Character Concept Design 1 This module introduces students to the basic design principles associated with Character design, focusing on elements such as story, character, construction, visual shape language, nonverbal communication and emotion, in order to create effective characters for a variety of industries.
Module code: FVFX Environment Concept Design 1 This module will introduce students to the study of environment concept design techniques, beginning with rough concept sketches through the creation of several pieces of finished environment concept art. Life Drawing This module aims to develop your skills in observational drawing by furthering your knowledge of lighting, fabric implications, and soft and hard surfaces.
Contemporary Aesthetics And Visual Structure This module introduces you to art direction and establishing a design process. Module code: GAME Introduction To Cgi This module is designed to give students a fundamental understanding of the principles and practice of techniques used in CGI. Junior Collaborative Game Development And Testing Students will work in a junior role in a team comprised of departments as in a games studio. Life Drawing 2 The laboratory work considers methods of rapid interpretation of form and function to develop skills that are pertinent to the concept industry.
Character Concept Design 2 Unique characters and creatures, are a key aspect of many films and games. Module code: FILM Junior Concept Art For Collaborative Projects Students will have the opportunity to specialise in their chosen field, working as part of a team of concept artists to produce artwork for a series of given briefs. Junior Vfx Project You will work in a small group to create a project that uses a variety of skills that you have learned so far on the course.
Senior Concept Art For Collaborative Projects This module aims to build upon the experience gleaned from the role of a junior designer within the Game industry. Advanced Concept For Art 1 Students will study a range of industry workflows to complete fast and effective concept designs such as greyscale paint overs, 3D supported drawing, painting hair, fur and clothing, and digital character design.
Employability For Visual Effects And Games This module will enable you to reflect upon your own skills and knowledge gained from University study and from your own life experiences in order to identify how this knowledge and skill can be utilised to optimise employment opportunities. Advanced Character And Creature Sculpture Here you'll get an opportunity to further push your skillset in digitally sculpting the human form in Zbrush. Advanced Concept Art 2 Through research and development students are required to develop a unique and innovative game concept design.
Introductory Modelling And Rendering This introductory module introduces students to the 3D modelling pipeline for computer games using industry standard software such as 3DS Max and Photoshop. Introduction To Visual Art Skills Students will develop their observational skills and technical ability in traditional art mediums.
The Language Of Art And Design Students will develop their understanding of art history and its application to current visual media.
Entry requirements. Choose your country. Facilities Global Games Jam. Epic Games Lab. Games and Concept Art Labs. Global Games Jam Our students and members of the general public take part in a three day event developing digital or analogue games in their own teams using our Cadman Studios where our Games and VFX courses are run. Epic Games Lab In addition to our Epic Games Lab, we also have brand new games labs for which feature dual screen monitors, Wacom tablets and industry software.
Teaching and assessment. Overview Study time Assessment breakdown Assessment breakdown Teaching You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Assessment Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark.
Independent learning When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Global Games Jam Video students. Not included in tuition fees Not included in the fees: Art and craft materials for your course. Art and craft materials for your course. Accommodation and living costs Accommodation and living costs Accommodation and living costs are not included in our fees. Sources of financial support If you receive funding from Student Finance you may be eligible to apply for additional benefits.
Scholarships and additional funding As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. Our students.
Rules and regulations If you are offered a place at Staffordshire University, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.
Social media. Have you considered? Study options Full-time Foundation year. Request an undergraduate prospectus If you live outside of the UK, have already had a prospectus from us before or you'd like to request more than one prospectus please contact marketing staffs. Mobile phone number. Address Line 2. Opt-in to all. Shortlisted for University of the Year.
Top 15 for Teaching Quality. Midlands University of the Year. Character Concept Design 1. Environment Concept Design 1.
Life Drawing. Contemporary Aesthetics And Visual Structure. Introduction To Cgi. Character Concept Design 2. Environment Concept Design 2. Life Drawing 2. Junior Vfx Project. Fx Portfolio Project. Fx Research Project. Advanced Character And Creature Sculpture. Advanced Concept Art 2. Advanced Concept For Art 1. Introduction To Visual Art Skills. Photoshop For Games And Animation. Introductory Modelling And Rendering. Art and craft materials for your course Art and craft materials for your course.
This will be used to create simple game entities and later on in the module, a simple game. In this module you will analyse current user interfaces and heads up displays being used in modern games and investigate the design process for menus, options and other elements of user interface design. You will then design and create a user interface for a specific game genre before implementing your design into a game engine.
This module focuses on learning techniques to produce hard surface models such as weapons and vehicles. Students will produce a portfolio of weapon and vehicle assets to varying specifications and implement them into a games engine. Students will explore the wider application of Real Time Game Engine technology in a 21st Century setting.
Completing this module will afford you skills in a wide range of game engine techniques such as Scripting, Lighting, VFX and Cinematography.
This module introduces the core concepts of pixel art, from low resolution 16 colour sprites to industry relevant creation of larger tiles and higher requirements, with the assignment focusing on development of tile sheets and developing pixel art for modern engines such as Unreal Engine 4.
This module covers the skills required to produce realistic game environments. Students are taught from scratch how to design, develop and enhance their own game prototypes using rapid prototyping techniques, scripting and an industry standard game engine. The emphasis is on demonstrating core gameplay ideas within short timescales.
In this module, students will focus on the completion of game prototypes within a modern industry setting. Students will learn the practical and theoretical techniques necessary to produce professional documentation, excellent prototypes and community-designed topics.
Students will focus on designing, producing and implementing their own models into provided games frameworks, ensuring their work is compatible with gameplay systems to ensure functionality as well as artistic quality. This module examines military based games and simulations. Students will study what it means to design, play and market military based games and how they have changed not just our understanding of conflict but how they have changed warfare in the 21st century.
Military based games are not only the most popular of games on the market but are also now used as military training tools. We will examine how games are now replacing traditional simulations and table-top wargames for military training, and study how they have been used to model nuclear warfare, and now cyber warfare, and what this may mean for games design in general.
Students will work in a senior role in a team comprised of departments as in a games studio. The senior roles carry additional focus on mentoring and project management. This employability focused module looks at a number of specific aspects with web presences, social media and industry engagement, while also allowing you the chance to add more work to your portfolio to fit your future career plans.
Students also have the opportunity to explore the technical side of facial motion capture. Students will focus on the challenging art of designing and implementing Artificial Intelligence systems. Through scripting complex custom entities, students pit their developed AIs against a series of challenging scenarios including competitive arena-based combat and multi-agent tasks.
Students will work towards the creation of several industry standard 3D art pieces. You'll work with a variety of industry standard software with the goal to create stunning portfolio ready pieces. Individual Games Technology Project allows you to perform independent research and development into games technologies of your choosing. This module explores the marketing elements of the computer game industry. Students will look at topics such as how the game industry works, marketing independent games, as well as designing a marketing strategy.
Students are given a large-scale, studio-like framework created for a single player 2D space battle game. They are to design and develop their own custom gameplay using this framework which entails creating additional assets, prototypal features, in-game effects and systems, tools, game modes and missions. Lectures and case studies on the following operational areas of the Games Industry.
This module will look at areas such as key dates in the games industry calendar, making Games Industry connections, key people in the Games Industry, Gaming Sites and developing a Games Community. This module introduces students to the fundamentals of level and games design. This is achieved by investigating existing games and deconstructing mechanics and systems along with designing levels and creating testing strategies. Assignments are split into two semesters, the first focusing on level design and testing, the second on mechanic design and explanation.
This module introduces students to the Unreal 4 game engine. Assignments are split into two semesters, each focusing on a different framework and game style. This module introduces you to the workflows and techniques used within Adobe Photoshop to create Game Art based content. This introductory module introduces students to the 3D modelling pipeline for computer games using industry standard software such as 3DS Max and Photoshop.
Assignments are split into two separate semesters which are designed to build up the necessary skills required to create assets independently without the need for tutorials. This module takes an in-depth look at massively multiplayer online games, the stories they tell and the communities they build and manage.
Students will utilise play based research to examine the vast virtual worlds of MMOGS from within the stories and communities that they create. We will look at how narratives and communities must be uniquely tailored for, and how the intricacies of these designs are unique in games design due to the need for complex interactive storytelling to be achieved.
We understand that you might have experienced a challenging run up to higher education and may have not met the entry requirements as listed. For equivalent entry requirements in your home country, please see the information on our country pages. Home to the Epic Games sponsored Design Centre. A fully equipped space designed to nurture future industry developers studying with us on our Games courses. The Motion Capture Stage is an industry standard facility that provides training and sessions within Motion Capture, promoting innovation and realism within Animation practices.
Our students and members of the general public take part in a three day event developing digital or analogue games in their own teams using our Cadman Studios where our Games and VFX courses are run. It is a fantastic experience - the opportunity to meet new friends and make games based on a super-secret yearly theme from the Global Games Jam group! Sorry, this video requires the use of functional cookies which you have not consented to use.
Change your cookie settings or watch the video on YouTube. In addition to our Epic Games Lab, we also have brand new games labs for which feature dual screen monitors, Wacom tablets and industry software. This facility hosts sessions that show students how to set up and prepare shoots at a high industry level. The sessions provided give in-depth information that covers each stage, from preparation to exporting data for use within a project. Find out more about our Motion Capture Stage.
VR and AR solutions can also be used in conjunction with the Motion Capture Studio to create mixed or hyper reality experiences for a variety of industries and applications. Our VR, AR and Mixed Reality Labs can be used to create a range of experiences, including training, gaming, palliative care support and shopping experiences. Find out more about our Immersive Technology facilities. Graduates from our Computer Games Design degree are in great demand, working across the globe as games designers, 3D artists, 3D animators, level designers and technical artists.
Our graduates joined the likes of Ubisoft as level designers, working on games like The Division, and several of our recent graduates worked on Grand Theft Auto V and other upcoming Rockstar North titles. You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year.
You will be taught in first-class learning spaces throughout your course. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.
Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around students. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies. Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark.
Practice assessments are developmental and any grades you receive for them do not count towards your module mark. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations.
The grades from formal assessments count towards your module mark. In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas.
These include study skills including reading, note-taking and presentation skills ; written English including punctuation and grammatical accuracy ; academic writing including how to reference ; research skills; critical thinking and understanding arguments; and revision, assessment and examination skills including time management. Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.
Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations. Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments. Each module normally includes practice or 'formative' assessments for which you receive feedback from your tutor.
There is a formal or 'summative' assessment at the end of each module and the grades from formal assessments count towards your module mark. You will normally receive feedback on coursework assessments within 20 working days following the date of submission. Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate.
Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements.
A typical composition of study time for this course is:. You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes senior academics and professional practitioners with industry experience. Postgraduate research students who have undertaken teaching training may also contribute to the teaching of seminars under the supervision of the module leader.
His main area of interest is developing Frameworks in the Unreal Engine. Greg began his career as a games designer and 3D artist working on serious games. Greg has contributed to several online games design educati…. Wael El Zanaty is a games design and rapid games prototyping lecturer.
We believe in giving you a strong underpinning in core technical skills, building upon this skill set and supporting you in finding your own individual niche. Sorry, this video requires the use of functional cookies which you have not consented to use.
Change your cookie settings or watch the video on YouTube. Explore our campus and facilities, find out more about the courses you're interested in and connect with our lecturers and current students. The Motion Capture Stage is an industry standard facility that provides training and sessions within Motion Capture, promoting innovation and realism within Animation practices. Explore your artistic creativity on the latest games development software in our Games and Concept Art Labs.
This facility hosts sessions that show students how to set up and prepare shoots at a high industry level. The sessions provided give in-depth information that covers each stage, from preparation to exporting data for use within a project.
Find out more about our Motion Capture Stage. VR and AR solutions can also be used in conjunction with the Motion Capture Studio to create mixed or hyper reality experiences for a variety of industries and applications. Our VR, AR and Mixed Reality Labs can be used to create a range of experiences, including training, gaming, palliative care support and shopping experiences. Find out more about our Immersive Technology facilities.
This work experience may be closely linked to your course, or it could be a broader experience designed to develop your employability skills.
Our commitment will give students the best possible mix of knowledge and experience. Students on our courses have gained work experience opportunities at companies such as:. Our graduates are highly successful in securing employment at some of the best-known names in entertainment. We've had worldwide success with our alumni securing jobs in games studios around the globe.
I was given a lot of freedom to explore and develop my work on my own but I had the support of the lectures who offered advice and critique that really saw my potential. Also being around other students from other computer technology based courses really helped me to realise the amount of opportunities in the future that my degree could help me to achieve.
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