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BA (Hons) Games Design & Development

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Institution C58

UCAS I600

Bognor Regis campus

3 Years Full Time

Entry Requirements and Fees

2020/21 UK fee: £9,250

2020/21 International fee: £13,500

For further details about fees, please see our Tuition Fee page.

Typical offer (individual offers may vary):

Tariff points: 104 - 112

A Levels: BBC - BCC

BTEC: DMM - MMM

International Baccalaureate: 28 points

Access to HE Diploma: Pass with at least 15 credits worth of level 3 units at Merit

IELTS 6.0 overall with no element lower than 5.5

Course content

Our new BA (Hons) Games Design & Development will prepare you for a range of career options in this vibrant and fast growing industry. On this programme you will be guided through the creative components of the process from design concepts, programming, production management, animation, VFX, rigging, storytelling, audio design, motion capture and user experience (UX).

Working closely with our award winning 3D Animation & VFX team and our BA (Hons) Esports programme, as you develop the core creative skills needed by industry.

You will gain solid all round workflow skills and a clear understanding of the production pipeline, enabling you to focus on a specialist area of your choice in the final year. We will be exploring the emerging ideas in this area including advances in immersive technologies and motion capture, and you will engage directly with industry via games development companies and experts and through master classes and mentoring.

Our facilities

 

Over the past few years, we’ve redeveloped both of our campuses so that you have the best facilities available for your degree. We pride ourselves on the quality of the learning environment we can offer our students.

Tech Park Exterior

The department of Creative and Digital Technologies occupies the new Tech Park on the Bognor Regis Campus, which is where you will be taught. This exciting investment gives students access to professional industry standard facilities and hands on practical learning. 

The Tech Park facilites include:

A 300sqm film production studio and sound stage:

Film Studio

9 post production edit suites with‘soho’ standard dubbing:

Editing suite

An 80sqm green screen studio for motion capture and chroma work:

Green Screen

Professional recording studios with Mac and PC suites:

Recording Studio

The Tech Park is situated on our Bognor Regis campus, with our award-winning ‘Learning Resource Centre’ (LRC) at the heart of the campus, which hosts a modern library service with areas for quiet and silent study.

LRC Exterior

Also situated in the LRC is the ‘Support and Information Zone’ (SIZ), Costa Coffee and over 80 open access workstations. An equipment loan centre offers laptops, tablets and other electronic devices for short and long-term loans. 

Where this can take you

Typical career paths include:

  • Audio Designer
  • Background Artist / Modeller
  • Character Artist / Animator
  • Concept Artist
  • Content Designer
  • Game Developer
  • Applications Developer
  • Game Designer
  • Graphic Designer
  • Multimedia Programmer
  • Software Engineer
  • Screenwriter/Story Developer
  • Production Coordinator

Work placements

A number of industry partners (Slightly Mad Studios, Spitifire Audio, Sontronics, Studio People, Yellow Technology, Digital Garage, AVID) will be involved in a variety of ways in module design, experiential learning, Beta testing and QA, masterclasses and potential work placements opportunities. 

Every student in the department has the opportunity to access a 15 credit level 5 placement module if the opportunity to experience working in a relevant company arises.

Indicative modules

Level 4

Games Design: History & Context

This module will introduce students to the history of Games Design and provide the knowledge that will strengthen their grounding for further study of gaming and games design. The module will explore the origins of games design, and its evolution as an industry over the years, through to the present day and beyond. The module aims to develop a critical awareness of games design as both a creative endeavour and as entertainment, and gain knowledge of how various emerging technologies have guided the evolution of games design.

Digital Fundamentals & Workflows

The module will provide students with the opportunity to investigate the fundamental core technical concepts that make up the digital moving image, as well as multimedia and digital film production pipelines and workflows.

Students will engage with foundation level mechanisms and standards essential to image acquisition, reproduction and display, with the opportunity to investigate technically and conceptually a projects journal through a typical media production pipeline, essential to film and multimedia practice. The module focuses on a core level understanding, best practice and its application.Digital Design: Graphics and Motion Graphics

This module provides a foundation for development of a range of professional technical and procedural skills in the field of digital design and motion graphic. As such it draws from a range of production practice and processes typically involved in the manufacture of audiovisual motion graphic artifact. Its aims are to develop transferable skills in the core practical and conceptual understanding of digital design and motion graphic construction and manipulation.

Business of Esports

Esports is a rapidly growing industry, with global tournaments offering multimillion pound prize funds and predicted growth of the sector set to explode into multiple billions in future years. The module examines the business approaches utilized across the esports industry. Students will explore the structures regarding business, the emergence of venture capitalist involvement, the role technology plays, the quest for Olympic recognition, the design companies, professional leagues and regulatory bodies. We will also consider the career opportunities opening up within this industry.

Programming for Games

Programming for Games aims to take students with a variety of programming backgrounds, including no prior programming experience, and bring them all to a common level of knowledge and understanding necessary for games design. It aims to develop the students’ understanding of fundamental programming concepts, and provide students with the problem-solving skills to design, implement, test and debug games.

Digital Design: Graphics & Motion Graphics

This module provides a foundation for development of a range of professional technical and procedural skills in the field of digital design and motion graphic. As such it draws from a range of production practice and processes typically involved in the manufacture of audio-visual motion graphic artefact. Its aims are to develop transferable skills in the core practical and conceptual understanding of digital design and motion graphic construction and manipulation.

Introduction to 3D Computer Graphics

This module serves as a foundation for developing a range of technical knowledge and procedural skills in the core concepts of 3D computer graphics. Students are introduces to fundamentals such as basic 3D geometry, mesh transformation, shading, lighting, texturing and rendering. The module aims to develop transferable skills in the core practical and conceptual knowledge of 3D computer graphics.

Virtual Studio Technologies

Virtual Studio Technologies is both theoretically and practically focused and aims to introduce students to many of the core technologies and IT infrastructures that allow the ‘virtual’ and ‘hybrid’ studio to operate. 

Information, Communication & Cultural Development

This module aims to explore the significance of the major global media entertainment trend of leisure based gaming and esports at a time when this business has seen dramatic socio-cultural and economic growth. Students will engage with methodologies from a variety of disciplines including Sports Studies and Media and Communications. The module very much places an emphasis on esports as a burgeoning field of study in digital game culture. We explore many social and political issues surrounding the subject and debate current topics relating to cultural development and impact.

 

Level 5

3D Animation for Games (30 credits)

This module provides an opportunity for students to familiarise themselves with the world of Animation and Visual Effects in the context of contemporary computer games design. Students will explore boundaries of the many disciplines within the field of Animation and Visual Effects and their specific place in production workflows.  Through practical workshops students will be introduced to industry standard software with which they will engage for the duration of their studies as they develop original games concepts.  A series of briefs will provide introductory level exercises designed to establish sound work practices upon which students will build over subsequent levels.

Motorsport and Simulation

From Formula 1, through GT endurance racing, to the World Rally Championship, competitive motorsport has embraced and continues to invest heavily in the development of racing simulators for driver training and performance evaluation.  And in the world of esports, ‘authentic’ racing simulation games are being used in professional manufacturer-sponsored competitions, with the best players being given opportunities to crossover into ‘real’ motorsport.  This module explores the genre of motorsports simulation from multiple perspectives: how they are developed; the complex relationships between the ‘real’, the ‘simulated’ and the ‘ludic’; and how simulator training translates to real world driver performance. 

Industry Engagement & Conventions

This module offers students the opportunity to learn about the vibrant and continuously changing ways in which the media industries are promoted and discussed in trade shows, fan conventions, conferences, and festivals. Within this exciting and ever-expanding environment, there has become a growing intersection of technology and entertainment. This module will encourage students to have exposure to the emerging media markets within a range of promotional contexts and to utilise in a self-reflexive manner these experiences to inform their own future career plans. 

Motion Capture & Motion Tracking Technology

This module offers the opportunity to developing a range of professional, technical and procedural knowledge of the core concepts of motion capture and motion tracking technologies and their application. As such it draws from a broad range of practice and aims to introduce and develop knowledge of the processes involved in the manufacture of a motion capture and motion-tracking artefact. It aims to develop transferable skills in the core conceptual understanding and its practical application.

Motion Capture & Suit Technologies

The aim of this module is to develop a significant body of knowledge of a typical film and multimedia motion capture pipeline, from setting up cameras and capturing data, through to editing and transferring data to industry standard animation packages. This module offers the opportunity to develop a range of professional technical and procedural knowledge. The module draws from a broad range of practice and aims to introduce and develop knowledge of the processes involved in the manufacture of a body motion capture artifact.

Games Design Project (30 credits)

In this Level 5 Games Design Project, students work in small groups to produce a computer game concept. This is a double-weighted practical module, where students learn to work in teams, break tasks apart, and deliver a Games Design Document (GDD) for a set deadline, reflecting industrial practices and presentation expectations.

Audio Capture & Design

This module aims to develop a greater knowledge of audio capture and design. It will explore both theory and practical elements, from acoustics through to field techniques. It will examine, deconstruct soundscape design via exploration of dialogue, effects, Foley and scores that work together in embellishing narrative and its partnership with picture. 

Writing for Games

This module examines the role of the screenwriter in the development of narrative based computer games. Students will explore the role the screenwriter plays in developing characters, dialogue and world building. Students will also be introduced to the debates around narrative vs Ludology and the tensions created between story and play.

Motion Capture & Suit Technologies

The aim of this module is to develop a significant body of knowledge of a typical film and multimedia motion capture pipeline, from setting up cameras and capturing data, through to editing and transferring data to industry standard animation packages. This module offers the opportunity to develop a range of professional technical and procedural knowledge. The module draws from a broad range of practice and aims to introduce and develop knowledge of the processes involved in the manufacture of a body motion capture artefact.

 

Level 6

Final Year Games Design Project (45 credits across both semesters)

In this independent, project-driven, module, students have the opportunity to pursue their own enthusiasms and specialisms.  Students are expected to provide extensive ‘proof of concept’ for a commercially viable computer game. 

Games Design: Pre Production & Planning

This module gives students the opportunity to develop their final year games project plans and to pitch to an industry and tutor panel for feedback. Each student will be expected to prepare a Concept Document clearly detailing the game's genre, gameplay description, features, setting, story, target audience, hardware platforms, estimated schedule, marketing analysis, team requirements, and risk analysis. The Concept Document provides the spine of the project’s development and will identify the challenges ahead, including what assets and artefacts will need creating and what source code is planned, for example. Students once they have pitched will be expected to then generate a full Game Design Document that covers all the key aspects of the proposed game and will be continually updated through the development of the final year project.

Motion Capture Face/Feature Tracking Technology

The aim of this module is to develop a range of professional, technical and procedural knowledge and an understanding of the core concepts of optical motion capture in the context of the Film, TV and gaming industry. It explores both software and hardware solutions and will explore rig setup, image capture, 2D/3D data processing. The modules aim is to develop transferable skills, conceptual understanding and its practical application.

Creative Portfolio

This Level Six module aims to build on the creative work done by students over the past 2 years and the strategic planning undertaken in Industry modules. Students will be expected to enhance their career prospects by producing creative artefacts that align their skills with their commercial and professional objectives. It aims to develop transferable skills in balancing creative and strategic career objectives.

Resilience & the Freelancer

This module serves as an introduction to the wide range of skills required for survival in the modern creative and media industries.  Self-employment is increasingly considered the norm and this module will prepare the student for a freelance career.  The module will provide a toolkit to help students develop competencies in three key areas.

Audio & Music for Games

This practical double module aims to develop the students’ creative and technical skills in sound design, music composition and basic audio implementation for video games.  Building upon knowledge and skills acquired throughout Level 5 of the BA, and especially in Music for the Moving Image and Sound Design, ADR and Foley, this module covers the creation of a broad range of sound assets and audio related content and in terms of music composition focuses in particular on non-linear adaptive processes and structures.  Students are also introduced to industry standard middleware which enables sound designers and composers to implement their assets in game.  Working with one of our industry partners, you will receive individual mentoring and feedback on your final assessment tasks.   

Immersive Technologies & the Competitive Game Player

As professional esports players adopt virtual and augmented reality devices and ever more sophisticated and realistic haptic controllers for both training and competition purposes, the need to understand how they are being impacted and influenced by them in terms of their competitive physical performance, psychology and emotional response, and depth of immersion, is increasingly important.  This module aims, therefore, to investigate, through research and experimentation, the many complex relationships that exist between the competitive game player and new audio-visual and haptic technologies. 

 Games Industry & Creative Careers

This module aims to develop students’ understanding of the creative sector as an industry, becoming aware of key dynamics within the sector and specific expectations related to employability, especially within the games development sector. These include discipline specific working practices, geographic spread, working structures, team working and inter-personal skills, freelancing and collaborative work, funding streams, developing portfolios / studio setup, taxation, regulation, law and ethics. Students will get the chance to consider which career pathways align with their own personal ambitions, and develop an understanding of how best to prepare a strategy for employability, freelance work, or start-up.

International English Studies

Include International English Studies: 

Teaching and assessment

Students will be taught using a number of approaches. Lectures, Seminars, Skills sessions, technical classes and practical workshops will all be a part of the normal timetables activities.

You will also be expected to undertake independent study and practical individual and group work outside of the timetabled sessions.

You will have access to a range of facilities and resources to assist in the acquisition of knowledge and independent learning activities through our virtual leaning environment and our Learning Resource Centres. You will be expected to read journals, books and articles pertaining to your area of study, and an extensive range of online resources and technology spaces are readily available.

Assessment will be split in nominally equal parts between coursework, project work, written analysis and creative portfolios.

Additional Costs

Include Additional Costs: