Games Art (with a Placement Year)
University of Staffordshire · I74A · 2027
主成績:三科433,大部分科目,不計英國文學、音樂、公民與社會發展 指定科:沒有已列明的指定科 英文:DSE英文4 其他:8項未能自動判斷
| 要求 | 需要 |
|---|---|
| 主成績 | 三科433 |
| 英文 | DSE英文4 |
官方原文、來源及取得日期
取得日期:未有保存
https://www.staffslondon.ac.uk/london/course/games-art-ba/full-time-with-a-placement-year
Games Art BA (Hons) - University of Staffordshire London
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Games Art
BA (Hons)
Choose a study option
Full-time, with a placement year
Full-time
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Location
University of Staffordshire London
UCAS code
Start dates available
September 2027
Apply now
UK's #1 Games Institute
TIGA Best Educational Institution 2025
State-of-the-art facilities
Including Wacom drawing tablets and cutting-edge software
Develop your portfolio
Compile an artist portfolio so you’re ready for industry when you graduate
With our Games Art degree, you will be able to get to grips with everything from environment and character creation to props, vehicle and weapon design.
Throughout the course, you will study 3D modelling, digital sculpting, texturing, observational drawing and choose your pathway to specialise in characters, environments, or hard-surface modelling. You will also learn how to art direct your work as you apply the fundamentals of Art and Design theory to your coursework and skill development. Developing your own artistic workflow in the creation of your career portfolio is highly encouraged and supported during your study.
During your second and third years we provide you with the opportunity to choose from career specialisms within different pathways of study. This helps you to create a curated portfolio ready for the industry.
You can choose to specialise in the following pathways:
Character Art:
Specialise in creating fantastic game ready creatures and characters using ZBrush and Marvelous Designer.
Environment Art:
All applicants are individually assessed via a portfolio review. Check out our top tips for what to include in your Games Art portfolio.
On successful completion of study, we will issue the following award: BA (Hons) Games Art
Duration
University of Staffordshire undergraduate courses are usually 3 years for full-time study.
Courses which offer other study options have longer durations:
Full-time with a placement year, 4 years
Full-time with a foundation year, 4 years
Part-time, 4-9 years
Course content
Level 4 is where your journey into game art truly begins. Through hands-on modules like 3D Props and Materials, Digital Sculpting Studio: Characters & Game Assets, Visual Art Skills for Games, and Worldbuilding Studio: Real-Time Environments, you will master the core tools and digital workflows used across the industry. By sharpening your observational skills, visual analysis and design principles, you won't just learn how to build epic characters and real-time worlds; you will develop the fundamental practical, intellectual and creative skills needed to start shaping your own unique artistic voice.
Level 5 is all about refining your craft and finding your edge. Through specialist modules, optional pathways, and the Collab module, you will dive into open, research-driven briefs that mirror real-world studio pipelines. This level pushes you to develop independent creative enquiry, iterative problem-solving and intermediate production techniques. You will learn to justify your creative and technical decisions while mastering discipline-specific skills, engaging with contemporary practice through live critique sessions and development logs to elevate your work to a professional standard.
Placement Year will sit between level 5 and level 6.
Level 6 is where it all comes together. Through massive major projects like the Games Development Project, the Games Art and Concepts Live Brief, and specialist 30-credit modules, you will synthesise everything you've learned into sophisticated, self-directed work. This final year completely mirrors the industry, demanding advanced creative, technical and critical abilities as you independently manage workflows and negotiate professional-standard briefs. By applying deep research, critically reflecting on your outcomes, and mastering autonomous practice, you will create a high-calibre portfolio tailored for employment or further study, fully preparing you to launch straight into the creative industries.
Professional body accreditation
Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.
The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module.
Previous
Year 1 compulsory modules
3D Props And Materials
30 credits
Digital Sculpting Studio: Characters And Game Assets
Visual Art Skills For Games
Worldbuilding Studio: Real-Time Environments
Year 2 compulsory modules
Game Production Studio
Indie Art Development
Real-Time Character Art: Stylised Foundations
Real-Time Environment Art: Organic Worlds
Year 3 compulsory modules
Dtib Industrial Placement
120 credits
Year 4 compulsory modules
Advanced Modelling Showcase
Games Art And Concepts Live Brief
Show 3 optional modules
Year 4 optional modules
Final Year Project: Art Artefact
60 credits
Final Year Project: Collaborative Project
Final Year Project: Dissertation
Show 2 compulsory modules
In this studio-based module, youll work as a character and asset artist within a collaborative production team, creating stylised characters and game assets designed for use in a shared, playable game world.The focus is on strong visual language, clear shapes, bold silhouettes and appealing proportions (rather than realistic anatomy), reflecting the stylised approaches used in many modern games.Youll sculpt a stylised character and a set of game-ready assets, developing them through a simplified production pipeline that mirrors professional studio practice. Alongside hands-on sculpting, youll learn how assets are prepared for real-time use, considering topology, baking and optimisation so your work can be shared and integrated by others.Studio-style reviews, feedback sessions and collaborative working help you build confidence talking about your work, responding to critique and contributing effectively within a team. By the end of the module, youll have portfolio-ready characters and assets that feed directly into a larger playable environment, giving you a clear sense of how stylised sculpting fits into real-world game development pipelines.
Module code: GDEV40034
Module code: GDEV40052
This module helps you learn how to see like an artist and translate observation into confident visual work for games and digital media. Through guided life drawing, observational studies and creative exercises, you will develop core drawing and visual analysis skills using both traditional and introductory digital methods.You will explore proportion, form, volume, light and structure, learning how artists construct believable images from observation rather than guesswork. Alongside practical studio work, you will be supported in developing the ability to reflect on your own creative process, evaluate your progress and understand how your skills develop over time.By the end of the module, you will have built a focused portfolio that demonstrates growing confidence in visual fundamentals, providing a strong foundation for future study in games art, concept art and related creative disciplines.
Module code: GDEV40051
Module code: GDEV40031
Module code: GDEV50063
This module introduces the production of organic real-time environments, with a focus on natural modelling, foliage creation, material blending, lighting and atmosphere. You will develop a contained environment scene while applying industry-relevant environment art workflows suitable for real-time engines.Building on prior environment art study, the module emphasises practical application, artistic decision-making and an understanding of real-time constraints, supporting the development of coherent and visually engaging natural environments.
Module code: GDEV50077
Module code: GDEV50075
You will work in a group consisting of peers from across the suite of games development courses, forming a multidisciplinary team that mirrors a real development studio. Together, you will plan, prototype and deliver a vertical slice of a game.The module places strong emphasis on collaboration, communication and professional conduct. You will learn how to work effectively within a team, manage workflows across different disciplines, give and receive constructive feedback, and adapt to the challenges of shared production pipelines. Alongside their technical development, you will build key soft skills such as leadership, organisation, problem solving and time management, all of which are essential for a successful career in the games industry.
Module code: GDEV50060
Module code: PLAC00002
This module develops advanced 3D modelling skills for real-time production, with a focus on artistic direction and technical execution. You will create a portfolio-ready asset using professional workflows in modelling, sculpting, materials, lighting, optimisation, and scene assembly.
Module code: GDEV60039
This module allows you to investigate an emerging area of game development through an independent technical research project. Working with a supervisor, you will define a research question, explore it through academic and technical investigation, create a practical artefact, and evaluate your findings in a written dissertation. The module is ideal for students seeking to deepen their technical expertise and produce a substantial portfolio piece that supports progression into industry, postgraduate study or research and development roles.
Module code: GDEV60052
This module places you in a simulated professional studio environment, working to a live-style games art brief aligned with current industry standards. You will interpret a client brief, develop and refine ideas, and produce polished concept art or game-ready assets that meet defined artistic, technical and production requirements.Alongside the practical project, you will develop essential professional communication skills. You will present your work through a structured project presentation and take part in a mock industry interview, articulating your creative decisions, workflows and problem-solving in a client-focused context.By mirroring real-world studio practices and recruitment processes, the module builds confidence, professional awareness and employability, preparing you to present your work effectively and transition into industry or related creative roles.
Module code: GDEV60056
The visual language of modern games and digital art is constantly evolving, driven by new tools, innovative workflows, and emerging artistic practices. From concept design to real-time asset creation, artists are shaping ever more ambitious and expressive worlds. This module gives you the opportunity to engage deeply with this creative landscape through the development of an independent, high-quality artistic artefact.You will identify a self-directed artistic challenge or problem such as a character, environment, prop, visual development sequence, or thematic concept and produce an artefact or portfolio piece that responds directly to it. Working under supervision, you will research relevant artistic influences, explore advanced visual techniques, plan and execute a substantial piece of creative work, and document your process through a professionally presented development report.This module is designed for students who want to push their artistic voice, refine their craft, and produce a portfolio-quality piece that demonstrates readiness for professional studio practice or further specialised study. It encourages ambition, experimentation, and critical reflection, enabling you to showcase your creative identity and problem-solving abilities through a polished final artefact.
Module code: GDEV60050
Game development is an inherently collaborative discipline. Modern studios rely on teams of designers, programmers, technical artists and production specialists working together to create complex interactive systems. This module gives you the opportunity to experience this collaborative environment by working as part of a team to produce a technical artefact.You will define a shared technical challenge and work with your group to create a playable game, interactive experience or applied games technology prototype. As a team, you will investigate relevant technologies, plan your development workflow, build and refine your artefact and document your progress through shared and individual evidence.Alongside team responsibilities, each student will take ownership of a defined area of contribution and produce a development document that records their personal workflow and technical decision making. The module concludes with a viva in which you will present the collaborative artefact and demonstrate both team understanding and individual accountability.This module is designed for students who want to strengthen their technical skills while developing the collaborative and communicative abilities that are essential for professional game development and wider creative technology industries.
Module code: GDEV60051
Entry requirements
What do I need?
112-120 UCAS points
A Levels
Work out your estimated grades using the UCAS calculator
Other UK qualifications
Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
UAL Level 3 Extended Diploma - grade of Merit overall
OCR Cambridge Technical Extended Diploma - grade DMM
T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer
We welcome applications from students studying a range of international and UK qualifications, including Advanced Skills Baccalaureate Wales, Scottish Highers/Advanced Highers and the Irish Leaving Certificate. Offers will normally be made in line with our standard entry requirements and may include specific grade requirements in relevant subjects.
International entry requirements
For equivalent entry requirements in your home country, please see the information on our country pages.
International entry requirements in your country
Get country-specific details on entry requirements, fees, scholarships and support services. Choose your country to see how University of Staffordshire can support you from application to arrival.
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Facilities
Digital Loft
A cross between a digital and natural environment, this space brings dynamic teaching spaces and state-of-the-art facilities. Here you'll find academic staff and student support teams and meeting spaces for all. There's private pods for work or online meetings.
Games Lab
This 32-seat classroom will function as your primary classroom when you have on-campus learning. Each dual-monitored setup has it's own PC with a modern graphics card.
The perfect space to chill out with comfy sofas and booths and food prep spaces if you want to bring your food from home. Read more
The Den includes:
Lockers to store your personal items
Comfy booths to sit, chat and eat in
Electrical sockets to plug in your devices
Wireless pads that charge the latest smartphones
A prep area for food and drinks
Fridges to keep snacks in
Low, soft seating for kicking band and unwinding
The Stage
The Stage is a 20 person capacity presentation space equipped with conferencing facilities.
Featured videos
Games Art at University of Staffordshire London
BA (Hons) Games Art - Ryan Jackson
Games Development TIGA Showreel
Our past graduates have achieved worldwide success, securing jobs in games studios around the globe. One graduate was Lead Character Artist at Naughty Dog, working on The Last of Us, before moving to Avalanche Studios in New York. We also have artists at Playground Games, Rockstar North, EA, BULKHEAD, Dovetail Games and Sumo Digital.
All students have access to Careers, Placements & Employability, our dedicated careers team.
Students on this programme have the opportunity to enhance their studies with a placement year, gain valuable work experience, and take part in international activities—potentially supported by the Turing funding.
Open Day
Saturday 14 November 2026
Experience student life for yourself. It's a fantastic opportunity to explore our career-focused courses, next-level education, industry-standard facilities, and comprehensive student support.
Book now
Teaching and assessment
Teaching
You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. This course is accredited or recognised by professional, statutory or regulatory bodies.
Assessment
Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.
Learning support
In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include:
study skills such as reading, note-taking and presentation skills
written English, including punctuation and grammatical accuracy
academic writing and how to reference
research skills
critical thinking and understanding arguments
revision, assessment and examination skills
time management
Additional support
Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.
Feedback
Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.
Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:
Independent learning
When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.
For the course starting on 20 September 2027, the tuition fees are:
Study option
UK / Channel Islands
International
£10,050 per year of study
£17,285 per year of study
Included in tuition fees
Included in the fees:
Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.
The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.
Not included in tuition fees
Not included in the fees:
The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.
Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.
The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.
Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.
Accommodation and living costs
Accommodation and living costs are not included in our fees.
Sources of financial support
If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by visiting: www.gov.uk
Scholarships and additional funding
As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.
Our students
The lecturers are great – they always push you to do the best.
To anyone considering the Games Art course at Staffs I couldn’t recommend it more. The lecturers are great – they always push you to do the best and the subject matter is so interesting. If you want to be a character artist, there’s modules there. It goes beyond just the modules – there’s life drawing classes and there’s such a variety of different things you can be learning.
Ryan Jackson
BA (Hons) Games Art
If you aspire to work as a Games Artist, University of Staffordshire is a great choice to help you achieve your goals.
Will Crighton
Games Art student
Computing and Digital Technologies
Read the latest games design blog from Computing and Digital Technologies
Apply now to Games Art
Start date
Apply Link
Staffordshire University London
20 September 2027
Not ready to apply yet?
How to apply
Enquire about this course
Looking for a prospectus?
As well as a full list of our London undergraduate courses, you can read all about our hands-on approach to learning. You'll get an insight into our inclusive student community and what it’s like to study at our London campus.
Request a prospectus
Rules and regulations
If you are offered a place at University of Staffordshire, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.
Students of University of Staffordshire enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations.
Information from discover uni
25/10/2026 11:21:48 / Games Art / Full-time, with a placement year / 13.0 / 5.0 / SDIL-F-P-C-0012 /
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University of the year
Academic Employability Awards 2026, Graduate Futures Institute
for overall student positivity
National Student Survey 2026
for Social Inclusion
The Times and Sunday Times Good University Guide 2026
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The Mail University Guide 2026
in the UK for Games Education
Rookies Games Design and Development 2023, 2025
TIGA Best Games Institution 2024, 2025
of Research Impact is ‘Outstanding’ or ‘Very Considerable’
Research Excellence Framework 2021
of Research is “Internationally Excellent” or “World Leading”
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