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Fees and Funding

Here's the fees and funding information for each year of this course

Overview

Be it beautiful games such as Horizon Zero Dawn or hyper stylised games such as Hades, this is your opportunity to learn to create your own 3D art within a game development environment.

You'll get the most out of our course if you come with an interest in all kinds of games and art as you will explore, design, and create 3D art for multiple different purposes and areas.

This programme is created with more industry focused direction and allow you to work towards specialism within the 3D game art field by not only teaching you 3D modelling fundamentals but offering you optional modules to specialise. Our course will equip you, like many of our successful graduates, for a role in the expanding game industry. We're justly proud of the originality and quality of our students' work. By the end of your course, you should be playing a game you developed yourself - and hopefully following in the footsteps of the many UEL graduates now making their mark in the games industry.

Foundation year

You can also take this course with a foundation year (FY), which means it will take you four years to complete the course full-time.

What makes this course different

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Aligns with industry demands

You'll be taught by a mixture of academics and industry professionals with experience within multiple areas of game design and development. You'll also be inspired by industry speakers who will visit UEL to give talks on various topics within the games industry.

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Practical output

You'll have the opportunity to create games for simulated real-world briefs, developing for targeted demographics, marketplaces and player types allowing you of a real sense of what designing a game would be like in a studio.

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Promoting creativity among students

We will provide a learning space in which you will explore your creative aspirations. You will have multiple opportunities to give a video game a creative direction from paper to screen in an environment that mirrors the multi-disciplinary ecosystem of the game industry.

WHAT YOU'LL LEARN

In your first term of the first year, you will explore the three core areas of areas of games development. This is to allow you to get an idea of each field and make an informed decision, of areas that interest you. Within the second term, the course branches off and will develop your fundamental 3D modelling, you will also learn and develop your understanding within texturing and material creation and its application within 3D game art. You will also work within a simulated studio environment to help develop your soft skills such as working in a diverse team, introducing you to project management methods and working towards a creative vision.

In your second year, you will select one of the offered optional module to specialise in that area; character creation, environment creation and hard-surface creation, which will progress to a more advanced version within your second term. In your core modules, you will also continue to develop your 3D modelling and sculpting abilities and explore how to develop assets for lower-end devices. In the second term, you will have another simulated studio environment experience, with an emphasis on completing and publishing a small-to-medium scale game project as a multidisciplinary team. You will begin to develop your online presence and learn how to market yourself for potential internship and employment opportunities.

In your final year, you'll complete a final project that is centred around an area the game programming specialisation you wish to further explore based on your previous studies throughout your academic career. You will also explore technical 3D game art practices including scripting. In the second term, you will have your simulated studio environment experience, with an emphasis on completing and publishing a polished medium scale game project as a multidisciplinary team. In a separate module, you will develop items for your personal portfolio that will showcase your skills and experiences within your chosen specialism, tailored towards the area of 3D game art you wish to enter when you graduate.

DOWNLOAD COURSE SPECIFICATIONS

This course is subject to validation. You can still apply for this course while it is being approved.

MODULES

  • Core Modules
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    Analogue Game Design

    The module will introduce students to the ideas and production of analogue games.

    Students will learn the elements that make up games and how to critically design and iterate on a game idea in in teams, using observations from playtests.

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    Academic Development

    This module will provide students with the opportunity to identify the skills, competencies and experience required for successful development to embarking on their university degree and successfully completing it and progressing on to a range of potential future career areas.

    Central to the developmental process is for each student to cultivate the reflective skills, openness and self-awareness to enable themselves to assess what they are doing, identify areas for improvement, and confidently receive and give constructive feedback.

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    Narrative and Creativity

    This module will provide students with the opportunity to identify the skills and knowledge necessary to create oral, visual and written narratives for all kinds of media production. This module aims to give students the theoretical understanding of narrative and creativity. Throughout the module students will be encouraged to consider how these theories shape their chosen subject. Students will be assessed on their ability to present their understanding of narrative theories and give supporting examples of how these apply to various forms of media.

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    Professional Development: Mental Wealth

    This module will provide students with the opportunity to identify the skills, competencies and experience required for employment and employability and how employability and industry connections are implemented in the curriculum.

    You will begin to recognise the areas for your own personal professional development (including emotional, social, physical, cultural and cognitive intelligences) through taught and workshop activity.

    Central to the developmental process is for each student to cultivate their reflective skills through collaboration with other undergraduate students and analysing effective approaches to industry briefs and creative problem solving.

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    Social Media Project

    The module will develop basic individual research and production skills for social media content. Students will also develop their reflection and evaluation skills. Throughout the module students will create new content for a social media account relating to their chosen subject pathway, or topic of interest. Students will also be encouraged to consider current issues and debates surrounding social media.

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    Ways of Seeing

    This module will introduce you to how meaning is made and transmitted in visual texts. You will be introduced to the various 'ways of looking' (frameworks) at media, and how this is applies to current media examples. You will be expected to conduct your own research and encouraged to consider how the 'ways of looking' at media can be applied to your own subject specific pathway.

    You will also learn how to apply key composition and aesthetic (typography, colour, and layout) skills to your own work in the form an academic poster using industry standard software.

  • Core Modules
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    Introduction to Game Design

    The module introduces a range of theoretical approaches to the study and design of games: definitions of games and game elements, the interrelationships between various elements of a game and how they combine to create compelling and balanced challenge and gameplay.

     

    Student will experience working as part of a team to design a game applying the iterative process of designing computer games from ideation, developing concepts, planning gameplay, prototyping through to user testing.

     

    To encourage the development of successful problem-solving strategies for future design development challenges and provide a framework for creative thinking covering: thinking about making; iteration; critique; embodying practice.

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    Game Studio 1 (Mental Wealth)

    Developing the key psychological and physical determinants of human performance is increasingly critical for successful graduate-level employment, entrepreneurship and career progression in the 4th industrial revolution.

     

    This module will provide students hoping to work in the games industry with the opportunity to learn and apply the full range of skills, competencies and experience required for successful progression into in a range of potential future career areas.

     

    Students will learn about conventions and expectations in the games industry, focussing on areas specific to their programme of study. They will also advance their own personal professional development through taught and workshop activities, and explore possible strategies to further develop their reflective skills and self-awareness.

     

    Students will practice key methods including digital and other research and qualitative methods used in industry today, including trends, news coverage and customer reviews. Students will also learn the conventions of research and analysis in order to develop a pitch or proposal in response to a client brief.

  • Core Modules
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    Professional Practice (Mental Wealth)

    Professional practice and professionalism are core concepts within the work of healthcare professionals. As such, the development of professionalism demonstrated through practice is a key component in the education of undergraduate healthcare professionals. In this module will explore the development of professionalism in healthcare, including professional roles and identity. You will study both intrinsic and extrinsic elements shaping professionalism through topic areas such as; professional relationships, boundaries and behaviours; the role of communication in supporting patient choice and promoting behaviour change; exploring and developing cultural competency; professional rules of conduct, evidence based practice and ethics.

    Optional Modules
  • Core Modules
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    Final Project: Development

    The module will review the field / subject discipline as appropriate to a self-identified research project within the scope of the programme of study. This will entail devising, researching and planning a major programme of work in an appropriate medium as a relevant object of analysis. You will draw on learning across your programme to showcase your skills and talent in articulating your media project, as a process of development informed by theories, methods and practices relevant to the creative industries.

     

    You can choose to follow independent research through one of two routes: a) by producing a written dissertation that engages with contemporary debates in media or b) by using practice as a mode of research supported by a verbal demonstration of the critical discourses it speaks to.

     

    Under relevant subject-specialist supervision and through a process of drafting and revision, you will be grounded in methods of study and conceptual formulation, as dictated by the scope and character of the research undertaken.

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    The Creative Portfolio

    • To allow students to critically evaluate, plan, develop and produce an independent self-identified project under relevant subject-specialist teaching and supervision.
    • To critically reflect on the project and its development over the module, using feedback from the client and industry.
    • To introduce students to a process of drafting and editing, grounded in methods of study and conceptual formation dictated by the scope of the project undertaken.
    • To encourage students to be critically active and reflective through participation in formative workshops, case studies and peer reviewed presentations.

HOW YOU'LL LEARN

You'll be taught by a range of academics, many of whom are practitioners in the area they teach. Some of the assessments focus on practical skills and are presented as 'live or simulated briefs'. This ensures that the practice-led teaching is relevant to industry. Our staff are well placed to take advantage of a range of professional networks and industry contact. Each module is designed with practical components informed by theoretical underpinnings, with the intention that students develop an ability to have an informed approach when designing their practical assignments.

Guided independent study

When not attending timetabled lectures or workshops, you will be expected to continue learning independently through self-study. This will typically involve skills development through online study, reading journal articles and books, working on individual and group projects and preparing coursework assignments and presentations. Your independent learning is supported by a range of excellent facilities including online resources, specialist facilities, such as game labs, the library, the full Microsoft Office software, including MS Teams, and Moodle: our Virtual Learning Environment.

Academic support

Our academic support team provides help in a range of areas - including learning and disability support

Dedicated personal tutor

When you arrive, we'll introduce you to your personal tutor. This is the member of staff who will provide academic guidance, be a support throughout your time at UEL and who will show you how to make the best use of all the help and resources that we offer.

Workload

Each year you will spend around 276 hours of timetabled learning and teaching activities. These may be lectures, workshops, seminars and individual and group tutorials. Contact hours may vary depending on each module. The approximate workload hours for this course are:

  • Scheduled teaching - 276 hours
  • Guided independent study - 924 hours

Your timetable

Your individualised timetable is normally available to students within 48 hours of enrolment. Whilst we make every effort to ensure timetables are as student-friendly as possible, scheduled teaching can take place on any day of the week between 9.00am and 6.00pm. For undergraduate students Wednesday afternoons are normally reserved for sports and cultural activities, but there may be occasions when this is not possible. Timetables for part-time students will depend on the modules selected.

Class sizes

To give you an indication of class sizes, this course normally attracts 30-40 students a year. Lecture sizes are normally 30 plus students. o In the classroom you will be taught in groups of 18-30+ students. However, this can vary by academic year.

HOW YOU'LL BE ASSESSED

Coursework will include practical outcomes, e.g. individual or group-based games, artefacts, presentations, written assignments.

The approximate percentages for this course are:

  • Year 1: 90% coursework, 10% exams
  • Year 2: 100% coursework
  • Year 3: 100% coursework

CAMPUS and FACILITIES

Docklands Campus

Docklands Campus, Docklands Campus, London, E16 2RD

WHO TEACHES THIS COURSE

The teaching team includes qualified academics, practitioners and industry experts as guest speakers. Full details of the academics will be provided in the student handbook and module guides.

Christian Brindley

Christian is a game designer, level designer and 3D artist with skills in many different areas within game production including character art, environment art, game design, level design, animation & UI.

See full profile

Cenk Koknar

Cenk is a game academic and designer, specialising in critical game studies and experimental game design.

See full profile

Imraan Younas

An educator for over 10 years, teaching games development, Programming (C++, Python) and Visual Effects as a course leader. An indie game developer for the Xbox platform. An AgilePM practitioner.

Find out more

Patrick Girard Quinnell

A Designer at heart, with a passion for technology. This has led to a career at the forefront within the multimedia and technology sector.

Read more

What we're researching

At the University of East London we are working on the some of the big issues that will define our future; from sustainable architecture and ethical AI, to health inequality and breaking down barriers in the creative industries.

Our students and academics are more critically engaged and socially conscious than ever before. Discover some of the positive changes our students, alumni and academics are making in the world.

Please visit our Research section to find out more.

YOUR FUTURE CAREER

We believe our courses are ideal preparation for a career in the games industry - and we can point to a couple of BAFTAs to back it up.

After graduating with a computer games degree here, Ashraf Mohammad started working with Rocksteady as a games tester. He has gone on to work on the Batman series of games and was a member of the team who won the 'Best Gameplay' and 'Best Game' BAFTAs for Batman: Arkham Asylum.

He is just one in a long list of our graduates who have made a real impact in the industry. For instance, in the last five years, two have featured in Develop Magazine's list of the industry's top 30 most promising young talents.

One of our alumni, Richard Hamer is currently appointed as lead designer at Sago Mini. Ryan Wiltshire is another graduate who has led several game development teams in different companies and has started his own game studio. Another graduate, Ravina Sahota recently graduated and is now working as a junior level designer at Ubisoft Reflections.

Our students have varying postgraduate interests. Some students choose to work as 3D game artists, VFX artists, technical 3D artists and 3D animation in a wide range of companies while some others prefer to start their own independent studios.

Explore the different career options you can pursue with this degree and see the median salaries of the sector on our Career Coach portal.