Hi, and welcome to the module 3 in this course of video games of the Autonomous University of Barcelona, here in Coursera. Well, up to this time, in the first two modules we have talked on the video games industry, the role of the video games design inside the development process and the basic elements of the design. In module 3 we will talk on these elements we haven't seen yet, so without further delay we will see this module's contents. Let's start with the different genres, based on the gameplay studios we saw at the end of the previous module. We will see the different genres in which the different types of video games can be classified. It is very useful, especially for the designers, that want to have a wide range of references on what kind of gameplays or experiences they can create. Next we will make a brief review on how the development process is structured regarding the different stages of a video game's design. That is, when we have to do what, in what part of a video game's development we touch the conceptual part, and in which we touch the implementation part, the design implementation phase. Next we will focus on documentation, as we have said, in the design tasks, an important part is documentation, so let's comment a bit with details with example on a design document or a game concept document, seeing its different sections and giving examples of how to fill each of these sections. Next we will talk on the level design. The level design is a specialty inside the design and we will try to talk on how to concentrate the level design, its relation with the gameplay and also we will put an example on how to document a level design. Next we will talk on progression, as making a level isn't enough, we must create different levels and get the experience to improve through all these levels. So what we are going to see is what rules and which criteria we must take into account to make the video game progress, so that we can get the desired experience. Next we will talk on the setting and the artistic style. At a design level we are interested in concreting and deciding the setting and the artistic style in which we will have to see our video game. We will talk not on the artistic aspects, but mostly on the conceptual and symbolic aspects, what gives to the experience and what it gives to the video game and the story, where we set the video game and which visual style will it have. Next we will focus on narrative and story to try to understand and at the same time explain how stories are built, which structures we usually use to build these stories, and mostly their symbolic capacity when using a certain kind of universal arguments. To finish this third module we will talk briefly on usability concepts, to make the interactive experience with the video game the most usable possible, or the more accessible when interacting with all the game system. Well, we hope you like it, and see you at the end of the module. See you!