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Key facts

Entry requirements

112 or DMM in Art and Design

Additional entry requirements apply to this course. Full entry requirements

UCAS code

W291

Institution code

D26

Duration

3 yrs full-time

Three years full-time, four years with placement

Fees

2025/26 UK tuition fees:
£9,250

2024/25 international tuition:
£16,250

Entry requirements

112 or DMM in Art and Design

Additional entry requirements apply to this course. Full entry requirements

UCAS code

W291

Institution code

D26

Duration

3 yrs full-time

Three years full-time, four years with placement

Fees

2025/26 UK tuition fees:
£9,250

2024/25 international tuition:
£16,250

Our vibrant studio culture means you will always be at the forefront of the latest industry trends and techniques. You will also have the opportunity to take part in national and international creative events and challenges such as The Rookies and Search for a Star.

Combining creativity and knowledge of specialist technology, coupled with strong industry links, you will graduate with the skills required for roles as an environment artist, character artist, lead artist, technical artist or director.

This specialist art degree, accredited by ScreenSkills, will help you to master high-level 3D modelling skills, as well as develop your existing 2D traditional art skills, through modules including Game Production, Digital Art Practice and Traditional Art Practice. Showcase your talent and creativity by producing an industry-ready portfolio, with support from your academic and technical supervisors.

Our excellent facilities include a dedicated games studio with a range of industry-standard software and high-spec PCs and consoles for producing 3D game content, a drawing studio and a suite of Cintiq graphics tablets. We also have VR development facilities to support students who wish to work in visualisation and virtual reality.

Recent graduates are working for companies such as Ubisoft, BMW, NaturalMotion, Playground Games, Codemasters, Dambusters Studios, Lockwood, Rockstar North and Jagex. Have a look at the amazing work of our recent graduates and alumni on: 

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What you will study

Block 1: Game Art Fundamentals 1

Game Art Fundamentals 1 provides students with a basic introduction to observational drawing, 2D digital and 3D skills as relevant to practitioners within the Games industries. The module also includes a ‘contextual studies’ component, providing the analytic/reflective aspect as a complement to the core skills development activity. In terms of assessment, students will be given a short written task investigating basic theoretical aspects of game art as part of their portfolio.

Block 2: Game Art Fundamentals 2

Game Art Fundamentals 2 builds on the first block and introduces students to design fundamentals such as idea generation techniques and iteration for 3D asset production. The module provides a further introduction to technical drawing, 2D digital iteration and 3D skills as relevant to practitioners within the Games industries. The module includes a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 3: Game Art Essentials 1

Game Art Essentials 1 is a general introduction to the basic pipelines and skills of making 3D game ready assets, covering concepting, texturing, mesh construction and engine implementation. This also serves to further develop observational drawing, 2D digital processes, introduction to aesthetics, and 3D skills as relevant to practitioners within the Games industries. The module includes a written component of analysis, evaluation and reflection upon own work, as well as focused investigation into professional work to inform creative and technical choices.

Block 4: Game Art Essentials 2

Game Art Essentials 2 covers specific pipelines and the development of further technical skills of making 3D game ready assets, engine implementation, and PBR workflows. The module will further develop observational drawing, 2D digital iterative processes and non-destructive workflows and introduction to aesthetics. The module also integrates a written component of analysis and reflection upon own work, evaluation of skillset development, and investigation into professional artwork, relevant pipelines and processes, informing students technical and aesthetic choices.

Block 1: Intermediate Game Art Principles 1

Intermediate Game Art Principles 1 is an introduction to intermediate 2D and 3D skills as relevant to practitioners within the Games industries. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work.

Block 2: Intermediate Game Art Principles 2

Intermediate Game Art Principles 2 is an introduction to advanced 2D digital and 3D skills for Character creation as relevant to practitioners within the Games industries. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 3: Group Project: Pre-Production

Group Project: Pre-Production further builds on asset creation pipelines from Block 1 and 2, introducing new concepts for iterative and modular production for real time environments and characters, project planning, and group work. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 4: Group Project: Production

Group Project: Production is an introduction to advanced pipelines and skills in making 3D game ready assets at an intermediate level. The module further explores idea generation, engine implementation, and PBR workflows. The module contains a component of observational drawing and a ‘contextual studies’ component, providing the analytic/reflective aspect to complement.

Block 1: Professional Practice 1

Professional Practice 1 allows students to select from a range of industry briefs to support their personal or professional interests.  These short intensive tasks accurately reflect live industry projects.  All briefs have been agreed with in collaboration with our industry partners, and are current and relevant. The aim of this module is to gain experience of working with external industry briefs, to explore employability (including freelancing).  

This module is a continuation of advanced 2D digital and 3D skills as relevant to practitioners within the Games industry and will build on existing knowledge and practices. It explores idea generation in conjunction with meeting the demands of the game art industry, and foster student ability to manage production processes and workflows. The module also contains a component of observational drawing and a ‘contextual studies’ component, providing the analytic/reflective aspect to complement. 

Block 2: Professional Practice 2

Professional Practice 2 is highly focused on making students employable by fine-tuning skills and methodologies through further work on industry-set briefs, allowing experimentation with different artistic styles. Students will produce a portfolio demonstrating their ability to manage production processes and workflows, and showcasing essential skills on a professional level.

The module also contains a component of observational drawing focusing on anatomical studies and artistic experimentation with a wide range of drawing and painting materials. It integrates a ‘contextual studies’ component, providing the analytic/reflective aspect to complement students’ practice by providing them with the opportunity to evaluate their own achievements and demonstrate focused research into existing industry practices.

Block 3: Personal Project: Planning and Pre-Production

Personal Project: Planning and Pre-Production The aim of this module is to carry out the initial planning and pre-production work that will support the production and completion of the personal project in Block 4. The specifics of this process will be dependent on the choice of specialism.   

Block 4: Personal Project: Production

Personal Project: Production The aim of this module is to carry out the production of the personal project that has evolved from the planning and pre-production phase in Block 3.  This is aligned to industry practice, and serves to firstly underpin contemporary industry practice and secondly to enable student to complete a major sustained piece of work to support their future aspirations. It is an opportunity to produce a significant body of work that demonstrates creativity and showcases a mastery of a range of industry standard tools, processes and techniques. This work should form a major part of the graduate portfolio, an essential element for employability.

Note: All modules are indicative and based on the current academic session. Course information is correct at the time of publication and is subject to review. Exact modules may, therefore, vary for your intake in order to keep content current. If there are changes to your course we will, where reasonable, take steps to inform you as appropriate.

The course has a vibrant studio culture that encourages individuals to achieve their full potential. You will benefit from block teaching - ÃÛÌÒÖ±²¥’s new way of delivering courses. Through block teaching, you will focus on one subject at a time instead of several at once.

Teaching and learning is primarily through practical workshops, seminars and lectures.

Assessment is through individual exercises, digital artefacts, digital sketchbooks, presentations and blog. You will produce your own portfolio of professional standard work, guided by artists from the game industry and the teaching team.

Game Art in the spotlight

Student work

Our expertise

Profile picture for Teo Kuzmanova

Teo Kuzmanova

Senior Lecturer

Teodora is a professional artist, designer and technologist with over 20 years of teaching experience, awarded the Vice-Chancellor's Distinguished Teaching Award. Involvement in a number of art and science-related projects, among which is a 3D reconstruction of the first British spacecraft and a virtual simulation of its deployment.

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Craig Mooney

Senior Lecturer

Craig has worked in numerous creative industries throughout his career, ranging from graphic design and illustration, to music, photography and games. He specialises in design thinking and concepts for games pipeline, using tools such as Photoshop, 3DSMax, Substance Painter and Zbrush.

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Kras Koev

Lecturer

Krasimir has worked in the field of concept art and visual development for both animation and games industry. In his career as a practitioner, he has developed a proficient understanding of both digital and traditional media creation.

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Will Everett

Lecturer

Will Everett is a professional 3D artist specializing in character art, digital sculpting, and 3D printing. Over his career, he has gained broad expertise and proficiency in industry-standard software like ZBrush, Substance Painter/Designer, 3ds Max, and Unreal Engine.

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Ioannis Markou

Lecturer

Ioannis Markou is a professional 3D character and Concept Artist, proficient in both stylized and realistic workflows. Prior to lecturing, Ioannis produced iterative concept work for TV shows, such as Rupaul’s Drag Race, and gained expertise in industry standard 3D/2D software, including 3ds Max, Zbrush, Unreal engine and Photoshop.

Profile picture for Gabriele Purpura

Gabriele Purpura

Lecturer

Gabriele, a Game Art graduate and current lecturer, is a former indie studio founder with expertise in 3D environments and props, photogrammetry, environmental storytelling, game and level design.

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Jesse Olchawa

Lecturer

Jesse excels in creating streamlined workflows and tools to equip students for entering the games industry. He specialises in 3DSMax, Substance Painter/Designer, Python, Houdini and Unreal Engine.

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Our facilities

Game Art Studios

We have excellent specialist facilities that include a games studio with a range of industry standard software and high spec PCs for producing 3D game content and for studying games on PC, Playstation, Xbox as well as the next generation hardware as it becomes available. We also have VR development facilities to support students who wish to work in visualisation and VR.  The 2D elements of the course benefit from a dedicated drawing studio, and you will have access to a professional-standard suite of Cintiq tablets. We also have fully AV-equipped lecture/ seminar rooms to support other learning and teaching activities.

Accreditations, awards or memberships

Unreal Academic Partner logo

Unreal Academic Partner

is a program which recognises exemplary universities that have already integrated Unreal Engine into their classes and labs.

ScreenSkills logo

ScreenSkills

This course is recognised by , the industry-led skills body for the UK's screen-based industries, and carries the ScreenSkills Select quality-mark which indicates courses best suited to prepare students for a career in the screen industries.

Artstation banner

ArtStation

For the duration of their studies, Game Art students have a free Pro account with , the leading platform for game artists to showcase their portfolios, stay inspired and connect with new opportunities for success. This gives our students access to ArtStation Learning, which hosts courses made by our industry peers and is a great tool for further study.

What makes us special

Three students working together around a laptop

Block Learning

With Education 2030, you’ll learn in a focused ‘block’ teaching format, where you study one subject at a time instead of several at once. As a result, you will receive faster feedback through more regular assessment, have a more simplified timetable, and have a better study-life balance. That means more time to engage with your ÃÛÌÒÖ±²¥ community and other rewarding aspects of university life.

Game art trip to New York

ÃÛÌÒÖ±²¥ Global

Our innovative international experience programme aims to enrich your studies and expand your cultural horizons, helping you to become a global graduate, equipped to meet the needs of employers across the world.

Game Art students have visited New York’s Intrepid Museum to help inspire and bring their game designs to life. They have also visited San Francisco for the renowned Game Developers Conference, participated in the Berlin Games Festival, and taken part in the GREAT Festival of Innovation in Hong Kong.

Where we could take you

graduate-careers

Graduate careers

From Grand Theft Auto V to Star Citizen and Assassin’s Creed, our graduates make the games you play. Many have progressed to work as concept artists, character artists, lead artists, technical artists and directors, for leading companies such as Artificial Life, Rockstar North, SEGA, Sony and Ubisoft.

Game Art graduate Patrick Herbison is a vehicle artist at Codemasters, where he builds accurate 3D models of real-world cars for games such as Dirt Rally 2, Grid, F1 and Forza Horizon 4.

He said: “The industry links on the course keep it up-to-date and relevant, as well as providing a forum for feedback from people working in the industry. I believe this helped me to secure a job at Codemasters before I had even finished the course.”

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Placements

During this course you will have the option to complete a paid placement year, an invaluable opportunity to put the skills developed during your degree into practice. This insight into the professional world will build on your knowledge in a real-world setting, preparing you to progress onto your chosen career.

Our Game Art students have recently secured placements at companies such as EA Games, Rare Limited and BMW.

Our Careers Team can help to hone your professional skills with mock interviews and practice aptitude tests, and an assigned personal tutor will support you throughout your placement.

Course specifications

Course title

Game Art

Award

BA (Hons)

UCAS code

W291

Institution code

D26

Study level

Undergraduate

Study mode

Full-time

Start date

September

Duration

Three years full-time, four years with placement

Fees

2024/25 UK tuition fees:
£9,250

2025/26 international tuition:
£16,250

Entry requirements

Typical entry requirements

We welcome applicants from a range of backgrounds.

  • 112 UCAS points from at least 2 A levels or equivalent, with Art and Design at grade B or above
  • Art and Design BTEC National Diploma/Extended Diploma at DMM

Plus five GCSEs grade 4 or above, including English or equivalent

Alternative qualifications include:

  • Pass in the QAA accredited Access to HE Art and Design course with at least 15 level 3 credits in Art and Design at Distinction. English GCSE required as a separate qualification as equivalency is not accepted within the Access qualification. We will normally require students to have had a break from full-time education before undertaking the Access course
  • International Baccalaureate: 26+ points including Art and Design at higher level grade 6
  • T Levels Merit
  • Art and Design Foundation Diploma: Pass

UCAS tariff information

Students applying for courses starting in September will be made offers based on the latest UCAS Tariff.

Contextual offer

To make sure you get fair and equal access to higher education, when looking at your application, we consider more than just your grades. So if you are eligible, you may receive a contextual offer. Find our more about contextual offers.

English language requirements

If English is not your first language, an IELTS score of 6.0 overall with 5.5 in each band (or equivalent) when you start the course is essential.

English language tuition, delivered by our British Council-accredited Centre for English Language Learning, is available both before and throughout the course if you need it.

Interview and portfolio

Interview required: No

Portfolio required: Yes

Please see our portfolio advice page for full details.