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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
Fees
BA/BSc (Hons) Game Art & Animation
Domestic Fees
Select Campus
Liverpool
Course Fee
£9000 pa
London
Course Fee
£9000 pa
Glasgow
Course Fee
£7500 pa
BA/BSc (Hons) Game Art & Animation
International Fees
Select Campus
Liverpool
Course Fee
EU Students £9000 pa
Non-EU Students £13000 pa
London
Course Fee
EU Students £9000 pa
Non-EU Students £13000 pa
Glasgow
Course Fee
EU Students £7500 pa
Non-EU Students £11500 pa
Duration(s)
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
London
  • January 2022

  • May 2022

  • September 2022

Liverpool
  • January 2022

  • September 2022

Glasgow
  • 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

YOUR CAREER IN ANIMATION BEGINS NOW

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.
Rookies Top 50 SAE was ranked Top 50 Creative Media & Enterainment Schools and Colleges in the World in 2021 by the prestigious The Rookies.

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
You will begin your learning journey with us by developing fundamental 2D and 3D skills that will underpin your practice and specialisation through your studies and beyond.
2D Fundamentals
‘2D Fundamentals’ is the first element to be explored in the Game Art and Animation award. It looks at 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.

Topics include:

  • Principles of design and composition
  • Colour theory
  • Image acquisition
  • Drawing
  • Digital image editing
  • Academic writing & referencing
  • Intellectual property & copyright
‘3D Fundamentals’ introduces you 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 to performance and workflow optimisation. You will learn presentation skills to help present your work to others through visual and oral methods, while also starting to learn about effective time management in creative work.

Topics include:

  • Principles of 3D
  • Low- and High-poly modelling
  • Texturing and texture baking
  • Asset creation pipeline
  • Presentation skills
  • Time management
Trimester 2
Throughout the second teaching term, you will broaden your skills that underpin key roles within Game Art and Animation industries, including sculpting, texturing, animation and rendering.
‘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. You will implement digital sculpting techniques as well as optimisation of geometry, topology and edge flow. You will also explore techniques for texture baking and develop contemporary workflows using industry standard software packages. This module will also introduce you to the necessary skills and knowledge to create digital assets using the same workflow used in the creation of AAA and independent console titles.

Topics in Trimester 2 include:

  • Digital sculpting
  • Physically Based Rendering
  • Real-time rendering fundamentals
  • Optimising 3D models for real-time applications
  • Texture baking
  • Asset design and development
  • Production briefs
  • Project management
‘Game Art Animation and Rendering’ covers the theory and practice of animation and rendering, including technical processes of lighting and rigging. You 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.

Topics include:

  • Rigging
  • Animation
  • Lighting
  • Rendering
Trimester 3
Trimester 3 introduces you to a professional working environment where you will undertake a number of prescribed project briefs using a project based ‘creative studio’ approach. Creative Studios provide a practically focussed approach to your education, through the engagement with authentic assessment activities that reflect industry practises.
During creative studio 1 you will be asked to research and analyse the works of a particular group, individual or movement within a given industry. From this research, you 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). You will learn the importance of working to guidelines; identifying techniques and approaches for a given style; and understanding the cultural context of relevant media. You will also learn the technical process for designing and creating detailed game assets.

Topics you may draw upon in Creative Studio 1 include:

  • Digital Sculpting
  • PBR Texturing
  • Organic Baking
  • Lighting & Rendering
  • Hard Surface Sculpting
  • Organic Sculpting
  • Hard Surface Modelling
  • Texture Baking
  • Weapon Design
Trimester 4
The second Creative Studio term focuses on developing your understanding of professional workflows for environment creation and real-time animation.
During Creative Studio 2 you 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 Creative Studio 2 involves collaborating either cross discipline or with others in your own field to mimic the operational dynamics in industry. You will also learn considerations for marketing and effective planning for animation projects.

Topics you may draw upon in Creative Studio 2 include:

  • Modelling for Environments
  • Texturing for Environments
  • Game Optimisation Techniques
  • Environment Texturing
  • Animation
  • Real-time lighting & Rendering
  • Teamwork
  • Planning for Animation Projects
Trimester 5
As you enter your penultimate study period, you have opportunities to identify areas of professional interest and develop a deep and sound knowledge of this area.
Creative Studio 3 allows you to develop an understanding of the intersection of creative media industries and the history of ideas. Bringing together evidence-based decision making and mastery in creative media practice, Creative Studio 3 is designed for you to develop a proposal for your Major Project. You will have a choice to undertake structured industry-based activities, or pursue a research project in an area of specialisation.

At the end of Creative Studio 3 you will have a Major Project proposal informed by systematic investigation and an informed perspective on how it fits into your future career plans.

Topics you may draw upon in Creative Studio 3 include:

  • Critical Evaluation
  • Problem Solving
  • Autonomous Learning
  • Industry Ready Production Techniques
  • Art/Animation Specialisation & Focused Learning, including but not limited to:
    • Character Art
    • Environment Art
    • Technical Art
    • Prop/Asset Creation
    • Animation
    • Rendering

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.
During your final trimester you will work to the completion of your final Major Project, which will have been designed, scoped and approved through the preceding term. This project gives you the opportunity to focus and advance your knowledge and skills in your chosen specialism within your field, and serves as the culmination of your learning journey with us.

Previously, students have used the Major Project as a springboard into industry, creating award winning projects, establishing their own businesses or making connections with industry professionals that have led to employment.
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
Animator
Character Animator
Illustrator
Layout Artist
3D Generalist
Concept Artist
Graphic Designer
2D Artist
Rigging Technical Director (TD)
Compositor
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

MIKE SEEREY
ANIMATION STUDENT CREATES SPACE-THEMED VR ANIMATION FOR MAJOR PROJECT
Read more
CHRIS WOODS
ANIMATION STUDENT WINS GRADS IN GAMES’ SEARCH FOR A STAR AWARD
Read more

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.

FAQs

YOUR DREAM CAREER BEGINS NOW

With our industry connections, specialised teachers and personalised education in world-class facilities, you can unleash your creative future with confidence.
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