A flying ship in computer graphics above a desert
Animation of red wooden house on stilts

Game Art BA(Hons)

Become an industry-ready game artist.

Key details
Location
Penryn Campus
Course duration
3 years / 4 years
Attendance
Full-time / Professional Placement
UCAS code
W280/FY01/PY27

Course overview

Gain the creative and technical skills to succeed as a digital artist. Using industry-standard tools including Adobe Photoshop, Maya, ZBrush, Substance Painter and Unreal, you'll develop expertise in character, concept and environment art, 3D modelling, UV mapping, baking, composition and shading. In the second and third year, you’ll get showcase your skills as you contribute to a major game development project. You’ll graduate as a confident, industry-ready game artist, equipped to join one of the fastest growing sectors of the games industry. 

Why study this course at Falmouth?

  • We’re experts in our field – the highest-ranked UK university for concept art and illustration (Rookies Global Rankings 2023) 
  • You’ll study in one of the largest and best-equipped dedicated game-making spaces of any UK university, with access to industry standard hardware and software  
  • Our industry-focused approach means you’ll team up with creative talent to produce real game while you study, and you’ll keep the Intellectual Property (IP) 
  • You’ll learn from professional artists, game art practitioners and developers who have worked on titles including Grand Theft Auto, World of Warcraft, Project Gotham Racing and the Total War series 
  • You’ll have opportunities to network with industry giants and games fans through our epic guest speaker programme and annual Games Academy Expo 
  • Our graduates have worked at studios including Build A Rocket Boy, Fireproof, Free Radical Design, Frontier Developments, Splash Damage and 10:10 Games 

Lead images: Daniel Truman, Louis Sullivan, Reidun Rian.

Course details

Games Academy showreel 2020

You'll study the principles of game art in the context of traditional art practice, combining subjects like life drawing and composition with digital 2D and 3D modelling. We'll also build your expertise in concept, character and environment art, agile project management, and game development pipelines and processes. 

Focused on industry practices, much of your learning will come from working in game development teams – devising and developing real games using real-world practices. 

1

FOR GAME DESIGN IN ENGLAND*

During the first year of your Game Art degree, you'll build the basic skills demanded by the industry, and learn about game artists' major roles and techniques. Working with industry-standard software, methods and processes, you'll develop your drawing skills, better understand anatomy, and apply these abilities to 3D modelling and related elements. 

You'll learn traditional and digital art skills – both 2D and 3D – alongside concept, environment and character art to build digital worlds and characters. 

Modules

Concept Art 1

In this module, you'll be introduced to the techniques and styles used in the creation of concept art for games.

You’ll explore colour theory and composition, digital painting, storyboarding and graphic design principles while learning about contemporary and historical trends in the history of game art. You’ll also gain an understanding of common visual communication models used in the making of concept art.

Character Art 1

Undertaking a series of practical sessions, including life drawing classes, you’ll learn the core principles of character art, while gaining an understanding of anatomy and proportion.

You’ll then apply these principles to the development of your own character art and explore methods of character sculpting within the game development pipeline. 

Environment Art 1

This module introduces you to the basic principles of environment art for games. You’ll undertake a series of practical assignments, exploring key techniques in 3D art, scene setup, modelling, UV mapping, texture creation, materials and shading.

You’ll then apply these methods to produce high-definition assets for use in the game development pipeline.

Concept Art 2

Strengthening your understanding of concept art and visual culture, in this module you’ll undertake practical assignments to develop your 2D art skills.

You’ll learn where concept art fits within the development pipeline, as well as explore methodical approaches of making concept art - such as semiotics.

You’ll also develop key skills in using industry-standard software, digital tools and materials, including collage and digital speed painting to produce effective visual designs.

Character Art 2

Building on your knowledge of creating character art for games, you’ll sharpen your skills in figurative art, anatomy, line, tone and proportion through life drawing sessions. 

You’ll also develop your technical and artistic skills in 3D character development using a range of software and digital tools.

Environment Art 2

Through a series of practical sessions, you’ll develop the skills to create technically accurate and exciting environment art for games.  

In addition, you'll learn about hardware limitations, export-based pipeline, and baking methodologies for game assets, including texturing techniques, rendering, lighting and shadows.

You'll grow your confidence in game art and your skills in using professional digital tools. You'll provide art assets to a collaborative project with game students of different disciplines, giving you valuable experience in an industry-style development pipeline.  

An additional specialist practice project lets you hone your skills in a particular area of game art and create high quality work for your portfolio. 

Modules

World Building: Pre-production

Working in a multi-skilled team, you’ll devise a concept for a digital ‘world creation’ project. You’ll also develop a broader understanding of key game art principles, including world-building and exploratory concept work, prototyping, pre-production, and the early phases of production.

Developing Concept Art Vocabularies

In this module, you’ll bring your existing understanding of concept art and visual culture into a game production context. Working in a team, you’ll develop your 2D skills and explore new and experimental media.

You’ll also develop your proficiency in using industry software and tools to improve your skills in collage and digital speed painting as well as explore new 3D approaches to making concept art.

Developing Character Art Vocabularies

Deepening your knowledge of character art for games, you’ll continue to use a combination of digital tools and life drawing sessions to sharpen your observational skills in anatomy and proportion.

You’ll also advance your knowledge of game development pipelines and processes, including using the iterative development model as a method to critically evaluate your own work.

Developing Environment Art Vocabularies

You’ll research and experiment with a range of techniques and practices in the creation of environment art for games.

With guidance from your tutor, you’ll choose an area of focus and produce a research brief proposal. You’ll then create a portfolio and a written analysis of your own work.

Art Research Practice

This module will focus on using practice-based research as a tool to develop your practical production skillset, as well as build skills in pipeline and workflow research.

You’ll choose an area of game art or animation practice to research and identify appropriate technical pipeline resources and workflow examples to inform your development. Research of your chosen production pipeline will be evidenced through a written report and portfolio of work.

World Building: Production

Working in a multi-skilled team, you’ll continue to develop your ‘world creation’ project that you started during the previous study block.

You'll deliver content in line with production milestones and prepare to release your product and reach your target audience.

Portfolio Development

In this module, you’ll work on a self-devised portfolio piece with a view to submitting it to an industry competition.   

From researching to execution, you’ll hone your skills and gain confidence as you develop your project within your chosen specialism. Experimenting with different techniques, you’ll build your portfolio and create a piece of work that conforms to industry norms. 

You can choose to take an optional professional placement after your second year on a three-year programme, or after your third year if you’re studying for a degree with an Integrated Foundation Year. 

You’ll be responsible for finding your own placement, with support from the Employability team. 

Choosing this option will enhance your industry experience and skills while studying. 

How you’ll study during your professional placement

You’ll spend time working in a professional context, as part of a business or organisation. This can be in one role, or up to three, and must be for a minimum of 24 weeks. 

You’ll develop in-demand workplace skills, deepen your insight into industry and grow your network of contacts, all of which could help you get ahead in your career after graduation. 

Throughout this year, you’ll develop a portfolio of work that includes critical self-reflection on what has been learned from the experience. You’ll be required to evidence your experiences, the skills you’ve learned and your professional growth. 

With specialism, independence and professional practice at the front and centre of this year, you'll join a multi-skilled team on a game development project. Working in a studio, you'll contribute art assets using industry-standard methods and pipelines.

You'll also create distinctive and polished work for your growing portfolio by working on specialist game art. We'll then help you commercialise this work and prepare you for the transition to professional life.

Modules

Future Skills

With your career in mind, you’ll develop a commercial awareness and entrepreneurial mindset.

You’ll explore employability options, including researching the skills required to set up your own business, establish yourself as a freelancer, or for use as an employee in a business or organisation.

Professional Portfolio

Deepening your knowledge of enterprise opportunities within the industry, you’ll receive mentoring on how to apply for work in industry, including CV and portfolio advice to help you graduate with an industry-ready portfolio.

Technical Art Practice

In this module, you’ll explore the role of a technical artist and where they fit in the game production pipeline.

You’ll also delve into the different aspects of technical art, including production processes, tools, 2D, 3D, procedural modelling and VFX. 

Future of Games

You'll critically examine the current climate of contemporary games and digital culture, while exploring cultural and technological changes that are likely to influence the future of the games industry.

In doing this, you’ll confront a range of issues relating to sustainability and ethical production, equality and civil rights, and personal identity and ideology. 

Major Collaboration

At this stage of your Game Art degree, you’ll deliver a substantial collaborative project. Working in a multi-skilled group, you’ll design and build a digital product or service.

Contexts vary, but the project might include enterprise solutions, mobile apps, installations, games, web applications, robots, immersive experiences or software development tools.

Why study an Integrated Foundation Year route? 

If you’re taking on a new subject that you haven’t studied in depth before, have been out of education for a while or have a non-standard educational background then an Integrated Foundation Year degree may be the right choice for you. It is a four-year degree with an Integrated Foundation Year to start, which allows you to explore the primary elements of your subject before progressing on to the remaining three years of the BA(Hons) degree. 

What you'll study in your Foundation year

If you choose this pathway, you'll study five core modules in your Foundation year. These are all designed to help you explore the foundational elements of your subject. You'll gain relevant technical skills, learn to experiment and take risks, develop an understanding of professional practice, have opportunities to work across disciplines and collaborate with other students on live project briefs. 

Modules

Explore

You'll begin your foundation year by working collaboratively with others to explore themes of the future. You'll take risks, experiment through play and be supported to break through barriers.

Technique

You'll take subject-specific workshops and develop essential technical and practical skills in your area of study. You'll also enhance your analytical and organisational abilities.

Apply

You'll work with your peer group to think beyond discipline by addressing a societal or global issue. You'll then showcase your work to your peers and deliver and accompanying evaluation of your process.

Industry

You'll enhance your creative and practical skills in your subject specialism by responding to typical industry briefs, underpinned by focused research and experiments. You'll also gain industry insights through guest lectures and workshops.

Launch

You'll develop your unique identity in your specialism through the production of a self-initiated body of work. Your final project will be the bridge to your next year, fully supported by evaluative reviews and critical analysis of the work you have created.

After the Foundation year, you progress into Year One of the full three-year degree, equipped with a deeper knowledge of your subject, a clear understanding of your strengths, and develop a practical and technical skillset and the confidence to excel in your chosen subject. 

 

If you apply for and enrol onto a degree with an Integrated Foundation Year, you’ll have the option to switch onto a five-year version including a placement year. That means you’ll complete the first three years of your course before completing a placement in industry in your fourth year and returning to Falmouth for the fifth year of your programme. 

The modules above are those being studied by our students, or proposed new ones. Programme structures and modules can change as part of our curriculum enhancement and review processes. If a certain module is important to you, please discuss it with the Course Leader.

Game Art student work by Oliver Gisborne
Game Art student work by Oliver Gisborne

Work by Oliver Gisborne

How you'll learn & be assessed

You'll learn through lectures, seminars, workshops, group and individual tutorials, and tutor and peer feedback on your work. 

Both individual and collaborative study are key components to this degree. As you progress through your Game Art degree, you'll focus and develop a distinctive practice. With your basic skills in place, you'll be able to work and experiment within game development teams – meaning you can apply your practice to professional game making. 

At Falmouth, we use a 'digitally enhanced learning & teaching' approach. Your experience will always be predominantly in-person, including seminars, tutorials and studio teaching, with some, more targeted elements, being online either live (synchronous) or pre-recorded (asynchronous). You can read more here.

100% of your assessment will be coursework. 

Assessment methods

  • Foundation year assessments are 100% coursework based
  • Continuous assessment with no formal examinations
  • Visual, verbal and written assignments
  • A portfolio of personal and group project work is developed over the course of the degree to boost your employability
Game Art student work by Amelia Pegrum
Game Art student work by Amelia Pegrum

Work by Amelia Pegrum

A hand holding a pen drawing game characters on a screen
Game Art student drawing on screen
Game Art student drawing birds on a digital screen
Game Art studio drawing birds tablet

Facilities

  • XSens MVN Awinda motion capture suits. 
  • Large studio equipped with regularly updated, state-of-the-art game development machines. 
  • Life drawing studio for artists and weekly life drawing sessions. 
  • Specialised computing hardware for game development, motion capture and immersive experiences. 
  • Access to standard packages used in software development for the games and visual effects industries, including the Adobe and Autodesk suites and Maxon ZBrush. 
  • Access to industry-standard game engines including Unity and Unreal Engine 5. 
  • Attached lab committed to staying at the cutting edge - featuring AR, VR and MR (XR) equipment including HoloLens, HoloLens 2 and Oculus Quest 2. 
  • Attached lab with access to PS4 development and testing kits. 
  • Studios open late during term time. 
  • Access to free software.
  • Technicians on-hand during opening hours to assist with the different tools. 
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Library facilities
Library facilities

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Staff

You’ll be taught and supported by professional artists, game art practitioners and developers, and game-focused academics. Together they provide industry experience from working on titles including Grand Theft Auto, World of Warcraft, League of Legends, Project Gotham Racing and the Total War series.

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Lee Montgomery

Course Leader

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Some members of staff only teach on specific modules, and your course might not feature every staff member who teaches on the course.

Careers

Our Game Art graduates have worked as:

  • Character Artist at 10:10 Games
  • Environment Artist at Fireproof
  • Graduate 3D Artist at Frontier Studios
  • Associate Visual Effects (VFX) Artist at Splash Damage
  • User Interface (UI) and User Experience (UX) Artist at Firesprite Games

What can you do with a games degree?

Studying a degree in Computing or Games will open doors for an exciting and potentially lucrative career in a variety of industries. 

Discover career opportunities
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How to apply

Ready to join us? You can apply for September 2024 through UCAS. You'll need to reference the course and University code (F33).

Apply via UCAS

Course route UCAS code
Game Art BA(Hons) three year degree W280
Game Art BA(Hons) with Integrated Foundation Year FY01
Game Art BA(Hons) with professional placement PY27

We consider all applications on their own individual merit and potential. We invite all applicants to an interview day or audition to give them the opportunity to demonstrate this along with what inspires and motivates them in their field. Applicants will also be able to show their portfolio or give a performance depending on the course. We welcome applications from all subject backgrounds, whether you’ve specialised in STEM, the arts or humanities.  

Course route Entry requirements
BA/BSc(Hons) three year degree 104 – 120 UCAS Tariff points
BA/BSc(Hons) four year degree with professional placement 104 – 120 UCAS Tariff points
BA/BSc(Hons) four year degree with Integrated Foundation Year 80 – 120 UCAS Tariff points

Check the title of your course to see if it's a BA or BSc award. UCAS Tariff points will primarily be from Level 3 qualifications such as but not limited to A-levels, T Levels, a BTEC/UAL Extended Diploma or a Foundation Diploma. 

Check how many points your qualifications are worth

For applicants whose first language is English we require you to have or be working towards GCSE English Language Grade 4 (C), or equivalent. 

If English is not your first language you will need to meet the same standard which is equivalent to the IELTS Academic 6.0 overall score, with at least 5.5 in Reading, Writing, Speaking and Listening. We accept a range of in country equivalencies and approved tests.  

If you need a student visa to study in the UK, you may need to take a recognised language test. You can read our English Language Requirements for more information.

For starting your studies in 2024

UK applications: 31 January 2024 (for equal consideration)

Applications after the 31 January will be considered on a first-come, first-served as long as there are places available. Apply for this course now.

International fee payers

International fee payers can apply throughout the year. But we recommend applying as early as possible, to make time for visa and travel arrangements.

Fees, costs & funding

Tuition fees

Annual tuition fee Student
£9,250 per year Full-time UK
£17,460 per year Full-time EU/international
£1,850 per professional placement year Full-Time UK and EU/international
Annual tuition fee Student
£9,250 per year Full-time UK
£17,950 per year Full-time EU/international
£1,850 per professional placement year Full-Time UK and EU/international

Tuition fees are set annually and are subject to review each year. The University may therefore raise tuition fees in the second or subsequent years of a course, in line with inflation and/or the maximum permitted by law or Government policy. Students will be notified of any changes as soon as possible. 

The figures above don't include accommodation and living costs

Typical course costs

  • £150 - Recurring annual costs (art materials)
  • £70 - Recommended reading
  • £30-£150 - Headset with microphone
  • £25-£100 - Webcam
  • £1500 - Laptop or desktop capable of running 3D modelling software

If you need to bring equipment or materials with you, these will be outlined in your Welcome Letter.

Additional typical course costs for Integrated Foundation Year pathway

  • £250 for materials
  • A laptop/desktop computer
  • Adobe Creative Suite

To engage in the digital learning activity, although you will be able to access IT suites on campus, you will benefit from a laptop to access the platforms and tools we use. Depending on your subject, you may need a specific type of computer. If you're unsure about what you might need, please contact our course advisors.

Ask a student

What better way to find out about life at Falmouth University than by asking our current students?

From course details and academic support, to the social scene and settling in, our students are ready and available to answer any questions you might have. Simply set up your account, send them a question and they'll get back to you within 24 hours.

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