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Class Internship and Professional Integration

  • Presentation

    Presentation

    The presentation of internship activities and the discussion of case studies are considered essential for the development of various skills, including an understanding of the importance of a comprehensive model (recognizing targets, aims, and sources) for the identification and selection of appropriate methods and evaluation tools. In this way, we aim to foster an important bridge between theoretical and practical knowledge, enabling students to recognize the importance of integrating the processes inherent to creative, artistic, and technological production with professional practice, while promoting the continuous development of knowledge and skills.
  • Code

    Code

    ULP2533-25172
  • Syllabus

    Syllabus

    - Presentation of companies and/or research projects for internships;¿ - How to create a curriculum/portfolio; - Academic work in business context; - Definition of the trainees' roles; - Integration in the hosting institution; - Characterization of the internship's phases; - Development of the internship plan; - Presentation of activities and case studies, integrating current theoretical knowledge and state of the art; - Definition of the final project; - Preparation for presentation and defense of the final project.
  • Objectives

    Objectives

    By the end of the course, students should have acquired the skills required to perform professional roles in organizations within the fields of video games and multimedia applications. They may undertake their internship in a company or as part of a project supervised at U. Lusófona, with the support of the company, where applicable, and the course professors. Students should be prepared to pursue a career in the creative industries. Students undertake their internship through one of two modalities: a 150-250-hour internship in a company or a project supervised at U. Lusófona. In both cases, at least one supervisor is required. For company-based internships, students have a supervisor in the host company and one at the University, appointed according to the area or role involved. For projects, a University supervisor is required. Students must maintain regular contact with the course coordinator and provide weekly progress updates.
  • Teaching methodologies

    Teaching methodologies

    This curricular unit consists of weekly tutoring sessions and a 150-250-hour internship in a company or project. Tutoring sessions focus on monitoring and guiding students throughout their work and integration into a professional context. The teaching methodology initially focuses on creating a solid portfolio showcasing the academic work developed throughout the course. This approach supports the creation of a personalized portfolio highlighting students' strengths as future creative-industry professionals. Assessment: Curriculum, portfolio, interviews and spontaneous applications - 20%; Internship/Project (workload, supervisor evaluation and participation) - 60%; Internship/Project report (written report, presentation and discussion) - 20%. This curricular unit is assessed exclusively through Continuous Assessment, under an exceptional regime approved by the Course Council (CC), with no exam.
  • References

    References

    Adams, E. (2003), Break Into The Game Industry: How to Get A Job Making Video Games, McGraw-Hill Education. Chatfield, T. (2010), Fun Inc. - Why Games Are The 21st Century's Most Serious Business, Virgin Books. Costello, V., Youngblood, S., Youngblood, E. (2012), Multimedia Foundations: Core Concepts for Digital Design 1st Edition, Focal Press. Kennedy, S. R. (2013), How to Become a Video Game Artist: The Insider's Guide to Landing a Job in the Gaming World, Watson-Guptill. Taylor, F. (2013), How to Create a Portfolio and Get Hired, Second Edition: A Guide for Graphic Designers and Illustrators, 2nd edition, Laurence King Publishing. Zackariasson, P., Wilson, T., ed. (2014), The Video Game Industry: Formation, Present State, and Future, Routledge Studies in Innovation, Organization and Technology.  
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