Create in world-class facilities
Shape the future of gaming
Break into the industry




Details
Year 1

Core modules
FAPY100
Stage 1 Placement Preparation
0 credits
This module is aimed at students who may be undertaking a company placement in the third year of their programme. It is designed to assist students in their search for a placement and in their preparation 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
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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.
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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)

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
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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.
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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.

Which games degree is right for you?
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.
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.
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.
Experience

The university gives us access to everything we could need to create games. We have full-blown drawing platform suites, we have a visual dome so we can do 3D Dome experiences, motion caption software, recordings booths, everything we need to build every single section of game design interactive experiences XR and VR.
I’ve learnt a large array of industry-relevant skills such as 3D modelling, coding, and animation. The course has also pushed me to gain better skills in areas such as presenting/public speaking, and working in a team alongside other people to make games.


When it comes to networking during our course, they've brought in a lot of people from different areas of the industry. You can get involved with research and you can get involved with other projects outside of the University.
Learn from experts in their field

Mr Joel Hodges
Lecturer in Game Arts & Design

Dr Rafael Arrivabene
Lecturer in Game and Experience Design

Dr Lauren Hayhurst
Lecturer in Narrative Design
Life in Plymouth
The overall vibe of the city is perfect. You are by the sea so it is still laid back, but you have all the conveniences of living in a city.
Current student

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Careers

I knew it would be really rewarding to experience working as a designer for a team of over a hundred people and to learn from industry veterans, and that a placement would boost my understanding of the game development industry. Looking back on it now, I can safely say it did!
The placement made me better at productivity and time keeping – at my placement and my current job we had to time our work so that it could be charged correctly; it’s something that I know some people in the industry struggle with, but thanks to my placement I can do it without any stress.

Fees and funding
Tuition fees
£9,535 per year
£795 per 10 credits
Tuition fee price changes
£17,600 per year
Tuition fee price changes
Additional costs
Fund your studies
Supporting students with the cost of living

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Entry requirements
104 UCAS points
You may be eligible for a contextual offer
GCSE
A levels
BTEC
DMM in any subject.
D*D* in any subject.
All Access courses
T level
International Baccalaureate
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Extended entry requirements
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W282
P60
3 years
(+ optional placement)
Full-time
Plymouth
Entry requirements
104 UCAS points
BSearch entry requirements for your country
English language requirements
Ready to apply?
Need support with your application?
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W282
P60
3 years
(+ optional placement)
Full-time
Plymouth