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This research examines the critical challenge of training highly qualified professionals for the video game industry in Mexico, where access to proprietary knowledge remains a significant barrier for emerging talent. The study posits that applied research, conducted through multidisciplinary academic-industry collaboration, serves as a vital mechanism for knowledge management and transfer. By bridging the gap between university curricula and the technical demands of the international market, such initiatives foster the development of high-value human capital and strengthen local creative ecosystems.
The methodology centers on an eight-month iterative learning cycle involving a multidisciplinary team of experts and students at the Universidad de Artes Digitales. The project, titled "Dome Seeker," utilized Unreal Engine 5 to integrate motion capture, virtual reality, and console-based real-time processing. Data collection relied on departmental logs to document creative and technical problem-solving, which were then codified into transferable methodological processes. This approach allowed for the optimization of 3D graphic resources and the development of custom tools, effectively democratizing technical knowledge that is typically restricted within private industry.
Key findings demonstrate that this model successfully reconfigured 18 academic thematic axes and two full university courses, directly enhancing the professional profile of graduates. Beyond the classroom, the research facilitated tangible knowledge transfer to local industry partners, including training for professional studios in real-time animation and resource optimization. The study concludes that while the integration of high-level research into undergraduate programs is resource-intensive, it is essential for overcoming the limitations of traditional education. By aligning academic inquiry with government-supported creative initiatives, institutions can effectively scale knowledge, improve regional competitiveness, and prepare students for the complexities of the global video game sector.
Thomas Brush · 2026