Catalogue de formations
2025/09 - Data Driven Design and Production - Collect the right data to make smarter game designs (Mike Ambinder)
2025/09 - Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve))
2025/09 - Niveau 1 : sciences cognitives et UX appliquées aux jeux vidéo (Celia Hodent)
2025/09 - Oser prendre la parole en milieu professionnel (Nicolas Mel)
2025/09 - Practical Utility Theory for Game AI (David Rez Graham)
2025/10 - Co-Creating Worlds: Reinventing the Visual Narrative (Daniel Dociu)
2025/10 - Communication - Maîtrisez l'art de donner et de recevoir des feedbacks (Sophie Vo)
2025/10 - Communiquer avec impact en milieu professionnel (Nicolas Mel)
2025/10 - Concurrency and Parallelism for Game Programming – A Deep Dive (Jason Gregory - Naughty Dog)
2025/11 - Animation de personnages : corps - efforts - facial (Alexis Wanneroy - Fortiche)
Arts - Éclairage et narration visuelle (Justine Codron - Disney Animation Studios)
Arts - Immersive and Invisible, the Art of Camera Placement and Movement in Games (Simon Unger - Sony Santa Monica)
Arts - Shader Authoring for Artists - From Basics to Advanced Techniques (Ben Cloward)
Arts - The process of designing intuitive UI (David Candland - EA)
Creating Ludonarrative Resonance : Merging Narrative and Gameplay for Engaging Experiences (Simon Wasselin - Remedy Entertainment)
Design - Generative AI with Large Language Models (LLM) for Game Narrative and Level Design (Tommy Thompson)
Design - Macro Design and Narrative Structure (Brian Allgeier - Insomniac)
Design - Paper prototyping for electronic games (Stone Librande - Riot Games)
Lead / Manager : révélez le potentiel de votre équipe ! (Fred Bibet)
Prod - Ultimate game production skills master class (Michael Bybee - Blizzard Entertainment)
Tech - Data oriented programming (Mike Acton - Ex Insomniac Games Engine Director)
Tech - Que faire quand la vitesse de la lumière est trop lente ? (Tony Albrecht - Riot Games)