School of Art, Design and Architecture

BSc (Hons) Game Production 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 I623
Institution code P60
Duration

3 years

(+ optional placement)
Course type

Full-time

Study location Plymouth

Dive in and explore the areas of technical design, mechanics design and production for games, exploring how to bring an idea to life from concept to production. Guided by industry and research experts, you’ll discover how to produce video games and navigate the complex field of design. With dedicated lab space for games students, you’ll be able to immerse yourself alongside future creatives in the games industry.

Develop your own games

Learn core programming skills with C++ and Visual Scripting, providing a solid foundation to craft your own games.

Bring games to life with collaborative learning

Work as a team, collaborating with industry peers from game arts and design to bring projects to life, preparing you with professional practice and communication skills.

Design your degree

Define your own pathway with a range of optional modules such as UI design, VFX for games, and motion capture, allowing you to tailor your studies to your interests and career goals.

This course is for you if...

  • You're passionate about bringing video game concepts to life from initial idea to final product.
  • You enjoy both the technical and creative aspects of game development.
  • You're eager to collaborate with peers in a team-oriented environment.
  • You aspire to work in roles such as game designer, technical designer, or production manager.
  • You seek a hands-on, project-based learning experience without the pressure of exams.
Game design student working on character model design on a laptop

Careers with this subject

Graduates in this subject area at University of Plymouth have gone on to work as Technical Designers with Criterion Games, Senior Level Designers at Rocksteady, Visual Effects Artists on Alien: Romulus and Netflix’s Three Body Problem, along with working at other top companies in the creative industries.

Key features

  • Learn core programming skills with C++ and Visual Scripting, giving you a solid foundation to craft your own games.
  • Collaborative learning and development skills get you prepared with professional practice and communication skills.
  • Define your own pathway with a range of options modules such as UI design, VFX for games, and motion capture.
  • Work as a team, collaborating with industry peers from game arts and design to bring projects to life.
  • The course is 100% coursework based – no exams, aimed at giving you the strongest portfolio potential.
  • Exciting events run through the year in the games area, with our regular Doodle Club to relax and practice illustration skills, and a Game Jam to kick off each semester to test your skills. Or, unwind with our Games Club to play through and review your favourite games.

Course details

  • Year 1

  • 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.

    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.

    GPD4001
    Introduction to Game Engines

    In this module students will explore the rich history of game engines, from early arcade development to modern multiplatform engines. Students will explore the interfaces in modern engines, understanding the common languages of what’s required in working efficiently, along with analysing the structures of the engines and their render pipelines. Students will also explore how engines work with solo and collaborative development and how to best structure projects for efficient work.

    GPD4002
    Game Programming

    In this module, students will learn core programming principles and structures learning with C++ and Visual Scripting to interface with game engines. Students will learn these skills through practical workshops and tasks that see the creation of a short interactive experience, reviewing and critically assessing how game programming techniques influence good design practices. The skills learnt in this module will act as a launchpad for development skills, allowing students to progress as technical designers.

    GPD4003
    Game Mechanics Design

    Building from core programming skills, in this module students will explore how to develop common game mechanics and systems that are modular, efficient and enable designers to engage with the game engine to tweak and test features. This module will explore the structure of game mechanics design, with exposing variables and features that allow other systems communicate efficiently, using interfaces, messaging tools and events. In order to track development practice, students will learn how to manage and report on development using project management tools and review processes to successfully iterate and refine codebases.

    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

  • Core modules

    GAME5001
    Critical Design

    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

    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

    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.

    GPD5001
    Mechanics and Systems

    This module builds on core design frameworks to explore advanced and networked mechanics and systems in a game engine. Modular and replicated systems design and development provides an understanding of server-client relationships, data management and network security within coop and multiplayer games. Students will build a range of portfolio pieces that demonstrate their skills in these areas, producing editor tools to help developer more complex systems for use by designers and artists.

    Optional modules

    GAME5003
    Rigging and Animation

    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

    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

    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

    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.

  • Year 3

  • 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.

    100% Coursework

    Optional modules

    GAME6001
    Game Design

    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

    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

    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.

    GAME6004
    Major Project

    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

    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.

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

T level
Merit
BTEC National Diploma/QCF Extended Diploma
Distinction, Merit, Merit. It is vital that you provide our Admissions team with details of the exact modules you have studied as part of the BTEC.
Access to Higher Education at level 3
Pass a named Access to Higher Education Diploma (preferably Art and Design or combined), with at least 33 credits at merit and/or distinction.
Welsh Baccalaureate
112 UCAS points at A level
Scottish Qualifications Authority
112 tariff points
Irish Leaving Certificate
Irish Highers Grades H2 H2 H3 H3 H3 (112 points) or equivalent
International Baccalaureate
28 points
If overseas and not studying English within IB, must have IELTS 6.0 overall with 5.5 in all other elements.
GCSE
Mathematics and English Language grade C / level 4 or above.
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 and have a portfolio accepted. In some circumstances, a portfolio can be used in consideration for applicants that do not meet the normal academic requirements. A portfolio can include examples of existing technical coding and scripting, mods created for games, toolkits and other technical skills. It can also include 3D models, environments and example demo games produced in any game engine. The portfolio is encouraged to demonstrate creativity through original work and work based on existing media, with annotated processes to the creation of the work.

Fees, costs and funding

2024-2025 2025-2026 *
Home N/A £9,535
International N/A £17,600
Part time (Home) N/A £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.

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.

Learn from experts in their field

The Digital Art and Technology Group

As part of the digital art and technology group at the University, 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

Create strong industry connections with a placement year

Supercharge your career with invaluable professional experience. Take advantage of optional year-long, paid work placements, 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.