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BA/BSc (Hons) Game Art & Animation Degree

Study Game Art and Animation to explore topics from 2D fundamentals to 3D character and environment design. Learn advanced industry standard animation tools such as Autodesk 3DS Max, Maya, and the Adobe Creative Suite.

Start in September
Creative Industry Courses
Available at
London, Liverpool, Leamington Spa, Glasgow
Fees
BA/BSc (Hons) Game Art & Animation Degree
Domestic Fees
London

£11,100 per year

The annual tuition fee is fully funded via Student Finance England for eligible home-fee students.

For UK/Irish students commencing their studies from January 2024.

Glasgow

£9,000 per year

Partial funding is available for eligible home fee applicants who are resident in Scotland via the Students Awards Agency for Scotland (SAAS).

For UK/Irish students commencing their studies from January 2024.

Liverpool

£11,100 per year

The annual tuition fee is fully funded via Student Finance England for eligible home fee students.

For UK/Irish students commencing their studies from January 2024.

Leamington Spa

£11,100 per year

The annual tuition fee is fully funded via Student Finance England for eligible home fee students.

For UK/Irish students commencing their studies from January 2024.

BA/BSc (Hons) Game Art & Animation Degree
International Fees
London

For international students (non-EU/EEA/Swiss)*, £15,000 per year



For EU/EEA/Swiss students*
: £ 11,100 per year

*Student visa required

For more information regarding SAE’s EU/EEA/Swiss students bursary policy, please read the SAE UK EU/EEA/Swiss students bursary policy.

Glasgow

For international students (non-EU/EEA/Swiss)*, £13,000 per year



For EU/EEA/Swiss students*
: £9,000 per year

*Student visa required

For more information regarding SAE’s EU/EEA/Swiss students bursary policy, please read the SAE UK EU/EEA/Swiss students bursary policy.

Liverpool

For international students (non-EU/EEA/Swiss)*, £15,000 per year



For EU/EEA/Swiss students*
: £ 11,100 per year

*Student visa required

For more information regarding SAE’s EU/EEA/Swiss students bursary policy, please read the SAE UK EU/EEA/Swiss students bursary policy.

Leamington Spa

For international students (non-EU/EEA/Swiss)*, £15,000 per year



For EU/EEA/Swiss students*
: £ 11,100 per year

*Student visa required

For more information regarding SAE’s EU/EEA/Swiss students bursary policy, please read the SAE UK EU/EEA/Swiss students bursary policy.

Duration(s)
2 years full-time
BA/BSc (Hons) Game Art & Animation Degree
Course Durations
2 years full-time
Start Date(s)
September
BA/BSc (Hons) Game Art & Animation Degree
Start Dates
London
  • September

Liverpool
  • September

Leamington Spa
  • September

Glasgow
  • September

Entry Requirements
BA/BSc (Hons) Game Art & Animation Degree
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 Degree
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:
IELTS (UKVI or Academic) (minimum 5.5 in all components and an overall score of 6.0)
Pearson Test of English (minimum 59 in all subscores)
Cambridge English: Proficiency (CPE) (minimum grade C)
Cambridge English: Advanced (CAE) (minimum grade B)
Cambridge English: Level 1 Certificate in ESOL International (B2 First) – minimum grade C
TOEFL (IBT or IBT Home Edition online) 72 overall with the following component scores: Listening – 17 Writing – 17 Speaking – 20 Reading – 18
LanguageCert ESOL examinations:
  • International ESOL C1 Expert – pass in all four components
  • International ESOL SELT B2 (Listening, Reading, Writing, Speaking) – minimum 33 in all components
  • ESOL Integrated Skills in English II – pass in all components
• IELTS Indicator* (online) – minimum 5.5 in all components and an overall score of 6.0
*Accepted on exceptional basis for the applicants whose local test centres are affected by closures due to Covid-19
Further International Entry Information
For more information, please look at our International Entry page
International Entry Requirements

YOUR CAREER IN ANIMATION BEGINS NOW

Game Development SAE
Develop advanced skills in industry-standard software packages Autodesk Maya, Autodesk 3ds Max, Substance Painter, Unreal Engine 4, 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.
SAE Top 50 Creative Schools
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

Game Art & Animation Degree 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.
In this module, you’ll explore the basics of classical drawing and digital imaging for the creation of 2D assets, along with associated workflows and pipelines. You’ll also learn the conventions of academic writing, and how the concepts of intellectual property and copyright impact the creative industries.

Topics include:

  • Principles of design and composition
  • Colour theory
  • Image acquisition
  • Drawing
  • Digital image editing
  • Academic writing and referencing
  • Intellectual property and copyright
In this module, you’ll be introduced to the theories and practice of 3D artwork for games. You’ll explore the 3D pipeline, centred on modelling and texturing, along with exploring how to effectively use geometry for performance and workflow optimisation. You’ll also learn how to present your work to others in an engaging manner, plus ways of effectively managing your time when undertaking creative work.

Topics include:

  • Principles of 3D
  • Low-poly 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.
In this module, you’ll explore the technical aspects of the 3D production pipeline, including lighting, texture and camera setups for real-time rendered scenes. You’ll learn to implement digital sculpting techniques and optimise geometry, topology and edge flow, all while developing contemporary workflows across industry-standard software packages. You’ll also create digital assets using AAA and independent console title workflows.

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
Across this module, you’ll cover the theory and practice of animation and rendering – including the technical processes involved in lighting and rigging – as you create a simple animation. You’ll gain hands-on insight into the animation process as you explore standard workflows used in 2D and 3D animation, with the result 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.
In Creative Studio 1, you’ll research and analyse the works of a particular group, individual or movement in the game art and animation industry. You’ll then use this research to implement production techniques, create a game-ready character and build an asset based on an existing game or film franchise. As well as learning the technical process for designing and creating game assets, you’ll explore the importance of working to guidelines, identifying techniques and approaches, and understanding the cultural context of relevant media.

Topics may include:

  • Modelling for environments
  • Texturing for environments
  • Game optimisation techniques
  • Environment texturing
  • Animation
  • Real-time lighting and rendering
  • Teamwork
  • Planning for animation projects
Trimester 4
The second Creative Studio term focuses on developing your understanding of professional workflows for environment creation and real-time animation.
During your second Creative Studio module, you’ll research industry-relevant techniques for game engine modelling, texturing and optimisation, with a focus on efficiency, aesthetics and style. You’ll also explore marketing and planning considerations for animation projects and will collaborate with your games art degree peers and students from other SAE creative disciplines to bring your projects to life.

Topics may include:

  • Digital sculpting
  • PBR texturing
  • Organic baking
  • Lighting and rendering
  • Hard surface sculpting
  • Organic sculpting
  • Hard surface modelling
  • Texture baking
  • Weapon design
Trimester 5
As you enter your penultimate study period, you will begin to specialise your skills within your chosen area of the game art and animation industries. You can attend either Creative Studio 3 or Advanced Specialised Production and Research and Professional Development in Creative Media modules.
In Creative Studio 3, you’ll explore the history of ideas within the games and wider creative media industries. Combining evidence-based decision making and mastery in creative media practice, you’ll develop a proposal for your final Major Project where, in Trimester 6, you’ll choose to undertake structured industry-based activities or pursue a research project in your area of interest.

Topics may include:

  • Critical evaluation
  • Problem solving
  • Autonomous learning
  • Industry-ready production techniques
  • Character art
  • Environment art
  • Technical art
  • Prop/asset creation
  • Animation
  • Rendering
During this module, you’ll build on what you’ve learned to date, creating professional-standard work in your chosen area. You may decide to engage in live projects through work placements, collaborate with other SAE students from any creative disciplines, work on simulated briefs or develop your own projects. This module is the perfect opportunity to refine your skills, build industry connections and develop a portfolio that showcases your talents.

Topics may include:

  • Character art
  • Environment art
  • Technical art
  • Prop/asset creation
  • Animation
  • Rendering
In this module, you’ll create the proposal for your final Major Project with guidance from our Experts. You’ll also develop a variety of academic and professional skills as you prepare to progress to postgraduate studies or embark on your career journey.
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 last trimester you’ll complete your Major Project, having crafted your project plan in Trimester 5. This module allows you to hone skills within your selected field and create something unique from start to finish. As well as forming part of your impressive portfolio, the Major Project sees you connect with industry professionals and could even lead to employment opportunities further down the track.
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.
Visual Effects Editing at SAE

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

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Course FAQs

While we recommend that anyone invest in their hardware, our labs are kitted out with high-end PCs that you can access 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

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