Why study this course?

The Games Animation, Modelling and Effects (GAME) BSc course is an innovative undergraduate degree that will provide you with the creative skills needed by the games industry.

As an artist you will develop your computer graphics skills, both artistically and technically. You'll learn about subjects including modelling, rigging, animation, texturing, lights/cameras, visual effects (VFX) and rendering.

A number of core modules are provided as part of the degree, to enable game artists and game programmers to work together so they can achieve common goals: such an approach is fundamental to the workflow within the games industry. In addition, both groups will also work with each other using their specialist art/programming skills to design and produce joint collaborative games.

Successful completion of the course will prepare artists for a range of positions from concept, technical, texture and VFX artist to character/model builder, animator and graphic designer.

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Enjoy these 360 views of our students' design work!

More about this course

Designed with computer games professionals, as well as games industry body TIGA - this innovative degree will enable artists to develop their computer graphics skills, both artistically and technically - including modelling, rigging, animation, rendering, texturing, lights/cameras and visual effects (VFX).

With this undergraduate degree, you'll gain an excellent education in the area of games design and development. Each module has been designed with your computer games career in mind.

As well as exploring specialist artistic skills (concept artwork, 2D/3D assets, character models, animation, textures, VFX and rendering) you'll also develop problem solving, communication skills, and an awareness of the ethical responsibilities that a technical artist must consider.

There will also be opportunities for artists to collaborate with programmers on joint projects, as well as internships with external clients, giving you the chance to build up your portfolio and gain hands-on experience.

Guest lecturers will be available to supplement course delivery by providing specialists knowledge and expertise. There are also many placement opportunities and we have a strong list of professionals from games companies who visit us to share their tips, techniques and knowledge.

This undergraduate degree:

  • is relevant to the needs of the computer games industry, with the focus on exposing you to the latest developments in creative technologies for computer games (animation, modelling, graphic design, and effects)
  • develops your analytical and practical skills, associated with the design and implementation of graphics for computer games from an artistic perspective
  • Enhances your creative and technical skills, to fully prepare you for design/creative careers within the computer games industry.

Visit our website for creative technology, Think Make Play to see some fantastic work from our students.

You can get a taste for life at our School of Computing and Digital Media by taking a look at our showcase of recent student work.

Key skills covered on the course

Visual Effects (VFX) workflow

You’ll learn how to design and implement visual effects (VFX) in Houdini and Maya, how to composite VFX and 3D content in real life footage in NUKE and how to create procedural content in Houdini to be integrated in Unreal Engine.

Character artist workflow

After studying human anatomy in great detail you’ll go on to design and model characters in Maya and sculpt characters in ZBrush. You’ll also create realistic clothing in Marvelous Designer and texture your character in Substance Painter and Substance Designer. Finally, you’ll learn how to rig your character in Maya to get it ready for animation.

Environment/ hard-surface modeler workflow

This will see you design and create environmental assets in Maya, Zbrush and Houdini (such as buildings, furniture, weapons, tools etc.) You’ll then learn how to texture your assets in Substance Painter and Substance Designer.

Animator workflow

You’ll learn the principles of animation on which all classic animation works are based. You will first learn how to design and create animations in 2D with Adobe Creative Cloud software, before progressing on to animating mechanical objects and characters in 3D with Maya. Additionally, you’ll learn how to export your animation and integrate them in Unity and Unreal Engine, and how to utilise them in order to create in-game cut-scenes. Finally, you’ll integrate your 3D animations with real life footage using NUKE.

Game Designer / Level Designer workflow

You will study the principles of game and level design, and you’ll be working in teams with our Games Programming BSc students in order to design, project plan and implement your own games. You’ll learn how to optimise your game assets and design levels for games built with DirectX, Unity and Unreal Engine.

Technical Artist workflow

You’ll be given the option to learn scripting in C# for Unity, MEL and Python for Maya. You will also have the opportunity to learn visual programming in Unreal Engine, the Bifrost graph editor in Maya and procedural asset generation in Houdini.

Concept Artist workflow

Studying essential elements of art and the principles of design, you’ll learn perspective and the use of Photoshop and Illustrator. You’ll draw human anatomy in great detail as part of your studies and practice drawing each visible muscle. For all your 2D and 3D work you’ll draw concept art and then select one of your concepts (if you are working within a team, via a discussion) to refine in more detailed drawings. Additionally, you will draw detailed and properly aligned character sheets and/or object blueprints to be utilised in Maya as reference for 3D modelling.

A number of core modules are provided as part of the degree to enable game artists and game programmers to work together so they can achieve common goals: such an approach is fundamental to the workflow within the games industry. In addition, both groups will also work with each other using their specialist art/programming skills to design and produce joint collaborative games.

Successful completion of the course will prepare artists for a range of positions from concept, technical, texture and VFX artist to character/model builder, animator and graphic designer.

Assessment

You will be assessed primarily by coursework assignments, with on-going formative assessments during class.

Formative assessments will be a regular feature of the semester, encompassing peer review, with opportunities for QA (Quality Assurance), detailed feedback and guidance from tutors.

Coursework, presentations and group work will require students to:

  • model and provide optimal solutions for a given scenario
  • demonstrate an understanding of application work flow
  • and present verbal and written reports on development and application-based approaches to problem solutions.

Assessments such as unseen examinations generally won't be used in the course.

Fees and key information

Course type
Undergraduate
UCAS code G403
Entry requirements View
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Entry requirements

In addition to the University's standard entry requirements, students should have:

  • a minimum of grades CCD in three A levels, one of which must be from a relevant subject (or a minimum of 88 UCAS points from an equivalent Level 3 qualification, e.g. BTEC Level 3 Extended Diploma/Diploma; or Advanced Diploma; or Progression Diploma; or Access to HE Diploma of 60 credits)
  • GCSE English and Mathematics at grade C/grade 4 or above (or equivalent)

If you don't have traditional qualifications or can't meet the entry requirements for this undergraduate degree, you may still be able to gain entry by completing our Games Animation, Modelling and Effects (including foundation year) BSc (Hons).

Applicants with relevant professional qualifications or extensive professional experience will also be considered on a case-by-case basis.

Accreditation of Prior Learning

Any university-level qualifications or relevant experience you gain prior to starting university could count towards your course at London Met. Find out more about applying for Accreditation of Prior Learning (APL).

English language requirements

To study a degree at London Met, you must be able to demonstrate proficiency in the English language. If you require a Student visa you may need to provide the results of a Secure English Language Test (SELT) such as Academic IELTS. This course requires you to meet our standard requirements.

If you need (or wish) to improve your English before starting your degree, the University offers a Pre-sessional Academic English course to help you build your confidence and reach the level of English you require.

Modular structure

The modules listed below are for the academic year 2023/24 and represent the course modules at this time. Modules and module details (including, but not limited to, location and time) are subject to change over time.

Year 1 modules include:

This module currently runs:
  • all year (September start) - Thursday morning

Module code: CU4004

Module title: 3D Modelling and Animation

Module description: This module is designed to give students a solid introduction to the underlying concepts and principles of Computer Graphics (CG) and images as well as some practical experience of applying relevant techniques and tools. Students are introduced to the 2D/3D computer graphics and images, production workflow, relevant documents (concept art, sketches, model sheets, etc), main modelling and animation concepts and techniques, use and apply appropriate techniques and tools to produce an artefact and develop a communication style in the subject topic. No prior learning is required for this module.

Teaching period: Year

Required prior learning:

Assessment:
Assessment will have 2 components: two coursework assignments all pass on aggregate.

This module aims to:

- enable students to understand the fundamentals of CG;
- develop and apply relevant practical skills to implement the production of CG output from a relevant industry standard tool;
- develop communication skills with particular reference to CG;
- equip students for employment in the CG, games, web and multimedia, design and publishing industries.

This module currently runs:
  • all year (September start) - Thursday afternoon

Module code: CU4002

Module title: Digital Design and Image Making

Module description: This module provides an introduction to designing visual images and to the creation of vector and bitmapped images. Students will learn how to design, create and prepare images for use in animation and interactive applications, utilising industry standard software and the working methods of a visual designer.

Teaching period: Year

Required prior learning: N/A

Assessment: Coursework 1(10%) + Coursework 2 (40%) + Coursework 3 (50%) [Pass on aggregate]

The aims of this module are to:

Introduce the tools for producing single frame images using vector based drawing software and bitmap drawing software.

Introduce the use of digital still photography and other tools for digitising, manipulating, importing and exporting single frame images, for use in animation and interactive applications.

Introduce and make use of the main design elements of line, shape, tone, colour, volume, texture and composition in a digital environment.

Introduce through industry standard client briefs the design processes and working practices of the digital designer.

Develop in students an understanding of audiences and the skills of critical reflection and evaluation of their own and other peoples work.

This module currently runs:
  • all year (September start) - Tuesday morning

This module provides an introduction to the topic of computer games from a variety of perspectives. It is designed to help students understand and appreciate many of the different technical and psychological approaches games designers and developers use in their work.

It will also facilitate the development of the skills needed when developing gaming applications using contemporary scripting languages.

Students will also start to develop a rolling CV and web-based portfolio.

AIMS
- provide an understanding of the history of computer game design and an appreciation of complexity of the topic, including the technology required for developing complex interactive systems
- develop creative and lateral thinking in response to a range of stimuli with particular reference to game design
- develop communication and study skills
- implement scripting and programming capabilities in the area of casual games
- equip students for employment in the games industry, web and digital media industries.

This module currently runs:
  • all year (September start) - Wednesday morning

This module is an introduction to 2D animation production practices. These practical skills are supported by theoretical reference to the conventions of narrative cinema, and the working practices of related areas such as animation, film and video production.

The module introduces concepts, production methods, and techniques from the animation industry and related areas. It provides an historical perspective, examining traditional animation craft skills as well as contemporary industrial practice. The module introduces skills in drawing, acting for animation, cell frame animation, lens-based animation (Claymation, stop motion, pixilation), and computer animation.

Concepts, techniques, and principles that enhance the design and production of linear narrative, character and environmental design are introduced, and students’ skills in these areas developed. Students will be able to effectively represent character, emotion, movement and narrative.

Principles will be introduced through lectures, demonstrations and participative sessions with practical techniques explored in workshops.

Assessment:
1. Individual presentations and supporting documents
2. Two short animations demonstrating two different techniques (2 x 10 seconds) together with developmental work
3.
The aims of this module are to introduce students to :

1. The animation industry, its history and practices.
2. Drawing techniques, in particular the rendering of the human form.
3. An understanding of character acting, movement and gesture for animation.
4. A range of animation techniques.
5. Self-presentation and promotional skills.

The module will include the introduction of skills in the following:
Observational drawing - anatomy and proportion, composition, expression, performance and the analysis of human and animal motion.
Composition and cinematic language.
Design and development processes, asset-management.
Production pipeline for simple animation projects.
Animation techniques such as; cell animation, lens–based animation, (e.g., stop-motion, claymation, pixilation) Computer animation

Year 2 modules include:

This module currently runs:
  • all year (September start) - Monday afternoon

This module is designed to give students a solid theoretical background and the underlying concepts for the advanced 3D Modelling and Animation. The main focus is on the 3D game assets/environment (further for short used as “game assets”) and character design, modelling, texturing, and animation using the appropriate workflow, tools and techniques.

In the first part of the module students will be introduced to the main concepts and techniques used to design, model, add basic texture to game assets as well as model, rig, and implement basic game character posing. Students will be using high-end modelling and animation industry standard software tools.
Students develop fundamental modelling, basic texturing, rigging, and animation skills, also apply these to create various 3D game assets, character(s), and relevant basic animations for a game (prototype).
During the first part BSc GAME course students will have a team work element with BSc GP course students. For more detail on a first part see section 13 for Assessment Strategy below.

In the second half of the module students will be introduced to the advanced techniques and will have to develop more advanced skills by creating much more complex variety of 3D character animations and behaviours (for example, interaction with or manipulating other game assets in the scene and relevant animation of character’s facial expressions while manipulating/interaction with an object). They will have to apply the theoretical concepts, creativity, skills and techniques to build more advanced 3D character animations for various applications (video clips, games, commercials, movies).

Prior knowledge and Skills: This module requires a successful completion of Level 4, i.e. basic knowledge and practical skills of the 2D/3D modelling and animation.

Year long.

Assessment will consist of the 2 coursework assignments, all pass on agregate.

The aim of the module is to provide an advanced level of knowledge and understanding as well as ensure students develop advanced level skills necessary throughout the entire 3D game assets and character implementation workflow (concepts, design, techniques for 3D game assets and character modelling, texturing, rigging, animation, and rendering). It also aims student to develop and apply relevant practical skills, tools and techniques as well as get experience in successful 3D game assets and character project implementation according to the requirements of the game quality in a variety of contexts and applications.
This module aims to:
- enable students to understand the fundamentals of 3D game assets and characters;
- implement the production workflow of 3D game assets and characters output from a relevant industry standard tool(s);
- develop communication skills with particular reference to 3D game assets and character development;
- equip students for employment in the CG, games, web and multimedia, design and publishing industries.

The module also aims to help students to continue development of a personal portfolio by adding a 3D work that demonstrates understanding of the key principles and capability to create a complete and fully rendered 3D game assets and characters.

This module currently runs:
  • all year (September start) - Monday morning

Students will be working individually and in teams to research and develop a prototype product within the area of Augmented/Virtual Reality.

Aims
• gain awareness of new technological developments and their impact on toys and games
• develop skills in concept design and blue-printing
• increase knowledge and skills in the area of physical computing
• develop written and verbal communication skills

This module currently runs:
  • all year (September start) - Tuesday morning

This module is designed to broaden student understanding of modelling and texturing up to the advanced level, including modelling and texturing characters and assets for computer games. The processes of modeling and texturing usually are interlinked and because of that optimizing the geometry will make changes to the texturing and vice versa. Therefore this module will teach relevant techniques for matching (and optimizing) the geometry of the models, UV layouts, creating material/texture maps and mapping them on to the geometry models while keeping the number of textures needed to a minimum and at the same time without losing extra details that give a personality to (game) character or assets. Students will have to create relevant artefacts using an industry standard modelling/texturing package. The creation of models and textures for computer games is presented from the technical artist's perspective and demonstrates to the students the design, problem solving, and relevant workflow using appropriate techniques and tools. In order to enable the students to produce a professional level character design, this module will cover the study of human anatomy.

Prior knowledge and skills: This module requires a successful completion of Level 4, i.e. basic knowledge and practical skills of the 2D/3D modelling, materials/textures, lights and cameras.

Year long

Assessment will consist of the 2 coursework assignments, all pass on agregate.

The aim of the module is to provide an advanced level of knowledge and understanding of the entire modelling and texturing workflow. It also aims to ensure students develop and are capable to apply advanced level skills, tools and techniques necessary for creating realistic (or according to the project requirement specification) 3D character models and relevant textures, including characters and assets for computer games.
This module aims to:
- enable students to understand the concept and relationship between 3D model geometry, UV layouts, material/texture maps and mapping techniques;
- develop skills to create (and optimize) 3D models, UV layouts, materials/textures and mapping;
- use and integrate different tools to create realistic 3D models and textures for variety of contexts and applications (including 3D characters and assets for computer games).
- develop communication skills with particular reference to 3D character development;
- equip students for employment in the CG, games, web and multimedia, design and publishing industries.

The module also aims to help students to continue development of a personal portfolio by adding a 3D work that demonstrates understanding of the key principles and capability to create a complete and fully rendered 3D character.

This module currently runs:
  • all year (September start) - Thursday morning

In this module students are introduced to the aesthetics and conventions of digital moving image making, as well as the processes of pre-production, production and post-production for digital video and VFX work. Students will collaborate in small production teams to make digital videos, they will also work independently on visual effects projects.

This module will introduce the processes, skills and working practices involved in digital moving image production and the techniques of VFX practice. Students will study the use of digital moving images and will learn to work collaboratively to achieve shared aims.

Year 3 modules include:

This module currently runs:
  • autumn semester - Wednesday afternoon

The module is designed to bring the student to an advanced level of understanding of techniques utilised in computer generated imagery. The students will produce a finished CGI project utilising a variety of thought skills necessary to become a technical artist. These will include advanced scripting, design, problem solving, utilising industry standard workflow, hardware and software.

Assessment will consist of one coursework assignment


The module aims to enable students to develop the relevant skills required by a technical artist.
- Demonstrate a solid grasp of the concept and principles of advanced scripting
- Enable students to understand different CGI workflows
- Equip students with knowledge and skills relevant to a variety of CGI applications
- Develop communication skills relevant to advanced CGI
- Gain the necessary knowledge for employment in Games, Animation, VFX, Advertisement, Design and various other CGI related industries.

This module currently runs:
  • all year (September start) - Wednesday afternoon

The Creative Technology Project module provides final year students with an opportunity to carry out an individual extended practical research project in an area of particular interest to them.

Students use this module to develop their skills in specific techniques and processes, and to extend knowledge and skills delivered elsewhere in the course curricula. The module aims to allow students to produce highly sophisticated portfolio pieces which they would be able to present to potential employers upon graduation.

This module currently runs:
  • all year (September start) - Tuesday afternoon

This module is designed to give students the responsibility for working together as a large team, in order to design and build a Windows-based game.

Students will work in smaller sub-teams focusing on design and asset production.

Students will be expected to develop professional quality work to a specialist brief.

This module aims to:

enable students to understand workflow models, styles of project management and the necessity of good communication skills in a team-based work enviromnment
implement art and design capabilities in the area of computer games and digital media
develop communication skills with particular reference to computer games and digital media
equip students for employment in the area of computer games and digital media.

This module currently runs:
  • all year (September start) - Wednesday morning

CU6008 Visual Effects for Computer Graphics and Games

The module is designed to broaden student understanding up to the advanced level with the focus on creating, animating and rendering various visual effects (VFX) using industry standard authoring software tool(s). The creation of VFX is presented from the technical artist’s perspective and demonstrates to the student concepts of a variety of VFX, the design, problem solving, and relevant workflow using appropriate techniques and tools.

Prior knowledge and skills: This module requires a successful completion of Level 5, i.e. relevant knoweledge and practical skills of the 2D/3D modelling, materials/textures, character rigging, animation, lights and cameras.
Year long.

Assessment will consist of the 2 coursework assignments, all pass on agregate.

The aim of the module is to provide an advanced level of knowledge and understanding of the variety of VFX as well as entire VFX implementation workflow. It also aims to ensure students develop and are capable to apply advanced level skills, tools and techniques necessary for creating realistic (or acording to the project requirement specification) VFX to enhance 3D scene and character animations.
This module aims to:
- enable students to understand the concept and principles of the VFX;
- gain a knowledge, develop skills to design and implement VFX used in the rendered animation;
- demonstrate the knowledge and skills to use and integrate different tools to design and develop creative VFX to 3D scenes and characters for variety of contexts and applications (including 3D characters and assets for computer games).
- develop communication skills with particular reference to VFX;
- equip students for employment in the CG, games, web and multimedia, design and publishing industries.

The module also aims to help students to continue development of a personal portfolio by adding a VFX work that demonstrates understanding of the key principles and capability to create special (visual) effects to emphasize a complete and fully rendered 3D scene and character animation.

This module currently runs:
  • spring semester - Wednesday afternoon

This module gives students the opportunity to work with research-active staff on a project that deploys their existing skills. The supervisor will be working on a project that requires a contribution of computing, media, audio or 3D work. The student will develop the practical aspect (programming or designing or creating assets) in conjunction with the supervisor and be involved with the deployment and testing of the resource.

Students will be expected to contribute to the writing of any subsequent research papers.

Aims
• undertake some work on a research-related project;
• become more self-aware through reflection on the development of their abilities and attributes;
• enhance subject-specific knowledge, skills and abilities;
• explore research options available to them on graduation;
• enhance professional and personal development.

This module currently runs:
  • spring semester - Wednesday afternoon

The module enables students to undertake an appropriate short period of professional activity, related to their course at level 6, with a business or community organisation and to gain credit for their achievements. The activity can be a professional training, a volunteering activity, employment activity, an activity within the School of Computing and Digital Media, a placement or business start-up activity.

It is expected student should work for 150 hours which should be recorded clearly in the portfolio. The 150 hours can be completed in 25 working days in a FT mode, or spread over a semester in a PT mode.

Students should register with the module leader to be briefed on the module, undergo induction and Work Based Learning planning and to have the Work Based Learning approved, before they take up the opportunity. It is essential that students are made aware that both the “Work Based Learning agreement” and relevant “health and safety checklist” where applicable need to be approved before starting the learning activity.

The module aims to provide students with the opportunity to:
• gain a useful experience of the working environment and the career opportunities available on graduation.
• undertake a work-based project appropriate to their academic level.
• enhance and extend their learning experience by applying and building on their academic skills and abilities by tackling real life problems in the workplace.
• enhance professional and personal development.

Where this course can take you

This degree programme prepares you for a range of job roles, including concept artist, technical artist, graphics designer to technical asset artist, character/model builder, texture artist, character animator, environment artist, VFX artist etc.

Examples of what former students have gone on to do in game design, art, animation and testing industries can be seen on our blog.

Additional costs

Please note, in addition to the tuition fee there may be additional costs for things like equipment, materials, printing, textbooks, trips or professional body fees.

Additionally, there may be other activities that are not formally part of your course and not required to complete your course, but which you may find helpful (for example, optional field trips). The costs of these are additional to your tuition fee and the fees set out above and will be notified when the activity is being arranged.

Discover Uni – key statistics about this course

Discover Uni is an official source of information about university and college courses across the UK. The widget below draws data from the corresponding course on the Discover Uni website, which is compiled from national surveys and data collected from universities and colleges. If a course is taught both full-time and part-time, information for each mode of study will be displayed here.

How to apply

If you're a UK applicant wanting to study full-time starting in September, you must apply via UCAS unless otherwise specified. If you're an international applicant wanting to study full-time, you can choose to apply via UCAS or directly to the University.

If you're applying for part-time study, you should apply directly to the University. If you require a Student visa, please be aware that you will not be able to study as a part-time student at undergraduate level.



When to apply

The University and Colleges Admissions Service (UCAS) accepts applications for full-time courses starting in September from one year before the start of the course.

Our UCAS institution code is L68.

Visit UCAS for more details.

To find out when teaching for this degree will begin, as well as welcome week and any induction activities, view our academic term dates.

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