Entry requirements
A level
Accepted alongside A-Levels as part of overall 112 UCAS Tariff requirement.
112 UCAS Tariff points
112 UCAS Tariff points
Accepted as part of overall 112 UCAS Tariff requirement.
112 UCAS Tariff points from International Baccalaureate Certificates
112 UCAS Tariff points
Accepted alongside Irish Leaving Certificate Higher Level as part of overall 112 UCAS Tariff requirement.
Pearson BTEC Level 3 National Extended Diploma (first teaching from September 2016)
112 UCAS Tariff points
112 UCAS Tariff points
UCAS Tariff
Accepted as part of overall 112 UCAS Tariff point requirement.
You may also need to…
Attend an interview
Present a portfolio
About this course
This new idea-driven skill based course is about everything from concept art to 3D Modelling, 3D Sculpting character development and level creation.
You’ll be part of a degree with innovation, creativity and employability at its heart as you bring concept to reality; the perfect preparation for a career in an exciting, fast-paced industry worth billions each year.
You will:
see you gain experience in the design skills and techniques used to bring projects from concept to screen through digital painting, 3D modelling, 3D sculpting, 3D animation and game engine
develop a mix of design and technical skills like environment/character design and creation, 3D modelling, texturing, level design, level creation, live briefs, and games production
gain a sound knowledge of game and concept art, with an emphasis on innovation, design and creativity rather than the programming and technical aspects of the gaming industry
use the latest industry standard software
have the opportunity to get hands-on work with industry professionals on real-world projects to help develop your skills and experience
You can also choose to study this course as a four-year integrated masters option MDes Game Art UCAS code: 305F or as a foundation year BA (Hons) Game Art (four years including foundation year) UCAS code: 305G
Modules
This degree is primarily designed for those who want to pursue a career in the game art and associated design industries. It explores all key aspects of game art production processes, drawing upon your imagination and using a variety of techniques from 2D concepts to 3D production on screen, including 3D Modelling, sculpting, level design and mixed screen based media. Emphasis is placed on your personal and professional development, communication and entrepreneurial skills so that you are well equipped to enter a diverse and rapidly changing industry.
YEAR 1 (LEVEL 4)
MODULES
Critical studies 1: History & Context - Game Art (20 Credits)
Creative Futures 1: Professional Studio Practice (20 Credits)
Concept Art Fundamentals (20 Credits)
Asset Modelling (20 Credits)
Sketch to Sculpt (20 Credits)
Gameplay Design (20 Credits)
YEAR 2 (LEVEL 5)
MODULES
Contextual Studies 2: Critical Thinking (20 Credits)
Creative Futures 2: Business Fundamentals (20 Credits)
Characters in Context (20 Credits)
Environment Modelling (20 Credits)
Virtual Reality: Level Design and Creation (20 Credits)
VFX for Video Games (20 Credits)
YEAR 3 (LEVEL 6)
MODULES
Contextual Studies 3: Research & Application (20 Credits)
Creative Futures: Entrepreneurial Practice (20 Credits)
Negotiated Practice (40 Credits)
Game Art Degree Project (40 Credits)
The information listed in this section is an overview of the academic content of the programme that will take the form of either core or option modules. Modules are designated as core or option in accordance with professional body requirements and internal academic framework review, so may be subject to change.
Assessment methods
There are no set exams. Assessment is continuous and relates to all aspects of the programme, providing more carefully defined emphasis on formative assessment and feedback on your coursework throughout the academic year. We will advise you on your level of attainment and direct you towards a strategy for further progression as you complete assignments and modules.
There are varied formats of assessment to encourage your learning through group seminars, critiques and tutorials. This can be through group interaction with critical analysis where you will submit a range of work including sketchbooks, design sheets, finished artwork, 3D work, screen based work, technical/ production files, journals, essays and audio-visual presentations. There are reviews of work at key points before Christmas and before Easter and this provides time for you to reflect on your progress prior to a final or summative year end assessment.
Wrexham Glynd?r University is committed to supporting our students to maximise their academic potential.
On this course teaching and learning is designed to support students from a variety of backgrounds with diverse needs and to promote the supportive learning environment and pastoral care the School of Art and Design provides. Timetabling is developed to help learning teaching and assessment methodologies and provide clear and effective feedback to students. Contact hours are 16 per week in year 1, 14 per week in year 2 and 12 per week in year 3.
There is strong support for students with learning differences and who can also receive additional help from support assistants through Student Support Services.
The programme is structured to enable you to work in a multidisciplinary manner, to be flexible and enable you to develop individually. This is supported by a personal tutor / tutorials system that provides you with guidance throughout all aspects of the programme
We offer workshops and support sessions in areas such as academic writing, effective note-making and preparing for assignments. Students can book appointments with academic skills tutors dedicated to helping deal with the practicalities of university work. Our student support section has more information on the help available.
Tuition fees
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The Uni
Wrexham
School of the Creative Arts

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See your living costsWhat students say
How do students rate their degree experience?
The stats below relate to the general subject area/s at this university, not this specific course. We show this where there isn’t enough data about the course, or where this is the most detailed info available to us.
Computer games and animation
Sorry, no information to show
This is usually because there were too few respondents in the data we receive to be able to provide results about the subject at this university.
Who studies this subject and how do they get on?
Most popular A-Levels studied (and grade achieved)
After graduation
The stats in this section relate to the general subject area/s at this university – not this specific course. We show this where there isn't enough data about the course, or where this is the most detailed info available to us.
Computer games and animation
What are graduates doing after six months?
This is what graduates told us they were doing (and earning), shortly after completing their course. We've crunched the numbers to show you if these immediate prospects are high, medium or low, compared to those studying this subject/s at other universities.
Top job areas of graduates
What do graduate employment figures really tell you?This is a newly-classified subject area for this kind of data, so we don’t currently have very much information to display or analyse yet. Over time we can expect more students to study them — there could be opportunities that open up for graduates in these subjects as the economy develops over the next few years. But at the moment this looks to be a good degree if you want to work on the technical side of film and TV and this is the most common industry for new graduates.
What about your long term prospects?
Looking further ahead, below is a rough guide for what graduates went on to earn.
Computer animation and visual effects
The graph shows median earnings of graduates who achieved a degree in this subject area one, three and five years after graduating from here.
£18k
£18k
£26k
Note: this data only looks at employees (and not those who are self-employed or also studying) and covers a broad sample of graduates and the various paths they've taken, which might not always be a direct result of their degree.
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Post-six month graduation stats:
This is from the Destinations of Leavers from Higher Education Survey, based on responses from graduates who studied the same subject area here.
It offers a snapshot of what grads went on to do six months later, what they were earning on average, and whether they felt their degree helped them obtain a 'graduate role'. We calculate a mean rating to indicate if this is high, medium or low compared to other universities.
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Graduate field commentary:
The Higher Education Careers Services Unit have provided some further context for all graduates in this subject area, including details that numbers alone might not show
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The Longitudinal Educational Outcomes dataset combines HRMC earnings data with student records from the Higher Education Statistics Agency.
While there are lots of factors at play when it comes to your future earnings, use this as a rough timeline of what graduates in this subject area were earning on average one, three and five years later. Can you see a steady increase in salary, or did grads need some experience under their belt before seeing a nice bump up in their pay packet?
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