Animation

From 2D and 3D animations, to Visual Effects and Game Art, nurture your creativity into life and transform your ideas into reality

SELECT A COURSE

BA/BSc (Hons) Game Art Animation

Overview

From anatomy studies for precise character modelling, to intricate textures, environments and integration with games engines, the programme develops your skills using industry standard technologies and production methods to create 3D art for games. 

Our hands-on ethos will have you experimenting with many different styles in order for you to explore and expand your own individual flair, which you can then hone during the many practical projects, closely supervised by a supportive team to help engrain these skill-sets.

During the process of the degree, our tutors will nurture and guide your creative work flow in order to prepare and create the all-important show reel to ensure that you hit the ground running in the industry.

Learn

  • Industry standard software such as Z-Brush and Maya
  • In small classes
  • Through individual practical time
  • From industry professionals

By doing

  • Individual and collaborative assignments
  • Get feedback every step of the way on all your assignments
  • In a creative hub collaborating with students from other disciplines
  • Tutor supported practical sessions to guide you through both the technical and artistic aspects of production

Succeed

  • Graduate with a professional showreel that profiles your technical and artistic abilities
  • With the confidence to forge your own path to your dream career
  • Join one of the largest and fastest growing economic sectors worldwide 
  • Hit the ground running through our fast track industry focused courses

UCAS CODE: IW63


DURATION:
2 YEARS FULL TIME


AVAILABLE AT* 

OXFORD
LONDON

LIVERPOOL
GLASGOW


START DATE

  • SEPTEMBER 2016

* This course may not be available across all of our four UK campuses. If there is insufficient demand to ensure an excellent learning and teaching experience meaning that we are unable to offer this course at the campus of your choice, we will offer you a place at an alternative campus subject to availability. For further information on course availability, please call our Admissions team on 03330 112 315 or email ukadmissions@sae.edu.


Modules

Introduction to 3D Animation

We start your journey by giving you the techniques used for content creation and animation. By providing an insight into the 3D modeling process we show you how standard workflow operations occur in a 3D pipeline, outlining the design process from your first idea to a finished 2D/3D animation. Then, via a range of practical explorations you will apply the theory side to the animation process, giving you a solid foundation of methods needed throughout the course.

Indicative List of Topics

  • Introduction to 3D Software - Tools, Techniques and Applications
  • 3D Production Pipeline
  • Basic Modelling
  • Basic Texturing
  • Basic Lighting
  • Principles of Design
  • Drawing
  • Principles of Animation
  • Anatomy Basics

Projects

  • 3D Modelling
  • Animation Short

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Define the key principles of 3D animation
  • Describe the design and production pipelines commonly used in 
animation
  • Explain the anatomy of human beings and animals
  • Discuss the different styles of, and materials used in, animation production

Skills

  • Implement 3D modelling techniques and tools using appropriate workflow
  • Operate in a production pipeline
  • Demonstrate the effective use of design principles to create animation content

Information, Communication and Professional Media Practice

In this module we introduce you to proven concepts and routines of academic research, critique and writing, and nurture these skills to ensure that you apply good study practice and management throughout your studies. We aim to familiarise you with the theories of culture and communication and develop a basic understanding of the creative media industries and your potential role as a professional creative media practitioner. Together, all of these skills will help you develop transferable career skills to aid your job search upon graduation.

Indicative List of Topics

  • Learning theories and methods
  • Introduction to basic concepts and tools of project management, including group and collaborative work
  • Tools for career development
  • Defining and developing goals and outcomes
  • Concepts of, practices in, and reasons for research
  • Writing skills (articles, essays, journals, reports, proposals) and the differences between concept development and presentation format
  • Essay structure, paragraph structure, sentence structure
  • Concept of a thesis/hypothesis
  • Ownership, intellectual copyright and plagiarism
  • Referencing, APA and Harvard
  • Introduction to culture and cultural movements
  • Overview of the creative media industries

Projects

  • Cultural and Industry Analysis
  • Career Pathway
  • Industry Sector Comparison

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Summarise basics of learning theories and their application in learning, communication and teamwork
  • Explain academic practice, critical thinking and reasons for their importance
  • Identify key players in the creative media industries and discuss their interplay with wider cultural, economical, political and geographical phenomena
  • Articulate a thought-through plan for development of a career, project or concept

Skills

  • Derive tasks from goals, plan time and resources accordingly and manage working in group context
  • Present an objective argument succinctly in written form employing a standard referencing system
  • Apply the most appropriate method of learning in a given scenario and adapt learning methods when needed
  • Discuss culture and communication in different media disciplines (audio, picture, film, web)

Foundations of Game Design and Game Production

We will introduce you to fundamental concepts covering game design theory, game level design practices and common techniques used in game production. You will hone your critical analysis skills needed to deconstruct games, in order to get hands-on experience re-creating and modifying them. We ensure, from the start, that you are using industry vocabulary to describe the processes of game production techniques and through the study of industry related articles, you will become accustomed to the workflows used in modern developmental pipelines.

Indicative List of Topics

  • Game Design
  • Game Mechanics & Machinations
  • Interactive Storytelling & Narrative Design
  • Level Design
  • Teaching Mechanisms & Reward Systems
  • Level Design Flow & Mechanics
  • Shaping the World & Evoking Emotions
  • Architecture & Urban Planning
  • Proprietary & Third Party Engines
  • Game Development Workflows
  • Digital Assets Pipelines
  • Assets Importing & Handling
  • Tools Interoperability
  • Level Editors
  • Versioning & Backup
  • Iteration & Testing
  • Documentation Development
  • Game Project Management Tools

Projects

  • Level Narrative & Prototyping Assignment
  • Digital Assets Pipeline Research Presentation
  • Design Document

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Utilise game design terminology and vocabulary
  • Create design documents, schematics and flow diagrams and 
develop solutions to design problems
  • Set up projects with game development tools and middleware
  • Communicate games project objectives effectively using design documentation

Skills

  • Integrate various types of game assets, using various tools and formats
  • Implement level design through flow analysis and pacing
  • Create a game that adheres to a design brief
  • Apply pipelines and creative workflows in games development

Animation and Modelling Principles and Techniques

In this module you will learn the systems and tools used in the creation of 3D content, including the implementation of complex textures, sophisticated lighting and the various animation and modeling techniques. You will find out how to analyse and design images and animations for a range of professional contexts, developing the skills you need to design an entire environment in 3D, whilst demonstrating a practical understanding of the production pipeline.

Indicative List of Topics

  • Modelling Tools and Techniques
  • Creating Digital Sets and Backgrounds
  • Map Making
  • Texturing
  • Lighting
  • Cameras
  • Still Image Rendering
  • Rigging
  • Character Posing
  • Animation Cycles
  • Lip Syncing
  • Working with props
  • Develop character animation techniques which integrate the classic 
principles of animation with anatomy and movement knowledge

Projects

  • Animation and Modelling Assignments
  • Develop a short, complete, 3D animation project

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Define the principles of 3D modeling
  • Explain the principles of 3D animation
  • Demonstrate an understanding of the production pipeline for 3D animation

Skills

  • Implement 3D modeling tools and techniques
  • Operate in a production pipeline for 3D content creation
  • Develop a 3D animation that demonstrates the effective use of animation techniques

Applied Production Techniques and the Production Pipeline

In order to plan and create complex 3D scenes with textured and shaded environments and characters, you must first develop your systematic and technical understanding of the 3D production process. To this end, you will explore many effects of lighting, rendering and camera setups in depth, culminating in your ability to produce complex rendered multipass animations.

Indicative List of Topics

  • Character Design
  • Human Anatomy
  • Costume and Props
  • Character Modeling and Texturing
  • Digital Sculpting
  • Normal maps, displacement and vector displacement
  • High Poly Modeling and Retopology
  • Modeling Environments
  • Materialisation and Shading
  • Lighting Techniques
  • Camera Setup (Focal length and perspective, camera angles, depth of 
field and point of focus)
  • Multipass rendering and render layers
  • Optimising render time

Projects

  • Animation Production

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse aesthetic and technical requirements in the production of 3D characters and environments
  • Plan the design of 3D characters and environments that meet defined production objectives

Skills

  • Create 2D and 3D assets for integration into animation production
  • Apply environment and modeling techniques effectively in the 
production of 3D content
  • Implement systematic workflow in the production of 3D content
  • Produce and effectively present high quality 3D content

Creative Production

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

This module aims to further your ability to engage in a reflective process in parallel, with your production practice. It seeks to provide you with the opportunity to explore focused production practice in your own, or other related disciplines and to advance their holistic production skills. Building on previous production management experience, through adhering to specific briefs in larger production situations, the module aims to develop your aesthetic judgement to give you a focussed opportunity to develop advanced production skills in a specific field, on a larger scale.

Indicative List of Topics

  • Practical Production Planning
  • Production Techniques in relevant discipline
  • Specialised digital production software
  • Innovative use of built-in software features
  • Production Planning
  • Methods for evaluation
  • Reflective and Critical Analysis
  • Giving, receiving and learning from feedback
  • Cross-disciplinary production practice

Projects

  • Creative Production

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate their own production processes and creative decisions
  • Discuss media production processes in a wider theoretical context
  • Differentiate between good ideas, and good ideas that will improve a production in its entirety

Skills

  • Apply production theories to practical production techniques
  • Produce complex digital media products to a high standard
  • Experiment with production techniques based on feedback
  • Produce detailed, yet concise project evaluations

Practical Mobile App Design

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

We provide you with an overview of the mobile app industry, its history, user areas and user culture. We will provide you with an understanding of, and skills in, User Interface Design (UID) and User Experience (UX) specifically for mobile app design. By using a ‘drag and drop’ middleware to be able to, without programming skills, design and develop a viable concept for a mobile app, and produce a working version at completion.

Indicative List of Topics

  • Overview of Application (App) industry
  • Uses, users and user needs
  • User Experience (UX) and User Interface Design (UID)
  • Key Functions
  • Application Architecture
  • Design Process
  • Legal and Copyright considerations
  • Testing, Distributing and Selling Apps
  • Information architecture
  • Basic Concepts of Coding
  • Middleware for App creation
  • Use of Media
  • Use of device functions (camera, microphone, accelerometer)
  • Prototyping

Projects

  • Mobile Application Case Study
  • Mobile Application Development

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Illustrate understanding of User Experience (UX) needs, in an App context
  • Analyse user needs and behaviour when using Apps
  • Explain architecture of applications
  • Discuss the cultural impact of mobile apps, their development and use

Skills

  • Use established middleware to produce basic working apps
  • Apply knowledge of consumer needs in User Experience (UX) and User Interface Design (UID)
  • Plan and carry-out basic User Experience (UX) surveys
  • Design and manage content of mobile apps

Character Asset Development

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

First we aim to enhance your specialised knowledge and skills for character and/or creature development by exploring advanced concepts of human, or animal anatomy and their application within computer animated environments. Then we ensure that you further understand the complex issues raised, to configure realistic designs by utilising the digital sculpting process at its highest potential.

Indicative List of Topics

  • Advanced raining in digital sculpting
  • Realistic cloth and hardsurface armour creation
  • Subsurface Scattering Rendering
  • Advanced Human Anatomy
  • Advanced Animal Anatomy
  • Posing
  • Realistic character and creature design

Projects

  • Character & Creature Creation

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate the biomechanics and style of animated body movement
  • Extend knowledge of human and/or animal anatomy
  • Develop professional workflows for character and creature design
  • Analyse use of design elements in relation to character and story

Skills

  • Create character animations, incorporating effective non-verbal communication cues, physicality, timing and style
  • Produce high quality character animation for specific outcomes through effective implementation of technical pipelines

Environment Asset Development

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

The aim of this module is to supplement your specialised knowledge and skills for the production of realistic environment art. You will explore advanced concepts and techniques of modeling, texturing and game engines, seeking to further develop your understanding of physically based rendering, whilst continuing to respect an applied understanding of the environment development pipeline.

Indicative List of Topics

  • Advanced training in secondary 3D modelling software
  • Experience in photo-realistic texture creation in PBR
  • Training in software tools (E.g. for texturing, LOD systems)
  • Advanced techniques in hard surface modelling
  • Advanced training in game engines, including creation of terrains
  • Usage of assets in game engines
  • Clarifying asset-placements in levels

Projects

  • Environment Design Assignments

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate the technical and aesthetic considerations of environment design
  • Extend knowledge of environment production, development and rendering methods
  • Develop professional workflows for environment production
  • Analyse use of design elements in relation to environment art and 
story

Skills

  • Create environments that effectively integrate textures, original assets, and other design elements
  • Produce high quality environments for specific outcomes, through effective implementation of technical pipelines

Advanced Character Animation and Production Rendering

You will learn how to develop strong character animation techniques by bringing together anatomy and movement knowledge, facial animation, comedic timing and general acting theories and techniques for both human and non-human characters.
See your personal style really take shape and advance, as you further enhance your knowledge in production rendering to be able to create visually stunning pieces of work for your showreel, demonstrating both technical aptitude and flair.

Indicative List of Topics

  • Facial Animation
  • Performance capture and Emotion for animation
  • Anthropomorphic Animation
  • Zoomorphic Aanimation
  • Rays, Scanline Rendering and Raytracing
  • External Render Engines within a 3D application
  • Applying Image Effects
  • Global Illumination
  • GPU Rendering

Projects

  • Advanced Character Animation

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Interpret a brief in order to complete an animation project
  • Analyse the effective use of animation techniques to create seamless 
animation
  • Select the most efficient rendering techniques and tools for their 
project

Skills

  • Create detailed character animation, drawing on both technical and creative skills
  • Manage an animation project fulfilling, a specific brief, on time and in full
  • Apply advanced rendering techniques

Marketing, Business Planning and Law

This module aims to impart the essential knowledge, concepts and analytical tools of business and marketing to function effectively in the industry. It will also open your eyes to key legal and ethical issues that underpin practices specifically related to the creative media industries. Upon completion of this module, you will have developed key communication skills, whilst being sensitive to the impact of how communication can shape how we, as a society, understand each other in social, cultural and economic contexts.

Indicative List of Topics

  • Business and Management Studies
  • Business Planning
  • Legal Issues and Law
  • Enterprise, Entrepreneurship
  • Ethical Considerations
  • Marketing Concepts
  • Market Segmentation and Targeting
  • Marketing & Promotional Strategies
  • Brand Development
  • Brand Management
  • Product Development
  • Communication Models and Theories
  • Crafting the Pitch
  • Presentation Techniques

Projects

A portfolio of tasks, including business and marketing plan, draft contracts and presentation

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Demonstrate an understanding of basic business and marketing concepts and practices in relation to the creative media industries
  • Discuss legal and ethical issues of the creative media industries
  • Discuss the basic concepts of communication studies

Skills

  • Apply business and marketing planning concepts
  • Effectively communicate business and marketing ideas and proposals
  • Summarise the needs in a given situation and then communicate their ideas succinctly, in a fashion appropriate to that context
  • Develop the contents of a basic contract and draw conclusions as to its tenability

Research Practice and Society

Research is key to the successful outcome of any creative project and this module aims to develop within you an advanced critical understanding of qualitative and quantitative research methodologies and their application for both artistic and scientific research. You will advance your knowledge, planning and implementation of research based inquiry to address specific questions, whilst developing an in-depth understanding of the creative media industries and your potential role as a creative media practitioner. Together we will broaden your understanding of the ongoing interplay between science and the history of ideas, culture and creative media, to give your work the depth it requires to have a profound effect in the market-place.

Indicative List of Topics

  • Research Methodologies and their application in the creative media industries
  • Artistic and Scientific research and practice
  • Theories and Paradigms of research
  • Contemporary issues surrounding research
  • Developing a research question / hypothesis
  • Gathering, analysis, interpretation and presentation of data
  • Literature review and critical analysis of existing research
  • Research Ethics
  • Creative media industries: past, present and future
  • The role of practitioners in the creative media industries
  • History of ideas, and scientific and cultural theories
  • Types of culture
  • Scientific and cultural issues, the development of ideas over time and cultural diversity
  • Decoding science and culture: communication, meaning and semiotics

Projects

  • Cultural Analysis
  • Creative Media Practitioner Analysis
  • Major Project Proposal

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate a range of qualitative and quantitative research methodologies used in creative media
  • Critically analyse previously researched specific contemporary issues relating to different areas of the creative media industries
  • Analyse a variety of creative industry sectors and their relation to the arts
  • Discuss continuing professional development strategies
  • Compare different and changing cultural ideas
  • Critically appraise the interplay between culture and consumers of culture

Skills

  • Apply qualitative, quantitative and mixed research methods in academic and creative media contexts
  • Select the most appropriate research method(s) to address a particular research question
  • Develop a personal continuing professional development plan
  • Communicate their knowledge of cultural issues effectively, through comparative analysis of cultural ideas

Industry Engagement

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Through a range of experiences that may consist of a single placement, or a series of industry engagements you will experience an enhanced understanding of workplace dynamics, facilitate active industry engagement, and be exposed to current realities and practices within your chosen field. You will work to create a portfolio of work that will facilitate an invaluable, informed transition from education to the workplace.

Indicative List of Topics

  • Critically analysing current/historical industry trends and practices (case study approach)
  • Industry Engagement Analysis
  • Becoming a reflective practitioner
  • Logbook Development
  • Building a Portfolio
  • Supervisor Consultation
  • Combination of directed and self directed industry engagement activities

Projects

  • Industry Engagement Portfolio
  • Industry Engagement Activity and Report

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Examine advanced theoretical and applied perspectives, ethical principles and other knowledge applicable to the work/practice context
  • Reflect on the engagement of other industry practitioners and their contribution to the work/practice
  • Posit a well reasoned rationale for the choice of methods of inquiry that have informed creative approaches to action planning/problem solving, contextualising the choices
  • Evaluate the process of designing and developing your industry based activity and how its outcomes have contributed to enhancing your work/practice and that of others

Skills

  • Engage and take responsibility for future professional development using the learning from the project/inquiry process
  • Demonstrate coherent and organised communication, interpersonal and networking skills, when sharing ideas and information within an industry based setting
  • Develop an effective portfolio, with a range of suitable materials that support the students career related focus

Advanced Specialised Project

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

By choosing a specific area of specialisation, you will develop a stronger awareness of your professional interests and the ability of directing the professional development of your future career. You will learn how to assess your own skills and knowledge and develop strategies to bring them to the desired level. We develop your professional practice through the planning and development of either a study or practical based activity, carried out individualy or as a team.

Indicative List of Topics

This module is highly customisable by each student (or group of students), therefore a specific syllabus will be proposed by them and agreed with their assigned tutor and supervised by the programme coordinator. However, the following subjects will be normally included:

  • Self Assessment
  • Project Planning and Management
  • Resource Allocation
  • Time Management
  • Reporting and Presentation

Projects

Depending on the nature of the project, this assignment can be a practical component of one major media production, a portfolio of more than one smaller projects or a written component such as an essay or an argumentative article. Students are required to present their project to their peers, focusing more on their professional development rather than on the project itself.

Learning outcomes
 

On successful completion of this module students will be able to:

Knowledge

  • Evaluate their preparation on a specific area of the chosen discipline
  • Decide an area of specialisation based on industry and/or personal requirements
  • Evaluate their progress independently
  • Develop subject-specific knowledge according to their proposed project

Skills

  • Apply analytical skills to their own knowledge, in order to identify strengths and weaknesses
  • Develop a study plan to achieve the desired skills or knowledge
  • Organise their and other people’s work effectively, in order to complete the chosen activity
  • Present the outcomes of their work in a convincing and effective manner
  • Develop subject specific practical skills, according to their proposed project

Advanced Rigging Applications

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Through the realisation and evaluation of the tensions between creative application of animation technology and anatomical and anthropological issues, you will hone your skills to a more sophisticated, conceptual and technical level. You will anaylse, in great detail, the various aspects of human expression, physical manifestations and traits and translate these elements into the design of your animated characters.

Indicative List of Topics

  • History of Facial Animation
  • Awareness to body and facial expression
  • Human Locomotion
  • Believability and Uncanny valley
  • Anatomy of the face
  • Face Analysis and Coding
  • The Universal Expression
  • Advanced haracter setup to support production requirements
  • Deformation Techniques to preserve volume
  • Blendshape Theory
  • Face Skeletal Rig
  • Corrective Shape
  • Offset Rig

Projects

  • Advanced Rigging
  • Face Action Coding Analysis

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse the anatomical and psychological origins of character’s emotional response
  • Evaluate approaches used to determine the surface shape of a facial model
  • Plan modelling principles and techniques to be implemented for the development of character animation

Skills

  • Implement facial deformation model techniques to achieve a desired expression
  • Develop control parameterisations and user interface for animation
  • Create an animation that demonstrates an in-depth understanding of the principles of character animation

Advanced Character Creation

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

In this module you will further enhance your knowledge in modelling and texturing tools, by learning new applications and applying them towards refining and creating suitable characters for both film and games. Utilising these advanced techinques to the fullest potential, you will advance your own personal style, whilst refining your technical skill-set, with the results being made part of your all-important show reel.

Indicative List of Topics

  • Hard surface versus organic modeling using digital sculpting and transfer to 3D application
  • Anthropomorphic Characters
  • Zoomorphic Characters
  • Retopology
  • UV Unwrapping
  • Projection Mapping
  • Sub-surface Scattering Material
  • Displacement and normal mapping creating and rendering techniques
  • Digital Painting
  • Photorealistic Rendering
  • • Stylised Rendering Techniques

Projects

  • Character Creation

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Differentiate between the requirements for successful character models in film or games
  • Produce a production analysis and plan for a complex character animation project
  • Analyse style differences in character creation and use them appropriately

Skills

  • Develop a 3D character to a given brief, style and industry standard
  • Apply texture to a character to a given brief, style and industry standard
  • Implement advanced modelling, texturing and rendering techniques, within a 3D application

Psychology of Game Play

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Every game that you will design when you are in the industry needs to pertain to a specific customer base, so the design process of the game actually begins with first understanding what your end-user desires. What is the psychology of their gameplay? To answer this you will explore a range of diverse psychological theories and their application in games. Through a critical evaluation of historical and contemporary works, you will develop an awareness of how to design gameplay in order to effectively enhance the game experience, to accommodate different audiences and their individual needs, whilst analysing new approaches that are being adopted to keep consumers immersed and engaged with the whole gaming experience.

Indicative List of Topics

  • Motivation
  • Social Interaction
  • Addiction
  • Customer Profiling
  • Individual and Custom content
  • User Binding
  • Forms of payment
  • In-Game Advertising
  • Ethical Considerations

Projects

Develop a prototype of a game concept

Learning outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse different methods used to motivate the game player
  • Plan methods for creating and exploiting additional content and enhancing the game experience
  • Describe contemporary methods adopted for customising games

Skills

  • Implement systems to generate customisable content
  • Develop a game strategy that utilises psychological principles effectively, to enhance the gaming experience
  • Perform tests to evaluate the behaviour of the game player

Major Project (BA or BSc)

Your major project is intended to demonstrate a range of advanced skills in accordance with the requirements of a substantial level six project. Through successful completion, you will also exhibit your capacity to conduct independent projects and manage a large-scale venture. Central to the module is an exploration of research methodologies and their applications or their own artistic style and its presentation to the public. You will develop a project proposal and submit this for approval. You will then manage all aspects involved in the preliminary and planning phases, through to realisation. Your major project is self-generated and may take one of many different forms, there is however an expectation that the final deliverable will be of a calibre that will help progress you into employment or postgraduate work.

BA (Hons) Route

Research methods for a BA-Project could imply interviews, surveys, audience-tests (audio, video, web etc.) or observations of user behaviour. Alternatively the student can focus on a high-quality creative portfolio, presenting their own artistic works to the public and evaluating their own style and performance.

BSc (Hons) Route

Research methods for a BSc-Project could imply calculations, measurements, simulations or observations of technical/scientific correlations.

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse a specialised field of interest
  • Outline creative aspects within their specialised field
  • Discuss appropriate methodologies needed to undertake reliable and valid research, or production of a creative portfolio
  • Plan the complex processes involved in the implementation of a major project

Skills

  • Successfully apply appropriate methodologies needed to undertake reliable and valid research
  • Apply academic and creative/practical skills appropriate to the level of study
  • Manage a major project independently, professionally and efficiently
  • Communicate effectively the outcomes
Entry Requirements

Offers will be made to applicants who are expected to meet, or exceed the entry requirements below;

  For Entry 2016/17

UCAS tariff points, at A Level (or equivalent)

180

GCSE Maths and English (or equivalent)

Grade C or above

 

  For Entry 2017/18

NEW UCAS tariff points, at A Level (or equivalent)

72

GCSE Maths and English (or equivalent)

Grade C or above

As a creative school, SAE Institute is always looking for people who are excited about the creative media industries. For applications from mature students, we also consider work and life experience. In such cases, SAE Institute requires applicants to provide satisfactory evidence of their ability to successfully complete the programme. You will be expected to submit a digital portfolio and a CV.

For International equivalence of UK qualifications, please email ukadmissions@sae.edu. SAE Institute uses the services of NARIC when providing advice to interational applicants

English Language Requirements

If English is not your first language, or if your previous education was not conducted fully in English, you will need to provide documented evidence of your English language competence to study a course with us. 

EU/EEA Applicants

If you are from the EU/EEA, we are able to accept a range of English language tests. The standard requirement is at a level B2 in accordance to the Common European Framework of Reference for languages (CEFR). We require a level B2 standard in all of the elements:

  • reading
  • writing
  • speaking
  • listening

Popular tests include:

  • Pearson Test of English ( PTE academic), with a minimum of 51 in each component
  • Cambridge ESOL Proficiency Test in English (CPE), at no lower than grade C
  • Cambridge ESOL Advanced Test in English ( CAE), at no lower than grade C
  • TOEFL iBT with a score of 80, with no less than 17 in any component
  • IELTS (Academic or General) with an overall score of 6.0 and a minimum of 5.5 in each component

For EU/EEA applicants we are able to accept other English language tests which meet the IELTS equivalence. 

Please email ukadmissions@sae.edu for clarification on whether the English language course or test that you have studied is acceptable.

International Students (i.e. Students from outside the EU/EEA)

From April 6th 2015, international applicants requiring a Tier 4 visa can only apply for a visa with an IELTS qualification (IELTS (Academic or General) with an overall score of 6.0 and a minimum of 5.5 in each component) taken at one of a small number of approved centres around the world. Only tests taken at approved centres will be allowed for applications for a Tier 4 visa to enter the UK. Please click here for approved centres

If an applicant is currently studying in the UK, it is also possible to take a Trinity College London B2 level test. These can only be taken at an approved UK test centre.

Please email ukadmissions@sae.edu for clarification on whether the English language course or test that you have studied is acceptable.

Recognition of Prior Learning

Applicants who hold a qualification from another institution, or who have formally completed components of another qualification, must submit authorised evidence of those achievements at the time of application to SAE Institute. 

Please refer to Policy A06 Academic Credit and Recognition of Prior Learning (RPL) for details.

Access to degree via SAE Diploma

Applicants for degree study who have successfully completed the relevant SAE Diploma in a campus outside of the UK may normally progress to the 2nd year of the total programme and carry credit, (120 cps/60 ECTS at level 4 and 60cps/30ECTS at level 5), towards the award.

This only applies to degree programmes validated by Middlesex University.

Fees & Funding

SAE is a private higher education provider.

All of our courses are Designated*. Designation allows students to access funding for their courses in the usual way. 

There are various forms of funding available for students wishing to study at SAE:

  • Student Tuition Fee Loan
    • This is the goverment funded student tuition fee loan. Funding towards tuition fees is available to UK/EU students, but does not cover the whole course fee
  • Alternative Financing
    • Through alternative private student financing providers

Please note that other sources of funding may be available.


Fees

Tuition Fees vary according to the campus and whether you are a UK/EU student or an International student. 

For the London, Oxford and Liverpool campuses, fees are £9,000 per year for UK/EU Students and £12,000 per year for international students. From September 2016 International student fees will rise to £13,000 per year. 

Fees at our Glasgow campus are £7,000 per year UK/EU and £10,000 international students per year. From September 2016 international student fees will rise to £11,000 per year. 

Tuition fees and payment plans for UK and EU/EAA students.*

* International students are not eligible for payment plans. First year tuition fees are payable in advance once you have accepted your offer.



2 Year Degrees

As our degrees are only 2 years, you save a considerable amount on both tuition fees and living expenses when compared to a traditional 3 year degree. So, you can study and graduate with a much lower level of student debt!

The tuition fee loan does not cover the whole course fee, it is capped. So, there is an amount that you may need to pay through your own means. We understand this is not always easy, especially when you don't have an income, which is why we have developed payment plans to spread the difference you need to pay. If you are not eligible for funding, we have payment plans for you too.

Tuition fees and payment plans for UK and EU/EAA students.*

* International students are not eligible for payment plans. First year tuition fees are payable in advance once you have accepted your offer.

*BIS (the Government Department of Business Industry & Skills) requires Alternative Providers to undergo annual designation monitoring as a condition of continued designation. This allows students to access support from the Student Loans Company. If this designation monitoring is not successful, students would not be entitled to funding. SAE Institute has been successful in achieving and maintaining designation for all its courses to date. Any updates on our designation status will be posted on our website. If you have any questions around designation, or would like to speak to us, please do not hesitate to get in touch.  

Student Loans

Students studying on higher education courses may be eligible for various forms of funding including student loans and grants.

SAE Institute is a private institution, this means that student tuition fee loans may not cover the full tuition fee.

There may be some differences depending on the region you come from and the information below provides a guide towards what you could be entitled to as well as where to go to find more detailed information.
 



England

Students following Higher Education programmes (BA/BSc or DipHE) can apply for a student loan of up to £6000 per year covering part of the course fees. The Student Loans Company (SLC) Tuition Fee Loan is paid on a student’s behalf to SAE Institute. 

You may also qualify for a maintenance loan to help you with your day to day living costs.

For more information, advice, eligibility and online application, please visit www.direct.gov.uk/studentfinance



Scotland

Partial funding from SAAS (Student Awards Agency for Scotland) is available as a grant to qualifying Scottish students studying in Scotland of up to £1205 per year.

Scottish students studying in England will get the same tuition fee loan as UK students of up to £6000 per year.

Students may also qualify for a maintenance loan and additional grants dependent on personal circumstances to help you with your day to day living costs.

For more information, advice, eligibility and online application, please visit: www.saas.gov.uk/index.htm
 



Northern Ireland

Tuition Fee support  is available for students who are Northern Ireland residents and studying at a wholly private Higher Education Institution in the UK.

Students may also qualify for a maintenance loan and additional grants dependent on personal circumstances to help with your day to day living costs.

See Student Finance NI for more information: www.studentfinanceni.co.uk



Wales

There is currently no funding available. For up-to-date information visit www.studentfinancewales.co.uk

 



EU Students

Depending on your circumstances you can apply to Student Finance England for help with tuition fees. EU students who have been resident in the UK for more than five years and can provide evidence of doing so, are also able to apply for a maintenance loan.

For further information, advice and eligibility please visit Student Finance EU: www.gov.uk/student-finance

Future Finance Student Loans

We are really pleased to let you know that we have partnered with Future Finance (as an alternative source of funding for our students*).

The benefits of Future Finance are:

  • They offer loans to all students with a UK domiciled address, (assuming they meet appropriate credit checks, and are 18 or over) irrelevant to which level of study
  • Loans are offered from £2.5 -£40K, and can include living costs as well as tuition fees
  • Loans are repayable up to 10 years and three months after graduation
  • Students can apply for up to four payment breaks of 3 months each during the loan period

Representative 11.4% APR (variable).

Please note that other sources of funding may be available.

* Further details of eligibility requirements, interest rates and other key terms of the loan are available by visiting the Future Finance website sae.financemyfuture.co.uk

Careers

Graduates from this course have many career options and have gone on to diverse employment destinations which include: 

  • Environment Artist
  • Senior Environment Artist
  • Character Artist
  • Art Director
  • User interface (UI) artist
  • Motion Capture Technician
  • Lead Concept Artist
  • Motion Graphics Specialist
  • Gameplay Animator
  • Lighting Artist
  • Senior Creature Animator
  • Senior Texture Artist
  • Lead 3D Artist
This programme was developed and is delivered and assessed by SAE Institute, awarded by and quality assured by Middlesex University. Students will receive a Middlesex award on successful completion of their studies. SAE Institute reserves the right to make revisions and changes to the information presented in line with continuous improvement actions, and stakeholder feedback.