Computer Games Art
BA (Hons)
Intermediate award(s): Cert Ed, DipHECourse overview
The course has been designed in consultation with key figures from the games industry to provide you with a dynamic environment in which to develop art skills relevant to a rapidly-moving sector. There is an emphasis on visual research, creative experimentation and technical development which will give you a solid platform from which to make an impact in games creation. Computer games development is characterised by a cross-disciplinary approach and you will be actively encouraged to work in close collaboration with other students on the course and with programmers, audio technicians and musicians. We have a strong track-record of industry involvement - companies such as Ninja Theory, Sony Computer Entertainment Europe, Jagex and Frontier - which has benefited students by providing industry guidance on current practice for artists working in computer games. Computer Games Art students have had recent success securing work with games companies during and immediately after their study on the course.James Avery
BA (Hons) Computer Games and Visual Effects; Visual Effects Artist, 'Kinect Disneyland Adventures'
“I always attend the Game Jams that my tutor organised for us. Game Jams are gaming events where teams are given a brief and compete to make the best game in a short amount of time. Afterwards, industry professionals usually come and check out the results, and Frontier saw my work on display. Next thing I know, I'm opening up an email from Frontier's Director of Production, and being offered an interview for the role of Visual Effects Artist within the company! I couldn't believe my eyes!
”
Additional Information
Digital arts and interactive games are a hugely exciting and dynamic area of study that will challenge and develop both your creative and your technical talents. Using the latest technologies you will hone your skills in 3D animation, digital compositing, character rigging and animation.In the first year we will get you up and running with the basics of 3D (modelling, animating, texturing and lighting), responding to challenges to create animations and interactive games. You will also produce traditional, hand-drawn animations and develop a feel for narrative pace in the 'Illustration in the round' module.
In year 2 you will look at the more advanced aspects of your craft; immersive game creation, scripting, special effects, digital sculpting, character rigging, animation and more. An accuracy of expression is developed through controlled use and application of the technology; achieved through creative experimentation in the production of animations and interactive games.
In year 3 you will build on your strengths and interests in the Show Reel module, establishing your own voice and a firm direction with your work. The final semester focuses on the summation of your practice with the Major Project, showcased to industry at the Cambridge School of Arts Degree Show.
Industry talks
Here is a selection of the Anglia Ruskin industry talks and events given in 2011-12:Dave Coplin, Chief Envisioning Officer, Microsoft. 'Future Forward'
Jon Weinbren - Head of Games Design & Development MA course at National Film and TV
Eric Lagel. Game prototyping.
Just Flight. Games asset creation.
Your Games Industry needs YOU! Seminar
James Sweatman - Senior Games Designer, Jagex 'So you want to be a Games Designer?'
David Walsh - Managing Director, Frontier 'An overview of Frontier and its ethos'
Mark Brassington - Senior Artist, Jagex 'Games Industry guidance for Artists'
Mike Ball - co-founder, Ninja Theory 'Games Development'
Matthew Power - Graphic Designer, Sony (SCEE) 'Graphic Design for the Games Industry'
Chris Doran - Founder, Geomerics 'Multitasking - How to work on 30 AAA titles at once'
James Shepherd, SCCE. Industry advice to students.
Christian Lapidge 'Short film-making & VFX'
Jonathon Skuse, Jumped-Up Games 'AAA & Indie games'
Sony Computer Entertainment Europe - Guest Lecture and Design Challenge.
Mitch Philips, Sony Computer Entertainment Europe.
Dylan Banarse & Marcus Broome, Optricks. Augmented Reality.
Hayden (aka Dock). Indie games designer. Developer of 'Tumbledrop'
Ravinder Singh Ruprai, Art Director at Codemasters.'Art in Games Development'.
Brains Eden event
Below, you can view a video of the 2010 Brains Eden event, organised by Games Eden and hosted by Anglia Ruskin University. It includes an exhibition of student work, and a series of talks designed to bring the education and developer communities of the gaming industry closer together. Featuring contributions from Alumni, this film is a taste of our course BA (Hons) Computer Games and Visual Effects.Module guide
Year one core modules
3D Technology and Art Fundamentals
This module introduces the core skills and processes used in Computer Games and Visual Effects: the creative fusion of digital technology and art. You will develop an understanding of the balance between the technical requirements of computer graphics and art production. Technical control needs to be matched with creativity, and so in this module you will be presented with the technical basics of 3D image creation, manipulation and how forms need to work with colour theory, perspective and design principles. The module will develop your awareness and working knowledge of how images are constructed and read by setting a series of production tasks throughout this module. Using 3D software you will be asked answer a range of project briefs for example build 3D environments, animations and game assets. With each brief you will encounter exercises and seminars relating to the technologies and formats you are using. For instance, as you build models you will learn about 3D modelling in the light of other artists' interpretations of space, drawing and use of colour. As you bring your 3D objects to life, we also examine trompe l'oeil and means of representing movement in painting and sculpture.
Digital Compositing
It has a lineage originating from the early days of film. At this stage of the pathway we introduce what could be described as Vertical Editing - the layering and manipulation of images to create a unified final seamless image. This module considers techniques that will allow you to select and layer parts of disparate images in order to create new scenes, new spaces. A compositor will take 3D images, text, bitmap and vector files and in many cases use his or her skill to give a uniform look so that it might be imagined that all these disparate elements have always existed together. If you've seen a Hollywood Blockbuster movie you have seen the compositor at work, but more often than not, the compositors work is invisible - wire removal, colour correction, keying, de-graining are the sort of skills you will not see if he or she has been successful. In this module we look at basic compositing and as you create new composites you will be asked to use creative judgement on whether these new images are believable and what aesthetic conventions are supporting them.
Illustration in the Round
This module looks at how the illusion of a 3D environment can be created through sequential movement on a flat screen. In this module you will, through practice, gain insights into the various practices in animation from traditional hand drawn cell animation, rotoscoping, stop frame animation, through to the practice and concepts which drive 3D animation. You will learn about parallax, illusions of camera-eye movement, keyframing, cell animation, layouts, storyboarding, overlays and loops. This module then examines the possibilities of building an imaginative 3D environment in an illustrative sense, engaging with tools that allow the illustrator the new freedom of working sequentially and in the round with digital technologies. This module gives you grounding in the historical antecedents. It will also include references to illustrators and artists who have immersed aspects of their practice into 2D, virtual and sculptural 3D space. You explore this practice through an experimental 'mark-making' environment, establishing illustration-focused ways of image creation. You will be encouraged to experiment and incorporate aspects of design and fine art into your practical work within this module.
Year two core modules
- Character Rigging & Animation
- Code, Light and Surface: Advanced 3D
- Digital Practice
Year three core modules
- Major Project
- Research Project
- Showreel Preparation
Year one optional modules
- Anglia Language Programme Module
- Graphic Design: Contextual Studies
- Computer & Video Games Studies
Year two optional modules
- Anglia Language Programme Module
- Graphic Design: Contextual Studies
- Debates & Practices: Computer Games & Visual Effects
- Writing for Images
Assessment
Assessment will be through a combination of written and practical work.Facilities
BA (Hons) Computer Games and Visual Effects is well provided for in terms of computing resources with a dedicated suite of high-end PCs running top of the range 3D modelling, animation and compositing software such as Maya, Motion Builder, 3DS Max, After Effects, Mudbox, ZBrush, Unity 3D, and Unreal Development Kit. Access to motion capture equipment and an arsenal of HD cameras and Digital SLRs (for HDRI capture). Access to a steady cam allows you the opportunity to create fluid moving shots. We have added 3D monitors, graphics tablets and a render farm to our resources.Your use of the facilities will be supported by our dedicated Computer Games and Visual Effects technician.
Our campus libraries offer a wide range of publications and a variety of study facilities, including open-access computers, areas for quiet or group study and bookable rooms. We also have an extensive Digital Library providing on and off-site access to e-books, e-journals and databases.
We endeavour to make our libraries as accessible as possible for all our students. During Semester time, they open 24 hours a day from Monday to Thursday, until midnight on Friday and Saturday and for 12 hours on Sunday.
IT Resources
Our open access computer facilities provide free services and the full Microsoft Office suite. A high speed wireless service is also available in all key areas on campus. If you are away from campus or a distant learner, our student desktop and its many applications can be accessed remotely using the internet. Your personal student email account provides free document storage, calendar facilities and social networking opportunities.
Throughout your studies you will have access to our Virtual Learning Environment (VLE), providing course notes, reading materials and multi-media content to support your learning, while our e-vision system gives you instant access to your academic record and your timetable.
Related Links
James makes Kinections in the gaming worldTeam Vertigo hit the heights at Games Jam
Ruskin Gallery
Cambridge School of Art Student Exhibitions website
Course Leader
Julian Hughes-WattsLinks with industry and professional recognition
Opportunities for industry engagement include Brains Eden, guest lectures and master classes from key industry players. Geomerics, Sony Computer Entertainment Europe, Frontier and Just Flight have recently offered internships and work opportunities to our students. Course leader Julian Hughes-Watts has worked with Cambridge-based company Millennium Interactive and Sony Computer Entertainment Europe working on PlayStation titles such as Porsche Challenge and Rapid Racer, as well as on mobile phone and gaming projects for Novomatic and Sega Europe.Associated careers
This course was designed to meet the requirements of the gaming industry. However, the skills you will gain are also in demand across industry sectors including film and television production, marketing, advertising, web design, production and broadcast media. The management skills you will acquire can be transferred to any project management role in a variety of industries.| UCAS Tariff points: | 200 - 240 |
| Additional Requirements: | Required subject(s): Any Art, Design or Media A level grade C, OR ND in Art & Design. Preferred subject(s): BTEC Foundation Diploma in Art & Design (level 3) is an advantage. Non-Academic Conditions: Art Portfolio, Interviews GCSE(s) Required: English grade C or above (or equivalent) |
Portfolio Requirements
Your portfolio should demonstrate the following:
- visual portfolio
- demonstration of drawing skills
- concept drawings and personal sketchbooks
It would also be useful - although not essential - to include the following:
- life drawing
- animations or films that you have produced (computer generated or stop motion)
- story boards or other ways of visually representing movement
- renders of 3D models and environments
- work which creates atmosphere and mood through lighting
If invited to interview you will receive a letter further detailing the requirements for submission of your portfolio.
International Applicants
International applicants are encouraged to host their portfolios online and provide us with the URL or submit in pdf format by email attached. CD or hardcopy formats submitted by post to our International Admissions Office are also acceptable but please note that these will not be returned to applicants. Our published entry requirements are a guide only and our decision will be based on your overall suitability for the course as well as whether you meet the minimum entry requirements.
We welcome applications from International and EU students. Please select one of the links below for English language and country-specific entry requirement information.
How to apply
UCAS code
W281Location
Duration
3 yearsAvailable starts
SeptemberStudent finance
Open Day
Saturday 22 JuneUndergraduate Open Day
Advice & support
EmployabilityRelated links
- James makes Kinections in the gaming world
- Ruskin Gallery
- Team Vertigo hit the heights at Games Jam
- Student Exhibitions
Faculty
Arts, Law & Social SciencesDepartment
Cambridge School of ArtContact us
UK and EU applicants:- Call 01245 686868
- Complete enquiry form
- Call +44 (0)1245 493131 ext 2609
- Complete enquiry form
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