BA (Hons)

Games Art

Teaching & Learning

What you'll learn

During this introductory module, you'll learn how to take a theme or an idea, from concept, through to finished 3D render. You'll be guided through the importance of iterative and informed design practices as you begin to relate to the field of environment design.
This module introduces the key principles, rule systems and techniques used in game design. You'll study the pipeline of developing a game idea and taking it through to a pitch. This process will include creating a narrative hook, developing the mechanics, researching – inside and outside of the games industry - and designing the game for its intended audience. You'll share your ideas through a design document and presentation.
Gain the fundamental skills to become a digital artist and designer. This module will give you the tools to communicate visually using digital and non-digital methods. You'll practise a blend of technical and expressive drawing skills, such as life drawing, drawing from life, mark-making, technical drawing, perspective, composition, light and shade, and colour theory. By studying documentation and how everyday objects are constructed, you'll begin to understand the importance of observing the world around you.
Understand how to create and produce character designs for use in computer games. This module will introduce you to the process of taking a theme or core idea from paper-based development to a 2D and 3D visualisation. You'll learn how to critically research and develop ideas around core and cultural themes. This module will cover the process of sketching characters and applying appropriate anatomical reference of subjects to underpin design methodology. Finally, you'll study the 2D digital process of rendering characters in Photoshop, as well as workflows involved in modelling assets in 3D sculpting packages.
During this introductory module, you'll learn how to take a theme or an idea, from concept, through to finished 3D render. You'll be guided through the importance of iterative and informed design practices as you begin to relate to the field of environment design.
This module introduces the key principles, rule systems and techniques used in game design. You'll study the pipeline of developing a game idea and taking it through to a pitch. This process will include creating a narrative hook, developing the mechanics, researching – inside and outside of the games industry - and designing the game for its intended audience. You'll share your ideas through a design document and presentation.
Gain the fundamental skills to become a digital artist and designer. This module will give you the tools to communicate visually using digital and non-digital methods. You'll practise a blend of technical and expressive drawing skills, such as life drawing, drawing from life, mark-making, technical drawing, perspective, composition, light and shade, and colour theory. By studying documentation and how everyday objects are constructed, you'll begin to understand the importance of observing the world around you.
Understand how to create and produce character designs for use in computer games. This module will introduce you to the process of taking a theme or core idea from paper-based development to a 2D and 3D visualisation. You'll learn how to critically research and develop ideas around core and cultural themes. This module will cover the process of sketching characters and applying appropriate anatomical reference of subjects to underpin design methodology. Finally, you'll study the 2D digital process of rendering characters in Photoshop, as well as workflows involved in modelling assets in 3D sculpting packages.

What you'll learn

Explore the intersection of historical, contemporary and speculative approaches to cultures that influence and emerge from computer games. This module will encourage you to understand the bias in your own practice and interests. You'll critically consider the ways social and technical shifts shape aspects of culture, including aesthetics, narrative, game mechanics, power, audiences, customs and politics. You'll gain a sense of your position within gaming cultures and wider cultural histories, building your confidence to experiment.
This module will teach the pipeline of production for game assets, characters and environments, including taking premade assets into a suitable game engine. You'll begin to understand the design and production process to create these assets. In addition, you'll be able to understand the lighting and rendering processes as they relate to a game engine.
Develop the flexibility to produce a comprehensive body of work, within your area of interest. You'll explore roles within industry, as well as noteworthy practitioners and begin to experiment with creative visualisation methods that align with your key interests. Building on the art and design principles taught in year one, you'll develop a portfolio of work containing substantial evidence of visual artefacts. Your portfolio will be a culmination of the techniques you've learned and applied to individual practice.
Explore the intersection of historical, contemporary and speculative approaches to cultures that influence and emerge from computer games. This module will encourage you to understand the bias in your own practice and interests. You'll critically consider the ways social and technical shifts shape aspects of culture, including aesthetics, narrative, game mechanics, power, audiences, customs and politics. You'll gain a sense of your position within gaming cultures and wider cultural histories, building your confidence to experiment.
This module will teach the pipeline of production for game assets, characters and environments, including taking premade assets into a suitable game engine. You'll begin to understand the design and production process to create these assets. In addition, you'll be able to understand the lighting and rendering processes as they relate to a game engine.
Develop the flexibility to produce a comprehensive body of work, within your area of interest. You'll explore roles within industry, as well as noteworthy practitioners and begin to experiment with creative visualisation methods that align with your key interests. Building on the art and design principles taught in year one, you'll develop a portfolio of work containing substantial evidence of visual artefacts. Your portfolio will be a culmination of the techniques you've learned and applied to individual practice.

What you'll learn

This module will build upon the special areas of interest developed in the portfolio module in year two. It will enable you to focus on the specific outputs needed to take the next step into full industry employment. During this module, you should have a specialist area of interest and be aiming to produce 4-6 pieces of finished work within it. This could be a series of matte paintings, digital sculpted models, or a selection of environment dioramas in any style and in a genre of your choosing. They must be underpinned by detailed reference and iteration, and this reference and iteration should be present for every final piece.
This module will give you your first taste of working on an industry brief. You'll specialise in one of the following areas: character, environment, asset, creature, or vehicle design as you produce an indicative body of work in this area.
Evaluate your own work, and the work of the broader creative community. This module will enable you to undertake rigorous research around an area of the games art and design industry. Your research should be driven by an area of industry that interests you and your career aspirations. You'll critically reflect upon your own practice, that of your peers and the creative practice as a whole.
This module will build upon the special areas of interest developed in the portfolio module in year two. It will enable you to focus on the specific outputs needed to take the next step into full industry employment. During this module, you should have a specialist area of interest and be aiming to produce 4-6 pieces of finished work within it. This could be a series of matte paintings, digital sculpted models, or a selection of environment dioramas in any style and in a genre of your choosing. They must be underpinned by detailed reference and iteration, and this reference and iteration should be present for every final piece.
This module will give you your first taste of working on an industry brief. You'll specialise in one of the following areas: character, environment, asset, creature, or vehicle design as you produce an indicative body of work in this area.
Evaluate your own work, and the work of the broader creative community. This module will enable you to undertake rigorous research around an area of the games art and design industry. Your research should be driven by an area of industry that interests you and your career aspirations. You'll critically reflect upon your own practice, that of your peers and the creative practice as a whole.

This course offers the opportunity to take a ‘sandwich’ year – a year of paid employment in industry which will build your skills and experience. This is usually taken between the second and third year of your degree, typically making your course four years in total.

Students who choose the sandwich route find it helps with both their studies and getting a job after graduation. It can build your confidence, contacts, and of course your CV. Leeds Beckett advertise lots of placement opportunities and provide support in helping you find the right placement for you.