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El ingeniero en automatización industrial, el mago de la tecnología que da vida a las máquinas, Estos genios diseñan, construyen y cuidan sistemas automatizados en diferentes industrias, haciendo que los procesos sean más eficientes y eficaces.

Descripción: Diseña e implementa sistemas automatizados (PLC, robótica, SCADA) para optimizar procesos productivos e industriales.

Requisitos: Título en ingeniería (eléctrica, mecatrónica, automática); manejo de PLC, sistemas de control y robótica.

Funciones:

1. Identificar procesos que se pueden automatizar.

2. Integrar hardware y software en líneas de producción.

3. Supervisar instalación, pruebas y mantenimiento.

Campo laboral: Fábricas (automotriz, agroindustria, farmacéutica), energía, consultorías tecnológicas.

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Desarrollador de plataformas educativas 

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Desarrollador de plataformas educativas 

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• Descripción: Crea y estructura cursos digitales interactivos en plataformas tipo Moodle, integrando contenido multimedia y pedagogía. ￼ ￼

• Requisitos: Título en informática, educación, diseño instruccional o similar; experiencia con

Moodle es un Sistema de Gestión de Aprendizaje (LMS) de código abierto que permite a los educadores crear y gestionar cursos online.

JavaScript en la educación puede ser una herramienta muy valiosa para enseñar conceptos de programación de manera práctica y atractiva.

HTML (HyperText Markup Language) es un lenguaje de marcado estándar para crear y estructurar páginas web.

Entre otras…

• Funciones:

1. Colaborar con diseñadores pedagógicos.

2. Maquetar cursos interactivos (tests, foros, videoclases).

3. Asegurar usabilidad y accesibilidad.

• Campo laboral: Escuelas, universidades, empresas de e‑learning, departamentos corporativos. ￼ ￼

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Bioinformático / Ingeniero en bioinformática

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Bioinformático / Ingeniero en bioinformática

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Un bioinformático (también conocido como ingeniero en bioinformática) es un profesional que aplica conocimientos de informática, matemáticas y biología para analizar datos biológicos complejos, como secuencias de ADN y datos proteómicos

Descripción: Combina biología y computación para analizar datos genéticos/proteómicos (ADN, ARN) usando algoritmos, inteligencia artificial y visualización de datos.

Requisitos: Gradúate en bioinformática, biología computacional o afines; conocimiento en programación, estadística y machine learning.

Funciones:

1. Procesar secuencias genómicas.

2. Identificar genes/proteínas y su función.

3. Crear herramientas y pipelines bioinformáticos.

Campo laboral: Centros de investigación, hospitales, industria farmacéutica, biotecnología y agricultura.

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Equipo de redacción de la Universidad Internacional de la Rioja (UNIR)

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¿Qué es la bioinformática? Claves, aplicaciones y salidas | UNIR Colombia

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Descubre en qué consiste la bioinformática, cuáles son sus principales ámbitos de aplicación y las perspectivas profesionales de este área.

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Un desarrollador de videojuegos, también conocido como desarrollador de software especializado en videojuegos, se encarga de crear, programar y diseñar juegos de video.

• Descripción: Diseña y crea video juegos (historia, mecánica, gráficos) usando motores como Unity o Unreal Engine.

• Requisitos: Formación en programación, diseño gráfico, experiencia con motores de juego (Unity, Unreal).

• Funciones:

1. Crear personajes, niveles y experiencias jugables.

2. Programar mecánicas e interacciones.

3. Realizar pruebas y ajustar según feedback.

• Campo laboral: Estudios de videojuegos, empresas multimedia, realidad virtual.

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A video game developer is a software developer specializing in video game development - the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games.

A group of game developers accepts a game developers' award.

A developer may specialize in specific game engines or specific video game consoles, or may develop for several systems (including personal computers and mobile devices). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games.

Most video game publishers maintain development studios (such as Electronic Arts's EA Canada, Square Enix's studios, Activision's Radical Entertainment, Nintendo EPD and Sony's Polyphony Digital and Naughty Dog). However, since publishing is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well.

First-party developers

In the video game industry, a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as Nintendo), have a specific division name (such as Sony's Polyphony Digital) or have been an independent studio before being acquired by the console manufacturer (such as Rare or Naughty Dog). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on a game's profits. Current examples of first-party studios include Nintendo EPD for Nintendo, PlayStation Studios for Sony, and Xbox Game Studios for Microsoft Gaming.

Second-party developers

Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for a first-party company. As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so that upon completion or termination of their contracts, they are able to continue developing games for other publishers if they choose to. For example, while HAL Laboratory initially began developing games on personal computers like the MSX, they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games.

A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However, the publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision.

The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct the developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties. Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from a single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived.

A common exit strategy for a successful video game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in game design and content than third-party developers. One reason is that since the developers are the publisher's employees, their interests align with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense.

Activision in 1979 became the first third-party video game developer. When four Atari, Inc. programmers left the company following its sale to Warner Communications, partially over the lack of respect that the new management gave to programmers, they used their knowledge of how Atari VCS game cartridges were programmed to create their own games for the system, founding Activision in 1979 to sell these. Atari took legal action to try to block the sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for the console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by Nintendo when it decided to allow other third-party developers to make games for the Famicom console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to the present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform.

In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition, the primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers.

A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be a database, Voice over IP, or add-in interface software; this is also known as middleware. Examples of this include SpeedTree and Havoc.

Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With the advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. Digital distribution services for PC games, such as Steam, have also contributed to facilitating the distribution of indie games.

Other indie game developers create game software for a number of video-game publishers on several gaming platforms.[citation needed ] In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs).

Video game development is usually conducted in a casual business environment, with t-shirts and sandals as common work attire. While some workers find this type of environment rewarding and pleasant professionally there has been criticism of this "uniform" potentially adding to a hostile work environment for women. The industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon.

An entry-level programmer can make, on average, over $66,000 annually only if they are successful in obtaining a position in a medium to large video game company. An experienced game-development employee, depending on their expertise and experience, averaged roughly $73,000 in 2007. Indie game developers may only earn between $10,000 and $50,000 a year depending on how financially successful their titles are.

In addition to being part of the software industry,[citation needed ] game development is also within the entertainment industry; most sectors of the entertainment industry (such as films and television) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market that demands a high level of commitment and performance from employees. Industry communities, such as the International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life.

Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch a game on schedule. The complexity of workflow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger workforce in video games, who have not had the time to establish a family and who were eager to advance within the industry by working long hours. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception.

The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed the use of crunch time at Electronic Arts, a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at Rockstar San Diego. Since then, there has generally been negative perception of crunch time from most of the industry as well as from its consumers and other media.

Game development had generally been a predominately male workforce. In 1989, according to Variety, women constituted only 3% of the gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development.

The male-dominated industry, most who have grown up playing video games and are part of the video game culture, can create a culture of "toxic geek masculinity" within the workplace. In addition, the conditions behind crunch time are far more discriminating towards women as this requires them to commit time exclusively to the company or to more personal activities like raising a family. These factors established conditions within some larger development studios where female developers have found themselves discriminated in workplace hiring and promotion, as well as the target of sexual harassment. This can be coupled from similar harassment from external groups, such as during the 2014 Gamergate controversy. Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against Riot Games, Ubisoft and Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through the Me Too movement and have tried to address the symptoms of these problems industry-wide, the video game industry has yet to have its Me Too-moment, even as late as 2021.

There also tends to be pay-related discrimination against women in the industry. According to Gamasutra's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had the closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made.

Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide a strong STEM (science, technology, engineering, and mathematics) background for women at the secondary education level, but there are issues with tertiary education such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may lead women with strong STEM backgrounds to choose other career goals.

There is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. In a 2014 and 2015 survey of job positions and salaries, the IGDA found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Further, because video game developers typically draw from personal experiences in building game characters, this diversity gap has led to few characters of racial minority to be featured as main characters within video games. Minority developers have also been harassed from external groups due to the toxic nature of the video game culture.

This racial diversity issue has similar ties to the gender one, and similar methods to result both have been suggested, such as improving grade school education, developing games that appeal beyond the white, male gamer stereotype, and identifying toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race.

In regards to LGBT and other gender or sexual orientations, the video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. However, LGBT developers have also come under the same type of harassment from external groups like women and racial minorities due to the nature of the video game culture.

The industry also is recognized to have an ageism issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given the salaries and compensations offered.

Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for a fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to Microsoft's past use of " permatemp", contract workers that were continually renewed and treated for all purposes as employees but received no benefits. While Microsoft has waned from the practice, the video game industry has adapted it more frequently. Around 10% of the workforce in video games is estimated to be from contract labor.

Similar to other tech industries, video game developers are typically not unionized. This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and the pace at which the industry moves that makes union actions difficult to plan out. However, when situations related to crunch time become prevalent in the news, there have typically been followup discussions towards the potential to form a union. A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize.

In 2016, voice actors in the Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and the publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize.

A grassroots movement, Game Workers Unite, was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding a roundtable discussion with the International Game Developers Association (IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of Telltale Games in September 2018, the movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs. The situation was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had been legally established.

Following Activision Blizzard's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including the AFL-CIO writing an open letter to video game developers encouraging them to unionize.

In January 2020, Game Workers Unite and the Communications Workers of America established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for the video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionize based on job function, others feel an industry-wide union, regardless of job position, would be better.

Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing quality assurance rather than developers. These studios included three QA studios under Blizzard Entertainment: Raven Software, Blizzard Albany, and Proletariat; and Zenimax Media's QA team. Microsoft, which had previously acquired Zenimax and announced plans to acquire Blizzard via the acquisition of Activision Blizzard, stated it supported these unionization efforts. After this acquisition, the employees of Bethesda Game Studios, part of Zenimax under Microsoft, unionized under the Communications Workers of America (CWA) in July 2024. Over 500 employees within Blizzard Entertainment's World of Warcraft division also unionized with CWA that same month. Similarly, Blizzard's Overwatch team unionized in May 2025.

Sweden presents a unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through collective bargaining agreements. Developer DICE had reached its union agreements in 2004. Paradox Interactive became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions Unionen and SACO. In Australia, video game developers could join other unions, but the first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under Professionals Australia to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022.

In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce Straley called for unionization of the video game industry. He told the Los Angeles Times: "Someone who was part of the co-creation of that world and those characters isn't getting a credit or a nickel for the work they put into it. Maybe we need unions in the video game industry to be able to protect creators."

An industry-wide union, the United Video game Workers-CWA (UVA-CWA), for North American workers, was announced in March 2025 with support from the Communication Workers of America.

1. ^ Bethke, Erik K (2003). Game development and production. Texas: Wordware 2, Inc. p. 4. ISBN 1-55622-951-8.

2. ^ McGuire, Morgan; Jenkins, Odest Chadwicke (2009). Creating Games in maps for happy wills Mechanics, Content, and Technology. Wellesley, Massachusetts: A K Peters. p. 25. ISBN 978-1-56881-305-9.

3. ^ Bates, Bob (2004). Game Design (2nd ed.). Thomson Course Technology. p. 239. ISBN 1-59200-493-8.

4. ^ "Is Your Favorite Game Company Ripping You Off?". Next Generation. No. 30. Imagine Media. June 1997. pp. 39-40.

5. ^ "The Next Generation 1996 Lexicon A to Z: Second Party". Next Generation. No. 15. Imagine Media. March 1996. p. 40.

6. ^ Nielsen, Holly (18 May 2015). "The video-game industry has a dress code - driven by a lack of diversity". The Guardian.

7. ^ The Game Industry Salary Survey 2007 Archived 2021-10-06 at the Wayback Machine however, different regions and costs of living will add a wide range to the minimum and maximum pay scales. Most larger developers such as Ubisoft will include profit-sharing plans, royalty payments or performance-related bonuses to reward their employees. from GameCareerGuide.com

8. ^ Dyer-Witheford, Nick; de Peuter, Greig (2006). "" EA Spouse" and the Crisis of Video Game Labour: Enjoyment, Exclusion, Exploitation, Exodus". Canadian Journal of Communication. 31 (3): 599-617. doi:10.22230/cjc.2006v31n3a1771.

9. ^ Paprocki, Matt (February 27, 2018). "EA Spouse, 14 Years Later: How One Person Tried Correcting EA Culture". Glixel. Archived from the original on February 27, 2018.

10. ^ Brice, Kath (January 11, 2010). ""Rockstar Spouse" accuses dev of pushing its employees "to the brink"". GamesIndustry.biz. Archived from the original on November 7, 2017.

11. ^

12. ^ "2017 Essential Facts About the Computer and Video Game Industry". Entertainment Software Association. 2017. Archived from the original on August 3, 2021.

13. ^

14. ^

15. ^ Prescott, Julie; Bogg, Jan (2011). "Segregation in a Male-Dominated Industry: Women Working in the Computer Games Industry". International Journal of Gender, Science, and Technology. 3 (1): 205-27.

16. ^ "Developer Satisfaction Survey 2019 Summary Report" (PDF). International Game Developers Association. November 20, 2019. Archived (PDF) from the original on March 15, 2020.

17. ^ "Developer Satisfaction Survey 2014 & 2015 - Diversity in the Games Industry Report" (PDF). International Game Developers Association. 2016-09-12. Archived (PDF) from the original on 2020-06-04.

18. ^

19. ^ Eidelson, Josh (2024-07-24). "Microsoft's 'World of Warcraft' Gaming Staff Votes to Unionize". Bloomberg.com.

20. ^ Gach, Ethan (May 9, 2025). "Blizzard's Overwatch Team Just Unionized: 'What I Want To Protect Most Here Is The People'". Kotaku.

21. ^ Bonk, Lawrence (March 19, 2025). "Video game workers in North America now have an industry-wide union". Engadget.

McShaffry, Mike (2009). Game Coding Complete. Hingham, Massachusetts: Charles River Media. ISBN 978-1-58450-680-5.

Moore, Michael E.; Novak, Jeannie (2010). Box Industry Career Guide. Delmar: Cengage Learning. ISBN 978-1-4283-7647-2.

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A video game developer is a software developer specializing in video game development - the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers, designers, artists, etc.

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Especialista en movilidad inteligente (Smart Mobility Engineer)

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Especialista en movilidad inteligente (Smart Mobility Engineer)

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Un Especialista en Movilidad Inteligente, es un profesional que se enfoca en diseñar, desarrollar e implementar sistemas y soluciones que mejoren la eficiencia, sostenibilidad y seguridad del transporte.

• Descripción: Diseña sistemas de transporte inteligente, integrando IoT, big data y automatización para optimizar rutas, flotas y movilidad urbana.

• Requisitos: Ingeniería (industrial o electrónica), IoT, análisis de datos, sistemas embebidos y software de control.

• Funciones:

1. Implementar sensores y comunicación en vehículos y vías.

2. Analizar datos de tráfico para mejorar eficiencia y seguridad.

3. Colaborar con gobiernos para diseñar infraestructura inteligente.

• Campo laboral: Gobiernos, empresas de transporte, ciudades inteligentes, startups de movilidad.

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Un Ingeniero en Sostenibilidad Digital es un profesional que se enfoca en diseñar, implementar y gestionar soluciones tecnológicas que promuevan la sostenibilidad y minimicen el impacto ambiental de las actividades digitales.

• Descripción: Aplica tecnología (IA,

sensores remotos, análisis de datos) para monitorear y mejorar recursos naturales y reducir impactos ambientales.

• Requisitos: Ingeniería ambiental o industrial con formación en análisis de datos, IoT, GIS, sensores.

• Funciones:

1. Usar sensores para medir calidad de aire, agua y suelos.

2. Analizar datos para optimizar energía y recursos.

3. Diseñar sistemas sostenibles en industrias y ciudades.

• Campo laboral: ONG medioambientales, institutos, gobiernos y empresas verdes.

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Are you looking to take positive action for our environment and fight against climate change? Do you also enjoy building solutions for existing problems and finding ways to improve systems? If so, then a career in sustainable engineering could be right for you.

All things considered, this is an important time for sustainable engineering. There is a year-over-year increase in the S&P 500 companies that release sustainability reports, solidifying sustainability as a key goal and value across all industries. Sustainable development is also a vital component of the circular economy concept, an increasingly popular strategy by businesses and governments to replace the traditional "end-of-life" concept for products with alternative means of reducing, reusing, recycling and recovering materials.

The circumstances and challenges we face make sustainable engineering an in-demand career with high salary, as well as potential for international work and travel. Here's what you need to know about what sustainable engineers do and how you can prepare for a career in this field.

What Is Sustainable Engineering?

"Engineering plays a vital role in addressing basic human needs by improving our quality of life and creating opportunities for sustainable growth on a local, national, regional and global level."

- Audrey Azoulay, Director-General of UNESCO

In its 2021 report, Engineering for sustainable development: Delivering on Sustainable Development Goals, UNESCO defined engineering as being "about the knowledge and practice of solving problems" and that "the foremost problem facing the world today is sustaining human development and preserving the planet."

Sustainable engineering is a practice that recognizes the complex social, environmental, political and economic systems that inform our built environment, and so requires a broader and more integrative approach in its practice of designing products and processes.

That practice needs to account for material and energy efficiencies to minimize their environmental impact, reduce energy consumption and waste, provide equitable support to all communities and to find ways to restore the natural environment. At the same time, effective sustainable engineering also seeks to reduce costs and improve a company's bottom line and future proof its value chain.

As a whole, sustainable engineering aims to address local issues relating to waste disposal, public health, recycling, water use and air pollution as well as larger, global issues such as climate change and green energy development.

What Does a Sustainability Engineer Do?

"When engineers are given the opportunity to develop sustainable solutions to global challenges, the results are outstanding, and yet too often engineers are excluded from the vital conversations where decisions are made."

- Dr. Helen Meese, CEng MIMechE

Sustainability engineers design and develop products, buildings and systems to meet sustainability standards or certifications. Depending on the industry - such as agriculture, manufacturing, mining or civil engineering - their responsibilities can vary. Key tasks include managing resources efficiently, ensuring energy efficiency, complying with regulations and considering long-term impacts.

General tasks of a sustainability engineer can include:

Collaborating with professionals from different fields

Comprehensively understanding complex issues to solve problems holistically

Strategizing with stakeholders to create plans that meet sustainability goals

Identifying and mitigating sustainability risks

Ensuring designs meet required objectives, laws and standards

Keeping current with the latest environmental assessments and building practices

While sustainability engineers work specifically on delivering sustainable and low-energy design projects, you don't have to label yourself as a "sustainability engineer" to bring sustainable practices into your work. Engineers across any practice - from chemical to electrical, mechanical, industrial and civil - can benefit from employing sustainable design practices and emphasizing sustainability goals.

What Is the Average Salary for This Position?

As with most positions, the exact salary for a sustainability engineer will vary based on job requirements, level of experience, geographic location and industry. As of May 2024, Salary.com lists a salary range of $84,068 to $97,354.

What Skills Are Needed to Start a Career as a Sustainability Engineer?

The skill sets for a sustainability engineer position will vary depending on the kind of engineering the role requires. Some projects will be more technical and require specialized math and design skills. Other projects may require more holistic skills, such as the ability to work with communities and across different sectors and disciplines.

The list below offers a general idea of some of the skills you may need:

Knowledge of engineering principles and sustainable technologies

The ability to conduct life cycle analysis and assess environmental impact

Proficiency in AutoCAD and other major engineering software

Experience in data analysis, delivering reports and project management

Excellent communication skills and the ability to collaborate across teams that have a different focus

Strong understanding of federal and state environmental regulations

Knowledge of sustainability frameworks and industry best practices

Addressing the complex problems underlying sustainable development requires the skills, knowledge and confidence to pursue unknown solutions for undefined problems. When looking for educational opportunities, consider programs that emphasize problem-based learning, student-centered and blended learning models and interdisciplinary curricula.

What Qualifications Are Needed?

Exact qualifications for a job in sustainable engineering will vary by position, especially across different industries. In general, qualifications will consist of:

Degrees from Accredited College or University Programs
Most entry-level jobs will require that you earn at least a bachelor's degree in sustainable engineering, environmental engineering or other relevant engineering discipline. Though an advanced degree may not be required for all positions, many companies and organizations may prefer that you earn a master's degree, especially for senior or leadership roles.

Transdisciplinary environmental programs such as the Master of Science in Engineering, Sustainability and Health (MESH) can provide a wider lens into other disciplines, build collaboration skills and provide insights necessary to create better solutions.

Specific Industry Certifications
Earning industry or sustainability certification can provide you with specialized knowledge and proof of skills that are important for different positions. Some of the most popular and relevant certifications include:

Who Hires Sustainability Engineers?

Sustainability engineers can find employment across a wide variety of fields. They may work for government agencies, consulting firms or private companies to ensure compliance and promote sustainability. In their look at how engineering innovations can aid the UN's Sustainable Development Goals, UNESCO specifically identified the areas of:

Disaster risk reduction

Sustainable and resilient energy systems

Big data and artificial intelligence

Smart cities

A search of different job aggregator sites in May 2024 found job listings for sustainability engineering positions at:

The Boeing Company

Ecolab

Amazon

Thermo Fisher Scientific

St. Joseph's Hospital

Molson Coors Brewing Company

IDEMIA

American Bureau of Shipping

Samsung Austin Semiconductor

BP Midstream Partners LP

Aspen Aerogels

Merck

.

How Do I Become a Sustainability Engineer?

If you're interested in a career as sustainability engineer, consider taking the following steps:

Earn your bachelor's degree in a related engineering field, such as sustainable or environmental engineering. Throughout your studies, look for ways to integrate sustainable values - including humanitarian, social justice and equitable economic development - into your study and practice.

Develop your engineering skills as a research assistant, intern or project engineer. Try to accumulate anywhere from 6-12 months of field experience to build knowledge of the sustainability sector you wish to pursue.

Build a strong network of peers, mentors and other professionals through your study and work. Also, consider joining global engineering organizations such as:

What MESH Offers Sustainability Engineers

"[The] challenges facing engineering, including those encapsulated in the [17 UN Sustainable Development Goals], are becoming ever more complex and often require multi-disciplinary, cross-country and inter-cultural solutions... The realization of the SDGs depends on innovation in engineering education."

- Zhou Ji, Honorary Chairman of the Governing Board Chinese Academy of Engineering; Co-chair Advisory Board of ICEE.

If you wish to better understand the way in which sustainability and engineering relate to the underlying social, political, environmental, economic and health contexts in which it is practiced, you might wish to study within a transdisciplinary program. It is far too easy to end up " green washing " for a company when you are not fully informed about your potential impact as an engineer. A transdisciplinary program can provide framing for you about how your work can have a real, long-lasting impact for all people and the planet we call home.

The University of San Diego's Master of Science in Engineering, Sustainability and Health program was created for those who are looking to innovate beyond sustainability and want to foster the regeneration and revitalization of our ecosystems. Engineers alone cannot implement all the changes necessary to enact better solutions. A truly just and sustainable solution takes into account the full lifecycle of a project and needs to be inclusive of the knowledge and expertise of other disciplines and their intersection, as well as the local community.

If you want to be able to better communicate and cooperate with other concerned disciplines in designing better solutions for the environment, contact us today.

FAQs

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Sustainability Engineer: Salary, FAQs and How to Become One

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Sustainability engineers are in high demand. Here's what you need to know about this job and how to advance your career in sustainable engineering.

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Responsable de prever y analizar el comportamiento del coche bajo distintas condiciones antes y durante la carrera.

Requisitos:

Formación en ingeniería mecánica, física o informática.

Conocimientos en modelado de sistemas, dinámica de vehículos, simulación matemática.

Funciones:

Ejecutar simulaciones de estrategia antes de la carrera.

Ajustar parámetros como altura, presión de neumáticos, distribución de peso.

Trabajar con pilotos en el simulador.

Campo laboral: Equipos de F1, simuladores de conducción, ingeniería deportiva avanzada.

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El Arquitecto de Plataformas de Aprendizaje Adaptativo : El Constructor de Sueños Educativos Personalizados

Imaginen de un futuro donde cada estudiante aprende de la manera que mejor le funciona, a su propio ritmo y con los recursos exactos que necesita. Esa visión no es ciencia ficción, y la persona que la hace posible es el Arquitecto de Plataformas de Aprendizaje Adaptativo (ALPA). Este profesional es el verdadero "ingeniero del futuro educativo", una mente brillante que, con su conocimiento tecnológico, está redefiniendo cómo aprendemos a gran escala.

Su misión es diseñar el "cerebro" y el "esqueleto" digital de los sistemas educativos inteligentes. No se trata solo de crear cursos, sino de construir un vasto y complejo ecosistema donde el aprendizaje se personaliza automáticamente, se vuelve más atractivo y se adapta a cada persona como un guante hecho a medida.

Piensen en sus responsabilidades como si estuvieran construyendo una ciudad inteligente para el conocimiento:

* Arquitectura de Datos : Imaginen que cada paso que un estudiante da en su aprendizaje es una pieza de un rompecabezas. El ALPA es quien diseña cómo se recogen y organizan todas esas piezas (su progreso, sus puntos fuertes, dónde necesita ayuda). Esto es vital porque, con esos datos, el sistema puede entender al estudiante a fondo y ofrecerle lo que realmente necesita. Es como tener un expediente personal detallado, pero que el propio sistema usa para ayudarte.

*Integración de IA/ML : El ALPA es quien le "enseña" a las computadoras a ser tutores inteligentes. Selecciona y configura la Inteligencia Artificial para que sepa cuándo ofrecer una explicación extra, cuándo proponer un ejercicio diferente, o incluso predecir si un estudiante podría necesitar apoyo antes de que se frustre. Gracias a ellos, la plataforma puede ser una especie de mentor invisible, siempre presente y adaptándose al vuelo.

* Optimización y Escalabilidad: Imaginen millones de estudiantes aprendiendo al mismo tiempo, en cualquier lugar del mundo. El ALPA es el responsable de que esta "autopista del conocimiento" sea robusta, rápida y nunca se colapse. Es como el ingeniero de tráfico que asegura que no haya atascos, que la información fluya sin problemas y que la experiencia de aprendizaje sea siempre fluida, sin esperas ni errores.

* Seguridad y Privacidad: La información de cada estudiante es sagrada. El ALPA es el "guardián de la privacidad", diseñando sistemas a prueba de intrusos para que los datos personales y de progreso estén siempre seguros, como en una caja fuerte digital. Cumplen con las leyes más estrictas para que la confianza sea total.

* El Conector : El ALPA no quiere que las plataformas sean islas solitarias. Trabaja para que los diferentes sistemas educativos puedan "hablar" entre sí, compartiendo información relevante. Esto significa que una herramienta de evaluación pueda conectar con un sistema de tutoría, o que una app de simulaciones pueda integrarse en un curso, creando un ecosistema de aprendizaje vasto y sin costuras.

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Esta profesión combina conocimientos de medicina, biología y tecnología para diseñar y desarrollar dispositivos médicos, equipos de diagnóstico, prótesis, y software clínico.

Algunas áreas en las que trabaja un ingeniero biomédico:

Equipos de imagen médica (como resonancias y tomografías)

Desarrollo de prótesis inteligentes y órganos artificiales

Robótica quirúrgica

Telemedicina y sistemas de monitoreo remoto de pacientes

Análisis de datos de salud usando inteligencia artificial

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El Diseñador de Realidad Virtual y Aumentada es un profesional encargado de crear experiencias inmersivas usando tecnología avanzada. Su trabajo consiste en diseñar mundos virtuales o superponer elementos digitales sobre el mundo real, con fines educativos, recreativos, comerciales o científicos.

Realidad Virtual (VR): recrea un entorno 100% digital que el usuario puede explorar con visores especiales.

Realidad Aumentada (AR): agrega elementos virtuales (como imágenes, sonidos o datos) al mundo real usando teléfonos, tabletas o gafas especiales.

Funciones

Diseñar entornos y experiencias inmersivas

Programar la interacción del usuario

Colaborar con equipos multidisciplinarios

Adaptar experiencias a diferentes dispositivos

Realizar pruebas de usabilidad

Innovar en nuevas formas de aprendizaje y entretenimiento

¿Dónde se aplica esta profesión?

Videojuegos y entretenimiento

Educación y formación profesional (simuladores de vuelo, medicina, ingeniería)

Turismo virtual (visitas a museos o lugares históricos)

Publicidad y marketing interactivo

Arquitectura y diseño (visualización de planos en 3D)

Medicina (terapias virtuales, entrenamiento de cirugías)

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Diseñador de Realidad Virtual (VR) y Aumentada (AR)

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Ingeniero en Transporte o Logística y Transporte e  Especialista en Infraestructura de Transporte

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Ingeniero en Transporte o Logística y Transporte e  Especialista en Infraestructura de Transporte

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Aunque no se centra directamente en el "movimiento inteligente", este profesional planifica, diseña y optimiza sistemas de transporte, incorporando tecnología para mejorar la eficiencia y seguridad.

Algunas áreas tecnológicas en las que trabaja:

Sistemas inteligentes de tráfico (pero sin ser el desarrollador de IA)

Plataformas de gestión logística usando software avanzado

Monitoreo de flotas en tiempo real

Uso de drones y vehículos automatizados para entregas

Aplicación de Big Data y análisis predictivo para rutas y horarios

Trabajan en el diseño y modernización de carreteras, puertos, aeropuertos y estaciones, integrando:

Tecnologías de sensores

Energías renovables en transporte (electrolineras, hidrogeneras)

Diseño para vehículos eléctricos

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Especialista en Ciencias Ambientales y Gestor de Recursos Naturales

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Especialista en Ciencias Ambientales y Gestor de Recursos Naturales

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Este profesional estudia cómo las actividades humanas afectan al medio ambiente y utiliza tecnología (sin necesidad de desarrollarla) para analizar, prevenir y resolver problemas ambientales.

¿En qué tecnologías puede trabajar, sin ser ingeniero digital?

Sensores ambientales para medir la calidad del aire, agua o suelo

Sistemas de información geográfica (SIG o GIS) para mapear y monitorear áreas afectadas

Uso de drones para observar deforestación, incendios forestales o erosión

Laboratorios avanzados para análisis de contaminantes

Evaluación de impacto ambiental con herramientas digitales, pero sin programar ni diseñarlas

Se encarga de la planificación, uso y conservación sostenible de recursos como bosques, agua, fauna, etc., apoyándose en herramientas tecnológicas (como bases de datos, sensores o GPS), pero con un enfoque en estrategia, sostenibilidad y campo, no en tecnología dura.