Would you like more information about the Master’s Degree in Virtual and Augmented Reality?
"*" indicates required fields
The Master’s Degree in Virtual and Augmented Reality aims to provide training in the specifics of virtual and augmented reality devices, as well as in the technical and creative elements necessary for their production. The degree, which falls within the scope of cultural industries – design, animation, cinematography and audiovisual production – combines technical and practical training, and addresses all aspects involved in the creation of immersive content.
This Master’s degree, which is offered in a blended learning format, consists of 60 credits, organized into five modules, 9 compulsory subjects (42 ECTS), two elective subjects to choose from among 4 (8 ECTS), and a Master’s Thesis (12 ECTS).
Master's Degree in Virtual and Augmented Reality
Engineering and Architecture
60
From October 2025 to June 2026
Fridays from 4 pm to 9 pm
Saturdays from 9 am to 2 pm and from 4 pm to 9 pm
Sundays from 9 am to 2 pm
(provisional timetable)
Blended
30
More information
Master’s Degree in XR, Virtual and Augmented Reality (UCM)
Official Certification in Innovation (UPNA)
Entrepreneurship Programme (Santander X Explorer)
Degree in Computer Engineering, Computing and Intelligent Systems (UPNA)
Co-founder and technological responsibility in a company focused on immersive experiences and social products based on virtual, augmented and mixed reality.
Leadership of multidisciplinary teams in technological entrepreneurship projects.
Promotion of innovation ecosystems through the organisation of events and participation in sectoral initiatives.
PhD in Robotics and Electronics from Sorbonne University, with extensive teaching experience and leadership in systems integration at StretchSense.
Master’s degree in General Engineering (Mines d’Albi, France, grande école)
Preparatory classes for grandes écoles (2 years, Versailles, France)
Baccalaureate from Lycée Hoche (with honours, Versailles, France)
Team Leader, Systems Integration, at StretchSense Ltd (New Zealand)
Lecturer in Electronics, Robotics and Computer Science at Sorbonne University
Lecturer in Computer Science at the University of Rennes
Specialist in AI and virtual reality, professor at the University of Oviedo and creator of audiovisual projects for Netflix and Ubisoft.
Master’s Degree in Artificial Intelligence Research (UIMP, 2023)
Master’s Degree in Computer Graphics, Games and Virtual Reality (URJC, 2013)
Technical Engineer in Computer Systems (University of Oviedo, 2011)
PhD candidate in Computer Science (University of Oviedo, ongoing)
Founder and director of a studio specialising in audiovisual production and video game development.
Participation in projects for international platforms and companies such as Netflix (The Guardians of Justice), Ubisoft (Captain Laserhawk) and Rugrats (Adventures in Gameland).
Experience in creative direction, 2D/3D animation, scriptwriting and international project management.
Expert in creative design and video game development, with experience in projects such as Soccer Royale and Uttopion, the first Spanish metaverse.
Graduate in Creative Arts and Design from the University of the Basque Country UPV/EHU
Certificate in Basics of Web Development & Coding from the University of Michigan
Certificate in JAVA Application Development: Web Components and Database Applications (JSP and JPA) from Ipartek Training
Freelance conceptual artist and illustrator
Project Manager at VIVA Games Studios
Producer | Project Manager at Uttopion
New Media artist and industrial engineer, with experience in technological art and teaching design and creative electronics.
Five years as a lecturer at IED in Applied Science to Design, Creative Coding and Virtual Layout.
· Four years as a lecturer on the Master’s Degree in Ephemeral Architecture at ETSAM.
· Technical Director of the New Art Foundation since 2024.
Doctor of Biomedicine and Neuroscience, researcher in virtual reality applied to rehabilitation and sensory perception.
Official Master’s Degree in Neurorehabilitation and Neuroscience (Autonomous University of Barcelona).
Diploma in Physiotherapy (Autonomous University of Barcelona)
Doctorate in Biomedicine (research area: neuroscience) from the University of Barcelona.
Associate Professor in the International Physiotherapy Degree Programme at EUSES.
Postdoctoral researcher at Brainvitge: Learning and Brain Plasticity Unit, Department of Cognition, Development and Psychological Education at the University of Barcelona.
Member and mentor at the Institute of Neurosciences at the University of Barcelona.
Computer engineer with over 17 years of experience in serious games and VR, co-founder of Ludus Global and mentor at XR Inclusion.
Advanced service design expert course (Mondragon University, 2018).
Technical engineering in management information technology (University of the Basque Country, 2008).
External teaching collaborator in the Master’s Degree in Strategic Product and Service Design (Mondragon University).
External teaching collaborator in the Bachelor’s Degree in Video Game Design (U-tad).
Virtual Reality product design.
Co-founder of Ludus Global, a company specialising in VR simulations applied to health and safety.
Specialist in marketing and production of VR/AR experiences, with teaching experience and management of international XR projects.
Master’s Degree in Branded Content & Transmedia Storytelling (UC3M)
Degree in Audiovisual Communication (URJC)
Content Manager & Inbound Marketing at Isobar, digital marketing agency (1 year and 3 months)
Marketing & Strategy Manager at Wowin Group (1 year and 4 months), VR/AR technology consultancy
Production and Marketing at Out of the Blue (2 years), video game and VR developer.
Marketing at Odders Lab (1 year and present), technology company specialising in VR apps and games.
Doctor of Information Sciences, university professor and researcher specialising in narrative, design and accessibility in video games.
Academic background
Professional Experience
Audio engineer and music producer specialising in post-production, immersive sound and sound design for interactive media, director of the Virtual Audio studio.
Academic background
Professional Experience
3D artist and trainer specialising in character art, surface and concept art, with international experience in animation, video games and visual development.
Academic background
Professional Experience
* The teaching staff of this master’s degree may be subject to change for the academic year 2025-26.
A technology on the rise
Thanks to smartphone developments in recent years, this technology has seen an accelerated upswing. It is estimated that by 2023 there will be around 2.5 million devices capable of using augmented reality, proof of the great potential and reach of this technology.
Infinite applications in all sectors
By using the real environment and superimposing digital elements, augmented reality offers countless possibilities for use by all types of businesses, especially in the health, education, tourism, real estate, marketing and entertainment industries. Virtual and augmented reality create a new communication channel where businesses and their customers can interact in real time with their products, services and experiences. Furthermore, they are also a very powerful tool for training and learning, offering an entertaining and detailed way to teach a subject.
High employment demand
The arrival on the consumer market of immersive devices, both virtual and augmented reality, has created a great demand for profiles specialised in the challenges and opportunities offered by this technology. The most in-demand profiles are focused on application development, digital transformation experts and specialists in artificial intelligence and data analysis applications. According to statistics, there was a 1400% increase in the number of interviews for virtual and augmented reality jobs in 2020.
| Subject | Semestre | Subject type | Credits |
|---|---|---|---|
Auditory and visual perception in the virtual space | 1 | CT | 6 |
Fundamentals of cognitive science and psychology | 1 | CT | 6 |
| Subject | Semester | Subject type | Credits |
|---|---|---|---|
Product ideation | 1 | CT | 4 |
Production | 1 | CT | 4 |
Marketing and communication | 1 | CT | 4 |
| Subject | Semester | Subject type | Credits |
|---|---|---|---|
3D modelling and sculpting workshop | 1 | CT | 4 |
Set design, lighting, interaction and 3D sound design | 2 | CT | 4 |
Rigging and animation workshop | 2 | CT | 4 |
| Subject | Semester | Subject type | Credits |
|---|---|---|---|
Game and virtual reality engines | 1 | CT | 6 |
| Subject | Semester | Subject type | Credits |
|---|---|---|---|
Advanced 3D art for virtual reality | 2 | OPT | 4 |
Design of interfaces and usability in virtual and augmented reality. | 2 | OPT | 4 |
Virtual and augmented reality project | 2 | OPT | 4 |
Programming project | 2 | OPT | 4 |
| Subject | Semester | Subject type | Credits |
|---|---|---|---|
MT | 2 | MT | 12 |
The Master’s Degree in Virtual and Augmented Reality is devised as a specialisation for graduates in Animation, Modelling, Architecture, Audio Design and similar fields, where the student has acquired creative training focused on the development of 3D content. And, for graduates in Computer Engineering, Physics, Telecommunications Engineering and related degrees, where the student has greater technical knowledge.
On completion of the degree, students will have achieved the following:
On the knowledge level
On the competencies level
On the skills and abilities level
How do you learn?
The teacher will guide the student in a personalised way in their training process. Each subject has a teaching plan which specifies, depending on the training and learning outcomes associated with it, the training activities and teaching methodologies. These include the following:
At the beginning of each subject, students will find the resources for the subject on the platform (reference material and documentation), as well as resources for carrying out activities and obtaining the knowledge, expertise and skills of the disciplines, which they will complement with the face-to-face sessions planned for the weekends.
The Master’s Degree in Virtual and Augmented Reality is based on the ‘learning by doing’ model, where there is a careful balance between theoretical and practical classes, with the practical sessions taking precedence over the face-to-face sessions. The aim is for the student to acquire the knowledge and skills that will be practically applied in the conception, development and implementation of a functional project.
The curriculum will end with the presentation and defence of the Master’s Thesis, where students will demonstrate that they have acquired the competences, knowledge and skills required for an official master’s degree that gives access to the doctoral programme; developing a working virtual reality prototype. The student will put into practice the design and production methodologies of the experience, as well as the creative and technical skills developed in the previous subjects so that they can develop their knowledge in the delivery of VR, AR and MR experiences.
How is learning assessed?
Assessment in this master’s degree is a fundamental aspect that seeks to encourage reflection and the application of theoretical and practical knowledge in professional life. In each subject, depending on the training and learning outcomes associated with it, the instruments to be used for the assessment process are specified from among the following:
The assessment of the MT includes the evaluation of the work, the MT tutor’s assessment and the quality and presentation and defence before the panel made up of members of the teaching staff of Euneiz University.
The main professional opportunities for graduates of this Master’s Degree are related to the performance of functions such as: