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City of Liverpool College University Centre

Games Design and Concept Art

UCAS Code: WW22

Bachelor of Arts (with Honours) - BA (Hons)

Entry requirements


College uses UCAS Tariff points to standardise entry requirements. It is expected that the total tariff score of all your relevant qualifications is at a level of 96* points minimum. This is a points total achieved by converting qualifications such as A levels (and many others) into points, making it simpler for course providers to compare applicants. To check your qualifications tariff value use UCAS tariff calculator https://www.ucas.com/ucas/tariff-calculator. Don’t worry if you don’t have the right qualifications – you may be able to meet the entry requirements in a different way. Accreditation of prior learning (APL) is essentially credit awarded for wider learning evidenced from self-directed study, work or training may apply to you**. Accreditation prior experiential learning (APEL) is an extension of APL that includes assessed learning gained from life and work experience. * May be higher / different for different programmes ** Link to our APR policy.

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About this course


Course option

3.0years

Full-time | 2021

The BA (Hons) in Game Design and Concept Art offers a discreet dual pathway of specialist modules that aim to develop skills for 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.

The programme covers game design and development, both environmental and character-based concept art and design, digital illustration, animation, 3D sculpting, life drawing, live briefs, texturing, and games production. It provides a broad study of games design, concept art and illustration, with an emphasis on innovation, design and creativity rather than simply focusing on the programming and technical aspects.

Students will gain first-hand experience of what it takes to plan, design and build interactive game environments and character concepts and will graduate with a portfolio demonstrating your technical skill and creative talent.

Our facilities include dedicated studios, including a standalone suite of state-of-the-art Wacom Cintiq 27QHD - 27 Inch Creative Pen Displays, powered by High End Alienware i7 PC workstations accompanied by a large drawing space for group work and sketchbook study. Alongside this we have various study clusters offering Dual Screen i7 Alienware PCs installed with current games development environments, state-of-the-art 3D graphics cards, Unreal Engine 4, Autodesk Maya, Autodesk’s Sketchbook Pro, ZBrush, Substance Painter-Designer and Adobe CC suite; ensuring students have access to the tools they need to create a high quality portfolio of work ready to impress potential employers.

Modules

Each year is split into two 15-week semesters:
Year 1:
(Sep - Jan) Semester 1 - A choice of modules which enable students to choose a pathway into game design or concept art. Using industry standard tools like ZBrush and Maya for modelling and UV. Substance Designer and Painter for texturing and Unreal Engine for game development and creation. Year 1 students learn a range of technical, creative and practical skills that encourage personal development and application. All projects are highly practical and students develop team based skills throughout the year.

(Jan - June) Semester 2 – Students develop skills and knowledge of Anatomy and apply this to sculpting a human character head using ZBrush. Texturing skills are further developed using Substance Painter and Photoshop. 3D Animation is also explored in its own module.

Year 2:
Development of research, creative and artistic prowess, teamwork abilities and analytical skills.
Introduction to Human Computer Interface (HCI) design, animation and coding utilising Photoshop, UE4 and other required software.
Students are taught the basics of Blueprinting (Unreal Engine’s scripting language) to create interactivity. In addition, 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. There is a choice of a subject specialism module at the beginning of the year to develop dissertation practice. This is followed by advanced modules in both game and character based concepts and also character rigging for animation. Students will also develop skills in Mocap (motion capture) for animation.

Year 3:
• The Research and Development of Advanced HCI (Human Computer Interfaces)
• The Dissertation Module
• Advanced 3D Modelling
• Game and Character Animation with gameplay functionality
• The Final Major Project.

Assessment methods

The programme is assessed through the submission of written essays, reports, critical evaluations; development blogs, which underpin a series of project-based practical assessments; a final major project; and the submission of a dissertation. Formative feedback will support student progression in both written work and technical outcomes. Self and peer assessment in critique situations will be an essential element of all projects and the feedback from these will enhance student achievement and progression. The programme allows 120 credits comprising of 6 modules per year for the first two years and 5 modules in the final year.

Tuition fees

Select where you currently live to see what you'll pay:

England
£8,278
per year
Northern Ireland
£8,278
per year
Scotland
£8,278
per year
Wales
£8,278
per year

The Uni


Course location:

Arts Centre

Department:

Computer Science and Digital

TEF rating:
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