Catalogue de formations
2026/09 - Solving Accessibility Challenges at the Technical Level (Bianca Marina Stana - Unity)
2026/10 - Blender Adaptation: Hit the ground running in Blender (Helge Maus)
2026/10 - Blender: Hard-Surface Modeling for Games (Helge Maus)
2026/10 - Creating Ludonarrative Resonance : Merging Narrative and Gameplay for Engaging Experiences (Simon Wasselin - Remedy Entertainment)
2026/10 - Integrating Accessibility Best Practices Into Production (Améliane Chiasson Lefort - Player Research)
2026/10 - Intent, Implementation, Verification: Engineering in the Age of Coding Agents (Duygu Cakmak)
2026/10 - Look and Feel - The Art of Standing Out (Chris Cox)
2026/10 - Strategies and Action plans for Game Discoverability (Gregory Queste)
2026/11 - Designing Systems that Scale and Evolve without Breaking (Will Shen - Unknown Worlds)
2026/11 - Godot Engine for Unity Artists (Helge Maus)
2026/11 - Hit the ground running in Godot (Helge Maus)
2026/11 - Prendre sa place comme Lead (Fred Bibet)
2026/12 - Niveau 1 : sciences cognitives et UX appliquées aux jeux vidéo (Celia Hodent)
2026/12 - Niveau 2 : stratégie UX pour le développement de jeux vidéo (Celia Hodent)
2027/01 - Animation de personnages : corps - efforts - facial (Alexis Wanneroy - Fortiche)
Arts - Advanced pipeline and process for technical artists (David Santiago - Insomniac)
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)
Communication - Maîtrisez l'art de donner et de recevoir des feedbacks (Sophie Vo)
Concurrency and Parallelism for Game Programming – A Deep Dive (Jason Gregory - Naughty Dog)
Data Driven Design and Production - Collect the right data to make smarter game designs (Mike Ambinder)
Design - Accessibility as a Design Standard, not an Afterthought (Cari Watterton - Scopely)
Leadership Is a Skill - for Emerging & New Leaders - (Andy Coley)
Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve)
Tech - Practical Utility Theory for Game AI (David Rez Graham)