Course overview
Accredited Foundation year Work placement
Computer games facilities
See the facilities you use when you study computer games at Teesside University
The popularity of computer games shows no signs of slowing down with the regular release of new sophisticated and innovative products, and smartphone apps – many developed in the UK. As a computer games artist you create a game's characters, assets, environments, creatures and vehicles, as well as producing concept art and storyboards.
You develop your artistic skills and explore specialised areas including 3D character sculpting, photo-real texturing and surfaces, hard surface modelling, shaders, material, lighting and effects, game engine implementation, concept art, environment art and character art.
Top reasons to study computer games art at Teesside
- Industry links: take part in Animex, our annual international animation and games festival featuring experts from Rockstar, Pixar, Disney and Sony.
- Real-world experience: enter GameJam events, take part in industry competitions and Beta test upcoming games before they are released.
- Career-ready: our ExpoSeries of events allow you to showcase your skills to industry professionals who are seeking to recruit new and rising talent.
- Start-up business support: we support you to develop your own business in games through our innovative Power UP Indie Games Accelerator.
Course details
Course structure
Year 1 core modules
This module introduces you to the fundamentals of computer games animation. Using industry-standard hardware and software, the module develops the core skills required for the games animation industry.
You study the artistic and technical aspects necessary in a games animation role. You do this by using tried and tested animation techniques, producing a range of simple 3D and sprite-based animations. You work is presented in a suitable game engine.
Environment Production for Games
You are introduced to the production processes behind the research, design and construction of a real-time game environment within a contemporary game engine, such as Unreal Engine.
You model and texture modular components with a view to compilation, set design and lighting within Unreal Engine
This module involves you working as individuals to produce an artefact in relation to a game experience using an Industry brief.
You experience working with a real production brief set by industry. It provides you with an opportunity to target specific and current production skills within your chosen field of study.
Introduction to Digital Sculpting
This module looks at how digital sculpting software is used to create organic multiresolution 3D models for game, animation or film purposes. Skills required will include basic 3D modelling and UV unwrapping.
You focus on developing skills and workflows for texture creation for integrated implementation with materials and shaders for real time rendering. You are introduced to utilising multiple texturing techniques to create efficient high quality solutions to support industry standard workflows and application.
You develop your knowledge in a variety of scalable texturing techniques, such as, trim sheets, detail textures, decals, tillable textures, as well as, optimisation for a variety of solutions.
You study the fundamental principles used to produce real-time 3D models and 2D textures within a real-time game environment. You create a 3D asset which can be used as prop within a game engine or other real-time applications such as virtual reality.
Lectures explain the principles of the modelling tools available in advanced modelling software and expose you to examples of how these techniques have been used in producing finished computer games.
In practical terms you use a combination of industry-standard 3D software for modelling and industry-standard texturing software to create textures. We give specific attention to art pipelines, which are used by practising game modellers.
Year 2 core modules
You focus on developing your skills and workflow through integration of games art into a level using an industry standard games engine.
You are introduced to technical art solutions, developing skills to create dynamic and engaging immersive environments. This covers importing assets and scene creation while developing deeper understanding of more advanced engine editor tools.
Knowledge is developed to consider performance while developing skills in lighting, particle effects, post-processing, advanced node based material shaders and integration of dynamic effects and events using visual scripting, resulting in a well-rounded knowledge base.
You examine the authoring of hard-faced objects including character armour, vehicles, weapons, and architecture – assets with a regular predictable rigid topology. You develop an understanding of how various hard-surface objects are designed and developed within a game production pipeline. All produced assets are exported into a game engine.
You are expected to produce efficient professional models with sound topology. Therefore you must have a thorough understanding of the best practices for hard-surface modelling.
In this module a hard-surface object is defined as the creation of non-organic asset such as architecture, vehicles, consumer products, hard surface clothing, and environments. This encompasses all rigid character and architecture models. Additionally a hard-surface model is a ‘non-flexible model’ – an object, that if animated would not deform, but rather move in a mechanical fashion – such as a car, mech, airplane or helmet.
Industry Portfolio Development
You are provided with the opportunity to work from a games industry provided brief to create a body of work to a professional standard in your chosen field of study.
You produce a body of work reflecting your own specialisation, demonstrating your understanding of core industry requirements, practices and pipelines with a view to showcasing your creative and technical ability through an online portfolio.
This portfolio is intended to demonstrate your understanding of the quality of work expected at a professional level. You are expected to present your work in an appropriate online format – this may be embedded video, blogs or a specific portfolio website.
You work in a team to produce a game experience within a current game engine. This provides you with experience of working within a production environment, and also with an opportunity to target specific production skills within your chosen field of study.
Organic modelling is used to create real-time 3D assets in the context of character and environment prop production. You utilise relevant modelling and sculpting techniques to create a real-time 3D object with organic characteristics.
In this module, Organic Forms are defined as the creation of natural assets (such as non-mechanical characters, creatures, or plants) and deformable materials such as clothing or rope.
Optional work placement year
You have the option to spend one year in industry learning and developing your skills. We encourage and support you with applying for a placement, job hunting and networking.
You gain experience favoured by graduate recruiters and develop your technical skillset. You also obtain the transferable skills required in any professional environment, including communication, negotiation, teamwork, leadership, organisation, confidence, self-reliance, problem-solving, being able to work under pressure, and commercial awareness.
Many employers view a placement as a year-long interview, therefore placements are increasingly becoming an essential part of an organisation's pre-selection strategy in their graduate recruitment process. Benefits include:
· improved job prospects
· enhanced employment skills and improved career progression opportunities
· a higher starting salary than your full-time counterparts
· a better degree classification
· a richer CV
· a year's salary before completing your degree
· experience of workplace culture
· the opportunity to design and base your final-year project within a working environment.
If you are unable to secure a work placement with an employer, then you simply continue on a course without the work placement.
Final-year core modules
You focus on creating high-quality cost effective game assets by developing new skills and building advanced knowledge in procedural material generation for complex shader workflows and 3D capture assets using scan data. Along with node-based materials, you develop photogrammetry skills for the production of high quality 3D Assets. You cover topics including material creation and clean-up/repairing of scan data, as well as digital restoration. These assets are then optimised for in-engine usage, through re-topology and texture conversion for advanced physical shaders.
You gain experience of working as a member of a games development team that is as close to industrial practice as possible. Beta Arcade simulates the working criteria and mix of development skills that are required to produce a polished prototype of a computer game concept which would be suitable for publication.
The Final Year Project is a large-scale piece of work, undertaken under the supervision of a member of academic staff. The project involves the production of a substantial artefact related to your subject area.
You develop an appropriate sense of work-discipline coupled with a professional outlook and are expected to take responsibility for the planning and execution of an extended piece of work including the consideration of associated legal, social, ethical and professional issues. You explore a chosen subject area in depth and are required to demonstrate the ability to analyse, synthesise, and creatively apply what has already been studied on the programme whilst demonstrating critical and evaluative skills and professional awareness.
You evaluate and identify an area of your personal skillset that is underdeveloped and take steps to develop it before undertaking your major project.
You negotiate a brief with your tutor to enhance your skills in a relevant area of current or emergent practice in games development. You research and identify appropriate academic or industry resources that are relevant to your work on practical modules, as well as the computer games industry, and use them to develop a personalised development project that can be practical or academic.
Modules offered may vary.
How you learn
You learn in lectures and tutorials. Lectures cover the theory while tutorials focus on your practical skills. Further support is offered online in the form of extra learning material.
You also develop your teamworking skills, working with games designers in a simulated game studio experience, outsourcing various essentials such as assets and animation to specialist teams. You work on games in Unreal 5 and Unity in a scenario that is as close to industry practice as possible within an academic environment.
How you are assessed
You develop a portfolio of games art throughout the course and are assessed through practical projects. The final-year project allows you the freedom to set your own brief based on your skills, interests and career aspirations.
Our Disability Services team provide an inclusive and empowering learning environment and have specialist staff to support disabled students access any additional tailored resources needed. If you have a specific learning difficulty, mental health condition, autism, sensory impairment, chronic health condition or any other disability please contact a Disability Services as early as possible.
Find out more about our disability services
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Find out more about our course related costs
Entry requirements
Entry requirements
96-112 points points plus a portfolio if your Level 3 qualifications do not include a creative subject such as art, design, drawing, animation or games art/design. Your portfolio should demonstrate fundamental drawing skills, such as life drawing and observational drawing, alongside showing us your creativity. Get some hints and tips on how to prepare a portfolio
If you have gained credits at Level 4 or higher in a related subject from previous study at college or university then credit transfer towards your new course may be possible.
Find out how many points your qualifications are worth using the UCAS tariff calculator. If your qualifications are not listed, contact our admissions team as we may accept alternatives.
We may also be able to help you meet the entry requirements through our Summer and Winter University modules.
For general information please see our overview of entry requirements
International applicants can find out what qualifications they need by visiting Your Country
You can gain considerable knowledge from work, volunteering and life. Under recognition of prior learning (RPL) you may be awarded credit for this which can be credited towards the course you want to study.
Find out more about RPL
Employability
Career opportunities
Graduates have gone on to work as artists, level designers, 3D modellers and texture artists at a range of games companies including 3rd Dimensions, Atomic Planet, Bizarre Creations, Creative Assembly, Electronic Arts, Eutechnyx, Halch, Media Molecule, Microsoft Rare, Naughty Dog, Ninja Theory,Rebellion, Rockstar North and Rockstar San Diego, Sega, Sony, Streamline, Supermassive Games, Traveller's Tales, Ubisoft, Venom, Weta Digital and many more.
You also develop skills for a career in digital media – typically areas of film, TV, advertising and multimedia – through to architectural and product visualisation.
We have excellent relationships with many businesses, giving you the opportunity to apply for summer, year-long and graduate placements with key organisations such as Microsoft, Rare, Team 17, ZeroLight, R8 Games, Hammerhead VR, Dojo Arcade, Schlumberger, Sumo Digital and Coastsink.
Information for international applicants
Qualifications
International applicants - find out what qualifications you need by selecting your country below.
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Useful information
Visit our international pages for useful information for non-UK students and applicants.