School of Art, Design and Architecture

BA (Hons) Game Arts and Design

UCAS tariff 96 - 120 Contextual offers
A contextual offer is an offer to study at university that takes personal circumstances that may affect grades into account.
UCAS course code W282
Institution code P60
Duration

3 years

(+ optional placement)
Course type

Full-time

Study location Plymouth

Bring your creativity to the world of computer games. Learn 3D modelling, 2D art and animation, level design and gameplay coding. Games industry experts will guide you through all aspects of game design and development, building a full understanding of the game creation process, and allowing you to specialise in the areas you find most engaging.

Explore cutting-edge facilities

Utilise the latest hardware, including high-spec gaming PCs, VR headsets, and a 35-seat, 360° immersive vision theatre, providing an exceptional environment for game development.

Embrace emerging technologies

Explore cutting-edge areas such as augmented reality (AR), virtual reality (VR), and interactive storytelling, preparing you for the future of game design and development.

Connect with industry

Gain invaluable professional experience through optional year-long, paid work placements with leading companies such as Criterion Games, enhancing your employability and industry connections.

This course is for you if...

  • You're passionate about creating immersive and engaging video games.
  • You enjoy both artistic design and technical development aspects of game creation.
  • You're eager to learn industry-standard software and practices.
  • You aspire to work in roles such as game artist, 3D modeler, or level designer.
  • You seek hands-on experience and opportunities to showcase your work.
Student from Game Arts and Design in the Immersive Media Lab

Careers with this subject

Your degree in Game Arts and Design could lead to a career as a game artist, 3D modeler, gameplay coder, level designer, technical game designer, technical artist, producer, or many other roles in the games industry. Your transferable creative and technology skills could also lead to employment as a designer, programmer or producer in other creative and tech industries.

Key features

  • Learn industry-standard software and practices, and have access to the latest hardware, including high-spec gaming PCs and VR headsets.
  • Gain invaluable professional experience with the option to take part in a year-long, paid work placement with companies such as Criterion Games.
  • Access all areas: keep working into the evening in our dedicated lab space open until 10 pm and take advantage of other amazing facilities, including our 35-seat, 360° immersive vision theatre , VR kits, graphics tablets, game controllers, 3D printers and even an extensive collection of board games.
  • Learn in our friendly and vibrant setting, working individually and teaming-up with other students. Teaching and learning is practical and project-based and 100% coursework assessed.
  • Our inspiring graduates have gone on to work at the world's top games companies, including Electronic Arts, Frontier Developments and Bossa Studios.

Course details

  • Year 1

  • Get straight into learning the art and coding skills you need as a game designer. You are introduced to 2D design and 3D modelling software, game engines and gameplay coding. Bring your drawings to life with animation and interactivity, and create your first 3D models and games. Learn about storytelling and build your own gaming hardware.

    Core modules

    FAPY100
    Stage 1 Placement Preparation 0 credits

    If you’re undertaking a company placement in your third year, this module helps you find a suitable placement, and prepares you for the placement itself.

    GAD4001
    Illustration and Concept Art

    In this module, students will learn core skills in 2D illustration and concepting processes in relation to games. Students will learn about form, shape, silhouettes and rapid ideation processes that will give them the tools to create concepts for designs, and develop the pieces in final game ready assets. Students will explore colour theory, and how to design for set themes, styles, and the considerations that need to be made in the initial ideation stages. Students will learn to use standardised digital art suites in order to create assets in the game art production pipeline.

    GAD4002
    3D Modelling

    This module provides an introduction to the fundamental principles and techniques used in creating 3D models for the gaming industry. Students will learn to design, model, and optimize assets for integration into real-time rendering environments, focusing on game-specific requirements such as low polygon counts. By the end of this module, students will have created a portfolio of game-ready assets and gained experience in using industry-standard tools and software.

    GAD4003
    Game Art Practice

    This module is designed to introduce students to the fundamental principles and practical skills required to create high-quality 3D art assets for video games. Students will gain hands-on experience in designing, modelling, texturing, and optimizing 3D assets, with a strong focus on the artistic and technical considerations specific to game development. This module will enable students to produce game-ready assets while understanding the complete workflow from concept to implementation in a game engine.

    GAME4001
    Design Practice

    This module welcomes students to the world of game design through a balance of playful activities and thought-provoking debates. The module explores design practices such as observation, ideation, prototyping and testing, in relation to industry culture and wider social contexts. The module introduces students to practical and creative processes that encourage experimentation and prepare for HE workflows. Through conceptual understanding of artistic practice combined with technical production skills in a range of areas, such as 2D and 3D design, facilitated by industry standard design software and processes.

    GAME4002
    Interactive Experiences

    In this module, students will explore core theories around worldbuilding, narrative design and immersion theory for game design. Students will get hands on experience with popular video games to explore, critique and discuss how narratives and the worlds that are crafted create an immersive experience. Students will also critique how the nature of interaction in games is controlled by designers and developers to control the audience into feeling agency in games, and where frameworks are developed to explore ludo-narrative gameplay. Students will work with wireframing tools and processes to demonstrate their understanding of how narrative structures are developed and designed in games.

    Optional modules

    GAME4003
    UI Design

    In this module, students will explore the concepts behind User Experience Design (UX) and User Interface Design (UI). Students will be given a range of material to explore and critique to understand the application of different design methods, principles and considerations for creating UI for games. Students will iterate on designs, exploring the use of fonts, logos, colours and considerations for different games markets. Students will create a menu system for a hypothetical game that includes the title screen, a pause menu, and a settings menu. This menu system will explore branding and identity, functionality, affordances and feedback, and the wider consideration of accessibility in design.

    GAME4004
    Sound Design

    This module explores the fundamental principles and techniques of sound design specifically for video games. It covers the creation, implementation, and manipulation of audio assets, including sound effects, music, and dialogue, to enhance player experience. Students will learn to utilize industry-standard software and hardware, focusing on real-time audio integration and interactive soundscapes.

  • Year 2

  • Master more advanced 3D modelling and game programming techniques, and hone your level design skills. Learn about working in the creative industries from visiting speakers, and work with Illustration students to further develop your drawing skills.
    Core modules
    • GAME5001: Critical Design (20 credits)
      This module develops students’ ability to critically reflect upon design strategies that they can subsequently apply to their own videogame development. Students will evidence what they have learnt via a digital journal.
    • GAME5002: Professional Portfolio (20 credits)
      In this module, students will be given the opportunity to propose and develop a project that follows a chosen area of game design and development. This project will be supported by an allocated tutor that can support and guide through the creative process. Students will be given regular sessions alongside this project that help shape and develop their online portfolio and presence to successfully market and showcase their work. Students will be given tools and methods to help manage time efficiently, implementing regular review processes to iterate on work and manage expectations.
    • GAME5005: Studio Practice – Challenge Module (20 credits)
      In this module, students will join with peers across digital subjects to learn collaborative design and development processes, understanding how to professionally communicate between different disciplines and teams, working towards an immersive experience that is aligned to the UN sustainability goals. Students will be introduced to professional project and source control management tools and processes to enhance their practice and efficiency. Students will form small groups to design and develop a small interactive experience that showcases their learning from their own crafts, and their professional skills.
    • GAD5001: Asset Production (20 credits)
      In this module, students will build on asset production techniques to understand how to prepare large scale asset productions, with considerations for batch production, modular design, procedural game assets and texturing techniques such as trim sheets. Students will create a broad portfolio entry that showcases their skills in numerous areas of asset production in games. Students will learn how to utilise basic scripting in a game engine to generate dynamic assets that are optimised and efficient. Students will also explore utilising additional tools that assist with areas like foliage design and clothing design for games.
    Optional modules
    • GAME5003: Rigging and Animation (20 credits)
      This module will provide students with the principles of animation for both objects and characters. They will focus on understanding weights and stretches, exploring different techniques and styles of animation. This will allow the students to experiment and consider which style is best suited to the work they want to create. Students will craft a range of animation elements from object tests to facial rigs on 3D characters, giving a strong understanding of the range of skills encompassed in animation for games, along with a core understanding to critique and analyse animation styles and form.
    • GAME5004: VFX for Games (20 credits)
      In this module, students will explore a range of visual effects pipelines for use in game engines, ranging from particle effects to shaders. Students will learn about how these effects can be used in conjunction with other elements like sound to facilitate engagement and reward to players in games. Students will produce a portfolio of work in this module to set tasks and briefs that tests efficient and visual design practices.
    • GAME5006: Scanning and Photogrammetry (20 credits)
      This module aims to provide students with a comprehensive understanding of photogrammetry and 3D scanning techniques, tools, and applications. This module covers the fundamental principles of capturing, processing, optimising, and analysing spatial data to create accurate 3D models. Students will gain hands-on experience with both photogrammetric software and 3D scanning hardware to understand their practical applications in various fields such as archaeology, architecture, engineering, gaming, and virtual reality.
    • GAME5007: MoCap and MoEdit (20 credits)
      In this module the students will learn about the delivery of Motion Capture services. Students will explore through all stages of the pipeline, from good stage practices and running a shoot, and the different jobs that are part of it, to delivering fully cleaned and retargeted data. Students will create a portfolio of work that demonstrates core practices within the Motion Capture pipeline, showcasing professional practices and shoot etiquette.
    • FAPY501: Stage 2 Placement Preparation (0 credits)
      This module is aimed at students who may be undertaking an industrial placement in the third year of their programme or are looking for other work opportunities. It is designed build on the Level 1 module (FAPY100) and to assist students in their search and application for a placement and/or other work experience and in their preparation for the placement itself.
  • Placement year (optional)

  • An optional paid 48-week work placement offers invaluable practical work experience. We recommend pursuing a placement, as it enhances your final year of study and improves your employability on graduation.

    Core modules

    FAPY604
    Digital Art and Technology/Internet Design Placement

    An extend period of professional training (at least the duration of both teaching semesters - 36 weeks) spent as the third year of a sandwich programme undertaking an approved placement with a suitable company (either a paid placement or unpaid internship). This provides an opportunity for the student to gain relevant industrial experience to consolidate the first two stages of study and to prepare for the final stage and employment after graduation.

  • Final year

  • Focus on your own particular areas of interest by selecting from a range of optional modules and set your creativity free in your epic final year project.
    Core modules
    • ADA600: Common Dissertation: Critical Practices (20 credits)
      The module engages students in situating practice through research, contextualisation and critical reflection, in relation to their final stage study and post University aspirations. Programmes can offer: a traditional dissertation; preparation for an extended dissertation; situating existing practice; or the construction of a new body of work as practice-based research.
    • GAME6004: Major Project (40 credits)
      This module acts as the capstone of the degree, giving students a dedicated self-directed project to design, craft and refine as a major portfolio piece. Students will be allocated a supervisor that will guide and support the development of the work, along with encouraging critical discussion around the chosen theme and topic. Students are encouraged to experiment and innovate in their craft, exploring how their chosen craft can be pushed forward.
    • GAME6005: Portfolio and Professional Practice (20 credits)
      In this module, students will develop and refine a professional portfolio that is ready for applications in the creative industries. Students will be supported by industry professionals that will offer review and advise on how to target specific markets and roles. Students will also craft a range of promotional material to celebrate their existing portfolio of work, that can then be showcased at a final exhibition for the degree. Students will be involved in curating, organising and displaying their work, along learning key events managements skills with partners and key stakeholders.
    Optional modules
    • GAME6001: Game Design (40 credits)
      In this module, students will demonstrate their skills in design, team development practices and their own craft that has been demonstrated through their portfolio of work to this stage. Students will be given the opportunity to pitch ideas and form teams, bringing an idea to life in the form of a demo. Students will work professionally to set deadlines and goals set through the module, working in a studio format. Students will craft a press-kit for their game and create a trailer that could be used to pitch the game to potential investors.
    • GAME6002: Interaction Design (40 credits)
      This module focuses on the experimentation and fabrication of interaction devices and experiences that allow audiences to interface with digital experiences. Students will explore the considerations for accessibility and fabrication tools needed in designing and developing game controllers, along with exploring the world of alternative controllers using custom hardware. Students will produce an interaction device that can interface with a crafted experience.
    • GAME6003: Experience Design (40 credits)
      In this module students will explore the world of creative and artistic installation, learning how to curate and craft an experience to be part of an interactive exhibit. Students will learn a range of prototyping and experimental design processes that will explore outside of the world of games. Students will explore physical computing devices, and display techniques such as dome projection and projection mapping.
The modules shown for this course are those currently being studied by our students, or are proposed new modules. Please note that programme structures and individual modules are subject to amendment from time to time as part of the University’s curriculum enrichment programme and in line with changes in the University’s policies and requirements.

Entry requirements

UCAS tariff

96 - 120

Contextual offers: Typically, the contextual offer for this course is 8 points below the advertised tariff. A contextual offer is an offer to study at university that takes into account individual circumstances that are beyond your control, and that can potentially impact your learning and your exam results, or your confidence in applying to university.

Check your eligibility for a contextual offer

A level
A minimum of 2 A levels; General Studies accepted.
International Baccalaureate
28 points.
18 Unit BTEC National Diploma/QCF Extended Diploma
DMM.
BTEC National Diploma modules
If you hold a BTEC qualification, it is vital that you provide our Admissions team with details of the exact modules you have studied as part of the BTEC. Without this information, we may be unable to process your application quickly and you could experience significant delays in the progress of your application to study with us. Please explicitly state the full list of modules within your qualification at the time of application.
All access courses
Pass a named Access to Higher Education Diploma (preferably art and design or combined), with at least 33 credits at merit and/or distinction.
T level
Merit in digital production, design and development.
GCSE
Mathematics and English Language grade C.
Other
Equivalent qualifications may be considered.
We welcome applicants with international qualifications. To view other accepted qualifications, please refer to our tariff glossary .

Portfolio
Applicants are required to submit a portfolio, with an optional informal interview, for entry onto this course. If you have any questions, please contact our Admissions Team; drop us an email at applications@plymouth.ac.uk or alternatively give us a call on +44 1752 585858.

Fees, costs and funding

2024-2025 2025-2026 *
Home £9,250 £9,535
International £17,100 £17,600
Part time (Home) £770 £795
Full time fees shown are per annum. Part time fees shown are per 10 credits. Please note that fees are reviewed on an annual basis. Fees and the conditions that apply to them shown in the prospectus are correct at the time of going to print. Fees shown on the web are the most up to date but are still subject to change in exceptional circumstances. More information about fees and funding.

*UK Government announcement on tuition fees

Following an announcement in November, the government has confirmed its intention to increase undergraduate tuition fees for the 2025/26 academic year.

Subject to final Parliamentary approval (expected in early March 2025), the tuition fee for UK students is increasing to a maximum of £9,535 from 1 August 2025. This change applies to current and new students at the University of Plymouth. The Student Loans Company (SLC) has confirmed loans for tuition fees will be increased accordingly.

Additional costs

This course is delivered by the Faculty of Arts, Humanities and Business and more details of any additional costs associated with the faculty's courses are listed on the following page: Faculty of Arts, Humanities and Business additional costs .

Tuition fees for optional placement years

The fee for all undergraduate students completing any part of their placement year in the UK in 2024/2025 is £1,850.
The fee for all undergraduate students completing their whole placement year outside the UK in 2024/2025 is £1,385.
Learn more about placement year tuition fees

How to apply

All applications for undergraduate courses are made through UCAS (Universities and Colleges Admissions Service).
UCAS will ask for the information contained in the box at the top of this course page including the UCAS course code and the institution code.
To apply for this course and for more information about submitting an application including application deadline dates, please visit the UCAS website.
Support is also available to overseas students applying to the University from our International Office via our how to apply webpage or email admissions@plymouth.ac.uk.

Voices of Game Arts and Design

Hear directly from BA (Hons) Game Arts and Design students about how helpful and experienced their tutors are, what the facilities are like and how well the course prepares them for a career.

There’s no limitations on what we want to do. If someone decides actually I want to start 3D modelling or animating, they’re always going to support that.

[ We have been awarded a Silver Status Academic Partner with Unreal Engine and Epic Games

The Unreal Academic Partner Programme recognises institutions committed to providing high-quality educational experiences through knowledgeable faculty and proven curricula.
Our Senior Technician Andrew Banks has also been awarded a Silver Status as an Unreal Authorised Trainer.

Learn from experts in their field

The Digital Art and Technology Group

As part of the digital art and technology group at the University of Plymouth, this course builds on 25 years of excellence in interactive media education.
The course is a new evolution of the Medialab Arts and Digital Art and Technology programmes, which have seen graduates go on to join the world’s top tech companies including Reddit, Facebook, Electronic Arts, Aardman Animation and Pixar, as well as find success as indie games developers, tech start-ups and world-renowned artists.
Our team is a multidisciplinary collective of coders, artists, designers and hackers who work with data visualisation, games, virtual reality, robotics, interactive installations, sound design and everything else digital. We aim to future-proof our students to prepare them for an ever-changing world where technologies evolve but smart thinking is always in demand.
Digital Art and Technology

Student showcase

See a variety of work by students on the BA (Hons) Game Arts and Design course.

What I love about the Game Arts and Design course is not only being able to create my own fun, quirky games, but also seeing what my peers create alongside me and watching them improve their skills throughout the development process and beyond. Playing their games at the end is just the icing on top!

Connor, BA (Hons) Game Arts and Design

Create strong industry connections with a placement year

Supercharge your career with invaluable professional experience. Take advantage of optional year-long, paid work placements with industry leading companies like Criterion Games, boosting your employability and building powerful industry connections.

The placement gave me real life working scenarios to talk about in interviews when finding my first full time job out of university, which I think was attractive to those who were interviewing me. It also made me feel more confident because I knew that I would be able to tackle whatever was thrown at me. Graduating university, I felt so much more confident and knowledgeable with a placement year behind me and felt that I had more to show off and offer.

Ella Chambers

Which games degree is right for you?

Choosing the right course is the first step toward your future in the dynamic world of gaming. Whether you're passionate about creating stunning visuals, crafting immersive gameplay experiences, or building the next generation of game engines, there's a degree for you.

BA (Hons) Game Arts and Design

Game art, animation, and visual design
Perfect for creative minds who want to design the visual world of games. Focus on 3D modelling, 2D art, animation, and level design. Get hands-on with industry-standard tools and bring art to life.
" Career paths: Game Artist, 3D Modeller, Concept Artist, Level Designer.

BSc (Hons) Game Production and Design

Coding and designing gameplay experiences
Ideal for those who love to code and design interactive gameplay. Master programming, prototyping, and game mechanics design. Bring your ideas to life through programming in C++ and scripting.
" Career paths: Gameplay Programmer, Game Developer, Technical Designer, Level Designer.

BSc (Hons) Computer Science (Games Development)

Computer science with a focus on game engines and tools
For the tech-minded who want to dive deep into computer science with a game-focused twist. Develop game engines, artificial intelligence, and programming tools. Build a solid foundation in software engineering principles.
" Career paths: Engine Developer, Tools Programmer, AI Programmer, Software Developer.

Our research

The exciting work going on in our research feeds back into the teaching on this course.

i-DAT

i-DAT
An Open Research Lab for playful experimentation with creative technology.

Roland Levinsky Building at sunset

CODEX research
An international Postgraduate Research network operating in the volatile and dynamic space that frames new interdisciplinary art and design practices.

FourTet and Squidsoup at the Sydney Opera House Photo: Mark Metcalfe

Faculty of Arts, Humanities and Business postgraduate research degrees
Our specialist areas of research excellence and postgraduate research opportunities.

Follow our community on social media

* These are the latest results from the National Student Survey. Please note that the data published on Discover Uni (Unistats) is updated annually in September.