trainings catalogue

2026/02 - Leadership Is a Skill - for Emerging & New Leaders - (Andy Coley)

Face-to-face 14 hours (2 days) Accessible

2026/03 - Arts - Building efficient Game Assets : Models, Materials, Shaders and FX - (Ben Cloward)

Distance learning 8 hours (5 days) Accessible

2026/04 - Music Design de Clair Obscur: Expedition 33 - Concevoir et déployer un pipeline de musique interactive (Raphaël Joffres - Sandfall Interactive)

Face-to-face 7 hours (1 day) Accessible

2026/06 - Destroy Your Marketing Plan... & Take Advantage of Steam Algorithms & Roadmap (Chris Zukowski)

Face-to-face 7 hours (1 day) Accessible

2026/06 - Make Your Game Shine: Advanced Game Trailer Strategy (Derek Lieu)

Face-to-face 7 hours (1 day) Accessible

Animation de personnages : corps - efforts - facial (Alexis Wanneroy - Fortiche)

Face-to-face 14 hours (2 days) Accessible

Arts - Éclairage et narration visuelle (Justine Codron - Disney Animation Studios)

Face-to-face 7 hours (1 day) Accessible

Arts - Immersive and Invisible, the Art of Camera Placement and Movement in Games (Simon Unger - Sony Santa Monica)

Face-to-face 7 hours (1 day) Accessible

Arts - Shader Authoring for Artists - From Basics to Advanced Techniques (Ben Cloward)

Face-to-face 7 hours (1 day) Accessible

Arts - The process of designing intuitive UI (David Candland - EA)

Face-to-face 7 hours (1 day) Accessible

Co-Creating Worlds: Reinventing the Visual Narrative (Daniel Dociu)

Face-to-face 7 hours (1 day) Accessible

Communication - Maîtrisez l'art de donner et de recevoir des feedbacks (Sophie Vo)

Face-to-face 7 hours (1 day) Accessible

Concurrency and Parallelism for Game Programming – A Deep Dive (Jason Gregory - Naughty Dog)

Face-to-face 7 hours (1 day) Accessible

Creating Ludonarrative Resonance : Merging Narrative and Gameplay for Engaging Experiences (Simon Wasselin - Remedy Entertainment)

Face-to-face 7 hours (1 day) Accessible

Creating Memorable Moments with Limited Resources (Will Shen - Unknown Worlds)

Face-to-face 7 hours (1 day) Accessible

Data Driven Design and Production - Collect the right data to make smarter game designs (Mike Ambinder)

Face-to-face 7 hours (1 day) Accessible

Design - Generative AI with Large Language Models (LLM) for Game Narrative and Level Design (Tommy Thompson)

Face-to-face 7 hours (1 day) Accessible

Design - Macro Design and Narrative Structure (Brian Allgeier - Insomniac)

Face-to-face 7 hours (1 day) Accessible

Design - Paper prototyping for electronic games (Stone Librande - Riot Games)

Face-to-face 7 hours (1 day) Accessible

Identifier et agir contre le syndrome de l’imposteur dans vos équipes (Estelle Bailly)

Face-to-face 7 hours (1 day) Accessible

Lead / Manager : révélez le potentiel de votre équipe ! (Fred Bibet)

Face-to-face 14 hours (2 days) Accessible

Level Design in a Cabal - Valve’s Best Practices - Optimal Process for Collaborative Level Design and Game Development (Phil Co - Valve)

Face-to-face 7 hours (1 day) Accessible

Prod - Ultimate game production skills master class (Michael Bybee - Blizzard Entertainment)

Face-to-face 7 hours (1 day) Accessible

Se libérer du Syndrome de l'imposteur (Estelle Bailly)

Face-to-face 7 hours Accessible

Tech - Data oriented programming (Mike Acton - Ex Insomniac Games Engine Director)

Face-to-face 7 hours (1 day) Accessible

Tech - Practical Utility Theory for Game AI (David Rez Graham)

Distance learning 8 hours (4 days) Accessible

Tech - Que faire quand la vitesse de la lumière est trop lente ? (Tony Albrecht - Riot Games)

Face-to-face 7 hours (1 day) Accessible