Games Design and Concept Art, BA (Hons)

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New Course for 2019 (subject to validation by Open University)

Our BA (Hons) in Games Design and Concept Art offers a discreet dual pathway of specialist modules that aim to develop skills for both students’ wishing to specialise in Games Design and Concept Art. The intention and ethos is to mirror industry set-ups and to foster teamwork between these two major disciplines in the field whilst also developing high levels of creative and technical skills.

Course Overview. Each year is split into two 15-week semesters.

Year 1 – In the first semester (Sep – Jan) Prior knowledge of Photoshop is preferable but not essential. Students learn about specialist core skills and practices necessary to be successful in demonstration lead workshops. These skills inform and underpin students’ ideas and concepts, design development and design principles. Further modules enable students to develop their time management and organisational skills whilst working on game and character concepts. This leads into a choice of modules so that students can choose a pathway into game design or concept art. These modules cover either concept art theory in full character sculpting (Head) using ZBrush 4R7, or 3D Modelling using Maya 2018 for those more interested in game design. The second semester (Jan – June) widens the scope of research and development into game and character design fundamentals using ZBrush/Maya/UE4, Model texturing using Substance Designer/Painter and finally game and character animation techniques. All students are expected and encouraged to maintain both sketchbooks and blogs for recording of research and development throughout the year.

Year 2 – these semesters build on students’ research and development of skills, creative and artistic prowess, teamwork abilities and analytical skills. Students will be introduced to HCI (Human Computer Interface) design, animation and coding utilising Photoshop, UE4 and other required software’s. Students are taught the basics of Blueprinting (Unreal Engine’s scripting language) to create interactivity. Next, modules in more advanced character sculpting (full body) and advanced texturing for games and characters take students’ creations into the next level of realism and higher definition. The second semester offers the student a choice of a subject specialism module followed by advanced modules in both game and character based concepts and character rigging. Students will also develop skills in Mocap (motion capture) for animation.

Year 3 – starts with the development of Advanced HCI and by this stage, students’ are expected to have a strongly realised and planned game concept to use for the remaining modules. Alongside the practical modules all students will undertake a Dissertation module over both semesters in the final year, this is crucial to the final level of degree that a graduate is awarded. Aside from this module the rest are highly practical, creative and technical and require significant research and development. Students’ complete the year by undertaking modules in Advanced 3D Modelling and also Game and Character Animation with gameplay functionality. The final module is (student driven) and takes the form of a Final Major Project. This project utilises all skills learned and developed on the course and becomes a showcase of student ability and talent to take to interview for higher courses or to studio’s for positions within the gaming industry.

In order to ensure you are making your decisions based on accurate, up to date and complete information. All information about your course including the programme structure, entry requirements, fees and teaching & assessment methods is available to you via the prospectus.

Please see our HE Prospectus available in full online.