Bootstrap - Videogame production management
Duration
From July 1st to December 15th, 2026 | The 12 recorded modules will be available from July 2026 | The 12 live sessions will start in September 2026 | The course ends in December 2026.
When
Recorded sessions available starting in July
One-hour live sessions between September and December 2026
Class
Max. 50 students
Price
300 € +
VAT
Course starts on September 30, 2026
MEMBERSHIP COST:
Unit cost for private individuals: €300
Unit cost for students or certified industry professionals: €200
Cost per person reserved for schools with classes of 1 to 50 students: €150
Cost per person reserved for schools with classes of more than 51 students: €100
Possibility of having access at a reduced cost for Partner Universities and Academies up to a maximum of 50 students.
For students, industry professionals, and schools, please email info@biunivoca.com
COURSE OVERVIEW
Video Game Production Management is a specialized program dedicated to the design and management of video games, designed to offer a comprehensive and concrete overview of the processes that guide the development of a contemporary video game product.
Through a program structured into thematic modules, the course addresses all the main phases of production: from market and target analysis to defining the concept and vision of the game, from budget planning and production roadmap to managing creative teams and decision-making processes.
The program also delves into fundamental aspects of video game production, such as marketing and product communication, defining team structure, leadership in managing collaborators, integrating Quality Assurance into the development cycle, and the role of localization in international publishing processes.
Particular attention is also paid to the producer's operational tools, including activity planning, cost control, risk management, and coordination of the various production phases, from pre-production to production and post-production.
Led by industry professionals with years of field experience, the course combines a theoretical approach and practical examples, offering participants a concrete understanding of the production dynamics of the video game industry and the skills needed to manage complex projects in contemporary development contexts.
BY FOLLOWING THIS COURSE YOU WILL BE ABLE TO:
By following this course, you will be able to understand and manage the key dynamics that govern video game production, from the initial analysis of a project to the planning of activities and resources. You will gain a structured overview of the different stages of development, the operational tools used by producers, and the most effective ways to coordinate creative teams, control costs and product quality, and make informed decisions within the contemporary video game industry.
ARE THERE ANY REQUIREMENTS OR PREREQUISITES FOR THE COURSE?
No formal prerequisites are required, but a basic understanding of the main components that make up a video game and the general processes that guide its development is recommended. Familiarity with the structure of a video game product will help you follow the course content more effectively.
TO WHOM THIS COURSE IS ADDRESSED:
The course is primarily aimed at students preparing to enter the video game industry who wish to gain a practical understanding of the production processes that drive the development of a project. It is also intended for early-career developers, as well as professionals already working in the industry who want to deepen their understanding of topics such as production management, activity planning, and team coordination within video game development.
THE PROGRAM
The course program is divided into twelve thematic modules that guide participants through the main phases of video game production, from project definition to the organizational and strategic aspects of managing a team and a product. Each module includes a brief introduction in which the instructor presents the content and objectives of the lesson, a pre-recorded teaching session lasting approximately one hour, always available for on-demand viewing, and a subsequent live meeting dedicated to direct discussion with the instructor and answering questions from participants. The recording of the live session will be available for viewing at a later date.
Teachers:
Sergio Rocco - Nacon Studio Milan
Simone Pauletto - Nacon Studio Milan
Pietro Faccio - Universally Speaking
Marco Joele Nicolini - Nacon Studio Milan
Marco Mazzaglia - Tiny Bull Studios/Game Thinkers
Francesco Liotta - Cinic Games
Eleonora Lucheroni - Ubisoft Milan
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01
Intro - High-Level Game Design: Evaluating and Choosing the Right Project
Introduction to the module "High-Level Game Design: Evaluating and Choosing the Right Project," presented by Francesco Liotta (Cinic Games).
4m 48sFree! -
02
Recorded session - High-Level Game Design: Evaluating and Choosing the Right Project
The module, presented by Francesco Liotta (Cinic Games), introduces high-level game design as a tool for analysis and project decision-making. Through the definition of the game’s vision, structure, and key features, students will learn how to compare different concepts and assess which project best aligns with production goals, the team’s capabilities, and the market context before entering the actual development phase.
1h 4m 14sCourse purchase required -
03
Live Session - High-Level Game Design: Evaluating and Choosing the Right Project (September 15, 7:00 PM - 8:00 PM))
Live session for the module “High-Level Game Design: Evaluating and Choosing the Right Project”, presented by Francesco Liotta (Cinic Games). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
04
Intro - Team Structure Analysis: Professional Roles
Introduction to the module “Team Structure Analysis: Professional Roles”, presented by Marco Mazzaglia (Tiny Bull Studios, GameThinker).
3m 50sFree! -
05
Recorded session - Team Structure Analysis: Professional Roles
The module, presented by Marco Mazzaglia (Tiny Bull Studios, GameThinker), introduces the video game industry and the main professions within the gaming sector. Starting from an overview of the development cycle, it outlines the key professional roles (Game Designer, Programmer, Artist, QA, Producer) and the associated methodologies that enable diverse teams with different skills to work effectively together. The relationships between developers, publishers, and distributors will also be explored in order to present all the resources involved in the production pipeline.
1h 18m 26sCourse purchase required -
06
Live Session - Team Structure Analysis: Professional Roles (September 22nd 7.00pm - 8.00pm)
Live session for the module “Team Structure Analysis: Professional Roles”, presented by Marco Mazzaglia (Tiny Bull Studios, GameThinker). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
07
Intro - Production Management in Creative Teams
Introduction to the module “Production Management in Creative Teams”, presented by Sergio Rocco (Nacon Studio Milan).
2m 25sFree! -
08
Recorded session - Production Management in Creative Teams
The module, presented by Sergio Rocco (Nacon Studio Milan), provides an overview of creative team management in game development, examining production dynamics, leadership, planning, and conflict management. Drawing on first-hand experience, it explores pre-production, production, and post-production processes, the balance between cost, time, and quality, risk management, and lateral thinking. The goal is to provide practical tools for coordinating complex, fast-moving environments, while enhancing cross-functional skills and strategic vision.
1h 54sCourse purchase required -
09
Live Session - Production Management in Creative Teams (October 2, 7:00 PM - 8:30 PM)
Live session for the module “Production Management in Creative Teams”, presented by Sergio Rocco (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
10
Intro - Situational Leadership and Its Operational Frameworks
Introduction to the module “Situational Leadership and Its Operational Frameworks”, presented by Sergio Rocco (Nacon Studio Milan).
2m 25sFree! -
11
Recorded session - Situational Leadership and Its Operational Frameworks
The module, presented by Sergio Rocco (Nacon Studio Milan), explores in depth the Situational Leadership model developed by Paul Hersey and Ken Blanchard, illustrating how to adapt leadership style according to the professional and psychological maturity of team members. It examines the four leadership styles (directive, supportive, coaching, and delegating) and their practical applications, highlighting both constructive and destructive behaviors. The objective is to foster awareness, flexibility, and adaptability in the effective management of teams.
47m 25sCourse purchase required -
12
Live Session - Situational Leadership and Its Operational Frameworks (October 2, 7:00 PM - 8:30 PM)
Live session for the module “Situational Leadership and Its Operational Frameworks”, presented by Sergio Rocco (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
13
Intro - Production Kickoff and Tech Demo
Introduction to the module “Production Kickoff and Tech Demo”, presented by Davide Bianchi (former Ubisoft Milan e Nacon Studio Milan).
2m 31sFree! -
14
Sessione registrata - Avvio di produzione e Tech Demo
Design/Tech - Davide Bianchi
Gestione della pre-produzione e realizzazione della Tech Demo.
57m 23sCourse purchase required -
15
Live Session - Production Kickoff and Tech Demo (October 14th 7.00pm - 8.00pm)
Live session for the module “Production Kickoff and Tech Demo”, presented by Davide Bianchi (former Ubisoft Milan e Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
16
Intro - Integrating QA into the Development Process
Introduction to the module “Integrating QA into the Development Process”, presented by Marco Joele Nicolini (Nacon Studio Milan).
3m 9sFree! -
17
Recorded session - Integrating QA into the Development Process
In this module, presented by Marco Joele Nicolini (Nacon Studio Milan), we will explore the role of Quality Assurance, the differences between Testing and QA, the four main disciplines involved, and how to integrate quality control within the development team: from the pre-production phase, through production, and into the post-production stage of a video game.
54m 26sCourse purchase required -
18
Live Session - Integrating QA into the Development Process (October 20, 7:00 PM - 8:00 PM)
Live session for the module “Integrating QA into the Development Process”, presented by Marco Joele Nicolini (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
19
Intro - Video Game Localization
Introduction to the module “Video Game Localization”, presented by Pietro Faccio (Universally Speaking).
4m 13sFree! -
20
Recorded session - Video Game Localization
The module, presented by Pietro Faccio (Universally Speaking), examines video game localization as a process integrated within contemporary game production. It explores the differences between translation and localization, the dynamics of cultural adaptation, the operational phases of the production pipeline (translation, internationalization, integration, linguistic QA), and the main technical and communicative challenges involved. Through practical examples, the course provides a structured overview of the role of localization in the global video game industry, highlighting its impact on the player experience and on international publishing strategies.
50m 5sCourse purchase required -
21
Live Session - Video Game Localization (October 29, 7:00 PM - 8:00 PM)
Live session for the module “Video Game Localization”, presented by Pietro Faccio (Universally Speaking). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
22
Intro - Game Marketing Survival Kit: Prep Work
Introduction to the module “Game Marketing Survival Kit: Prep Workr”, presented by Alessandra Tomasina (Nacon Studio Milan).
3m 30sFree! -
23
Recorded session - Game Marketing Survival Kit: Prep Work
The module, presented by Alessandra Tomasina (Nacon Studio Milan), is conceived as a survival kit for developers tackling the promotion of a video game, offering concrete examples and practical tools. Together, we will explore the preparatory activities that underpin a solid marketing strategy, from positioning (product, target audience, and market analysis) to the preparation of the most commonly requested promotional materials.
50m 29sCourse purchase required -
24
Live Session - Game Marketing Survival Kit: Prep Work (November 10, 7:00 PM - 8:30 PM)
Live session for the module “Game Marketing Survival Kit: Prep Work”, presented by Alessandra Tomasina (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
25
Intro - Game Marketing Survival Kit: Execution
Introduction to the module “Game Marketing Survival Kit: Execution”, presented by Alessandra Tomasina (Nacon Studio Milan).
3m 30sFree! -
26
Recorded session - Game Marketing Survival Kit: Execution
The module, presented by Alessandra Tomasina (Nacon Studio Milan), represents the second part of the survival kit for developers navigating the promotion of a video game, offering further concrete examples and practical advice. We will review the most effective ways to execute your game’s Marketing and Communication plan, also examining the key differences between self-publishing and collaborating with external partners such as agencies or publishers.
1h 6m 7sCourse purchase required -
27
Live Session - Game Marketing Survival Kit: Execution (November 10, 7:00 PM - 8:30 PM)
Live session for the module “Game Marketing Survival Kit: Execution”, presented by Alessandra Tomasina (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
28
Intro - Production Budget Structuring
Introduction to the module “Production Budget Structuring”, presented by Simone Pauletto (Nacon Studio Milan).
2m 33sFree! -
29
Recorded session - Production Budget Structuring
In this module, presented by Simone Pauletto (Nacon Studio Milan), we will explore how the production budget of a video game is structured. We will look at how to define the project scope and the best strategies for planning activities, identify the main cost centers and how they should be tracked. Finally, we will analyze the development phases to understand what to expect during the planning stage.
1h 13m 18sCourse purchase required -
30
Live Session - Production Budget Structuring (November 18, 7:00 PM - 8:30 PM)
Live session for the module “Production Budget Structuring”, presented by Simone Pauletto (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
31
Intro - Labor Cost and Average Daily Cost of External Services
Introduction to the module “Labor Cost and Average Daily Cost of External Services”, presented by Simone Pauletto (Nacon Studio Milan).
2m 33sFree! -
32
Recorded session - Labor Cost and Average Daily Cost of External Services
In this module, presented by Simone Pauletto (Nacon Studio Milan), we will discover what lies beneath the iceberg of costs. We will see how labor costs are calculated and why they are so important in the context of project planning. We will also examine how they are influenced by the value of external services and how they must be safeguarded to mitigate production risks.
50m 54sCourse purchase required -
33
Live Session - Labor Cost and Average Daily Cost of External Services (November 18, 7:00 PM - 8:30 PM)
Live session for the module “Labor Cost and Average Daily Cost of External Services”, presented by Simone Pauletto (Nacon Studio Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required -
34
Intro - Breaking the Mold: The Path to Becoming a Producer
Introduction to the module “Breaking the Mold: The Path to Becoming a Producer”, presented by Eleonora Lucheroni (Ubisoft Milan).
4m 26sFree! -
35
Recorded session - Breaking the Mold: The Path to Becoming a Producer
The module, presented by Eleonora Lucheroni (Ubisoft Milan), explores the possible career paths to becoming a producer in the video game industry, highlighting how this role can emerge from diverse backgrounds such as game design, programming, art, QA, or communication. Through examples and reflections based on industry experience, the module analyzes the key skills related to team coordination, communication, and production process management, offering participants a concrete perspective on the paths that can lead to this role.
1h 6m 42sCourse purchase required -
36
Live Session - Breaking the Mold: The Path to Becoming a Producer (November 27, 7:00 PM - 8:00 PM)
Live session for the module “Breaking the Mold: The Path to Becoming a Producer”, presented by Eleonora Lucheroni (Ubisoft Milan). The date of the session will be announced as soon as it becomes available.
3sCourse purchase required