TrabajosFinDeGrado.es — TFG, TFM y Tesis Doctorales a medida desde 2014

TFG de Videojuegos: ejemplos reales y temas

Actualizado el Pedro Puente Gil

256 trabajos fin de grado de Diseño y Desarrollo de Videojuegos, reales y consultables

Trabajos defendidos y publicados en acceso abierto por 1 universidades españolas, de 2017 a 2026. Cada ficha incluye autor, director y año, y enlaza al PDF original en el repositorio de su universidad; muchas indican además el tema y la metodología. Aquí no se aloja ningún trabajo ni se publican los de nuestros clientes.

256 trabajos

  • The Impact of Artificial Intelligence on Video Game Design and Development: A Case Study Through Ptolemy’s Night

    Universitat Jaume I · 2026 · Fernández Bermejo, Julia · dirigido por Sanz Valero, Pedro José; Remolar Quintana, Inmaculada

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    This Final Degree Work studies how artificial intelligence is changing the design and development of video games. The study is carried out from inside an actual project: Ptolemy’s Night, a small puzzle game built in Unity 6 in which the player, as the spirit of Cassiopeia, sets up the room of the 2nd-century astronomer Claudius Ptolemy so that he can discover and document her constellation on his own during the night. The game runs on a custom checkpoint-based decision tree that drives Ptolemy’s behaviour and keeps the puzzle verifiable from a known starting state. The work answers two questions: how can artificial intelligence be used efficiently in the design and development of video games, and how important is the human role in that process. Four scenarios of game creation are evaluated to answer them. Each scenario models a different development team, distinguished by how heavily the AI is involved in the work —from the AI as a supporting tool in the first scenario, where the developer leads, to progressively heavier AI roles in the remaining three. For each scenario the work records the time invested, the outcome of the build, and the human interventions required, and the four...

  • Development of an Artgame as a Form of Interactive Fiction Focused on Depression from a Neurodivergent Perspective Still I Linger

    Universitat Jaume I · 2026 · Maestro Momparler, Marta · dirigido por Rubio Alcover, Agustín

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2024-2025

  • ELEMENTA: Design and Development of a Competitive 2.5D Fighting Game

    Universitat Jaume I · 2026 · Martínez De La Casa Álvarez, José María · dirigido por Sales Gil, Jorge

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    This report documents the full development cycle, demonstrating the technical and creative viability of building a systems-driven competitive fghting game within an undergraduate Final Degree Project. ELEMENTA is a 1 vs. 1 2.5D fghting game1 developed in Unity 6 that replaces traditional execution complexity with a systemic specialisation model. Players select a primary element (fre, water, earth, or air) that dictates their ability access and efciency, while real-time element switching preserves tactical adaptability throughout the match. The prototype integrates a CharacterController [10] movement system, 16 abilities using ScriptableObjects2, a high-impact “Master Control3” super-state, and an AI opponent scaled by decision quality rather than stat inflation. The project is validated through functional testing across all confgurations, performance profling (targeting 60 fps4 on mid-range hardware), and balance evaluation confrming the absence of dominant strategies.

  • Development of a 3D Multiplayer FPS Game in Unity: Pandemic War

    Universitat Jaume I · 2026 · Luna Piqué, Daniel · dirigido por Recatalá Ballester, Gabriel; Remolar Quintana, Inmaculada

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    This document discusses the development process of a 3D cooperative survival FPS called Pandemic War using Unity 6. The primary goal was to merge advanced procedural generation—utilizing Eller’s Algorithm—with a robust multiplayer infrastructure to create an immersive, narrative-driven experience. Technical challenges in networked synchronization and systemic design were overcome, resulting in a fully playable game that balances complex "Easter Egg" missions with engaging gunplay. The project showcases the developer's ability to orchestrate multi-layered mechanics and professional-grade audio-visual design within a modern game engine.

  • Design and implementation of a voice command recognition system for video games based on MFCC and Dynamic Time Warping

    Universitat Jaume I · 2026 · Mengual Roca, Pere · dirigido por Sales Gil, Jorge

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    This Bachelor’s Thesis presents an action video game developed in Unity 6 that is controlled entirely through voice commands, offering an accessible alternative for players with severe motor disabilities who cannot use standard peripherals. Instead of relying on external AI libraries, the project utilizes a custom, real-time voice recognition pipeline based on Mel-Frequency Cepstral Coefficients (MFCC) extraction and Dynamic Time Warping (DTW) comparison. To ensure optimal performance without impacting frame rates, the entire pipeline is processed using Unity Burst-compiled Jobs, matching live audio input against a player-recorded reference bank. This technology is validated through a playable boss fight prototype where players must verbally deflect colored projectiles, successfully proving that a low-latency, voice-only interface can meet the demanding response times of the action genre.

  • Conceptualization and Design of a Virtual Biomechanical Colossus for Exploration and Puzzle Solving

    Universitat Jaume I · 2026 · García Petrakova, Eva María · dirigido por Tonda Ramos, Anna; Remolar Quintana, Inmaculada

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    This Final Degree Work presents the conceptualization, artistic design, and technical implementation of Bioma, a non-photorealistic 3D adventure prototype where the game environment behaves simultaneously as a puzzle matrix and a diegetic companion. Developed within Unity’s Universal Render Pipeline (URP), the project explores the integration of macro-level environmental navigation and spatial puzzle solving inside the anatomy of a massive, resting biomechanical Colossus. Moving away from standard physically-based rendering pipelines, the visual identity leverages illustrative, non-photorealistic rendering techniques inspired by classic animated cinema. The production workflow spans from initial 2D concept art and puzzle layout sketching in Krita, to low-poly modeling and layer-based texture painting utilizing Blender and Ucupaint. This pipeline establishes a highly readable aesthetic where structural shapes and dynamic lighting interact seamlessly to guide player orientation without relying on intrusive, nondiegetic user interface elements. From an engineering perspective, the project addresses critical constraints regarding cognitive load, asset iteration, and physics simulation ...

  • Exploración de SDP y herramientas de Unity 6.3 mediante el desarrollo de un juego 3D de géneros Acción- Aventura/Puzle ambientado en mazmorras

    Universitat Jaume I · 2026 · Marín Abenza, Pablo · dirigido por Recatalá Ballester, Gabriel

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    This document constitutes the technical report of the Final Degree Project (TFG) corresponding to the degree in Video Game Design and Development (VJ1241) by Pablo Marin Abenza. The project developed consists of the creation of a threedimensional video game demo belonging to the Action-Adventure and Puzzle genres, set within a fantastical obscure medieval dungeon. The player’s challenge is to escape from the dungeon without dying in the attempt, which requires him to equip himself and gather the necessary resources to survive. The dungeon contains potions, armor, and a wide variety of supplies that can be obtained as rewards for defeating enemies or discovering the labyrinth’s secrets. The purpose of this project is to demonstrate and explain, through research and practical application, the utility of Software Design Patterns (SDP), linking them to the effective use of the latest features available in the Unity 6.3 LTS engine version in order to create an optimized video game in terms of computational performance and code quality.

  • Designing a dialogue system with code parsing for narrative visual novels in Godot 4.6

    Universitat Jaume I · 2026 · Madrigal Hernandez, Alonso · dirigido por Montañana Velilla, Jordi

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    This project presents the design and development of a modular dialogue system for visual novels, built on top of the Godot Engine using C# and a custom Domain Specific Language ﴾DSL﴿ driven by CSV files. The system allows non‐technical authors to script complex interactive scenes, including branching dialogue, animations, sound cues, and UI transitions, using plain natural language commands, without requiring programming knowledge. The technical contribution is complemented by a vertical slice of an original narrative project, Purple Hazard, a self‐aware visual novel featuring two parallel storylines, an unreliable narrator, and a psychological narrative architecture grounded in trauma and suppressed memory. Together, the system and the narrative demonstrate that a professional‐quality, modular dialogue engine can be constructed from scratch within the scope of an academic project, and that it is expressive enough to sustain narratives of genuine artistic complexity. The project was developed as two coordinated Bachelor’s theses: one focused on the technical implementation of the dialogue architecture and the narrative design ﴾Alonso Madrigal Hernández﴿ and one on artistic producti...

  • Implementation of an Automatic Narrative Generation Engine for Unity Using Local Large Language Models

    Universitat Jaume I · 2026 · Lloret Rubio, Jaume · dirigido por Recatalá Ballester, Gabriel

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    The automatic generation of coherent and engaging narratives in video games remains one of the most challenging open problems in interactive entertainment. Traditional approaches rely on pre-scripted branching dialogues, which limit replayability and constrain player agency within a fixed set of possible outcomes. Recent advances in Large Language Models (LLMs) offer a compelling alternative, yet most production deployments require cloud connectivity and high-end server hardware, creating barriers of cost, latency, and privacy. This work presents Uroboros, a narrative generation engine implemented as a Unity package that runs entirely on consumer hardware using local LLM inference. The system employs a dual-model pipeline: a fine-tuned Gemma 4 E4B model as the primary narrative generator, and a smaller Gemma 4 E2B model as a structured extractor responsible for maintaining persistent story memory. Both models operate via LLamaSharp, enabling GGUF-format inference directly within the Unity runtime without external server dependencies. The engine introduces a ScriptableObject-based design that separates narrative logic from game logic through two abstractions: Initiators, which defin...

  • Long Live the King: AI Development and Economy Integration for a 3D PvE Auto-battler

    Universitat Jaume I · 2026 · Crespo Mejias, Luís · dirigido por Gasch Garcia, Cristina

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    This Final Degree Project consists of the development of Long Live the King, a video game fusing the Auto-battler and Roguelike genres, developed in Unity 3D. Inspired by titles such as Teamfght Tactics and Hearthstone Battlegrounds, but with a PvE (Player versus Environment) focus similar to Balatro or Passant, the project aims to create a challenging single-player experience. The core loop combines automatic battles against an AI that scales exponentially in difculty with a shop management phase to upgrade the army. The technical focus lies in developing an AI system for unit behavior, a balanced economic system, and an aesthetic based on chess iconography to leverage player familiarity.

  • Cosmo Exsulis TTRPG Companion: A Mobile App developed using Android Studio

    Universitat Jaume I · 2026 · Castells Appriou, Joan · dirigido por Sáez Soro, Emilio; Remolar Quintana, Inmaculada

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    This document represents the Final Degree Work report of Joan Castells Appriou in Video Game Design and Development. This work consists of an interactive mobile application that can be used to create, store and use characters to simulate turn-based combat following the rules of an adapted version of a tabletop role-playing game developed for the project. These characters have set of skills, actions and equipment they can choose from to determine their capabilities and advantages in combat. The project represents a large step towards a personally developed digitally empowered TTRPG, that would serve as a platform through which players can experience more easily role-playing narrative and gameplay contents.

  • Abyssal Core: Análisis de Secuencias de Comportamiento del Jugador para la Clasificación del Estado Emocional en Videojuegos mediante Redes Neuronales

    Universitat Jaume I · 2026 · Sales Sales, Sergi · dirigido por Martínez Usó, Adolfo

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    This document details the development of Abyssal Core, a functional prototype of a 3D auto-shooter video game featuring procedural dungeon generation. While this genre is highly popular, it is typically limited to static, 2D environments. The primary objective is to design and program the core dungeon Generation. As a result, a robust level generation architecture has been successfully implemented using Binary Space Partitioning (BSP) and Minimum Spanning Trees (MST). This ensures organic, fully navigable maps and a highly replayable experience that adapts horde combat to an ever-changing environment.

  • Implementation of a construction system using pieces and variable physical properties for a 3D video game in Unity

    Universitat Jaume I · 2026 · Peng, Ana María · dirigido por Gasch Garcia, Cristina

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    This Bachelor’s Thesis presents the development of a 3D puzzle video game focused on the dynamic and modular architecture of the player’s character. The project introduces a custom assembly system that allows players to construct and modify their character’s structure to navigate and solve challenges within a reactive physics environment. The core gameplay mechanic integrates an environmental awareness dimension: players must collect scattered waste materials for recycling. In this manner, recycling shifts away from being presented as a passive concept and is transformed into a fundamental progression mechanic within the gameplay system.

  • Developement of a 2D puzzle space videogame based on physics: Stellar Paths

    Universitat Jaume I · 2026 · Fraga Edo, Eric · dirigido por Tonda Ramos, Anna

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    Stellar Paths is a 2D space puzzle game where the player must guide a rocket to destroy an enemy ship utilizing the gravitational pull of different planets, relying on spatial reasoning and strategic planning rather than mechanical reflexes. The work consists of the conceptualization, game design, and technical implementation of the project using the Unity engine. The developed mechanics range from basic trajectory calculation to advanced level resolution, where the player must strategically place celestial bodies to create their own orbital routes. Academically, this document consists of the fnal degree project report of the Video Game Design and Development bachelor’s degree at the Jaume I University.

  • EOL Clause 7: A Momentum-Based Locomotion System for Seated VR Combat

    Universitat Jaume I · 2026 · Kalantarov, Karl · dirigido por Chover Selles, Miguel

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    This document presents the technical report for the Bachelor’s Degree Final Project in Video Game Design and Development by Karl Kalantarov. The project, EOL Clause 7, is a physics-based Virtual Reality action game whose central research focus is the design and implementation of a novel momentum-based locomotion system intended specifcally for seated play. A playable prototype was built in Unity using the OpenXR Plugin, demonstrating that the system is viable for seated play, with encouraging results in terms of both comfort and physical engagement.

  • Design and Development of a 2.5D Graphic System for the visual novel videogame Purple Hazard

    Universitat Jaume I · 2026 · Ortega Fernández, Núria · dirigido por Gasch Garcia, Cristina

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    This Final Degree Project focuses on the study, design, and development of the artistic aspects of Purple Hazard, a visual novel video game featuring a 2.5D aesthetic style. The project examines the reasons behind the choice of visual style, as well as the references used throughout the creative process and the development of the project’s visual elements. In particular, it explores the creation of 2D sprites and their subsequent animation through bone rigging techniques, the development of 3D assets combined with the implementation of stylized shaders, as well as the integration of basic programming to support interaction and core game functionality. Furthermore, the artistic design and visual development are conceived as the foundation for the complete game experience. The practical outcome of the project is a functional demo corresponding to the frst chapter of the planned narrative, enabling the integration and evaluation of the artistic and technical resources employed throughout the development process.

  • Magic’s Architect: Development of a First-Person Action Game featuring a Dynamic Spell construction System

    Universitat Jaume I · 2026 · Olivares Cebrian, Samuel Azul · dirigido por González Barberá, Alejandro

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    Magic’s Architect is a First-Person Fast-Paced Shooter that tells the story of a wizard who wakes up in a magical prison, unaware of what has happened, but who will gradually uncover both the history of the world and his own past. The work consists of the implementation of various mechanics and 3D art, together constituting the game as a whole. In the game, the player will be able to create their own sorceries by combining different spells — such as a projectile, an explosion, or an aura — allowing them to craft whatever combination they deem most suitable for each situation or playstyle. In addition, they must make use of the movement mechanics to move as fast as possible and complete levels in the shortest time achievable. Each of the mechanics and aspects of the game has been implemented in the best and most optimal way possible, while keeping in mind that the project is still a prototype — meaning that the approach taken when implementing each feature has accounted for the possibility of future expansion and changes. This document explains the process and key ideas followed in carrying out the Final Degree Project for the Video Game Design and Development bachelor’s degree at Ja...

  • Design and Implementation of a Predator and Director AI System for a Survival Horror Game in Unreal Engine 5

    Universitat Jaume I · 2026 · Trif, Felician Antonio · dirigido por García Rytman, Linda

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    This document describes Felician Antonio Trif’s fnal-year project for his degree in Video Game Design and Development. The project focuses on the development of a prototype survival horror video game that incorporates basic mechanics of the genre and survival elements; a predatory AI has been created that uses a behaviour tree in conjunction with a blackboard. This AI adapts to the player’s behaviour through rule-based responses, dynamically modifying its decisions based on the actions taken within the game. Furthermore, a conceptual design for a ‘Director’ AI is proposed to manage the game’s progression and control the flow of play by manipulating the blackboard. Whilst the prototype successfully implements the mechanics and the predatory AI, the ‘Director’ AI is presented as a theoretical framework for creating moments of tension and progression, establishing a solid foundation for future changes and implementations.

  • Multimodal Procedural Content Generation (PCG) Framework for Unity

    Universitat Jaume I · 2026 · Díaz Samper, Miguel · dirigido por Felip Monferrer, Pablo; Remolar Quintana, Inmaculada

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    This Final Degree Project presents a multimodal procedural content generation framework for Unity distributed as a Unity Package Manager package. The framework integrates four main areas: environment generation, entity management, procedural audio, and development tooling. At its core, it supports two interchangeable environment generators, an iterative backtracker for mazes and a BSP-based dungeon generator, both coordinated through a shared strategy interface and a central EnvironmentManager. Beyond logical map generation, the framework converts the generated result into runtime meshes, rebuilds navigation data, derives valid spawn points, populates the level through pooled entities, and generates a simple musical pattern linked to the same procedural session. The package also includes deterministic regeneration, JSON-based save/load support, benchmark export, and a custom editor window that creates a readyto- test demo setup automatically. From a technical point of view, the project prioritises modularity, reproducibility, and performance awareness. Native containers, object pooling, and a job-based meshbuilding stage are used to reduce avoidable runtime overhead, while benchmar...

  • Ballistic Labs: Comparative ballistic simulation and anatomical damage system

    Universitat Jaume I · 2026 · Lorente Fabregat, Frank · dirigido por Sales Gil, Jorge; Remolar Quintana, Inmaculada

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    This document represents the Final Degree Work report of Frank Lorente Fabregat in Video Game Design and Development at the Universitat Jaume I. This work consists of a technical First-Person Shooter (FPS) prototype developed in Unity titled Ballistic Labs. The project explores how a simulation-driven approach to combat design can enrich player experience beyond conventional arcade mechanics. The prototype implements a triple ballistic simulation system, comprising an instantaneous Raycast1 mode, a physics-driven projectile, and a fully custom-code ballistic calculation, allowing direct comparison between the three approaches. Enemies are equipped with a hierarchical anatomical hitbox system that produces real mechanical consequencesn depending on the zone impacted: locomotion is altered, attack capabilities change, and the agent’s behavior adapts in real time through a damage-aware artificial intelligence. The prototype is validated across two purpose-built environments: a Firing Range for ballistic calibration, and a Horde Arena for full combat testing.

  • Gamifying Physical Activity: A Mobile Game That Transforms Steps into Map Exploration and Inventory Crafting

    Universitat Jaume I · 2026 · De Quevedo Peña, Luís · dirigido por Tonda Ramos, Anna

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    This Final Degree Work presents the design and development of Shamanic Way, an Android game in which the player’s real-world steps become the main unit of progression. Developed in Unity 6, the prototype translates walking into movement across a procedurally generated network of nodes and paths. Physical activity is therefore embedded in exploration, route planning and resource collection rather than being displayed only as a numerical record. The game world is divided into four colour-coded factions. Their territories, resources, villagers and potions are connected through a shared economy: the player chooses a mission, plans a journey, walks to reach its destination and uses the materials gathered along the way to brew potions and treat the villager’s ailments. Completing a mission strengthens the player’s friendship with that node and opens further paths, gradually expanding the area that can be explored. The application combines native Android sensors, local persistence, background step tracking, a guided tutorial and an interface designed for short interactions while on the move. Its route and inventory systems ensure that walking produces more than displacement: each faction ...

  • Knights of Luck: Design of a turn-based 2D/3D roguelike video game in Unity

    Universitat Jaume I · 2026 · Teixeira Delgado, Paulo Renato · dirigido por Bueso Aparici, Emilio

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    Knights of Luck is a turn-based roguelike developed in Unity as a Final Degree Project for the Bachelor's Degree in Video Game Design and Development at Universitat Jaume I. The game delivers a complete, functional experience in which a knight traverses procedurally generated dungeons across a seven-day campaign to rescue a captured princess. Each day is split into three rounds (morning, afternoon, night). Per round, the player chooses how many rooms to face, establishing the core risk-reward tension: fewer rooms concentrate danger and reward, more rooms disperse both. Between rounds, a shop lets the player spend gold and monster hearts on wildcards, potions, and crests that permanently modify the character during the run. Combat is turn-based: the player attacks first according to their attacks-per-turn, then enemies act one by one. Equipped wildcards trigger by operation method and order, producing emergent interactions that reward strategic planning. The project also dedicates special attention to game feel through a dedicated GameFeelManager that coordinates hit-stops, camera zoom holds, sprite flashes, squash-and-stretch, tilt animations, and particles independently of the eng...

  • Design and development of a geolocated mobile video game to promote knowledge and relationship with the natural environment

    Universitat Jaume I · 2026 · Pacheco Trilles, Saul · dirigido por Gómez Cambronero, Águeda

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    This document presents the Bachelor’s Thesis developed for the Bachelor’s Degree in Video Game Design and Development. The project originates from a pedagogical activity carried out with Early Childhood Education students in the course MI1815 – The Natural Environment in Early Childhood Education, consisting of a guided visit to the Jardín de los Sentidos, an outdoor space at Jaume I University characterised by its rich biodiversity. The educational value of this activity lies in encouraging students to observe, discuss, and reflect on natural ecosystems through direct interaction with the environment. Building upon this experience, this project explores how educational objectives of the original activity can be transferred to a digital, autonomous and playful format. To address this challenge, Micorrizas was designed as an educational video game that promotes environmental awareness and engagement through active exploration and collaborative learning. The resulting game is a cooperative locationbased mobile experience developed with Unity, where players interact with real-world locations while progressing through shared challenges and decision-making processes. To support this expe...

  • Design of an action video game with procedural content generation Afterglow

    Universitat Jaume I · 2025 · Julian Maldonado, Joan · dirigido por Martínez Salvador, Begoña

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2024-2025

Desarrolladora joven trabajando con una tableta gráfica y un ordenador
Fotografía: Kawê Rodrigues

En un TFG de Videojuegos el error más caro es dedicar los seis meses a programar y dos semanas a escribir. El tribunal juzga la memoria: qué problema técnico o de diseño se planteó, qué alternativas se descartaron y con qué criterio, y qué evidencia hay de que la solución funciona. Un juego jugable con una memoria floja se defiende peor que un alcance más modesto bien argumentado.

Cómo usar estos ejemplos

El buscador de arriba reúne trabajos fin de grado de Diseño y Desarrollo de Videojuegos defendidos y publicados en acceso abierto por universidades españolas. Cada ficha lleva autoría, dirección, año y licencia, y enlaza al PDF en el repositorio de origen. Aquí no se aloja ningún trabajo ni se publican los de nuestros clientes.

La búsqueda por texto localiza el motor, el género o la técnica que le interese, y los filtros permiten acotar el resultado. Fíjese en cuántos están escritos en inglés: es habitual en esta titulación, y conviene comprobar en su guía docente si se admite.

Modalidades habituales

  • Desarrollo de un juego completo. Lo más frecuente. El riesgo es el alcance: un juego pequeño terminado vale más que uno ambicioso a medias.
  • Herramienta o sistema. Un motor, un editor de niveles, un sistema de animación. No es un juego, y la memoria se parece más a la de Informática.
  • Investigación aplicada. Comparar técnicas de render, de IA o de generación procedural midiendo resultados. Exige método, no solo implementación.
  • Videojuego serio. Educativo, de salud o de concienciación, donde hay que demostrar que el juego consigue el efecto que promete.

Lo que suele fallar

Prometer un alcance de estudio con recursos de una persona. No versionar el proyecto, y no poder demostrar qué hizo cada uno en los trabajos en equipo. Usar recursos de terceros sin declarar su licencia, que en un trabajo público es un problema real. Y no dejar constancia de las pruebas con jugadores, aunque se hayan hecho: sin datos, la valoración del tribunal se queda en la impresión personal.