BA/BSc (Hons) Game Art & Animation

You will create 3D art for games played across multiple platforms and you'll build worlds that players want to lose themselves in.
Available at
London, Liverpool, Glasgow
BA/BSc (Hons) Game Art & Animation
Domestic Fees
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Entire Course Fee
Entire Course Fee
Entire Course Fee
BA/BSc (Hons) Game Art & Animation
International Fees
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Entire Course Fee
Entire Course Fee
Entire Course Fee
2 years full-time
BA/BSc (Hons) Game Art & Animation
Course Durations
2 years full-time
Start Date(s)
January, May or September 2022
BA/BSc (Hons) Game Art & Animation
Start Dates
  • January 2022

  • May 2022

  • September 2022

  • January 2022

  • September 2022

  • May 2022

  • September 2022

Entry Requirements
BA/BSc (Hons) Game Art & Animation
Domestic Entry Requirements
Domestic students must meet one of the following criteria:
Degree entry Offers will be made to applicants who are expected to meet, or exceed the entry requirements below, in addition to supplying a personal statement:
72 UCAS points
GCSE level A* - C in English 9 - 4 (or equivalent). For students studying in Scotland this is equivalent to National 5, C grade
Personal statement
Non-standard entry routes SAE Institute will accept non-standard entry applications, which do not meet the 72 UCAS points or equivalent, and/or maths/English at level 2 or equivalent as required:
Portfolio of related work - This could include recordings, films, sketch books, a blog or any suitable medium that gives you the best opportunity to show us your creative potential.
Successful pass mark achieved via the SAE UK Maths test
Academic Essay
Further Domestic Entry Information
For more information, please look at our Domestic Entry page
Domestic Entry Requirements
BA/BSc (Hons) Game Art & Animation
International Entry Requirements
Non-UK Applicants
English language requirements Students whose first language is not English will need a qualification that demonstrates competence in English, equivalent to UK GCSE (Level 2) grade 4 (c) or above. Equivalent qualifications can be accepted, where these qualifications have been verified by ENIC and are adopted widely within the UK Higher Education sector, including:
Academic IELTS (minimum 5.5 in all components and an overall score of 6.0)
Pearson Test of English (minimum 51 in all subscores)
Cambridge English: Proficiency (CPE) (minimum grade C)
Cambridge English: Advanced (CAE) (minimum grade B)
TOEFL (IBT) 72 overall with the following component scores: Listening – 17 Writing – 17 Speaking – 20 Reading – 18
Further International Entry Information
For more information, please look at our International Entry page
International Entry Requirements


Develop advanced skills in industry-standard software packages Autodesk Maya, Autodesk 3ds Max, Substance Painter, Unreal Engine 4, Unity, SideFX Houdini, Foundry NukeX, Pixologic ZBrush and Adobe Creative Suite.
Practical, immersive training Practical skills are vital. Our learning approach is a blend of vocational and academic from day one.
Cross discipline collaboration Work across film, gaming and audio projects at SAE.
Expand your career Graduate with a portfolio, work experience, employability and entrepreneurial skills and a network of fellow creatives.

Tools & Software

Animation skills

Character animation (2D/3D) Visual storytelling 3D modelling & computer graphics Visual effects & motion graphics

Course Structure

BA/BSc Game Art Animation is broken up into three distinct stages, each designed to develop different skills.
Trimester 1
Develop the essential technical animation skills and the knowledge required to collaborate with other creative media students and professionals.
‘2D Fundamentals’ is the first module leading to the Game Art Animation award. It explores the basics of classical drawing and digital imaging for the creation of 2D assets, introducing you to the workflows and pipelines required. You will also receive a grounding in the conventions of academic writing, and the concepts of intellectual property and copyright in the creative industries.
‘3D Fundamentals’ introduces students to the theories and practice of 3D artwork for games. The standard workflow of a 3D pipeline is explored, centred on modelling and texturing, while outlining the effective use of geometry in regards of performance and workflow optimisation. Students will learn presentation skills to help them present their work to others through visual and oral methods, while also starting to learn about effective time management in creative work.
Trimester 2
Broaden your scope to work on complex multidisciplinary projects in accordance with industry-standard practices.
‘Digital Sculpting and PBR Texturing’ addresses the technical aspects of the 3D production pipeline. Lighting, texturing and camera setups for real-time rendered scenes are explored and developed. Students will implement digital sculpting techniques as well as optimisation of geometry, topology and edge flow. Students will also explore techniques for texture baking and develop contemporary workflows using industry standard software packages. This module will introduce students to the necessary skills and knowledge to create digital assets using the same workflow used in the creation of AAA and independent console titles.
‘Game Art Animation and Rendering’ is the final module in Level 4 for students specializing in Game Art. The module covers the theory and practice of animation and rendering, including technical processes of lighting and rigging. Student will learn about and then demonstrate the relevant techniques through a simple animation.
The module provides an insight into the animation process and shows standard workflows in 2D and 3D animation. The result will then be presented in a rendered scene.
Trimester 3
Game Character & Asset Development
Students are asked to research and analyse the works of a particular group, individual or movement within a given industry. From this research, students will then be able to implement production techniques to effectively create a game-ready character and associated asset based on an existing franchise (Game, Movie, etc).

From this, students learn the importance of working to guidelines; identifying techniques and approaches for a given style; and understanding the cultural context of relevant media.They will also learn the technical process for designing and creating detailed game assets, building on the foundation established in Level 4.
Cultural context of existing media projects
Art Styles
Digital Sculpting
PBR Texturing
Organic Baking
Lighting & Rendering
Hard Surface Sculpting
Organic Sculpting
Hard Surface Modelling
Texture Baking
Weapon Design
Students will create a 3D rendered character with a detailed asset (i.e weapon)
Trimester 4
Environment Art & Realtime Animation
In this term, students will develop an understanding of professional workflows for environment creation and real-time animation. Students will determine, through research, industry relevant techniques for modelling, texturing and optimisation for game engines, with a focus on efficiency as well as aesthetics and style. A major part of the module will involve students collaborating either cross discipline or with others in their own field to mimic the operational dynamics in industry. Students will also learn considerations for marketing and effective planning for animation projects.
PBR Rendering theory
Real-time optimisation
Animation theory
Modelling for Environments
Texturing for Environments
Game Optimisation Techniques
Environment Texturing
Real-time lighting & Rendering
Planning for Animation Projects
Students will create a real time animation
Trimester 5
Research & Specialisation
This term provides opportunities for students to identify their area of professional interest such as environment art, character art, or animation. Through research and practical application, students will develop a deep and sound knowledge of their chosen area.

In this module, investigation and applied knowledge will help students to develop a proposal for their Major Project exploring existing research methodologies, scholarship, production techniques and current industry developments. Students will have a choice to undertake structured industry-based activities, or pursue a research project using real-time or animation technology.

This module will build a thorough awareness of professional practice and the student's ability to direct their professional development. At the end of the module, students will have a Major Project proposal informed by systematic investigation and an informed perspective on how it fits into their future career plans.
Research Methodology
Project Planning
Critical Evaluation
Problem Solving
Autonomous Learning
Specialisation & Focused Learning
Industry Ready Production Techniques
Major Project Proposal
Practical Project Based on Specialisation
Trimester 6
This final module enables students pursuing the Game Art and Animation award to demonstrate their skills in a large scale, advanced level project.
The Major Project is the culmination of the undergraduate programme; it gives the student the opportunity to demonstrate their skills in a large scale, advanced level project. There are two options for the Major Project, detailed in (11b) below.

There is an expectation that the final deliverable for this programme will be of a calibre such that it demonstrates the student’s capacity to progress into professional practice or postgraduate studies.
UCAS Course Codes
BA (Hons) Game Art & Animation IW63
University of Hertfordshire
Level 6 This program was developed and is delivered and assessed by SAE Institute, awarded by and quality assured by University of Hertfordshire.

Bachelor or Animation Career Outcomes

What jobs will this course lead to?

Character Artist
Environment Artist
Technical Artist
Production Coordinator
Quality Assurance (QA)
Motion Designer
Lighting Artist
Lighting Artist/Lighting TD
Character Animator
Layout Artist
3D Generalist
Concept Artist
Graphic Designer
2D Artist
Rigging Technical Director (TD)
Freelance Artist
Animation/Art Intern
FX Artist
Roto Artist
Previs Artist
Matchmove Artist
Texture Artist
Look Development Artist
Pipeline TD
3D modeller
Visualisation Artist
Matte Painter
VFX Supervisor
Art Director

Student Spotlight

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Course FAQs

While we would recommend that anyone who is studying Game Art & Animation should invest in their own hardware, our labs are kitted out with high end PCs that you will have access to for your classes. Students can also book access to PCs when they aren’t in use.

We are looking to see an applicants’ best and most refined artwork in whatever medium they choose, and should evidence their creativity and technical skill. You are welcome to contact our admissions team for advice on what you should include.

You can provide a PDF document or a personal URL with your artwork. Traditional artwork should be scanned and submitted in a digital image format like JPEG, or as part of a PDF.



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