Hi, I'm Jordi Arnal, professor at the Video games creation Master in the Autonomous University of Barcelona and teacher on this video games course. Today we are at Kaneda Games, to show you how we work in a video games enterprise and before that I'm gonna explain my professional profile and how I got here. I am a programmer, informatician and I studied the managing informatics career to then study a master on video games creation. Once I finished the video games creation master, I started working in a video games enterprise as part of my studies in Barcelona, famous because of video games such as Invizimals or Reality Fighters, for PSP and PSVita and then I started working in U play studios, developers of video games such as Pro Basket Manager, Euroleague Basketball Manager or Tadeo Jones. My possibilities in the video games industries until now have been as video games programmer and currently I'm working as CEO of the enterprise, as manager of the enterprise. I still work as a programmer, as it is a small enterprise, but I also take care of the enterprise managing. Kaneda Games is an independant video games enterprise founded on 2012. During the last years we've worked mostly on serious games, such as the video game Medgame which is a video game developed together with Girona University, which allows the medicine students to form themselves on the radiology speciality. Apart from Medgame we've developed video games such as CIPOactivity, which allows an association from Sabadell to interact with a video game specially designed for both mentally and phisically disabled people. We are currently working on a more classic video game, classical entertainment, which is a tennis simulator such as Smoots World Cup Tennis. Our enterprise is composed by 4 people with artistic profiles, as well as two programmers. Let's see what each of us does in the video games studio. In this case we have Albert Ramón, doing the artistic part. Currently it has the users graphic interface with the own game's GUI. The in-game GUI is basically the menus that appear inside the game screen, those selectable items the user can see. So they mostly work with Potoshop, doing all the 2D interaction part. Now we can see a programmer's work. His work is basically writting code lines in a development environment, in this case the Monobehaviour, which is the API embedded to Unity. Here we can see the work an artist does. In this case his job is painting our characters' textures, also with Photoshop. A texture based on the character is made, and artists paint it and give it details so that we can see them on our characters inside the game. During the creation process of a video game, we first need a game idea. In our case, we have worked mostly with serious games until now. We start talking to a customer who has a demand, and we show him a draft on what he wants as a video game. Then we make a draft from this idea, and then we improve it with game mechanics. In example, in the game Medgame, meant for future doctors, in the radiology speciality we first had a game which implemented the history of some clinic cases and it developed depending on the player. The player interacted with the case and it kept going on. The process starts from the design part where the idea is implemented or created, and it gets to the artistic part where the characters are created, as well as the scenes, the game environment, and then we get to the programming part, where the game logics will be implemented: how does the player have to interact with the game, how does the game work, etcetera. And then there are some extra elements such as sound and testing, which would be the part of sounds integration in the background music or the sound effects, and the testing part is where an user tests and validates the product itself. A serious video game such as Medgame, takes us a development time of around 6 and 12 months, depending on the kind of product. A video game such as the tennis simulator we are creating, may take us around a year or a year and a half of work. It also depends on the number of people working in the project and the project's complexity, but those are more or less the development projects. To all those people who are interested on working in the video games industry, they should know it is a very complicated and hard industry. All the people working on the industry are high qualified professionals, so it takes a lot of effort both at formative and practical level, and many work hours. My advice for all those who want to work in this enterprise is a lot of dedication, getting a lot of preparation from courses such as Coursera or Masters, and putting a lot of effort on it, because it is really hard but at the same time the result is very satisfying to the worker. At a personal level, in my case, I've wanted to develop video games since I was a child, since I was young, and luckily after a lot of effort we got here and we hope to keep working on it. So our advice is, to everybody: if you want, you can.