Games & Animation

Specialise in 2D and 3D animations, nurture your creativity into life and transform your ideas into reality.

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BA/BSc Game Art & Animation

Overview
Next Start Date: September 2022
Registrations are now open. Limited spots available.


Combine your artistic talents with your love for video games and turn that creative talent into your future career. From drawing lessons to precise character modeling to intricate textures, virtual environments and integration with games engines, the programme develops your skills using industry standard technologies and production methods to create 3D art and animation 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.



The 2022/3 degree programme is developed, delivered and assessed by SAE Institute, and awarded by and quality assured by the University of Hertfordshire.

Your Instructors

Dennis Boersma
Dennis Boersma is very driven with everything that has to do with games. He is the head lecturer of the Games & Animation departments and he also plays an important peer role in the curriculum development team. Any information that relates to games and computers he absorbs through (brain) osmosis thereby having a vast library of information on what you can do with them, how to make them and how to train students to become the best game makers. He does this best by teaching the students, specializing in topics in 3ds Max, Unity 3D, C#, Java, Photoshop. He teaches with a lot of energy, enthusiasm, and humor and is always looking for some course feedback. This way he stays in continuous connection with the students, what they've learned and how they are picking up the course content. Besides working for SAE he works for other companies and works on extensive personal projects, so he can have an outlet for his creativity and put his knowledge into practice. Last but not least, Dennis is a Unity Certified Trainer. 

Julia Schlotter
Julia works at SAE as a Game Art Animation teacher and student administrator. In her function as teacher, she lays the basis for 3ds Max (Autodesk) and Photoshop (Adobe). In her free time, she likes to take on freelance assignments, preferably working on apps that require the 3D visualization of interiors and exteriors. She tends to work with new techniques such as AR, VR, and walking displays as well as with old techniques, such as making paintings come to life digitally or by appifying books. In her job as a student administrator, she's very busy but can always help you out to provide a financial overview or proof of attendance or anything else you might require. Before coming to SAE she attended the Willem de Kooning for an introductory course into arts, followed by nearly three years of study at the Design Lab of the Rietveld Academy in Amsterdam, where she first got in contact with a 3D modeling software. Shortly thereafter a course in game making followed, leading to where she is now.


 
Andrew Eddy
Andrew has 20 years experience teaching multimedia software. He graduated from Brighton College of Arts in 1989 with a degree in Graphic Design specialising in Illustration. In 1992 he moved to Amsterdam and began working in the decor industry, most notably at the famous RoXY nightclub, expanding his skillset of painting and building installations. With the onset of new creative computer media he returned to college in 2000 and graduated in 2001 with honours in Multimedia Production. Immediately after graduating he began teaching various softwares at the college specialising in 3d, initially Cinema 4d and then moving over to Maya. Outside of college Andrew has been freelancing since 1997 working in various fields and trends. He currently has a studio at Art City located in the NDSM-werf Amsterdam which he designed and built in 2009.


 
Solkin Keizer
Based in Amsterdam, Solkin Keizer works as an Art Director in the fields of film, theatre, fashion and SFX. She specializes in designing spatial experiences that function in the intersection between digital and physical media. Her work has been featured in Architectural digest, Les temps and Amsterdam Fashion Week amongst others. After training as a classical painter in Florence she rounded up her BA in Film and Theater Design at the Gerrit Rietveld Academie in Amsterdam. Later on completing a MA in interactive media at the Haute École d’art et de design in Geneva. She sees her foundation in classical painting (and later on digital painting) as a crucial point of departure into different software and disciplines. Having a strong drawing and painting foundation is an essential tool that will enable you to train your eye, explore ideas and put them into use in the fields of concept art, animation, film or interactive design.

 

 
 

START DATE:

  • SEPTEMBER

DURATION:

  • 2 YEARS

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The Rookies: Top 20 3D Animation Schools in the World 2020


The Rookies: Top 50 Creative Media & Entertainment Schools and Colleges in the World 2020

Modules
2D Fundamentals
‘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
‘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.
Digital Sculpting & PBR Texturing
‘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.
Game Art Animation & Rendering
‘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.
Creative Studio 1: Industry Workflows
The module introduces students to professional working environments (or a facsimile thereof), through the ‘Creative Studio’ approach. It builds on foundational skills and introduces students to more advanced professional workflows in their chosen industry. This will include more advanced training in software and hardware, the exploration of complex production techniques, and the student’s ability to critically analyse and reflect on their own work.

Students will undertake a number of prescribed projects briefs (the briefs available will be selected by the local campus faculty) led by a facilitator. Students will enhance their creative production skills through these projects, while also developing problem-solving skills, knowledge of cultural contexts, and the ability to engage with constructive feedback.
Animation Creative Studio 2: Overview
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 the module will involve 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.
Animation Theories/Concepts
• PBR Rendering theory
• Real-time optimisation
• Animation theory
Animation Hardware/software
• Modelling for Environments
• Texturing for Environments
• Game Optimisation Techniques
• Environment Texturing
• Animation
• Real-time lighting & Rendering
• Teamwork
• Planning for Animation Projects
Creative Studio 3
This third ‘Creative Studio’ module provides students with an opportunity to identify their area of professional interest and develop a deep and sound knowledge in this field.

Using evidence-based decision making and their mastery in creative media practice, students will develop a proposal for a Major Project. Students will be supported to identify methodologies and outcomes appropriate for either an arts or sciences Major Project. They will draft a proposal including an analysis of existing research methodologies; a clear outline and rationale for the chosen methodology; a review of current scholarship; an examination of relevant production techniques; and an appraisal of current industry developments.

Students may choose to undertake structured industry-based activities through the form of ‘live projects’ or to pursue a research project in their field of specialisation. This module will build a thorough awareness of professional practice and provide students with an opportunity to direct their professional development in a way that aligns with their future career plans.
Game Art & Animation Major Project (BA/BSc)
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 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.
Entry Requirements

Entry Requirements

  • Minimum age of 18 years
  • For non-EU students, a valid VISA for the entire duration of the selected course is required prior to enrolment. The registration at SAE Institute cannot grant you a Student Visa in the Netherlands.
  • Applicants have achieved an intermediate education level
  • Language skills: English equivalent to B2 (CEFR)
Fees & Funding

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COURSE CONTENT & SCHEDULE / PRICES & PAYMENT PLANS / REGISTRATION FORM 

Note: For non-EU students, a valid VISA for the entire duration of the selected course is required prior to enrolment. The registration at SAE Institute cannot grant you a Student Visa in the Netherlands.

Careers

Within the powerful Games Industry in the Netherlands and all over the world, graduates from this course have many career options and employment destinations which include:

• Character Artist
• Environment Artist
• Matte Painter
• Concept Artist
• Illustrator
• Gameplay Animator
• Creature Animator
• Art Director
• Motion Designer
• Lighting 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. Following successful completion of the first 3 academic terms, students may be eligible to obtain an RPL (recognition of prior learning) of 180 University Credits and enrol in a programme (3 academic terms) validated by Middlesex University to study towards a BA/BSc Honours degree. SAE Institute reserves the right to make revisions and changes to the information presented in line with continuous improvement actions, and stakeholder feedback.