BA (Hons) Games Design

Duration

3 years / 4 years with placement year*

Institution code

L28

UCAS Code

3 years W281 / 4 years W283

A digital overhead view of a game scene featuring a maze on tile flooring. In the maze, two square characters face each other, with a bloodstain near the one on the left. In the top right corner there is a key, and in the left corner text reads: Eliminate all remaining enemies.
A digital overhead view of a game scene featuring a maze on tile flooring. In the maze, two square characters face each other, with a bloodstain near the one on the left. In the top right corner there is a key, and in the left corner text reads: Eliminate all remaining enemies.

Mustafa Akbar

digital mock-up of an octagonal board game on a marble surface, featuring a castle, volcano, forest and field. Counters displaying symbols like fire and lightening are scattered across the board. Nearby, cards with the title Shackles of the Storm are arranged in a pile, with four cards laid next to the pile face up.
digital mock-up of an octagonal board game on a marble surface, featuring a castle, volcano, forest and field. Counters displaying symbols like fire and lightening are scattered across the board. Nearby, cards with the title Shackles of the Storm are arranged in a pile, with four cards laid next to the pile face up.

Gabe Kirkman

A photograph of three students in a classroom. The student in front is in focus, facing forward, and holding a pencil. The other two are also facing forward, with one using a laptop.
A photograph of three students in a classroom. The student in front is in focus, facing forward, and holding a pencil. The other two are also facing forward, with one using a laptop.

Students during a workshop

A digital game manual with a parchment-style background, divided into two sections. The first section, titled Shackling the Storm, explains the storm and its effects on the gameplay. The second section, titled Law of the Stormlands, details the four laws—Death, Divine, Elemental, and Ritualistic Flame—each accompanied by small illustrations.
A digital game manual with a parchment-style background, divided into two sections. The first section, titled Shackling the Storm, explains the storm and its effects on the gameplay. The second section, titled Law of the Stormlands, details the four laws—Death, Divine, Elemental, and Ritualistic Flame—each accompanied by small illustrations.

Gabe Kirkman

A digital design featuring a small, hooded figure holding a wooden staff, from which a circle of glowing lights radiates. The figure stands on a platform of patterned squares. In the background, silhouettes of mountains appear against a purple sky.
A digital design featuring a small, hooded figure holding a wooden staff, from which a circle of glowing lights radiates. The figure stands on a platform of patterned squares. In the background, silhouettes of mountains appear against a purple sky.

Gabe Kirkman

A digital game instructions manual with two sections. The first section, titled How to Play, has an orange background and lists the steps to play the game. The second section, titled Unexplored Cards, features a dark blue background and provides detailed explanations of each card.
A digital game instructions manual with two sections. The first section, titled How to Play, has an orange background and lists the steps to play the game. The second section, titled Unexplored Cards, features a dark blue background and provides detailed explanations of each card.

Athura Moore

A photograph of a student sitting at a desk, wearing headphones and focused on a computer screen. They are holding a stylus pen and drawing on a tablet in front of them.
A photograph of a student sitting at a desk, wearing headphones and focused on a computer screen. They are holding a stylus pen and drawing on a tablet in front of them.

A student working in the studio

A digital mock-up of a game pamphlet styled like a menu, titled Shady Chef Shenanigans. It features a cartoon chef and below the title are burger options with their point values. To the side are illustrations of the cards, showcasing ingredients like cheese, lettuce, onion, bacon, pickles, beef, and chicken.
A digital mock-up of a game pamphlet styled like a menu, titled Shady Chef Shenanigans. It features a cartoon chef and below the title are burger options with their point values. To the side are illustrations of the cards, showcasing ingredients like cheese, lettuce, onion, bacon, pickles, beef, and chicken.

Nikijs Vackars

A black and white digital drawing of a platformer game scene with a small character wearing armour in the centre. In the background there is a starry night sky and a large cloud behind rocky mountains.
A black and white digital drawing of a platformer game scene with a small character wearing armour in the centre. In the background there is a starry night sky and a large cloud behind rocky mountains.

Nikijs Vackars

A digital mock-up titled Roles, detailing the three roles in the game: Patient Zero, Mechanic, and Scientist. Each role is accompanied by an illustrated icon.
A digital mock-up titled Roles, detailing the three roles in the game: Patient Zero, Mechanic, and Scientist. Each role is accompanied by an illustrated icon.

Patient Zero (team project)

A photograph featuring a row of students sitting at computers, some wearing headphones and others drawing in sketchbooks or on tablets.
A photograph featuring a row of students sitting at computers, some wearing headphones and others drawing in sketchbooks or on tablets.

Students working in the studio

The Course

Our BA (Hons) Games Design encompasses the creative and technical aspects of designing interactive and immersive game experiences. It focuses on crafting engaging gameplay elements, creating levels and challenges, and developing compelling narratives.

Games designers collaborate with concept artists, games artists, writers, and musicians to bring their vision to life. They consider player psychology, user experience, and game mechanics, refining their designs based on feedback. Games design utilises specialised software and tools to prototype and visualise game concepts. This course provides a platform to combine creativity and technical expertise and to collaborate with a vibrant community of diverse creatives.

As a specialist arts university, we offer an exceptional education in games design, supported by unmatched resources and expertise. Access state-of-the-art software, advanced hardware, and dedicated studio spaces equipped with industry-standard tools. Benefit from the guidance of experienced industry professionals who provide valuable feedback, ensuring you’re at the forefront of games design practices.

Our Industry Speaker Programme features gaming industry professionals, providing real-world insights and fostering valuable connections for your future career.

We actively encourage you to engage in professional practice opportunities, collaborating with Games Art students and participating in external game development initiatives. Develop networking skills and establish professional contacts within the gaming industry with our support. Studying alongside talented concept artists, games artists, animators, writers, and musicians creates opportunities for exciting collaborations and innovative projects.

*The placement year is subject to approval.

The Structure

You’ll delve into the fundamentals of games design, building crucial skills in game mechanics, level design, and storytelling. Through immersive projects and interactive workshops, you will develop a strong grasp of games development principles and master the art of crafting captivating gameplay experiences. Collaborating with fellow artists and designers, you will have the chance to explore game prototypes in both digital and non-digital game development.

Course Facilities

The studios for BA (Hons) Games Design students are outfitted with industry-standard equipment including high-specification PCs capable of running all industry-standard software games used in development such as Unreal Engine/Unity, Maya/Blender and other game authoring software. There is a dedicated booth with hi-spec PCs and VR headsets to explore virtual reality workflows for game art and design purposes. As part of the practice, there will be an archive of tabletop role-playing games (TTRPG) and board games to assist in studying the mechanics of game design.

Students will also have access to a wide range of resources with a drop-in facility so work can be undertaken, provided resource inductions have been completed. This will include digital print, 3D scanning and 3D print resources. They will also have access to bookable sound recording space for any audio development work.

Computer suites house networks of Apple Mac computers featuring regularly updated, industry-standard software for a wide range of creative applications that support all our courses and a purpose-built specialist library that includes special collections of artists’ books, games theory and art books, monthly publications such as game industry/3D magazines, as well as the University archive. Self-service facilities are available throughout, supported by a dedicated and experienced team of library staff.

BA (Hons) Games Design

Virtual Tour

Video showcase

Order a prospectus

Career Opportunities

Upon completion of this course, numerous opportunities await as games designers, level designers, narrative designers, gameplay designers, or user experience designers in the games development industry. Your employment prospects extend to related fields like interactive media, board games, serious games, gamification, or experiential design. Graduates may also continue to postgraduate study.

Academic Staff

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Maya Jermy

BA (Hons) Games Art and BA (Hons) Games Design - Course Leader

*Please note that our courses are subject to an annual review process in order to maintain their quality and enhance the student experience. As a result, Course Specifications may be amended for the coming year.

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