Why study a computer games (art) degree at solent university. With a key focus on core game art skills, professionalism and portfolio building, this degree prepares you for an exciting career at the forefront of the gaming industry.
Course overview
- During your studies you will be taught how to develop game ready assets for computer games and real-time simulations. A key focus is on guiding you on how to successfully combine the traditional and technical skills required to produce computer games art. The work you create in each module contributes to your overall portfolio.
- Students benefit from free access to our dedicated high-spec computer games lab where they can make use of industry-standard software, including Unreal Engine 5, Autodesk Maya, Autodesk 3ds Max, Adobe Suite (including Adobe Substance Painter, Adobe Substance Designer and Photoshop), Marvelous Designer and Maxon ZBrush.
- Using these facilities, students build up a varied portfolio of creative work. From character models and level design to environment rendering and textures, this portfolio helps students to demonstrate their competencies to potential employers.
- At Solent, our excellent industry links play a key part in student development, and past students have had the opportunity to work on live briefs for real clients. In addition, our academic team is formed of expert professionals who have wide-ranging experience in the gaming industry.
Course features
Foundation year available
- If you're not quite ready for a full undergraduate degree, there's alternative entry through one of our foundation years
Top-up option
- If you have an appropriate Level 5 qualification, you can top it up to a degree in just a year
Specialist facilities
- This course has access to specialist facilities
Study abroad
You have the opportunity to study abroad in one of our partner universities for a semester on this course
Further studies
- After successfully completing your studies, there's an opportunity to continue your studies at Solent
Who is this course for?
- This degree is for students who want to create computer games artwork. Applicants should have a portfolio of traditional or digital artwork, and some awareness of the game art production processes. It would be advantageous to have some experience of 3D modelling software and/or a game engine. The course is suited to applicants who are interested in the intersection of artwork with technology,
What does this course lead to?
- A key focus of this degree is on providing skills and opportunities to build a game art portfolio suitable for gaining employment. Students are encouraged to research and engage with current production techniques, and to consider ways in which they can futureproof their skillsets.
- These skills will help students build portfolios suitable for gaining entry level roles for careers as; Environment Artists, Character Artists, Technical Artists and Game Animators.
- Many of the skills learned on the BA (Hons) Computer Games (Art) degree are also transferable to related fields, such as Arch Viz, VFX, CGI and VR/AR.
Year 1
Game Art Assets
- This module explores three essential skills required to create game art assets: hard surface modelling, UV unwrapping and texturing. Using existing visual references and concepts you will be shown how to use these to model ‘game ready’ assets quickly and efficiently. We will discuss good practice, and the defining features of a game art model. Next, you will be shown to successfully unwrap 3D models and how to ‘bake’ maps from these. Finally, you will be shown how to paint 2D textures onto your own, unwrapped, 3D models.
Game Art Engines
- In this module you will develop your understanding of the relationship between 3D artwork and industry-standard game engine software This will include explorations of: 3D artwork optimized for real-time rendering; lighting; BSP and in-built tools for block outs; creating static meshes; creating textures and materials; key-framed animation; and software solutions designed to further optimise the game art production pipeline.
Digital Visuals
- This module sets the groundwork for your journey as a digital artist. It provides a global overview of the production pipelines used in different sectors of the digital art industries. This module also aims to help you start to develop your visual intelligence and understand the various ways in which visual intelligence is embedded in digital art in specific sectors.
Game Art Environments
- This module will focus on building game world assets for believable game environments using industry-standard tools. You will learn about developing both hard surface assets for urban and industrial environments and organic assets for natural scenery; alongside standard landscape and atmospheric tools to create a living, breathing game worlds.
Game Art Actors
- This module will explore several new game art theories, tools, and techniques. You will be taught how to digitally sculpt organic form, including anatomy, and how to retopologise, unwrap and texture a game ready character. You will also learn how to rig assets, and successfully apply existing animations to these. Finally, you will you be shown how to script a real time character so that they are able to interact with a game environment. You will use what you learn to develop a showreel demonstrating your own completed game character(s) in engine.
Collaborative Games Development
- This is a group-based module where games design and programming students develop the skills and knowledge needed for prototype game development, learning about working in a team, and further strengthen their understanding of game engines and game development processes. This module will simulate the experience of working in a game studio to develop a small game project using a game engine. You will make important development decisions such as game direction, task delegation, managing and cutting scope, as well as learning how to handle tools such as source control and task management. The module culminates in a final game demo that goes straight to your portfolio.
Year 2
Core modules
Game Art Pipelines
- This module will investigate the current technologies and methodologies that go into producing today’s artwork for games.
Animation Technology
- On this module you will learn the principles of animation, methods for rigging, how to apply animation into a games engine and how game animation is different from narrative animation.
Technical Art
- This module is not a hardcore coding module, instead it is about becoming confident to use scripting to extend the capability of the software you use for digital arts and apply it in different areas of the pipeline.
Photogrammetry
- In this module you will develop your understanding of Photogrammetry methodologies, techniques and best practices. This will include use of a professional photogrammetry studio; a study of DSLR cameras and photography; indoor and outdoor capturing; green screen captures; using drones to capture large exterior spaces; issues around lighting conditions and how to fix them; reconstructing within industry standard photogrammetry software; and exporting reconstructs for clean up in 3D art software.
Optional modules
- Please note: Not all optional modules are guaranteed to run each year.
Procedural Methods
- This module covers the use of node graphs and visual scripting methods to create procedural asset definitions of increasing complexity using tools such as Unreal's Blueprints and Houdini as applicable to your main course.
Digital Character
- This module is a chance to dive into the exciting world of character development and sculpting. You will be learning about muscle groups, anatomy and sculpting software, while combining this knowledge to build exciting characters.
Producing Games
- This module will concentrate on the knowledge and skills needed for computer game designers to become effective game producers and project managers. Students will learn the approaches to project management while working on a project, and analyse them based on their experiences working in a large team.
Virtual Production
- From an initial overview of a Virtual Production (VP) pipeline, you will build a wider understanding of the roles required for a specific application of VP. You will explore current industry practice in your own specialist area and evaluate practically and collaboratively how your own specialism functions within this format.
Final Year
Core modules
Production Brief
- This module is where you decide on and plan your Final Major Project and identify all the things you still want to learn before you leave.
Pre-Production
- The things you learn in this unit will directly inform your Final Major Project (FMP) so that you know when you start it that you can hit the ground running and spend more time in production and less in making mistakes. You will also do any previz and concept work you need for your FMP.
Professional Engagement
- In this module you will be expected to take advantage of engagement and networking opportunities throughout the year and reflect critically on their impact on your employability and future career. There are many opportunities that come as part of the course and you may also make your own opportunities congruous with your own career aims.
Final Major Project
- This module is designed to provide you with the opportunity to conduct a self-managed project of significant scale and complexity to support your Honours award.
Optional modules
- Please note: Not all optional modules are guaranteed to run each year.
Studio Practice
- This module takes the concept of producing games further by having the entire class work as a studio formed of artists, designer and programmers. Students reinforce learning from other modules by putting concepts into practice while working collaboratively to publish a small but polished game.
Technical Creature Art
- This field is always evolving as new technologies appear and industry expectations grow. Typical topics covered might be rigging and muscle systems, hair and fur groom, cloth / flesh simulation and facial blend shapes. Within the module you will be able to explore the subject in a technical and/or creative manner depending on your own career and project goals
Image and Truth
- In this module you will discuss the nature of truth, reality and meaning in game artwork. And will study theories and methods used to inform the experience of viewers, players and/or users.
Virtual Fashion
- This module explores the scope and capabilities that 3D digital technology and virtual reality can have in fashion. Students will explore new technologies, create virtual models and map key at-tributes they have learnt throughout the course, for example garment design, to virtual models in a 3D environment for display. Not limited to garment design, the module will explore all ways the 3D and virtual environment can help shape and change the fashion industry.