is based on the student acquiring the skills of the top companies in the Industry, collecting them in a Project, and showing them to that niche market. It is a system that works, and that works for all those students who work hard and strive to go far.

Best of all, in this process, there are no limits, neither creative nor technical nor work-related.

It is a system in which time is not wasted and where the student has the autonomy to choose which professional path is of their most interest.

The precise way in which our Methodology [PE] is structured and carried out is organized in 2 phases:

PHASE 1 - Software + Techniques + Projects
Acquisition of the Knowledge and Skills of the operation the Software packages and Work Techniques.

Here the student learns to use the software packages, the techniques of use and all the operational mechanics of digital creation.

 

PHASE 2 - Production at "The Studio Production"
Acquisition of the knowledge and capabilities of the Production operation.

Here the student enters the phase "THE STUDIO PRODUCTION", where the classes are replaced by a methodology of emulation of the production environment and are dedicated only to "learning to produce" projects.

In this phase, the student builds their Demo Reel to address the market and, with the employability module, will apply directly to companies.

 

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2-year [PE] Master
SUMMARY

Videogame Programming with Unreal
Learn to program within the most powerful and visual video game engine on the market, UNREAL ENGINE by EPIC GAMES. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. Handling BLUEPRINTS competently will allow you to see the operation of a video game in real time through easily configured nodes, providing extreme flexibility which allows the Designer to use the full range of concepts and tools without the need for coding. This makes it a very intuitive tool designed for the most creative professionals. Triple AAA Video Games such as Fortnite, Final Fantasy, Tekken, Batman: Arkham City, Bioshok, Gear of Wars and many more have been created with With Unreal Engine.

Duration
2 years

Software
ENGINES: UNREAL ENGINE

Requirements
This course is for everyone but there is an admissions interview.


Modes
· On-site
: 12 hours/week
· Online: Variable hours/week

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The School reserves the right to modify this syllabus
The School reserves the right to modify this syllabus
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Videogame Programming with Unreal Phase 1 -
SYLLABUS

 

MODULE 1
General programming concepts
- Types of data
- Variables
- Arithmetic operators
- Constants
- Control Structures, if/else/switch
- Logical and conditional operators
- Enumerations
- Functions (se pueden tambien llamar methods)
- OOP Object-oriented programming
- Inheritance

MODULE 2
Development enviroment
- Unreal Engine as a framework for game development
- Unreal Engine particularities
- Learning how an engine works (Unreal Engine)
- Components
- 2D and 3D cameras
- 2D and 3D physics
- Objects import (sprites, 3D models, audio, etc.)
- UI

MODULE 3
Videogames programming

- First 2D videogame 

MODULE 4
Art foundaments in programation
- 3D model composition
- Vertex, normals, UV maps, textures
- Atlas
- Sprites
- Drawcalls
- Ilumination
- Animation

 

 

 

MODULE 5
Videogame Architecture
- Requirements analisis of a game since it design
- Data importation to create game structures
- Data breakdown in games structure

MODULE 6
Videogames programming
- First 3D videogame

MODULE 7
Advanced programming
- Git control version
- Object pooling
- Delegates
- Coroutines
- Callbacks

MODULE 8
Advanced programming
- Dependencies injection
- Data persistence, load and save of our data
- Creation of our own framework in Unreal Engine
- Attribute system
- IA
- Pathfinding

MODULE 9
Videogame programming
- Advanced 3D videogame

 

 

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SCHOOL
Instalaciones
UARTS SCHOOL FACILITIES
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Universal Arts School
Success Stories


Arlinka Viljoen
The youngest person to win an Emmy in history.
ARLINKA VILJOEN
Senior Videogame Art Career Student
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EMMY AWARDS

Arlinka Viljoen, a graduate of our Master’s program in Videogame Art, is a shining example of talent, dedication, and creativity. With a promising career, she has made her mark in the digital art and video game industry, reaching an extraordinary milestone as the youngest person to ever win an Emmy award. Her passion for design and innovation has led her to collaborate on high-impact projects, leaving an indelible imprint on the world of interactive entertainment. Arlinka embodies the spirit of excellence we foster at our school, inspiring future generations of digital artists.

Universal Arts School
Success Stories


Teresa Alvarado
"...the training gave me an extreme level compared to the rest of the candidates..."
TERESA ALVARADO
Matte Painting Master student
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WALT DISNEY STUDIOS

Teresa Alvarado, a student from our Master’s program in Matte Painting, has achieved the dream of many creatives by joining Disney as an Art Director. Her ability to create immersive visual worlds and her dedication to detail have earned her recognition in one of the entertainment industry's most iconic companies. Teresa is an inspiring example of how passion and specialized training can open doors to unique opportunities, solidifying her as a leader in the fields of design and artistic direction.

Universal Arts School
Success Stories


Jesús Merino
"...the breeding ground inside the School is what will generate the motivation in you..."
JESÚS MERINO
Videogame Art Master Student
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WETA FX

Jesús Merino, a graduate of our Master’s program in Videogame Art, is a professional who has proven that perseverance and talent are key to achieving ambitious goals. After gaining experience at renowned studios such as Elite3D, Skydance Animation, and Scanline VFX, Jesús fulfilled his dream of joining WETA FX, one of the most prestigious visual effects studios in the world. His career reflects his commitment to artistic and technical excellence, becoming a role model for those aspiring to excel in the video game and animation industries.

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