23 September 2019
3 years full-time
4 years inc. placement year
A Level - ABB
If you enjoy exploring what’s possible with digital design and games development, we could help you really get to know the subject. Our course gives you the chance to take a broader and deeper look at games development, and explore what you can do. We’ll encourage you to get creative and ambitious with your designs, and develop some visionary ideas. It’s all designed to help you move on to a career in your chosen field.
We explore some of the more complex aspects of game and level design, and games art during the course. We aim to cover all the bases, including how to develop, design, plan and create game ideas and concepts.
You’ll also have the chance to produce and integrate artwork and graphical assets for computer games. And we’ll broaden things out to look at the subject in context, introducing current issues and ideas. During your three years of study, we’ll also aim to introduce emerging technologies that are coming up through the gaming industry.
Your course is very much designed for the real world – it carries the Creative Skillset Tick which identifies courses best suited to prepare you for a Creative Industries career. We never forget you’ll leave here with the hope to gain a job in the industry, so we maintain active links with business and industry figures. During your course you could have the chance to hear an industry guest speakers – in the past we’ve hosted art directors, animators, illustrators and designers from the freelance world and from companies like Rockstar, Formerdroid and Realtime UK.
During your studies you’ll also have the chance to take part in lots of internal Game Jams. We’ll also encourage you to get involved in externally organised events like the Global Game Jam.
If you’d like to take what you’ve learnt out into the real-world, we also give you the opportunity to spend a placement year working in the industry. Our Placement Unit team can help you find a position that’s right for you. Alternatively, we have a small number of placements available in our in-house games development studio, Canalside Studios, where you could find yourself working as part of a team developing games for a range of platforms including Xbox Live Arcade, iPhone and Android. Previous students have also developed software with the NHS, The Royal Armouries and the West Yorkshire Fire Service.
Finally, if you’re a student from within the UK or the EU, you could even think about starting your own small business while you’re here by applying for the Enterprise Placement Year (EPY).
You might like to hear what Dayna has to say about studying Computer Games Design BA(Hons) at the University of Huddersfield.
As the world’s largest entertainment sector, the video games industry is always looking out for talented, creative people to design and develop the next generation of games.
Our course offers the opportunity to develop skills in game design and games art, with an emphasis on making commercially viable products. Our graduates go on to form their own studios or to work for many of the world’s most successful games developers.
Dr Daryl Marples, Course Leader, Computer Games Design
ABBat A Level (General Studies is not accepted)
128 UCAS tariff points from a combination of Level 3 qualifications (General Studies is not accepted).
In addition you must have GCSE English and Maths at grade 4 or above, or grade C or above if awarded under the previous GCSE grading scheme.
Other suitable experience or qualifications will be considered.
Portfolios and Interviews
The Computer Games Design course has a two-part selection process which involves viewing uploaded applicant work and also discussing each application among the staff team.
Firstly, all applicants will be required to submit electronic evidence of a portfolio of work as part of the application process. All your work will then
be reviewed by academic staff as part of the offer process. You may be contacted by staff if they require clarification or further information.
Secondly, staff will confirm results of the portfolio review at two main periods, as follows:
For applications received before 1st December, results are formalised before Christmas of the same year; For other applications received prior to the first UCAS deadline, decisions will be formalised before the end of February in the same year You may also be required to attend an interview to determine your enthusiasm and aptitude for the subject. If we invite you for an interview, we’ll let you know what we expect you to bring.
Other suitable experience or qualifications will be considered. For further information please see the University's minimum entry requirements.
This module aims to introduce you to a broad spectrum of methods and practices, used when generating ideas for games and developing game concepts. You’ll explore topics such as play, game concepts, rules and game mechanics. You’ll be encouraged to evaluate and critique both traditional and digital games, whilst being supported in gaining practical skills in the development and refinement of original concepts. Interactive design methods, design documentation and visual and verbal presentation skills will also be covered in this module.
The digital media industry relies on professionals who work effectively in multi-disciplinary teams. This module aims to gives you early experience of working in such an environment. Working as part of a team, you will have the opportunity to plan, design and develop a digital media product. The module is designed to provide you with an understanding of industry best practices within the digital media industry. You will be introduced to the product development cycle, technology limitations, and possible future developments relevant to each course. You will also be encouraged to begin exploring the enterprising aspects of the digital media industries, by entering competitions or publishing a game, mobile app, website or other digital media artefact.
This module has been designed to introduce you to the principles of 3D asset creation for current generation video games and integration into real time rendering engines. Asset development will include things such as environmental props and weapons as well as entire game scenes. You’ll examine workflows and methodologies for artist driven pipelines and technologies to aid in the production of game ready assets. You’ll be offered the opportunity to gain an understanding of the requirements of developing assets to specific design briefs, styles and technical limitations.
The module aims to develop your technical skills and knowledge in digital media production, through using appropriate hardware and software to design and develop digital media products and components. Practical studio themes will be developed by tutors which are aimed at helping you to gain an understanding of how the theory fits in with your digital media discipline.This module is shared across different digital media courses, so course specific groups will be formed around these themes, enabling you to focus on the technologies that support digital media production which are most appropriate to your course. You’ll be introduced to the concepts and principles that underpin the creation of digital media and will use a programming or scripting language to control actions, interactions and animations.
Working with software of an industry standard, this module will introduce you to the principles and techniques involved in the development of 3D objects and environments. You’ll be encouraged to gain skills in developing multilayered textures suitable for animation, computer games, architectural and technical design. You’ll have the opportunity to develop skills in understanding how to create animated characters, materials, lighting, rendering and the production of simple animation solutions.
The aim of this module is to give you a broad introduction to the key theoretical principles of visual design for computer games. Using a wide range of traditional and digital tools you'll be supported to develop core practical and software skills in design, development and the asset production processes. The module covers topics including 2D asset production, researching, resourcing and creating 2D textures for 3D objects and presentation techniques (sketchbook development and design layouts).
In this module you will be supported in building on your knowledge and understanding of key design principles relating to computer games. The module has been designed to encourage innovation and creative thinking for the development of design ideas, as well as aiming to extend your research and practical skills. You’ll be expected to progress initial concepts into workable design solutions with an emphasis on balancing creative ideas against technical and design requirements and constraints.
This module gives you the opportunity to work as a team to design and develop a prototype computer game. You’ll be supported in exploring theories and principles of team working and project management through the development of your chosen game. Weekly tutorial sessions will be held to allow your team to get regular feedback and guidance on the progress of your project. Alongside this you’ll also explore important legal and professional issues relevant to people working in the IT industry.
This module aims to expand your prior knowledge of transferring 2D skills into the 3D domain. You will be introduced to principles and good practice for designing and prototyping for 3D game building. You’ll explore how assets and levels may be designed, created, imported into and then manipulated in an industry standard gaming environment.
Choose two from a list which may include-
This module gives you the opportunity to study current principles and approaches surrounding computer games design and analysis, key to inform and enhance your own design practice. This module aims to provide you with a platform to research, deconstruct and critically analyse existing commercial games, and to leverage what can be learned through game analysis in order to design novel, high-quality products suitable to satisfy an intended target player group.
This module offers you the opportunity to explore a range of approaches to the subject of visual design; taking a broad approach to the design and production of visual assets for contemporary digital media. You will be encouraged and challenged to be creative and to experiment with your designs. You’ll have the chance to explore a range of artistic approaches to various design briefs whilst developing core software skills. You'll study how to develop original design concepts; presenting these to fellow students for feedback and design criticism with the aim of improving and refining your design skills and the quality of your portfolio.
Initially you’ll explore how to develop concepts for animated characters, and be supported in developing an understanding of how to create characters using geometric shapes (topology). Then, focusing particularly on the production and planning of 3D characters for games and animation, you’ll build a 3D model of your designed character and study the processes involved in developing a ‘digital skeleton’. You’ll then have the opportunity to bring your character to life using cinematography, storyboarding and animation principles.
This course offers an optional one-year work placement after Year 2.
This module is driven by you. You are asked to select a problem to solve which is relevant to your degree, and of appropriate scope and depth to be tackled within a timeframe of 30 weeks. Carrying out the project enables you to develop and demonstrate your ability to undertake research, manage time, use your initiative, learn independently, discuss and write convincingly on a subject requiring independent learning. A supervisor will support you throughout your project. You’ll use your existing knowledge and be encouraged to acquire additional skills as you carry out your project. The aim of the project is to suggest a solution to an identified problem. Your final report should describe the aims, scope and motivation of the project, the research you have undertaken, and the technical solution provided, including justification for design and development decisions.
In this module you'll work in a group to simulate a company environment. You’ll be supported in working as a team to design, code and implement a small computer game. The module covers software development, team working, team management, company structures, professional issues and ethics. This aims to help you develop business and entrepreneurial skills and provide you with experience of software development in a group environment working alongside other game industry professions.
Choose two from a list which may include-
This module offers you the opportunity to undertake a significant ‘visual design project’ of your choosing. You’ll be supported as you develop an original portfolio ‘centre piece’. You’ll study how to critique aspects of contemporary visual culture and be encouraged to stretch both your creativity (‘conceptual skills’) and technical ability, as you strive to develop an original idea into a portfolio ‘focal piece’ with design excellence at its heart; following a pre-production, production and post-production lifecycle as you go.
This module explores advanced topics in game design, focussing on the quality of the player experience and reflecting current industry trends and state of the art game research. Building upon your previous years of study, you will explore principles and strategies key to enhance player engagement and satisfaction. You’ll be supported in applying these principles and strategies to develop a body of work providing refined and sophisticated solutions to challenging game design problems.
This module provides you with an opportunity to develop and demonstrate a combination of practical and conceptual skills for the planning and implementation of complex 3D projects (such as the creation of 3D worlds and environments). The module includes studio sessions in which you’ll be encouraged to introduce and discuss a range of theories and examples of current practice relating to the subject, for example the asset pipeline, project scoping and design constraints. You’ll work individually to undertake practical assignments and independent research will allow you to demonstrate your understanding and knowledge of specialist topics.
The course covers visual design, 3D modelling, sculpting, texturing and animation. You'll also be supported in gaining skills in conceptualisation and analysis, level design and prototyping with game engines. A key element of this course is group work; throughout your time on the course we support you in developing your team working abilities.
This course has been designed to develop your abilities to design and plan creative game ideas and concepts, and produce artwork and graphical assets for computer games. We introduce current research, issues and ideas, and developing technologies used by the industry.
To view work from our students, read news from the course and see some of our graduate destinations visit Hud Uni Games
You will be taught through a series of seminars, tutorials, group work, practical experience and lectures.
Assessment will include coursework, presentation, work-based learning and examination.
19.9% of the study time on this course is spent in lectures, seminars, tutorials etc.
Your module specification/course handbook will provide full details of the assessment criteria applying to your course.
Feedback (usually written) is normally provided on all coursework submissions within three term time weeks – unless the submission was made towards the end of the session in which case feedback would be available on request after the formal publication of results. Feedback on exam performance/final coursework is available on request after the publication of results.
The teaching year normally starts in September with breaks at Christmas and Easter, finishing with a main examination/assessment period around May/June. Timetables are normally available one month before registration. As this is a full-time course, you may have to attend every day of the week.
Your course is made up of modules and each module is worth a number of credits. Each year you study modules to the value of 120 credits, adding up to 360 credits in total for a bachelor’s qualification. These credits can come from a combination of core, compulsory and optional modules but please note that optional modules may not run if we do not have enough students interested.
If you achieve 120 credits for the current stage you are at, you may progress to the next stage of your course, subject to any professional, statutory or regulatory body guidelines.
*Permanent staff, after probation: some recently appointed colleagues will only obtain recognition in the months after their arrival in Huddersfield, once they have started teaching; research degrees applies to those on contracts of more than half-time.
We will always try to deliver your course as described on this web page. However, sometimes we may have to make changes as set out below.
If we propose to make a major change to a course that you are holding an offer for, then we will tell you as soon as possible so that you can decide whether to withdraw your application prior to enrolment.
We will always try to deliver your course and other services as described. However, sometimes we may have to make changes as set out below:
Where your course allows you to choose modules from a range of options, we will review these each year and change them to reflect the expertise of our staff, current trends in research and as a result of student feedback or demand for certain modules. We will always ensure that you have a range of options to choose from and we will let you know in good time the options available for you to choose for the following year.
We will only make major changes to the core curriculum of a course or to our services if it is necessary for us to do so and provided such changes are reasonable. A major change in this context is a change that materially changes the services available to you; or the outcomes, or a significant part, of your course, such as the nature of the award or a substantial change to module content, teaching days (part time provision), classes, type of delivery or assessment of the core curriculum.
For example, it may be necessary to make a major change to reflect changes in the law or the requirements of the University’s regulators; to meet the latest requirements of a commissioning or accrediting body; to improve the quality of educational provision; in response to student, examiners’ or other course evaluators’ feedback; and/or to reflect academic or professional changes within subject areas. Major changes may also be necessary because of circumstances outside our reasonable control, such as a key member of staff leaving the University or being unable to teach, where they have a particular specialism that can’t be adequately covered by other members of staff; or due to damage or interruption to buildings, facilities or equipment.
Major changes would usually be made with effect from the next academic year, but this may not always be the case. We will notify you as soon as possible should we need to make a major change and will carry out suitable consultation with affected students. If you reasonably believe that the proposed change will cause you detriment or hardship we will, if appropriate, work with you to try to reduce the adverse effect on you or find an appropriate solution. Where an appropriate solution cannot be found and you contact us in writing before the change takes effect you can cancel your registration and withdraw from the University without liability to the University for future tuition fees. We will provide reasonable support to assist you with transferring to another university if you wish to do so.
In exceptional circumstances, we may, for reasons outside of our control, be forced to discontinue or suspend your course. Where this is the case, a formal exit strategy will be followed and we will notify you as soon as possible about what your options are, which may include transferring to a suitable replacement course for which you are qualified, being provided with individual teaching to complete the award for which you were registered, or claiming an interim award and exiting the University. If you do not wish to take up any of the options that are made available to you, then you can cancel your registration and withdraw from the course without liability to the University for future tuition fees and you will be entitled to a refund of all course fees paid to date. We will provide reasonable support to assist you with transferring to another university if you wish to do so.
When you enrol as a student of the University, your study and time with us will be governed by a framework of regulations, policies and procedures, which form the basis of your agreement with us. These include regulations regarding the assessment of your course, academic integrity, your conduct (including attendance) and disciplinary procedure, fees and finance and compliance with visa requirements (where relevant). It is important that you familiarise yourself with these as you will be asked to agree to abide by them when you join us as a student. You will find a guide to the key terms here, where you will also find links to the full text of each of the regulations, policies and procedures referred to.
The Higher Education Funding Council for England is the principal regulator for the University.