In Year 2 you will develop new approaches to creating environments for games through prototyping. The emphasis is on gaining an in-depth understanding of the data generated through games. By working collaboratively, you will improve your production skills and further develop your knowledge of the business of games design.
This unit explores the relationship between games, their players, and the data that is generated by interactions with games. The wealth of data generated by interactions is often harvested by games companies and their marketing teams to help refine and improve game systems — for example, how can we use telemetry in games to analyse whether a level is of an appropriate difficulty?
How do we know when we make a design change, whether it was or was not effective? This unit focuses on the common practices of large and small games businesses. You will be challenged to explore the ethical dilemmas facing the games industry, and reflect on — and form — your personal stances on the pressing issues facing the games industry. This unit focuses on the use of environment, architecture and gameplay mechanics as a vehicle for narrative and storytelling in games, and the mechanisms by which these mechanics can be introduced to players.
This unit challenges students to respond to regular prompts to develop small prototype games. This rapid prototyping-style approach encourages students to work quickly, to think creatively, to work collaboratively both practically, but also in giving and receiving feedback and taking part in playtesting , and to experiment with ideas — providing a safe space for failure as a natural part of the creative process. In Year 3 you will focus on realising your creative potential by honing your knowledge and understanding of working in the games design industry.
You will also produce two practical bodies of work in collaboration with students from related disciplines within SODA. This course offers you the opportunity to apply for a placement year option which can be taken in Year 3.
They will provide support and guidance, and assess your progress during the time you are away from the University. Where a placement is not undertaken, you will study the following final year units. If you have completed a placement in Year 3, you will study the units outlined in Year 3 in a fourth year.
Students will take part in a simulated studio environment, working collaboratively towards, and across, a range of projects. Students will need to engage with industry-standard tools and techniques for both production and project management and will need to liaise and partner with studio managers to deliver professional-standard projects.
This unit offers students the opportunity to explore the world of indie game development — engaging with the process of setting up, and running, a business, and considering and reflecting on the advantages, and challenges, of working in very small game development teams.
This unit examines the relationship between computer and human, and how we can use theoretically frameworks and usability practices to enhance the player experience of our games. This unit will enable you to consolidate your conceptual and theoretical knowledge, conceptual and technical skills acquire and developed during the programme into a final project.
You will work collaboratively within the other within the SODA community a brief negotiated with academic staff. The new School of Digital Arts houses the latest technology, facilities and workspaces to support your practice and study. Our courses offer an interdisciplinary approach spanning film, animation, UX design, photography, sound design, gaming, AI and more. Studying at SODA will open up opportunities for you to work with others within and outside of your subject discipline as well as with industry experts and digital and creative tech specialists.
Visit the Study Abroad page for details of how to apply. After you have successfully submitted your application, you will receive an email confirming we have successfully received your application and providing you with your login details for the UAL Portal.
We will request any additional information from you, including inviting you to upload documents through the portal. You should check your UAL Portal regularly for any important updates and requests. If you have achieved or expect to achieve the standard entry requirements we will consider you for a place on the course. International applicants may be invited to an online interview. Interview details will be sent via the UAL Portal.
Please add arts. If you are an International applicant and have applied directly or through an agent, we will notify you through the UAL Portal. We invite all offer holders to attend one of our online Offer Holder events. This is your opportunity to meet the academic team and fellow offer holders, find out more about the course, and get a taste of what it will be like to study here. If you would like to request feedback — please email lcc.
We are only able to provide feedback to you directly, or to someone you have told us in writing can receive it on your behalf. Successful applicants will be guided through the rest of our admissions stages and towards enrolment on the course. Tuition fees may increase in future years for new and continuing students. Home fees are currently charged to UK resident nationals. However, the rules are complex.
Find out more about our tuition fees. Read more advice for EU students. Students from countries outside of the UK are currently charged international fees. The rules are complex so read more about our tuition fees. The aim of the course is to develop graduates who combine an experimental and innovative approach to design with an understanding of the player experience with critical and analytical skills to be able to develop for a chosen platform.
The career opportunities for graduates include games design, level design, content creation, project management, quality management and localisation. They also excel in roles outside of the games industries as flash developers, web developers and 3D modellers.
Ten Years. One Planet. Sub navigation left button Course summary Course overview Entry requirements Fees and funding Careers and alumni. Caption Portfolio by Craig Green.
Photograph: Alys Tomlinson. Online Open Day Recorded October Student work. Caption Arthur Audren de Kerdrel. Wrath Game by: Arthur Audren de Kerdrel. Caption Anthony McCarthy. Caption Alexander Menez, Arcanea. Caption Foraise by David McAlle. Caption Mother by T. Caption 37 seconds by Nichola Humphreys and Oliver Pope. Caption Woodpecker by Luca Cavozzi.
The best part about the Game Design course is that it is taught by working professionals who are known names in the field of gaming. University of Southampton offers a dynamic atmosphere that will challenge your ideas and help you transform them into working models. Cover design, illustration, character creation, animation, storytelling, coding and digital production - these are the core areas that you will be mastering as a game design student at UoS.
You can also nurture your ideas into a thriving business through their Future Worlds - Southampton's business incubator program.
Similar to other top universities in the list, this course also combines creativity with technical skills. Its uniqueness lies in the flexibility offered with the course. Right through your studies, you can take up interdisciplinary classes from departments like the graphic arts, fine art, fashion and textile design.
If your inclination is more towards the creative and arts side of gaming than its production process, this is your university. The expected qualifications of a student varies from university to university.
Still, there are a few basic qualifications that you must have in order to get an admission into your dream school. They are,. Make sure to work on these areas prior to your application. There are universities that make exceptions in entry requirements for students with impressive applications. Get help in catering your applications for your chosen universities to submit the best application that you can. The types of jobs you can do are endless when it comes to this field.
You can also explore all of our Creative Digital Media and Gaming courses. You want to build functional games in multidisciplinary teams in a real world production environment. You want to understand the broad landscape of game production while specialising in your own are of interest. You want to learn about emergent interactive technology and the wider digital creative industries. You want to engage in a program that aims to prepare students to gain meaningful employment in the digital creative industries.
The course has one clear and focused objective, to prepare students to gain employment in the digital creative industries. This games de sign course also allows you to dive into both the artistic and creative side of games production as well as the fundamentals of programming. You will explore games design theory, game play mechanic, narrative and world building, you will consider human computer interaction, user experience, and interface design, while considering usability testing and quality assurance.
Everything you learn will feed into the continued production of tangible product in a real-world team-based learning environment. In the final year you will define your own working group s to produce a game prototype to an industry standard, you decide who to work with , and as a team you define the genre , the theme and scope of the product you choose to develop. Alongside the production of your game , great emphasis is placed on defining a pathway into employment, a purposely developed module will help you develop your own professional identity and core competencies.
A further practice-based dissertation module will help to develop a genuine area of expertise , putting you a head of the competition. Want to find out more? Take a look at our course breakdown to see what will be covered in each module. Within this module you will learn the fundamentals of games design, you will study the theory of play, rules and mechanic. You will investigate design methods and process, you will conceptualise and build board game prototypes, before testing and polishing toward a professional product.
This module is rich and fast paced and lays the foundations for the design pathway across the next three years. Within this module you will follow a Bauhaus model engaging with a number of creative processes and practices. You will be encouraged to develop your independent creative capabilities, you will learn about portraiture and life drawing, product and vehicle design, and get hands on in the workshop building physical pieces. Throughout this module you will develop design skills, building confidence to communicate your ideas.
Even if you are a programmer and have little prior artistic capability it does not matter, at this stage it is about the experience, learning more about the creative process and its application. Entertainment Technologies has two strands, firstly the study of technologies from the past, the present, and in the future. The module aims to equip you with the foundation knowledge required by a creative digital practionaire, not only in the game's domain, but across the broader digital industries. Within the second part of this module, you will conceptualise and build interactive prototypes in our maker space, using technologies such as Raspberry Pi, Arduino and rudimentary Processing to realise your ideas.
Within this module you will work in production teams to build your first 2D digital game. You will engage with industry methods within an agile framework, to conceptualise, design, prototype and test your ideas.
We aim to build functional product and the outputs at this stage are expected to reach a high standard. Groups will consist of individuals taking on distinct roles, as we drive with a strong professional work ethic to achieve our goals. This module is in essence a c ontinuation of the visual arts module in the first semester, in that it engages the same design methods and traditional arts practices , o nly this time the final outputs will be digital. The module covers photographic theory, composi tion, digital image theory, image retouching, pixel and vector art, digital painting, graphical layout and an introduction to 3D modelling.
The module is rich and fasted paced, and the outputs are varied. Again, if you are a programmer at heart this module offers a supportive opportunity to understand more about digital arts methods, processes, and pipelines.
Within this module you will receive a solid introduction to the foundations of computer programming, you will study code structures and principles, you will prototype, test and bug fix.
You will investigate flexible configurable systems and receive an introduction to games engines. If you have any kind of phobia towards computer science relax, this is about experi ence , understanding, risk taking and having fun.
Y ou will receive all the support you need to progress. If you are already familiar with programming, we have the expertise to help you develop to the next level at a more accelerated pace.
This module will echo the group-based production modules already undertaken, and will utilise the same processes and pipelines, it will though, step up a level in complexity and edge closer to a commercial standard, the visual elements will be more organic and detailed, the gameplay will be richer, and the systems will become more dynamic.
Within this module you will work in production teams to build your first 3D digital game, the module will build upon, and further develop the production pipelines and tools introduced in the first year, but now the process is becoming progressively more complex. Topics covered will include, first person and animation controllers, game sketching, visualising gameplay, state machines, flow diagrams, space-based design, advanced user interfaces, conversation systems, and play testing techniques.
The module is demanding yet rewarding, and at this stage you can expect to see significate progression. This module covers the theoretical principles of Human Computer and Data interaction. Examples of its manifestation will be explored across both serious and entertainment applications.
Learning will focus not only at the point of interaction between human and computer, but also the underlying systems and data that drive interactive experiences. Students will explore the origins and generation of data, ethics and security, and the power of analytics and statistics which increase the value and utility of data sets.
Learning will look at how humans interact with data through digital interface and the importance of pattern and human factors. Students will go on to explore information design, communication and interface paradigms before moving on to consider both interface and system design, prototyping and testing. Y ou will learn the theory of storytelling and narrative and apply this knowledge through creative practice to a digital artifact. This process of understanding, applying and bridging traditional narrative from myth and legend, script and screen, to a contemporary immersive manifestation is designed to give you a broader understanding of narrative from a cultural perspective.
Digital Environment Art. Within this elective module you will be introduced to the processes and skills required to design, develop and deploy 3D virtual games environments. You will learn how to employ traditional design processes to conceive and plan for the construction of modular components that can be transposed into game engine technologies. The module will focus on the construction of well crafted, low detail, optimised 3D topology, it will develop fundamental 3D modelling and texturing skills.
Emphasis will be put on the quality of the product, employing industry standards and production pipelines. Rather than being a technical training module, you will be expected to demonstrate a capability to engage technical tools alongside traditional creative process.
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