- Games Design
BSc (Hons) — 2025 entry Games Design
Programming and prototyping. In-game engine scripting and storyboarding.
Video games entertain millions of people worldwide, but the underlying complex technology and intelligent design are the bedrock of this multi-billion-dollar industry. Develop your technical skills across coding, digital production and graphics, animation and audio, with a course that puts you at the heart of this dynamic sector.
Why choose
this course?
- Our Games Design BSc is flexible so you can tailor your degree to your own passions, from animation, coding, visual arts, game design, technology, motion capture, prototyping, soundscapes, to textual analysis, machine learning, acting and writing for games.
- This is a brand new and exciting course for September 2025. You’ll develop the technical and design skills to make your mark in the dynamic games industry. On this hands-on course, we will introduce you to a range of tools so you can bring your ideas into reality. From week one you'll be working on making games with a mix of digital and paper prototyping and planning.
- Our multidisciplinary approach, built around a core coding and game design and animation focus, maximises your options for employability and career routes..
- Studying at the University of Surrey you’ll be in the heart of one of the UK’s largest video games clusters right here in Guildford.
- Benefit from our industry connections and guest lectures with games developers from across the UK and overseas. You’ll gain practical experience through competitions and live projects, making industry connections and building a strong industry-relevant portfolio.
- You’ll have the option to take one of our award-winning Professional Training placements that will prepare you for roles in a broad range of games-facing industries as well as the games industries themselves.
Statistics
11th in the UK
University of Surrey is ranked 11th for overall student satisfaction* in the National Student Survey 2024
12th in the UK
Surrey is ranked 12th in the Complete University Guide 2025
*Measured by % positivity based on Q1-24 for all institutions listed in the Guardian University Guide League Tables.
What you will study
The course will focus on game design game narratives, settings, infrastructures and effects, possibilities and scenarios. Students will work on gameplay, interaction and playability as well as designing levels within games, visual effects and soundscapes.
We have carefully designed our Games Design BSc to respond to and leverage the latest advances in:
- Games engines and Realtime Rendering Technologies
- Games design
- Game art
- CGI content creation
- Character animation
- 2D/3D environment design
- 3D modelling and animation
- Realtime VFX
- Visualisation and animation
- Real-time virtual environments
- Performance
- Contemporary game and play-focused narrative
- Screenwriting and broader creative writing specialisms
- Machine-learning and generative-AI techniques
- Level design
- Gameplay programming
- Visual scripting
- Music and sound for games.
Industry professionals will visit the course to guest lecture and share their experiences.
The structure of our programmes follow clear educational aims that are tailored to each programme. These are all outlined in the programme specifications which include further details such as the learning outcomes.
Please note: The full module listing for the optional Professional Training placement part of your course is available in the relevant programme specification.
Modules
Modules listed are indicative, reflecting the information available at the time of publication. Modules are subject to teaching availability, student demand and/or class size caps.
The University operates a credit framework for all taught programmes based on a 15-credit tariff.
Course options
Year 1 - BSc (Hons)
Semester 1
Compulsory
Behind every great advertisement, computer game, film, television programme, web episode, is a great story. As humans, we love stories – listening, reading, telling – we absorb them every day to learn about ourselves and to understand the world around us. What makes visual media so compelling is its ability to communicate this efficiently and effectively - sometimes one camera shot is all you need. During this module, you will explore storytelling and how to create enjoyable stories. You will discuss how this can be visually expressed using filmmaking grammar and basic film/television terminology. You shall develop visual communications tools and learn how they can be used to help create a great story. This module will give you a strong foundation in visual narratives and will underpin many creative projects you undertake during your degree and in professional media work. Work in these pre-production areas time, money and resources when preparing for the final production so this module develops skills that benefit the climate and the budget.
View full module detailsFundamental to all aspects of visual games design and digital media arts more widely is the conception and creation of the visual image. In this module you will develop your observational skills and fine tune the innate craft skill we arguably all possess to depict and portray using an array of image-making tools, with drawing and other mark-making at its core. It is a fantastic opportunity to get to grips with the theory and practice of drawing and image production. The module is designed for those both familiar with and new to practical image-making, the module will include a series of classic studio sessions through which you will be able to explore life drawing, still life, location drawing and imagination-based image-making. It will also introduce and develop digital photography as an artistic technique - both as facilitation and reference for your image-making and as an artistic end in itself. Through these exercises you will cultivate the observational abilities that underpin the specialist techniques of 3D modelling, character design, motion graphics, film-making and animating you will encounter later in your degree. Likewise, the module will also provide you with the chance to develop a portfolio of your own images, which will hopefully demonstrate your progress and improve your own confidence in seeing, depicting and portraying. Concept Art is a key module that sets the stage for digital applications of visual arts in video games and games design. As such, it connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree.
View full module detailsThis module brings students up to speed across a range of 2D digital media. Students are introduced to photography with high-end dSLR cameras, being taught the key aspects of image composition, as well as getting the most out of the shutter speed, aperture and ISO controls. Although most students will have some familiarity with image editing, they are taken back to first principles, gaining an understanding of layers, selection techniques and so on, before being introduced to more advanced techniques such as masking, paths and adjustment layers. Having gained expertise with a bitmap image editor, students are introduced to vector illustration with an industry standard application. Although tricky at first, once the controls are mastered this type of program allows students to easily create and edit crisp artwork, patterns, typography and more that can be applied not just to games and games design but to multiple other applications across the broader creative industries and beyond. Students are also introduced to animating a scene using a timeline and encouraged to think about how 2D art can be imagined forward integrating into 3D engines to generate gameplay experience. Digital Graphics (2D Media) connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in 2D applications as Photoshop and Illustrator. As such, this module helps develop essential digital arts skills that students will take forward to more advanced 3D modelling and animation applications in later modules.
View full module detailsGame Design Fundamentals presents an introduction to games design for students in their first year. Video games combine multiple modes and disciplines in their creation and realisation (play). There are moving visuality and cinematics aspects to think about, sound and music components, narrative, character and text concerns, the interaction of the player and the interface(s) that they will use to play the game, the structure of the game play, static art and presentation, pitching and marketing of the game and more. As such, game design is a dynamic field of artistic and work practices, processes and ideas that intersect and interact with each other, generally in an iterative fashion where developments in one aspect of a game's design alters other aspects and how all of these behave together. Across your degree, we will look to bring these threads together and explore the ways in which they can be most effectively and innovatively work to produce engaging and successful games. This module will therefore provide a grounding in games design theory and practice, looking at aspects such as game design documents, game mechanics, designing for levels, character design, interaction and gameplay and technology, as well as iterative prototyping techniques, internal economies, game design work practices, static and dynamic elements, scoring systems, narrative progression, and more. Game Design Fundamentals, along with other games design and games studies modules in the first year, will connect forward to broader and more specialised modules in these areas in the second and final year of the programme. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including an introduction to game engines such as Unreal and Blender.
View full module detailsSemester 2
Compulsory
Having gained confidence in image composition and 2D art software, students are introduced to 3D graphics and modelling. Digital Environments: (3D Media) is an intensive introduction to industry-standard 3D modelling. Students begin with a solid foundation in low-polygon modelling, learning how to create models with good surface topology, before smoothing them in a controlled fashion with subdivision surfaces. Students are also introduced to NURBS, an alternative approach to creating smooth models, that has its own strengths and toolset. From there, students learn how to unwrap their models' UVs, apply texture maps, set up lights and cameras, and render their scenes, moving to the integration of 3D elements into footage, as well as the modelling, texturing and lighting aspects of designing 3D components and environments. Students will produce a textured 3D model as part of the weekly assignments. Digital Environments (3D Media), therefore, also introduces students to the essential principles of working in a 3D environment, establishing a grounding in creating and using 3D assets and environments to produce engaging interactive experiences that will feed forward into advanced applications in animation and environmental design in video games. Digital Environments (3D Media) connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in motion graphics and 3D applications such as Unreal and Blender/Maya.
View full module detailsThis 1st year module is concerned with animation and characters. Students are introduced to 2D character animation, using a 'bone' system to rig a character. The data produced is then refined, edited and applied to 3D characters that students design. Students will also learn the principles and applications of motion capture, animated visuals typically used in idents, TV / film titles, user interfaces and more. We look at a wide variety of examples and explore animation principles such as secondary motion and squash and stretch. Working in an industry-standard motion graphics application, students learn basics such as colour adjustment and masking, before moving on to advanced techniques such as rotoscoping, motion tracking and With the addition of a digital 'set', built from basic planes and a library of object models, students produce a short, animated story. The Digital Actor: Character Design & Animation will explore character animation fundamentals, character visualisation and previsualisation using up to date technological means and give students the opportunity to design, create technical specifications for and develop a 3D character within in a video game environment. The module connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in 2D and 3D animation applications as Reallusion and other character animation software.
View full module detailsIn the hands of the digital artist, computers and software are fundamental creative production tools. This module develops the core concepts of writing code, where you'll gain applied competence in computer structure, programming, and scripting systems, as well as the ability to use programming software to create audio-visual and artistic game applications. Students will gain an understanding in the fundamentals of programming, contextualised in the development of simple games as well as the use of scripting systems to control existing programmes and applications. Using the latest creative coding frameworks and techniques commonly used in the production of video games, students with or without any prior programming knowledge will develop skills and techniques enabling the rapid development of interesting creative programming, outputs from which may include simple games, interactive pieces, animations and screen artworks. Students will also explore the ways the basic programming concepts and applications can create complex game mechanics. The world of coding is constantly changing and the programming languages and specialist software you will use will also change as the programme reacts to new developments. Current indicative examples would include C#, Javascript, Python, Unreal, C++, Visual Scripting, p5.js, Processing, openframeworks and Touch Designer where students will be introduced to the coding and programming aspects of working with these tools as well as developing familiarity in their use and application to video games design. Need to Know Code! - Introduction to Game Programming, along with other games design modules in the first year, will connect forward to further games design and coding modules as well as a broader group of modules that utilise coding in them in the second and final year of the programme.
View full module detailsSemester 1 & 2
Compulsory
This module is central to your development in audio related engineering. It covers the fundamental concepts that underpin all professional audio systems, and introduces essential concepts that you will use across a wide range of the other modules, as well as throughout any career related to professional audio or video. It also will provide you with the theoretical understanding to support your practical sound recording activities, both within the programme and for a successful career in any area of the audio or video related industry. You will learn the basic principles of measurement of audio signals, and the principles behind the capture, manipulation, and transmission of audio in analogue and digital formats, as used in all professional audio practice. The module balances understanding of the underlying theory with application in professional contexts, and the coursework is intended to allow you to put the theory into practice. The module will also develop the academic skills necessary for the rest of the programme, introducing you to independent academic research methods, writing essays on technical topics, and appropriate citation of academic sources.
View full module detailsYear 2 - BSc (Hons)
Semester 1
Compulsory
further build confidence and expertise in designing and presenting their creative work
View full module detailsThis module develops the coding and programming knowledge and skills students developed in the first year and looks in more depth at gameplay programming and coding behaviours. On the module you will explore the possibilities, limitations and application of putting in place gameplay mechanisms and aesthetics for video game prototypes. You will study in more detail scripting techniques and the design of complex systems for video games and experiment with game engines to create engaging gameplay effects as well as using flowcharts and finite state machines and implementing these in the engine used. The development of workable and demonstrable gameplay mechanics will be a key output of this module. In addition, students will be introduced to game AI applications. The Play's the Thing: Gameplay Programming and Coding Behaviours takes students on the next stage of their programming learning journey into coding more complex applications for player interaction and system behaviour. As such, it connects forward to other games design and coding modules on the degree as well as a broader group of modules that utilise coding in them in the second and final year of the programme.
View full module detailsOptional
This module is intended to develop understanding and awareness of aspects of professional audio engineering as well as introducing practical film and TV sound techniques. This module explores sound for film and high end TV, from recording production sound, through the post production process and to final delivery. It is intended as a detailed insight into high quality sound for film. Aspects of sound design, techniques of dialogue editing, meaning in music, and decoding the jargon within delivery schedules are discussed. This will help those interested in a career in film sound, or just to make the sound on your own films better. It will help in future careers understand the processes of film sound and enable you to interact with sound teams more effectively.
View full module detailsAnimation is the essential precursor of live action film, and indeed of all of contemporary moving image media. With the explosion in 2D and 3D CGI, photoreal VFX and digital moving image synthesis, all of which are based on animation's core principles, understanding of the techniques and practices of animation has become an essential part of the digital media and games design armoury. It is also an inspiring and supremely creative artform - an intricate and exacting pleasure in which this module invites you proudly to engage. Animation Practice is, then, an intensive industry-standard animation package. Students, having acquired a solid foundation in 2D and 3D modelling, as well as animation basics in their first year, will progress in this module to more advanced animation techniques, applications and practices, including advanced pose and gesture and movement and timing techniques, animation pipelines and experimental animation. The animation assignment involves a good deal of work by the students, as they make use of everything they have learned. The end result is an impressive themed scene, rendered from multiple different viewpoints and put together in one animated production. Animation Practice, along with other digital arts and games design modules in the second year, will connect to specialised and more broad modules in these areas in the first and final year of the programme. It also contributes to the acquisition of technical and specialist software skills in the second year of the degree, including specialist skills in 3D modelling and animation using, for example, tools such as Blender, Maya, Reallusion, C4D and Unreal Engine.
View full module detailsSemester 2
Compulsory
Writing for the screen, including the digital screens of video games, is a complex process that requires writers and producers to bring together different considerations of space, place, character, dialogue, motion and temporality as well as the performance of these. In this module you will build on the knowledge and skills you gained in your first-year modules in visual storytelling, screenwriting, games design, visual arts and animation and games studies to work more extensively with script and performance. You will also study narrative design in more detail, exploring the development of the interactive narrative design and working with the interfaces of storytelling, narrative structure, play, performance, mechanics and games design. Story Performance and Play also provides you with an introduction to working with professional actors. Exploring aspects of writing and producing for games and working with actors. Working with practitioners you will be introduced to the basic process of actors in terms of their movement, approach and vocal practice, enabling you feel confident working with them and enabling them to achieve peak performance. We will also consider some of the challenges of working with non-professional actors as performers within games contexts and how to adapt established acting and voice techniques to unlock collaboration and creativity. Students will produce an essay exploring the practice of working with actors and/or voice in games, a script or visual narrative for use in a game or games and work collaboratively to produce a joint project capturing performance for games. Story Performance and Play connects to other creative writing, games design and games studies modules in all years across the programme and acts as an important step in students' learning journeys in establishing the bringing together of scripting and performance ideas and methodologies with the technical programming, design, visual and sound art aspects that bring video games to life.
View full module detailsVideo games as a form, or collection of forms, and entertainment genre have been around for a relatively short time, but the massive growth this sector has experienced since the earliest games of this sort emerged has cemented its importance in our contemporary experience in economic and in cultural terms. Alongside this, and the growth in other, often related, games forms, such as wargames, board games, game books, tabletop role-playing games (TTRPGs), collectable card games (CCGs) and more, we have also seen the rise of the study of games as a serious critical disciple: Games Studies. This constitutes a supra-discipline comprised of many disparate other disciplines (such as literature, sociology, psychology, economics, communications, politics, events management, computing and many more). As such, Games Studies helps us think about, analyse and contextualise video games and video games design and play in the light or our world and our experience, past, present and future. This module will help students define video games in the context of their history and relationships to other ludic, literary, arts and entertainment forms and introduce you to a range of key concepts, theories, modes and approaches that are central to the study of games and to the design of games and their theorisation of such. We will also consider how the study of video games impacts, develops and interacts with the design, development and production of games and of gaming cultures. On this module, students will develop a working understanding of the technological, artistic and cultural changes that have, and continue to, alter, develop and interact with video games. Using prominent and important video game examples alongside key critical texts, students will also explore games genres and gaming platforms alongside these developments. Games Studies, in its study and contextualisation of video games, will connect to the other modules locating and developing your understanding of games design ideas and principles as well as students' own work in the field in your second year and to other games studies and games design modules across your degree.
View full module detailsThe games focused contemporary digital media that students study as part of the first and second years on the degree offers a diverse and applied array of forms, formats, approaches, technology, production techniques and delivery methods to ideate, plan and develop games design projects that engage participants and players in a variety of creative and commercial contexts. The Collaborative Project module is a milestone on the degree programme, offering the opportunity to apply the technical skills and creative practices you have developed on the course so far to design, develop and produce a more independently formulated piece of work in a freely chosen format/medium as part of a team. Students will produce a collaborative project with other students on the module in an area of the students’ choice, allowing then to develop in detail individual specialisations within the broader field of games design that they can take forward into the future careers. The brief for this group project is flexible and relatively open, a selection of simple starting points to elicit a creative and collaborative response which is defined not only by its content but also by the digital format and technology you will chose for its implementation and deployment. This combination of creative idea development plus applied practice of appropriate forms of expression and realisation and teamwork will form a solid basis for future artistic and professional practice in designing for video games, the creative industries and beyond. Each student group will be assigned a supervisor who will assist them in choosing their subject matter and creative and critical approaches, and who will provide advice, encouragement and formative feedback over the course of the research, design, implementation, testing, demonstration and writing-up process, as well as suggesting relevant reading material which may help inspire or critically locate the project. An agreed length/scope/word count equivalent should be negotiated with the student’s supervisor dependent on the form of creative project proposed. The end of semester group submission will be accompanied by an individual critical reflective report produced by each student, which allows you to reflect individually on the project’s relationship to previous work in the field, form or genre, on the collaborative and design processes and thinking behind the creative choices made, and to locate and reflect on their individual contributions to the realised project. As well as the final submission itself you will undertake at least one formative work-in-progress presentation during the module semester 1, and work on developing self-reflective skills through completing a progress log with you supervisor. The module draws together and integrates the various areas, specialisms and skills students encounter and explore as part of the programme, including further opportunity to explore and develop new and extended coding and programming skills and expertise appropriate to the project. As such, the module connects to other modules on the undertaken by the students across their degree, allowing them to bring together and build from strands from earlier games related modules that they have particularly liked and excelled at, or act as a complement to other modules that the student has enjoyed but where they wish to use this project module as an opportunity to explore and develop their experience in a particular aspect of games design. Therefore, this module can connect with any of the modules students have studied across their degree, and allows them to tailor their pathway through the degree, and the degree itself, in their own way.
View full module detailsOptional modules for Year 2 - FHEQ Level 5
Students must choose 15 credits in optional modules in semester 1 (choice of 1 out of 2 15 credit modules of 1). All modules are compulsory in semester 2.
Year 3 - BSc (Hons)
Semester 1
Optional
Collaboration and teamwork is an essential element of contemporary media production at all levels. This module enables students from a diverse range of programmes (Film, Animation and Digital Arts; Broadcast Engineering; Music disciplines; Theatre and Performance disciplines, Creative Writing etc) to work together to create an short film narrative, incorporating live action film, animation, digital effects, performance and/or interactivity. This is a great opportunity to work outside of your comfort zone and learn about other creative arts disciplines through diving into the deep end and making something creatively collaborative in response to an imaginative brief. Students submit a short personal/professional profile using about.me or similar in order to assist in the formation of suitable cross-disciplinary teams. This is a popular option, so there will be a limit of the number of students able to take the module from each programme. Consultation with Module Convener is welcome/advised.
View full module detailsDigital Events Management aims to increase student knowledge and understanding of Digital Event Operations, through the project management of an event. The module will focus on key project management tools and digital resources, and a range of possible interventions will be discussed.
View full module detailsIn this compulsory module in the BSc in Media and Communications degree, students will research, investigate and communicate knowledge about the societal implications of new and emerging digital technologies. Students will delve into theories and practical case studies around Big Data, platforms, wearable technologies, artificial intelligence, automated decision-making, data justice, platform responsibility and people’s skills, critical capabilities and literacies with data and platform technologies. Students will develop significant digital capabilities and be equipped to engage with practical and theoretical lenses from communications studies as they analyse the societal impact of datafication in global contexts, as one of the grand challenges of contemporary times. Students will use their digital, global and cultural capabilities to synthesize and communicate knowledge to a variety of sectors and stakeholders both within and outside academia, as they are equipped to engage with these sectors through written, oral and audiovisual means.
View full module detailsLevels in video game are an inherently engaging and popular mechanism for empowering player participation and interaction and for facilitating narrative development and character growth and advancement within game environments. Focussing on level design and environment coding in video games, this module develops further the coding and programming knowledge and skills students developed in the first year and second years. Level design coding acts to structure and implement the broader game design aesthetics of a video game, crafting the player experience and responsiveness within a 2D or 3D environment. Students will develop the skills and technical know-how necessary to design and code levels for video games. Utilising digital assets such as Unreal Engine, Blender and Maya they will craft engaging levels for both single player and multiplayer experiences. From 2D and map-making and 3D modelling, to game editor implementation, greyboxing, gameplay objective scripting and other contemporary industry techniques students will develop and hone their skills as a level programmer, creating a range of game assets and environments that a player will see within the game level. Students will, in addition, examine and potentially utilise appropriate applications of generative AI to game environment and level design processes, identifying opportunities and challenges that this poses to their work. Coding Environments and Levels connects to other games design and coding modules on the degree as well as a broader group of modules that utilise coding in them in the final year of the programme.
View full module detailsSemester 2
Compulsory
Gaming has existed as a mode of play and expression since the earliest times of human existence. In the latter part of the 20th and into the first two decades of the 21st Century (the period we will focus on with this module), there has been a vast expansion of the forms, modes and technologies employed in gaming and game play. Out of wargaming and board gaming practices (and often the interfaces of these) in the post-World War II era, increasingly complex and sophisticated character and narrative focussed Role-Playing Games (RPGs) developed as well as other narrative forms that connect gaming with interactive textuality, such as gamebooks, Collectable Card Games, online interactive fiction, video games and multi-player online gaming platforms. There has been, in the early 21st century, additionally, a large increase in the number of board games being produced and played, while wargaming also remains an active and vibrant aspect of gaming culture. An aspect of gaming that has sometimes fallen short, in ‘quality’ terms, though, is the writing that underpins both the rules systems and the ‘story’ component of games (background, character, description. narrative, dialogue, terminology, etc.) This is perhaps unsurprising as games have been primarily written by gamers rather than professional writers; many of these, of course, go on to develop their writing skills and become accomplished writers in their own right. More and more, though, creative writers are specifically incorporated into the game design and realisation processes (for both analogue and virtual gaming environments) to improve the quality of the gaming experience. In this module students will receive an overview of the gaming field and examine aspects of this that specifically pertain to writing for games. What approaches work well for games and gaming modes? How are these different from writing for and in other forms and media? What writing skills are particularly useful? Do we have the freedom to write outside of limiting industry constraints and models? What are the new forms of writing practice that are emerging in relation to games and gaming? We will also be interested in analysing games and gaming critically as cultural objects, and situating them within the broader context of contemporary cultural and literary theory. This is not a module that will teach students how to code and/or produce and design video games (or, indeed commercial analogue games). We will touch on aspects of game design, game production, gaming studies, critical digital studies, etc., but the focus for this module will be on writing creatively for games: writing gaming. Expert guest speakers from the gaming and independent gaming industries will be included in the teaching provision for this module. If students have specific coding, visual art or musical/sound art skills that they would like to bring to their exercises and assignments, they can certainly draw on these skills, but if they don’t, that is completely fine – none of these are required for this module. In each seminar we will first spend some time discussing the set texts and the techniques and standpoints employed by writers and other artists, before moving on to the workshop part of the session where students will produce work in accordance with the task set for that week, within and outside of the classroom. We will read and discuss a selection of pieces at the end of each class. This process will help students grow in confidence, both in presentational terms and in terms of delivering and receiving feedback on their work, in a safe and supportive setting. In addition, each week there will be a scheduled 2-hour gaming session where students will gather to explore individual and collaborative gaming in practice. Different approaches to gaming will be proposed each week, or students can opt to work during this time on longer gaming experiences and projects. At the end of the semester students will produce a creative portfolio of gaming writing, alongside a critical commentary reflecting on the creative work produced and using theories, concepts and practices studied on the module, OR an academic critical essay examining some aspect of writing for games OR a Game Demo alongside a critical commentary reflecting on the demo produced and using theories, concepts and practices studied on the module. Possible submissions for the creative portfolio include online interactive fiction (e.g. Twine, Squiffy), a gamebook text, a tabletop game text (board game, card game, wargame, Role-Playing Game), a game demo, a game setting, a game system, Game Design Documentation (GDD) for a proposed game, a 'creative essay', gaming portfolio as creative essay, a zine, a website for a game, etc. This module connects to other contemporary literature modules on the programme in the 2nd and final years where the emphasis is on 20th and 21st Century approaches to creating and examining literatures and our cultural responses to them. As such, it is part of the contemporary literature route that students can choose as a focus of their degree. As a hybrid creative writing and English literature module, it also makes up part of the creative writing pathway in the degree, connecting to creative writing modules in the 1st, 2nd and final years.
View full module detailsOptional
Since the US anti-Vietnam War movement, philosophical interest in armed conflict has increased considerably. Beginning with Michael Walzer's classic Just and Unjust Wars: A Moral Argument with Historical Illustrations (1977), this module looks at key thinkers, themes, and ideas from contemporary just war theory and the ethics of armed conflict, mostly from within the analytical tradition of philosophy. Topics include the paradigm of self-defense and its critics, the moral status of combatants, the normative sources (and limits) of non-combatant immunity, the moral nature of terrorism, as well as the problem of intervention. The module concludes by examining more recent ethical challenges posed by remote-warfare, cyber warfare, and the prospect of robotic weapons. In studying these topics, students will not only gain a sound understanding of contemporary just war theory; they will also be introduced to key ideas and concepts from contemporary ethical and political theory. Finally, students will be able to apply the more abstract philosophical material discussed on the module to real-life events via an assessed Ethics Case Study
View full module detailsA key component in video games is the soundscape of the player experience. The sounds and music components of the game help to communicate meaning, function and interaction to the players and add an important layer of immersion and engagement. In this module you will explore interactive sound design for games in both linear and non-linear formats with particular reference to games and games design. A successful game requires these different components to work together to produce effects that are not just enjoyable, but truly captivating and informative to players, adapting and reacting in real time to player choice and action. Both sound artists and composers will find very useful application in this module of the skills to real world gaming (and related) industry settings and employability. You will work with university equipment and software to create audio landscapes and effects that draw the player into the game world and that foreground interaction and immersion in that interactivity. Alongside analysis of sound objects and processes (linear and non-linear) in games and games design, students will explore and develop composition, spatialisation technique and soundscapes design work that can be tested and demonstrated in relation to a proposed game sound project for assessment. On this module you will create, and apply post-production techniques, to a portfolio of sound/music design elements as a library of game sounds', a collaborative project with other students on the module and as an individual sonic/music project with reflective critical commentary. Music and Sound for Games, in its further, in detail, exploration of sonic aspects of games and games design, as well as technological and technical solutions and knowledge, such as using tools and software such as fmod, wwise and fabric and the sound subsystem in Unreal Engine. It will contribute to the important acquisition of technical and software skills in the degree and connect to the other sound arts and games design modules in your first and second years as well as feed into your final year projects.
View full module detailsVideo games exist within the complex and shifting frames of society and culture, not just as objects in their own right, but as interactive media directly connected to those that play them. Players are complex and fully realised human beings with their own opinions, stories and experiences that they bring to games and gameplay. As games designers, you will need to factor your players into your designs, writing and planning for games. How do they see themselves? Why do they game? What about your game will engage them, and in what way? Will they identify with the characters in your game? Will they identify with the setting of your game? Is there an agenda (social, political, cultural) underpinning your game and its design that may attract or alienate players? Are your representations fair and positive, or something else? Who can the player be in your games and who and what will they encounter? In this games studies module you will explore further the cultures surrounding games and the types of people that play games and how they identify. Key terms will be identification, diversity, decolonization, ethics and cultural contexts. You will explore critical thinking and responses to portrayals and representations of ethnicity, culture, gender, identity and the body within games as well as other emerging social, ethical and professional issues such as sustainability, environmentalism, artificial intelligence, social media radicalization, etc. The cultural contexts and the impacts of these on the global business, and art form, of gaming are essential aspects that games designers will want to evaluate and study seriously in order to improve their games and to help situate them in the international games market. This module will also deepen your understanding of how games studies as a supra discipline made up of many other disciplines has a wider impact on games and gaming culture. Digital Games in Context: Identification, Diversity, Ethics & Decolonisation, in its further, in detail, study and contextualisation of video games, will connect to the other games studies and games design modules locating and developing your understanding of games design in the context of 21st century games cultures and industries across your degree. As such, it helps students situate their learning and their learning journey in designing games in both a contemporary setting and, by highlighting and expanding understanding of ethical and other issues and challenges facing the games industries today, the future employment environment.
View full module detailsSemester 1 & 2
Compulsory
The Final Major Project module is intended to provide students with an opportunity to produce a portfolio of highly polished games design materials accompanied by self-reflective critical commentary in an area of the student’s choice, allowing then to develop in detail individual specialisations within the broader field of games design that they can take forward into the future careers. This Final Major Project represents the culmination of the student’s creative work across the degree and will act, with other creative outcomes as portfolio work students can present to industry and for further study. This portfolio may consist of a major piece of design work (either a single extended piece of work or a collection of smaller pieces). An agreed length/scope/word count equivalent should be negotiated with the student’s supervisor dependent on the form of creative portfolio materials proposed. Each student will be assigned a supervisor who will assist them in choosing their subject matter and creative and critical approaches, and who will provide advice, encouragement and formative feedback over the course of the research, design, implementation, testing, demonstration and writing-up process. as well as suggesting relevant reading material which may help inspire or critically locate the project. This module also allows students to reflect at length on the project’s rigorous relationship to previous work in the field, form or genre, on the writing processes and thinking behind the creative choices made, and to locate the work productively in literary and theoretical contexts. As well as the dissertation itself students will undertake a formative presentation in semester 1, and work on developing self-reflective skills through completing a progress log with their supervisors. The module spans both semester 1 and 2 and allows for students to undertake broad ranging, large scope projects, encouraging ambition, risk-taking, detailed planning and professional execution. As such, this module is designed to help contextualise student creative design practice in the professional fields of the games industries and related sectors as well as for post-graduate study. The module draws together and integrates the various areas, specialisms and skills students encounter and explore as part of the programme, and presents further opportunity to explore and develop new and extended coding and programming skills and expertise appropriate to the project. This module connects to other modules on the programme undertaken by the students, allowing them to bring together and build from strands from earlier games related modules that they have particularly liked and excelled at, or act as a complement to other modules that the student has enjoyed but where they wish to use this dissertation module as an opportunity to explore and develop a different area that they wish to develop. As such, this module can connect with any of the modules students have studied across their degree, and allows them to tailor their pathway through the degree, and the degree itself, in their own way.
View full module detailsOptional
This module is designed to provide final-year undergraduates students with an understanding of virtual production techniques, focusing on the integration of Unreal Engine with real-time 3D environments, motion capture, and LED walls. Students will explore the latest technologies and methodologies used in the film, broadcast, and games industries, including AI and machine learning in virtual production. By the end of the module, students will have the skills to design, manage, and execute virtual production projects, integrating real-time rendering with traditional film and animation techniques. Undergraduate students will work alongside postgraduate students in the course's sister module at Masters level cohort to collaborate on virtual production projects. Virtual Production, along with other digital arts and technical modules in the final year, will connect to specialised and more broad modules in these areas across the programme. It also contributes to the acquisition of technical and specialist software skills in the final year of the degree, including specialist skills in virtual production including, for example, advanced applications of tools such as Unreal Engine in virtual production, LED Walls and In-Camera VFX.
View full module detailsOptional modules for Year 3 - FHEQ Level 6
Students may choose 15 credits in optional modules in semester 1, and 30 credits in semester 2 (choice of 3 out of 8 options). Virtual Production, as a 30 credit module, would count as 15 credits in each semester
Year 1 - BSc (Hons) with placement
Semester 1
Compulsory
Behind every great advertisement, computer game, film, television programme, web episode, is a great story. As humans, we love stories – listening, reading, telling – we absorb them every day to learn about ourselves and to understand the world around us. What makes visual media so compelling is its ability to communicate this efficiently and effectively - sometimes one camera shot is all you need. During this module, you will explore storytelling and how to create enjoyable stories. You will discuss how this can be visually expressed using filmmaking grammar and basic film/television terminology. You shall develop visual communications tools and learn how they can be used to help create a great story. This module will give you a strong foundation in visual narratives and will underpin many creative projects you undertake during your degree and in professional media work. Work in these pre-production areas time, money and resources when preparing for the final production so this module develops skills that benefit the climate and the budget.
View full module detailsFundamental to all aspects of visual games design and digital media arts more widely is the conception and creation of the visual image. In this module you will develop your observational skills and fine tune the innate craft skill we arguably all possess to depict and portray using an array of image-making tools, with drawing and other mark-making at its core. It is a fantastic opportunity to get to grips with the theory and practice of drawing and image production. The module is designed for those both familiar with and new to practical image-making, the module will include a series of classic studio sessions through which you will be able to explore life drawing, still life, location drawing and imagination-based image-making. It will also introduce and develop digital photography as an artistic technique - both as facilitation and reference for your image-making and as an artistic end in itself. Through these exercises you will cultivate the observational abilities that underpin the specialist techniques of 3D modelling, character design, motion graphics, film-making and animating you will encounter later in your degree. Likewise, the module will also provide you with the chance to develop a portfolio of your own images, which will hopefully demonstrate your progress and improve your own confidence in seeing, depicting and portraying. Concept Art is a key module that sets the stage for digital applications of visual arts in video games and games design. As such, it connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree.
View full module detailsThis module brings students up to speed across a range of 2D digital media. Students are introduced to photography with high-end dSLR cameras, being taught the key aspects of image composition, as well as getting the most out of the shutter speed, aperture and ISO controls. Although most students will have some familiarity with image editing, they are taken back to first principles, gaining an understanding of layers, selection techniques and so on, before being introduced to more advanced techniques such as masking, paths and adjustment layers. Having gained expertise with a bitmap image editor, students are introduced to vector illustration with an industry standard application. Although tricky at first, once the controls are mastered this type of program allows students to easily create and edit crisp artwork, patterns, typography and more that can be applied not just to games and games design but to multiple other applications across the broader creative industries and beyond. Students are also introduced to animating a scene using a timeline and encouraged to think about how 2D art can be imagined forward integrating into 3D engines to generate gameplay experience. Digital Graphics (2D Media) connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in 2D applications as Photoshop and Illustrator. As such, this module helps develop essential digital arts skills that students will take forward to more advanced 3D modelling and animation applications in later modules.
View full module detailsGame Design Fundamentals presents an introduction to games design for students in their first year. Video games combine multiple modes and disciplines in their creation and realisation (play). There are moving visuality and cinematics aspects to think about, sound and music components, narrative, character and text concerns, the interaction of the player and the interface(s) that they will use to play the game, the structure of the game play, static art and presentation, pitching and marketing of the game and more. As such, game design is a dynamic field of artistic and work practices, processes and ideas that intersect and interact with each other, generally in an iterative fashion where developments in one aspect of a game's design alters other aspects and how all of these behave together. Across your degree, we will look to bring these threads together and explore the ways in which they can be most effectively and innovatively work to produce engaging and successful games. This module will therefore provide a grounding in games design theory and practice, looking at aspects such as game design documents, game mechanics, designing for levels, character design, interaction and gameplay and technology, as well as iterative prototyping techniques, internal economies, game design work practices, static and dynamic elements, scoring systems, narrative progression, and more. Game Design Fundamentals, along with other games design and games studies modules in the first year, will connect forward to broader and more specialised modules in these areas in the second and final year of the programme. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including an introduction to game engines such as Unreal and Blender.
View full module detailsSemester 2
Compulsory
Having gained confidence in image composition and 2D art software, students are introduced to 3D graphics and modelling. Digital Environments: (3D Media) is an intensive introduction to industry-standard 3D modelling. Students begin with a solid foundation in low-polygon modelling, learning how to create models with good surface topology, before smoothing them in a controlled fashion with subdivision surfaces. Students are also introduced to NURBS, an alternative approach to creating smooth models, that has its own strengths and toolset. From there, students learn how to unwrap their models' UVs, apply texture maps, set up lights and cameras, and render their scenes, moving to the integration of 3D elements into footage, as well as the modelling, texturing and lighting aspects of designing 3D components and environments. Students will produce a textured 3D model as part of the weekly assignments. Digital Environments (3D Media), therefore, also introduces students to the essential principles of working in a 3D environment, establishing a grounding in creating and using 3D assets and environments to produce engaging interactive experiences that will feed forward into advanced applications in animation and environmental design in video games. Digital Environments (3D Media) connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in motion graphics and 3D applications such as Unreal and Blender/Maya.
View full module detailsThis 1st year module is concerned with animation and characters. Students are introduced to 2D character animation, using a 'bone' system to rig a character. The data produced is then refined, edited and applied to 3D characters that students design. Students will also learn the principles and applications of motion capture, animated visuals typically used in idents, TV / film titles, user interfaces and more. We look at a wide variety of examples and explore animation principles such as secondary motion and squash and stretch. Working in an industry-standard motion graphics application, students learn basics such as colour adjustment and masking, before moving on to advanced techniques such as rotoscoping, motion tracking and With the addition of a digital 'set', built from basic planes and a library of object models, students produce a short, animated story. The Digital Actor: Character Design & Animation will explore character animation fundamentals, character visualisation and previsualisation using up to date technological means and give students the opportunity to design, create technical specifications for and develop a 3D character within in a video game environment. The module connects to other visual arts and games design modules in your first year as well as to those that follow in later years of study including the Final Major Project at the culmination of the degree. It also contributes to the acquisition of technical and specialist software skills across the first year of the degree, including such specialist skills in 2D and 3D animation applications as Reallusion and other character animation software.
View full module detailsIn the hands of the digital artist, computers and software are fundamental creative production tools. This module develops the core concepts of writing code, where you'll gain applied competence in computer structure, programming, and scripting systems, as well as the ability to use programming software to create audio-visual and artistic game applications. Students will gain an understanding in the fundamentals of programming, contextualised in the development of simple games as well as the use of scripting systems to control existing programmes and applications. Using the latest creative coding frameworks and techniques commonly used in the production of video games, students with or without any prior programming knowledge will develop skills and techniques enabling the rapid development of interesting creative programming, outputs from which may include simple games, interactive pieces, animations and screen artworks. Students will also explore the ways the basic programming concepts and applications can create complex game mechanics. The world of coding is constantly changing and the programming languages and specialist software you will use will also change as the programme reacts to new developments. Current indicative examples would include C#, Javascript, Python, Unreal, C++, Visual Scripting, p5.js, Processing, openframeworks and Touch Designer where students will be introduced to the coding and programming aspects of working with these tools as well as developing familiarity in their use and application to video games design. Need to Know Code! - Introduction to Game Programming, along with other games design modules in the first year, will connect forward to further games design and coding modules as well as a broader group of modules that utilise coding in them in the second and final year of the programme.
View full module detailsSemester 1 & 2
Compulsory
This module is central to your development in audio related engineering. It covers the fundamental concepts that underpin all professional audio systems, and introduces essential concepts that you will use across a wide range of the other modules, as well as throughout any career related to professional audio or video. It also will provide you with the theoretical understanding to support your practical sound recording activities, both within the programme and for a successful career in any area of the audio or video related industry. You will learn the basic principles of measurement of audio signals, and the principles behind the capture, manipulation, and transmission of audio in analogue and digital formats, as used in all professional audio practice. The module balances understanding of the underlying theory with application in professional contexts, and the coursework is intended to allow you to put the theory into practice. The module will also develop the academic skills necessary for the rest of the programme, introducing you to independent academic research methods, writing essays on technical topics, and appropriate citation of academic sources.
View full module detailsYear 2 - BSc (Hons) with placement
Semester 1
Compulsory
further build confidence and expertise in designing and presenting their creative work
View full module detailsThis module develops the coding and programming knowledge and skills students developed in the first year and looks in more depth at gameplay programming and coding behaviours. On the module you will explore the possibilities, limitations and application of putting in place gameplay mechanisms and aesthetics for video game prototypes. You will study in more detail scripting techniques and the design of complex systems for video games and experiment with game engines to create engaging gameplay effects as well as using flowcharts and finite state machines and implementing these in the engine used. The development of workable and demonstrable gameplay mechanics will be a key output of this module. In addition, students will be introduced to game AI applications. The Play's the Thing: Gameplay Programming and Coding Behaviours takes students on the next stage of their programming learning journey into coding more complex applications for player interaction and system behaviour. As such, it connects forward to other games design and coding modules on the degree as well as a broader group of modules that utilise coding in them in the second and final year of the programme.
View full module detailsOptional
This module is intended to develop understanding and awareness of aspects of professional audio engineering as well as introducing practical film and TV sound techniques. This module explores sound for film and high end TV, from recording production sound, through the post production process and to final delivery. It is intended as a detailed insight into high quality sound for film. Aspects of sound design, techniques of dialogue editing, meaning in music, and decoding the jargon within delivery schedules are discussed. This will help those interested in a career in film sound, or just to make the sound on your own films better. It will help in future careers understand the processes of film sound and enable you to interact with sound teams more effectively.
View full module detailsAnimation is the essential precursor of live action film, and indeed of all of contemporary moving image media. With the explosion in 2D and 3D CGI, photoreal VFX and digital moving image synthesis, all of which are based on animation's core principles, understanding of the techniques and practices of animation has become an essential part of the digital media and games design armoury. It is also an inspiring and supremely creative artform - an intricate and exacting pleasure in which this module invites you proudly to engage. Animation Practice is, then, an intensive industry-standard animation package. Students, having acquired a solid foundation in 2D and 3D modelling, as well as animation basics in their first year, will progress in this module to more advanced animation techniques, applications and practices, including advanced pose and gesture and movement and timing techniques, animation pipelines and experimental animation. The animation assignment involves a good deal of work by the students, as they make use of everything they have learned. The end result is an impressive themed scene, rendered from multiple different viewpoints and put together in one animated production. Animation Practice, along with other digital arts and games design modules in the second year, will connect to specialised and more broad modules in these areas in the first and final year of the programme. It also contributes to the acquisition of technical and specialist software skills in the second year of the degree, including specialist skills in 3D modelling and animation using, for example, tools such as Blender, Maya, Reallusion, C4D and Unreal Engine.
View full module detailsSemester 2
Compulsory
Writing for the screen, including the digital screens of video games, is a complex process that requires writers and producers to bring together different considerations of space, place, character, dialogue, motion and temporality as well as the performance of these. In this module you will build on the knowledge and skills you gained in your first-year modules in visual storytelling, screenwriting, games design, visual arts and animation and games studies to work more extensively with script and performance. You will also study narrative design in more detail, exploring the development of the interactive narrative design and working with the interfaces of storytelling, narrative structure, play, performance, mechanics and games design. Story Performance and Play also provides you with an introduction to working with professional actors. Exploring aspects of writing and producing for games and working with actors. Working with practitioners you will be introduced to the basic process of actors in terms of their movement, approach and vocal practice, enabling you feel confident working with them and enabling them to achieve peak performance. We will also consider some of the challenges of working with non-professional actors as performers within games contexts and how to adapt established acting and voice techniques to unlock collaboration and creativity. Students will produce an essay exploring the practice of working with actors and/or voice in games, a script or visual narrative for use in a game or games and work collaboratively to produce a joint project capturing performance for games. Story Performance and Play connects to other creative writing, games design and games studies modules in all years across the programme and acts as an important step in students' learning journeys in establishing the bringing together of scripting and performance ideas and methodologies with the technical programming, design, visual and sound art aspects that bring video games to life.
View full module detailsVideo games as a form, or collection of forms, and entertainment genre have been around for a relatively short time, but the massive growth this sector has experienced since the earliest games of this sort emerged has cemented its importance in our contemporary experience in economic and in cultural terms. Alongside this, and the growth in other, often related, games forms, such as wargames, board games, game books, tabletop role-playing games (TTRPGs), collectable card games (CCGs) and more, we have also seen the rise of the study of games as a serious critical disciple: Games Studies. This constitutes a supra-discipline comprised of many disparate other disciplines (such as literature, sociology, psychology, economics, communications, politics, events management, computing and many more). As such, Games Studies helps us think about, analyse and contextualise video games and video games design and play in the light or our world and our experience, past, present and future. This module will help students define video games in the context of their history and relationships to other ludic, literary, arts and entertainment forms and introduce you to a range of key concepts, theories, modes and approaches that are central to the study of games and to the design of games and their theorisation of such. We will also consider how the study of video games impacts, develops and interacts with the design, development and production of games and of gaming cultures. On this module, students will develop a working understanding of the technological, artistic and cultural changes that have, and continue to, alter, develop and interact with video games. Using prominent and important video game examples alongside key critical texts, students will also explore games genres and gaming platforms alongside these developments. Games Studies, in its study and contextualisation of video games, will connect to the other modules locating and developing your understanding of games design ideas and principles as well as students' own work in the field in your second year and to other games studies and games design modules across your degree.
View full module detailsThe games focused contemporary digital media that students study as part of the first and second years on the degree offers a diverse and applied array of forms, formats, approaches, technology, production techniques and delivery methods to ideate, plan and develop games design projects that engage participants and players in a variety of creative and commercial contexts. The Collaborative Project module is a milestone on the degree programme, offering the opportunity to apply the technical skills and creative practices you have developed on the course so far to design, develop and produce a more independently formulated piece of work in a freely chosen format/medium as part of a team. Students will produce a collaborative project with other students on the module in an area of the students’ choice, allowing then to develop in detail individual specialisations within the broader field of games design that they can take forward into the future careers. The brief for this group project is flexible and relatively open, a selection of simple starting points to elicit a creative and collaborative response which is defined not only by its content but also by the digital format and technology you will chose for its implementation and deployment. This combination of creative idea development plus applied practice of appropriate forms of expression and realisation and teamwork will form a solid basis for future artistic and professional practice in designing for video games, the creative industries and beyond. Each student group will be assigned a supervisor who will assist them in choosing their subject matter and creative and critical approaches, and who will provide advice, encouragement and formative feedback over the course of the research, design, implementation, testing, demonstration and writing-up process, as well as suggesting relevant reading material which may help inspire or critically locate the project. An agreed length/scope/word count equivalent should be negotiated with the student’s supervisor dependent on the form of creative project proposed. The end of semester group submission will be accompanied by an individual critical reflective report produced by each student, which allows you to reflect individually on the project’s relationship to previous work in the field, form or genre, on the collaborative and design processes and thinking behind the creative choices made, and to locate and reflect on their individual contributions to the realised project. As well as the final submission itself you will undertake at least one formative work-in-progress presentation during the module semester 1, and work on developing self-reflective skills through completing a progress log with you supervisor. The module draws together and integrates the various areas, specialisms and skills students encounter and explore as part of the programme, including further opportunity to explore and develop new and extended coding and programming skills and expertise appropriate to the project. As such, the module connects to other modules on the undertaken by the students across their degree, allowing them to bring together and build from strands from earlier games related modules that they have particularly liked and excelled at, or act as a complement to other modules that the student has enjoyed but where they wish to use this project module as an opportunity to explore and develop their experience in a particular aspect of games design. Therefore, this module can connect with any of the modules students have studied across their degree, and allows them to tailor their pathway through the degree, and the degree itself, in their own way.
View full module detailsOptional modules for Year 2 (with PTY) - FHEQ Level 5
Students must choose 15 credits in optional modules in semester 1 (choice of 1 out of 2 15 credit modules of 1). All modules are compulsory in semester 2.
Year 3 - BSc (Hons) with placement
Semester 1
Optional
Collaboration and teamwork is an essential element of contemporary media production at all levels. This module enables students from a diverse range of programmes (Film, Animation and Digital Arts; Broadcast Engineering; Music disciplines; Theatre and Performance disciplines, Creative Writing etc) to work together to create an short film narrative, incorporating live action film, animation, digital effects, performance and/or interactivity. This is a great opportunity to work outside of your comfort zone and learn about other creative arts disciplines through diving into the deep end and making something creatively collaborative in response to an imaginative brief. Students submit a short personal/professional profile using about.me or similar in order to assist in the formation of suitable cross-disciplinary teams. This is a popular option, so there will be a limit of the number of students able to take the module from each programme. Consultation with Module Convener is welcome/advised.
View full module detailsDigital Events Management aims to increase student knowledge and understanding of Digital Event Operations, through the project management of an event. The module will focus on key project management tools and digital resources, and a range of possible interventions will be discussed.
View full module detailsIn this compulsory module in the BSc in Media and Communications degree, students will research, investigate and communicate knowledge about the societal implications of new and emerging digital technologies. Students will delve into theories and practical case studies around Big Data, platforms, wearable technologies, artificial intelligence, automated decision-making, data justice, platform responsibility and people’s skills, critical capabilities and literacies with data and platform technologies. Students will develop significant digital capabilities and be equipped to engage with practical and theoretical lenses from communications studies as they analyse the societal impact of datafication in global contexts, as one of the grand challenges of contemporary times. Students will use their digital, global and cultural capabilities to synthesize and communicate knowledge to a variety of sectors and stakeholders both within and outside academia, as they are equipped to engage with these sectors through written, oral and audiovisual means.
View full module detailsLevels in video game are an inherently engaging and popular mechanism for empowering player participation and interaction and for facilitating narrative development and character growth and advancement within game environments. Focussing on level design and environment coding in video games, this module develops further the coding and programming knowledge and skills students developed in the first year and second years. Level design coding acts to structure and implement the broader game design aesthetics of a video game, crafting the player experience and responsiveness within a 2D or 3D environment. Students will develop the skills and technical know-how necessary to design and code levels for video games. Utilising digital assets such as Unreal Engine, Blender and Maya they will craft engaging levels for both single player and multiplayer experiences. From 2D and map-making and 3D modelling, to game editor implementation, greyboxing, gameplay objective scripting and other contemporary industry techniques students will develop and hone their skills as a level programmer, creating a range of game assets and environments that a player will see within the game level. Students will, in addition, examine and potentially utilise appropriate applications of generative AI to game environment and level design processes, identifying opportunities and challenges that this poses to their work. Coding Environments and Levels connects to other games design and coding modules on the degree as well as a broader group of modules that utilise coding in them in the final year of the programme.
View full module detailsSemester 2
Compulsory
Gaming has existed as a mode of play and expression since the earliest times of human existence. In the latter part of the 20th and into the first two decades of the 21st Century (the period we will focus on with this module), there has been a vast expansion of the forms, modes and technologies employed in gaming and game play. Out of wargaming and board gaming practices (and often the interfaces of these) in the post-World War II era, increasingly complex and sophisticated character and narrative focussed Role-Playing Games (RPGs) developed as well as other narrative forms that connect gaming with interactive textuality, such as gamebooks, Collectable Card Games, online interactive fiction, video games and multi-player online gaming platforms. There has been, in the early 21st century, additionally, a large increase in the number of board games being produced and played, while wargaming also remains an active and vibrant aspect of gaming culture. An aspect of gaming that has sometimes fallen short, in ‘quality’ terms, though, is the writing that underpins both the rules systems and the ‘story’ component of games (background, character, description. narrative, dialogue, terminology, etc.) This is perhaps unsurprising as games have been primarily written by gamers rather than professional writers; many of these, of course, go on to develop their writing skills and become accomplished writers in their own right. More and more, though, creative writers are specifically incorporated into the game design and realisation processes (for both analogue and virtual gaming environments) to improve the quality of the gaming experience. In this module students will receive an overview of the gaming field and examine aspects of this that specifically pertain to writing for games. What approaches work well for games and gaming modes? How are these different from writing for and in other forms and media? What writing skills are particularly useful? Do we have the freedom to write outside of limiting industry constraints and models? What are the new forms of writing practice that are emerging in relation to games and gaming? We will also be interested in analysing games and gaming critically as cultural objects, and situating them within the broader context of contemporary cultural and literary theory. This is not a module that will teach students how to code and/or produce and design video games (or, indeed commercial analogue games). We will touch on aspects of game design, game production, gaming studies, critical digital studies, etc., but the focus for this module will be on writing creatively for games: writing gaming. Expert guest speakers from the gaming and independent gaming industries will be included in the teaching provision for this module. If students have specific coding, visual art or musical/sound art skills that they would like to bring to their exercises and assignments, they can certainly draw on these skills, but if they don’t, that is completely fine – none of these are required for this module. In each seminar we will first spend some time discussing the set texts and the techniques and standpoints employed by writers and other artists, before moving on to the workshop part of the session where students will produce work in accordance with the task set for that week, within and outside of the classroom. We will read and discuss a selection of pieces at the end of each class. This process will help students grow in confidence, both in presentational terms and in terms of delivering and receiving feedback on their work, in a safe and supportive setting. In addition, each week there will be a scheduled 2-hour gaming session where students will gather to explore individual and collaborative gaming in practice. Different approaches to gaming will be proposed each week, or students can opt to work during this time on longer gaming experiences and projects. At the end of the semester students will produce a creative portfolio of gaming writing, alongside a critical commentary reflecting on the creative work produced and using theories, concepts and practices studied on the module, OR an academic critical essay examining some aspect of writing for games OR a Game Demo alongside a critical commentary reflecting on the demo produced and using theories, concepts and practices studied on the module. Possible submissions for the creative portfolio include online interactive fiction (e.g. Twine, Squiffy), a gamebook text, a tabletop game text (board game, card game, wargame, Role-Playing Game), a game demo, a game setting, a game system, Game Design Documentation (GDD) for a proposed game, a 'creative essay', gaming portfolio as creative essay, a zine, a website for a game, etc. This module connects to other contemporary literature modules on the programme in the 2nd and final years where the emphasis is on 20th and 21st Century approaches to creating and examining literatures and our cultural responses to them. As such, it is part of the contemporary literature route that students can choose as a focus of their degree. As a hybrid creative writing and English literature module, it also makes up part of the creative writing pathway in the degree, connecting to creative writing modules in the 1st, 2nd and final years.
View full module detailsOptional
Since the US anti-Vietnam War movement, philosophical interest in armed conflict has increased considerably. Beginning with Michael Walzer's classic Just and Unjust Wars: A Moral Argument with Historical Illustrations (1977), this module looks at key thinkers, themes, and ideas from contemporary just war theory and the ethics of armed conflict, mostly from within the analytical tradition of philosophy. Topics include the paradigm of self-defense and its critics, the moral status of combatants, the normative sources (and limits) of non-combatant immunity, the moral nature of terrorism, as well as the problem of intervention. The module concludes by examining more recent ethical challenges posed by remote-warfare, cyber warfare, and the prospect of robotic weapons. In studying these topics, students will not only gain a sound understanding of contemporary just war theory; they will also be introduced to key ideas and concepts from contemporary ethical and political theory. Finally, students will be able to apply the more abstract philosophical material discussed on the module to real-life events via an assessed Ethics Case Study
View full module detailsA key component in video games is the soundscape of the player experience. The sounds and music components of the game help to communicate meaning, function and interaction to the players and add an important layer of immersion and engagement. In this module you will explore interactive sound design for games in both linear and non-linear formats with particular reference to games and games design. A successful game requires these different components to work together to produce effects that are not just enjoyable, but truly captivating and informative to players, adapting and reacting in real time to player choice and action. Both sound artists and composers will find very useful application in this module of the skills to real world gaming (and related) industry settings and employability. You will work with university equipment and software to create audio landscapes and effects that draw the player into the game world and that foreground interaction and immersion in that interactivity. Alongside analysis of sound objects and processes (linear and non-linear) in games and games design, students will explore and develop composition, spatialisation technique and soundscapes design work that can be tested and demonstrated in relation to a proposed game sound project for assessment. On this module you will create, and apply post-production techniques, to a portfolio of sound/music design elements as a library of game sounds', a collaborative project with other students on the module and as an individual sonic/music project with reflective critical commentary. Music and Sound for Games, in its further, in detail, exploration of sonic aspects of games and games design, as well as technological and technical solutions and knowledge, such as using tools and software such as fmod, wwise and fabric and the sound subsystem in Unreal Engine. It will contribute to the important acquisition of technical and software skills in the degree and connect to the other sound arts and games design modules in your first and second years as well as feed into your final year projects.
View full module detailsVideo games exist within the complex and shifting frames of society and culture, not just as objects in their own right, but as interactive media directly connected to those that play them. Players are complex and fully realised human beings with their own opinions, stories and experiences that they bring to games and gameplay. As games designers, you will need to factor your players into your designs, writing and planning for games. How do they see themselves? Why do they game? What about your game will engage them, and in what way? Will they identify with the characters in your game? Will they identify with the setting of your game? Is there an agenda (social, political, cultural) underpinning your game and its design that may attract or alienate players? Are your representations fair and positive, or something else? Who can the player be in your games and who and what will they encounter? In this games studies module you will explore further the cultures surrounding games and the types of people that play games and how they identify. Key terms will be identification, diversity, decolonization, ethics and cultural contexts. You will explore critical thinking and responses to portrayals and representations of ethnicity, culture, gender, identity and the body within games as well as other emerging social, ethical and professional issues such as sustainability, environmentalism, artificial intelligence, social media radicalization, etc. The cultural contexts and the impacts of these on the global business, and art form, of gaming are essential aspects that games designers will want to evaluate and study seriously in order to improve their games and to help situate them in the international games market. This module will also deepen your understanding of how games studies as a supra discipline made up of many other disciplines has a wider impact on games and gaming culture. Digital Games in Context: Identification, Diversity, Ethics & Decolonisation, in its further, in detail, study and contextualisation of video games, will connect to the other games studies and games design modules locating and developing your understanding of games design in the context of 21st century games cultures and industries across your degree. As such, it helps students situate their learning and their learning journey in designing games in both a contemporary setting and, by highlighting and expanding understanding of ethical and other issues and challenges facing the games industries today, the future employment environment.
View full module detailsSemester 1 & 2
Compulsory
The Final Major Project module is intended to provide students with an opportunity to produce a portfolio of highly polished games design materials accompanied by self-reflective critical commentary in an area of the student’s choice, allowing then to develop in detail individual specialisations within the broader field of games design that they can take forward into the future careers. This Final Major Project represents the culmination of the student’s creative work across the degree and will act, with other creative outcomes as portfolio work students can present to industry and for further study. This portfolio may consist of a major piece of design work (either a single extended piece of work or a collection of smaller pieces). An agreed length/scope/word count equivalent should be negotiated with the student’s supervisor dependent on the form of creative portfolio materials proposed. Each student will be assigned a supervisor who will assist them in choosing their subject matter and creative and critical approaches, and who will provide advice, encouragement and formative feedback over the course of the research, design, implementation, testing, demonstration and writing-up process. as well as suggesting relevant reading material which may help inspire or critically locate the project. This module also allows students to reflect at length on the project’s rigorous relationship to previous work in the field, form or genre, on the writing processes and thinking behind the creative choices made, and to locate the work productively in literary and theoretical contexts. As well as the dissertation itself students will undertake a formative presentation in semester 1, and work on developing self-reflective skills through completing a progress log with their supervisors. The module spans both semester 1 and 2 and allows for students to undertake broad ranging, large scope projects, encouraging ambition, risk-taking, detailed planning and professional execution. As such, this module is designed to help contextualise student creative design practice in the professional fields of the games industries and related sectors as well as for post-graduate study. The module draws together and integrates the various areas, specialisms and skills students encounter and explore as part of the programme, and presents further opportunity to explore and develop new and extended coding and programming skills and expertise appropriate to the project. This module connects to other modules on the programme undertaken by the students, allowing them to bring together and build from strands from earlier games related modules that they have particularly liked and excelled at, or act as a complement to other modules that the student has enjoyed but where they wish to use this dissertation module as an opportunity to explore and develop a different area that they wish to develop. As such, this module can connect with any of the modules students have studied across their degree, and allows them to tailor their pathway through the degree, and the degree itself, in their own way.
View full module detailsOptional
This module is designed to provide final-year undergraduates students with an understanding of virtual production techniques, focusing on the integration of Unreal Engine with real-time 3D environments, motion capture, and LED walls. Students will explore the latest technologies and methodologies used in the film, broadcast, and games industries, including AI and machine learning in virtual production. By the end of the module, students will have the skills to design, manage, and execute virtual production projects, integrating real-time rendering with traditional film and animation techniques. Undergraduate students will work alongside postgraduate students in the course's sister module at Masters level cohort to collaborate on virtual production projects. Virtual Production, along with other digital arts and technical modules in the final year, will connect to specialised and more broad modules in these areas across the programme. It also contributes to the acquisition of technical and specialist software skills in the final year of the degree, including specialist skills in virtual production including, for example, advanced applications of tools such as Unreal Engine in virtual production, LED Walls and In-Camera VFX.
View full module detailsOptional modules for Year 3 (with PTY) - FHEQ Level 6
Students may choose 15 credits in optional modules in semester 1, and 30 credits in semester 2 (choice of 3 out of 8 options). Virtual Production, as a 30 credit module, would count as 15 credits in each semester
Professional Training Year (PTY)
Semester 1 & 2
Core
This module supports students’ development of personal and professional attitudes and abilities appropriate to a Professional Training placement. It supports and facilitates self-reflection and transfer of learning from their Professional Training placement experiences to their final year of study and their future employment. The PTY module is concerned with Personal and Professional Development towards holistic academic and non-academic learning, and is a process that involves self-reflection, documented via the creation of a personal record, planning and monitoring progress towards the achievement of personal objectives. Development and learning may occur before and during the placement, and this is reflected in the assessment model as a progressive process. However, the graded assessment takes place primarily towards the end of the placement. Additionally, the module aims to enable students to evidence and evaluate their placement experiences and transfer that learning to other situations through written and presentation skills.
View full module detailsThis module supports students’ development of personal and professional attitudes and abilities appropriate to a Professional Training placement. It supports and facilitates self-reflection and transfer of learning from their Professional Training placement experiences to their final year of study and their future employment. The PTY module is concerned with Personal and Professional Development towards holistic academic and non-academic learning, and is a process that involves self-reflection, documented via the creation of a personal record, planning and monitoring progress towards the achievement of personal objectives. Development and learning may occur before and during the placement, and this is reflected in the assessment model as a progressive process. However, the graded assessment takes place primarily towards the end of the placement. Additionally, the module aims to enable students to evidence and evaluate their placement experiences and transfer that learning to other situations through written skills.
View full module detailsThis module supports students’ development of personal and professional attitudes and abilities appropriate to a Professional Training placement. It supports and facilitates self-reflection and transfer of learning from their Professional Training placement experiences to their final year of study and their future employment. The PTY module is concerned with Personal and Professional Development towards holistic academic and non-academic learning and is a process that involves self-reflection. Development and learning may occur before and during the placement, and this is reflected in the assessment model as a progressive process. However, the graded assessment takes place primarily towards the end of the placement. Additionally, the module aims to enable students to evidence and evaluate their placement experiences and transfer that learning to other situations through written skills.
View full module detailsTeaching and learning
This course is taught by academic staff from the School of Arts, Humanities and Creative Industries, alongside specialist teaching provision from the School of Social Sciences and Surrey Business School.
In addition, you’ll be taught by experts based in our pan-University Institute of People-Centred Artificial Intelligence and our uniquely cross-disciplinary Institute for Sustainability.
Our collaborative approach enables flexible engagement and teamwork across the boundaries of specialisms, allowing you to tailor your final year to your preferred area of interest.
- Seminars
- Lectures
- Workshops
- Group work
- Project work
- Tutorials
- Rehearsals and performances
- Independent study
- Research work
- Trips
Assessment
We assess modules individually and award credits for the successful completion of each one. Assessment takes place through a combination of coursework and/or examination, practical examinations, reports and project work.
Practical modules will help develop hands on skills and the ability to work in a team; essential for after graduation.
General course information
Contact hours
Contact hours can vary across our modules. Full details of the contact hours for each module are available from the University of Surrey's module catalogue. See the modules section for more information.
Timetable
New students will receive their personalised timetable in Welcome Week. In later semesters, two weeks before the start of semester.
Scheduled teaching can take place on any day of the week (Monday – Friday), with part-time classes normally scheduled on one or two days. Wednesday afternoons tend to be for sports and cultural activities.
View our code of practice for the scheduling of teaching and assessment (PDF) for more information.
Location
Stag Hill is the University's main campus and where the majority of our courses are taught.
We offer careers information, advice and guidance to all students whilst studying with us, which is extended to our alumni for three years after leaving the University.
The games industry is part of the wider creative media sector and we have seen employment in the creative industries grow at five-times the rate of the rest of the UK economy since 2011.
Games that people play need to be built, updated and maintained by games experts and as a result games-related skills are in high demand all over the world.
This course will equip you with the knowledge, skills and expertise which will open up opportunities not only within the games industry itself but also in an exciting set of existing and emerging areas. For example: virtual production, Realtime Animation and VFX, Gen-AI content creation and more. The core competencies you can develop in areas such as animation, 3D environment creation, digital and video game design and production, and prototyping, continue to be very much in demand across a range of media sectors.
The digital creative-related roles/jobs this course will prepare you for include:
- Computer games designer/developer/programmer
- Computer games tester/analyst
- Game artist
- Games writer
- Game sound designer
- Software developer
- AI programmer
- Technical animator
- UX/UI designer.
You’ll have access to dedicated tech spaces, including a specialist computer lab, photogrammetry studio and our performance capture and virtual production space.
In addition, the programme will explore the latest developments in programming languages and specialist software, incorporating new resources as these arise. Current examples include Unreal, C#, Javascript, Python, C++, Blender, Maya, Reallusion, Photoshop, Unity, ZBrush and Illustrator.
South-east regional hub
Here in Guildford, we’re at the heart of one of the largest games, film and animation hubs in the region, you’ll have access to leading players, developers and programmers in the industry through festivals, expos and field trips. The local games sector celebrates the annual Guildford Games Festival, nearby in London we have numerous other film, animation, games and theatre festivals and conventions. We are also in striking distance of most of the major film studios and postproduction facilities serving the global media industries.
Games and Innovation Nexus (GAIN)
We are part of the Games and Innovation Nexus (GAIN) project which was launched at the Guildford Games Festival in February 2024. This research partnership connects university researchers with games companies to collaborate on innovation challenges in games and the games industries.
Through GAIN, we have further developed our existing, and excellent new industry connections, including key associations, such as UKIE (the trade body for Games industry in the UK), Grads in Games, Women in Games.
Learn more about the qualifications we typically accept to study this course at Surrey.
Typical offer
- BBB
- Required subject: Art and Design, Computer Science, Design and Technology, Drama, English Language, English Literature, Film Studies, Media Studies, Music or Performing Arts.
Please note: A-level General Studies and A-level Critical Thinking are not accepted.
GCSE or equivalent: English Language at Grade 4 (C) and Mathematics at Grade 4 (C).
- DDM
- Required Subject: Art and Design, Creative Media Practice, Creative Digital Media Production, Music Technology, Music Production, Performing Arts Practice or Production Arts Practice.
GCSE or equivalent: English Language at grade 4 (C) and Mathematics at grade 4 (C).
- 75% including relevant subjects
GCSE or equivalent: Maths 6 and either English Language (1/2) 6 or English Language (3)7.
- 32
- Required Subjects: HL5/SL6 in English Literature A, English Language and Literature A, Computer Science, Design Technology, Digital Society, Dance, Film, Music, Theatre, or Visual Arts.
GCSE or equivalent: English A HL4/SL4 or English B HL5/SL6 and Maths (either course) HL4/SL4.
- QAA-recognised Access to Higher Education Diploma with 45 Level 3 credits overall including 27 at Distinction and 18 credits at Merit.
Please contact the Admissions team to discuss suitability.
GCSE or equivalent: English Language at grade 4 (C) and Mathematics at grade 4 (C).
- ABBBB including relevant subjects
GCSE or equivalent: English Language Scottish National 5 at grade C and Maths Scottish National 5 at grade C.
- BBB from a combination of the Advanced Skills Baccalaureate Wales and two A-levels.
- Required subject: A-level in Art and Design, Computer Science, Design and Technology, Drama, English Language, English Literature, Film Studies, Media Studies, Music or Performing Arts.
Please note: A-level General Studies and A-level Critical Thinking are not accepted.
GCSE or equivalent: Please check the A-level dropdown for the required GCSE levels.
- Merit
- Required Subject: Craft and Design; Digital Production, Design and Development or Media Broadcast and Production.
GCSE or equivalent: English Language at grade 4 (C) and Mathematics at grade 4 (C).
Applicants taking the Extended Project Qualification (EPQ) will receive our standard A-level offer, plus an alternate offer of one A-level grade lower, subject to achieving an A grade in the EPQ. The one grade reduction will not apply to any required subjects.
This grade reduction will not combine with other grade reduction policies, such as contextual admissions policy or In2Surrey.
English language requirements
IELTS Academic with 6.5 overall, including 6.0 in writing and 5.5 in each other component.
View the other English language qualifications that we accept.
If you do not currently meet the level required for your programme, we offer intensive pre-sessional English language courses, designed to take you to the level of English ability and skill required for your studies here.
International Foundation Year
If you are an international student and you don’t meet the entry requirements for this degree, we offer the International Foundation Year at the Surrey International Study Centre. Upon successful completion, you can progress to this degree course.
Selection process
We normally make offers in terms of grades. If you are not studying a relevant qualification, you will be asked to provide a portfolio of relevant work to support your application.
Recognition of prior learning
We recognise that many students enter their higher education course with valuable knowledge and skills developed through a range of professional, vocational and community contexts.
If this applies to you, the recognition of prior learning (RPL) process may allow you to join a course without the formal entry requirements or enter your course at a point appropriate to your previous learning and experience.
There are restrictions on RPL for some courses and fees may be payable for certain claims. Please see the code of practice for recognition of prior learning and prior credit: taught programmes (PDF) for further information.
Contextual offers
Did you know eligible students receive support through their application to Surrey, which could include a grade reduction on offer?
Fees
Explore UKCISA’s website for more information if you are unsure whether you are a UK or overseas student. View the list of fees for all undergraduate courses.
Payment schedule
- Students with Tuition Fee Loan: the Student Loans Company pay fees in line with their schedule.
- Students without a Tuition Fee Loan: pay their fees either in full at the beginning of the programme or in two instalments as follows:
- 50% payable 10 days after the invoice date (expected to be early October of each academic year)
- 50% in January of the same academic year.
The exact date(s) will be on invoices. Students on part-time programmes where fees are paid on a modular basis, cannot pay fees by instalment.
- Sponsored students: must provide us with valid sponsorship information that covers the period of study.
Professional training placement fees
If you are studying on a programme which contains a Professional Training placement year there will be a reduced fee for the academic year in which you undertake your placement. This is normally confirmed 12 to 18 months in advance, or once Government policy is determined.
Scholarships and bursaries
Discover what scholarships and bursaries are available to support your studies.
Our award-winning Professional Training placement scheme gives you the chance to spend a year in industry, either in the UK or abroad.
We have thousands of placement providers to choose from, most of which offer pay. So, become one of our many students who have had their lives and career choices transformed.
Game design placements
You’ll get the experience to put the skills you’ve learnt on the course into practice and create your own games and immersive experiences.
With our extensive games industry contacts in Guildford, we plan to develop relevant Professional Training opportunities for our students.
Recent placement employers/organisations for students include:
- Arial Camera Systems
- Aurora Media
- Bold Content
- China Film Group
- CTV
- Discovery Channel
- Disney
- Dolby
- Endemol Shine
- Kinley
- MG
- One dash 22, Singapore
- Racetech
- Squash TV
- Techex
- The Farm
- The Look
- Video Europe.
Applying for placements
Students are generally not placed by the University. But we offer support and guidance throughout the process, with access to a vacancy site of placement opportunities.
Find out more about the application process.
Discover, develop and dive in
Find out how students at Surrey developed their skills in industry by undertaking a placement year.
Discover, develop and dive in
Find out how students at Surrey developed their skills in industry by undertaking a placement year.
Study and work abroad
Studying at Surrey opens a world of opportunity. Take advantage of our study and work abroad partnerships, explore the world, and expand your skills for the graduate job market.
The opportunities abroad vary depending on the course, but options include study exchanges, work/research placements, summer programmes, and recent graduate internships. Financial support is available through various grants and bursaries, as well as Student Finance.
Perhaps you would like to volunteer in India or learn about Brazilian business and culture in São Paulo during your summer holidays? With 140+ opportunities in 36+ different countries worldwide, there is something for everyone. Explore your options via our search tool and find out more about our current partner universities and organisations.
Partner institutions
You could have the chance to study at one of our partner universities:
- La Trobe University, Australia
- Monash University, Australia
- North Carolina State University, US
- University of Central Florida, US
- University of Cincinnati, US
- University of North Carolina, US.
Apply for your chosen course online through UCAS, with the following course and institution codes.
About the University of Surrey
Need more information?
Contact our Admissions team or talk to a current University of Surrey student online.
Terms and conditions
When you accept an offer to study at the University of Surrey, you are agreeing to follow our policies and procedures, student regulations, and terms and conditions.
We provide these terms and conditions in two stages:
- First when we make an offer.
- Second when students accept their offer and register to study with us (registration terms and conditions will vary depending on your course and academic year).
View our generic registration terms and conditions (PDF) for the 2023/24 academic year, as a guide on what to expect.
Disclaimer
This online prospectus has been published in advance of the academic year to which it applies.
Whilst we have done everything possible to ensure this information is accurate, some changes may happen between publishing and the start of the course.
It is important to check this website for any updates before you apply for a course with us. Read our full disclaimer.