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Games Animation, Modelling and Effects (including foundation year) - BSc (Hons)

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Why study this course?

Our Games Animation, Modelling and Effects (including foundation year) BSc (Hons) degree has a built-in foundation year, designed to teach you the core skills you’ll need to succeed in the following three years of your course.

This four-year degree is ideal if you can't meet the entry requirements for a standard three-year degree. This degree will provide the first step towards starting your career in animation and effects within the gaming industry.

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More about this course

Your foundation year will teach you the fundamentals of digital design and image making, as well as creative practice in terms of composition and colour. You’ll produce work in different formats such as a journal, album and instruction manual. You’ll also create a project within a subject area of your choosing, allowing you to explore the more technical aspects of design. 

Year 0 will ensure you are well-equipped to begin Year 1 of your games animation degree. You’ll be supported by our dedicated staff who will help you find your academic strengths and build your confidence. The foundation year on this course is shared with numerous other foundation year degrees, meaning you’ll interact and learn with students who are interested in other specialist areas.

Throughout the rest of the course you’ll become familiar with animation, rendering, modelling, lights/cameras and visual effects (VFX). This course has been designed with computer games professionals and games industry body TIGA.

The foundation year of this course is shared with other games-related foundation degrees, so you'll get to study among students who share a variety of interests. 

Following your foundation year, you'll study the same course content and modules as those who study the standard three-year degree. You'll also graduate with a full undergraduate degree with the same title and award as those who study our Games Animation, Modelling and Effects BA (Hons) degree.

If you'd like to change your specialism by the end of your foundation year, there will be some flexibility to allow you to do this.

Assessment

You'll be assessed through coursework, on-going in-class tests, group work and presentations You'll also receive regular feedback from your tutors. Unseen exams generally won’t be used to assess your skills (with the exception of a small component in one of the Level 4 modules – 3D Modelling).

Fees and key information

Course type
Undergraduate
UCAS code G404
Entry requirements View
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Entry requirements

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

  • at least one A level (or a minimum of 48 UCAS points from an equivalent Level 3 qualification, eg BTEC Subsidiary/National/BTEC Extended Diploma)
    English Language GCSE at grade C/grade 4 or above or will need to take the University English test

Applicants who meet the UCAS points criteria but who obtained a D/grade 3 in English and/or Maths at GCSE may be offered a University test in these areas

To study a degree at London Met, you must be able to demonstrate proficiency in the English language. If you require a Tier 4 student visa you may need to provide the results of a Secure English Language Test (SELT) such as Academic IELTS. For more information about English qualifications please see our English language 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 2019/20 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 0 modules include:

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

    The Critical and Contextual Studies module introduces a range of cultural and contextual practices and is diagnostic in helping students to identify areas of reading, writing, information gathering and research in relation to their abilities, needs and aspirations. The intention is to prepare students for critical and theoretical work in Higher Education.

    The focus of the Critical and Contextual Studies module is on the ability to ask questions and find answers; specifically, those bearing on architecture, art, design and media in the broad sense and to the conventional means to present these. The experience of the module is structured by a sequence of three submissions: an initial patchwork assignment that includes a Learning Reflection element, an analysis of the works of a particular creative practitioner and a final submission is a self-directed essay.

    The contents include answers to questions that range from practical or theoretical ‘how to’ or ‘what is’ exercises; to simple ‘what do you think?’ form of analysis or reflection; to complex structured responses in the form of the essay.

    The module is constructed around three core blocks of intensive study. Each block has a thematic structure to allow the exploration of different topics and approaches, for example: ‘Contexts’, ‘Connections’, ‘Themes in creative practice’. The first assessment includes the Learning Reflection element.

    The module aims to motivate and aid the student to find out about and engage in the practice and culture of architecture, art, design and media. The module should help inform the student about their future direction of study as well as providing useful insights into their potential and abilities. Students learn how to ask and begin to answer questions about the discipline they are interested in and its broader context. They should acquire a portfolio of methodological and critical writing and communication skills that enable them and know how to apply themselves to the various forms of study and assessment ahead following progression to the next level in Higher Education.

    Read full details
  • This module currently runs:
    • all year (September start) - Wednesday morning
    • all year (January start) - Tuesday afternoon

    The Formats module is in a relatively objective position in relation to the Project and Techniques modules; whereas their focus is on aspects of an individual’s creative practice Formats addresses what is shared or common across creative practices, such as colour, composition, having and using ideas, collecting and categorising, curating, presenting and exhibiting. It is used to integrate the individual project-related work with knowledge, methods and formats from creative practice more widely.

    Relations are explored between individual creative practice and other creative practices through producing work in different digital and analogue formats – including document, journal, process diary, book, album, brochure, instruction manual, worksheet, competition entry, exhibition, pop-up event, etc.

    The different formats relate to ways of working and ways of thinking presented in different contexts; acting as multifunctional/responsive spaces that uses a range or combination of materials, methods and presentation environments, eg drawing, painting, photography, collage, transcribing, recording, notation, animation, film, commentary, diagram, on-line algorithm, collection and categorising, mind-maps, and ‘Thinking Hats’, etc.

    There is an emphasis on the process of learning from self-evaluation and critical reflection towards propositions using both prescribed tasks and imaginative/conceptual interpretation eg colour theory – wheels/ swatches/ assemblage; reflection/ illustrated journal; composition/ narrative; exhibition/ publication; teamwork/ peer review; collecting/ curating, etc.

    The module develops evidence of independent and discriminating thought and action in the research, approach and development of creative work using existing knowledge alongside diverse experience, self-reflection and critical reflection to learn about, understand and develop creative practice.

    It introduces practical strategies for the formation and growth of nascent creative work and ideas; and seeks to introduce methods of thinking, recording, collecting, documenting, reading, mapping, reworking, reflecting and evaluating to evolve creative habits. It aims to evidence increasing subject-area knowledge and to develop understanding of the relationship between practical, conceptual and intellectual methods associated with different creative practices.

    It encourages self-assessment of skills and knowledge to contribute to and participate in team-work and collaborative outcomes. It guides navigation between the rigorous/professional (criteria, formats and deadlines) and the imaginative/innovative (novelty, diversity and questioning).

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

    A project develops ideas through conceptual and material processes towards outcomes that can be evaluated in relation to the initial idea; and other related contexts that may arise during the time-frame of the project. The Project module is an introduction to the project as a key feature of creative practice.

    The projects in the Project module vary considerably in aim, structure and duration to reflect their application in a wide range of creative practices. The definition, implementation, development and outcome of the projects is transferred from tutor to student as the course proceeds. The projects are inherently student-centred with course demands satisfied by developing the student’s independent inquiry, discovery and production.

    Each project requires direct engagement, participation and responsibility in relation to ideas, productivity and the reflection on and evaluation of creative work.

    Practical elements of project-work are built-up by a close relation with the Techniques module. Critical reflection and self-evaluation encourage the development of self-organisation and effective time-management.

    The Project module provides a broad, varied, stimulating and diagnostic experience of a range of creative practices that allows for self- assessment of individual interests and aptitudes towards developing a creative practice in relation to making an informed choice of a progression pathway ahead.

    It enables the development of a productive, disciplined and critical approach to visual and practical enquiry; and to individual independent thinking, making and communicating. It develops the individual’s portfolio of work in a distinctive and ambitious way as evidence of a personal creative practice in the context of a specific subject area. Assignments and study trips will open up London as a source of limitless research potential and creativity.

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  • This module currently runs:
    • all year (September start) - Friday afternoon
    • all year (September start) - Tuesday morning
    • all year (September start) - Tuesday afternoon
    • all year (September start) - Friday morning
    • all year (January start) - Thursday afternoon

    The Techniques module delivers the skills-based, technical aspects of creative practices in relation having, developing and resolving ideas through processes towards media/material outcomes. It concerns the quality of making, considerations of care, appropriateness and endeavour. It encourages recognition of the intrinsic formal and structural qualities of different media as essential elements in visual/aural communication. The module involves a series of learning experiences that introduce and develop many of the key skills and techniques needed for a range of making practices across various subject areas; the outcomes are in the context of and further developed in close relation with the Project module.

    The Techniques module introduces a wide range of materials, methods, techniques and processes to make work in a broad sense. It is closely aligned with the Project module to develop understanding of the limitations and potential of selected media, materials and techniques in the development project work. Responsible attitudes aligned to ethical and professional contexts are applied and considered in relation to imaginative experimentation and exploitation for innovation.

    The Techniques module links the analysis and evaluation of technical quantitative properties with qualitative aesthetic discernment and judgment and introduces a common vocabulary, technical/professional language, core skills and reference models. It introduces safe and appropriate studio/workshop/site practice.

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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 agregate.

    This module aims to:

    - enable students to understand the fundamentals of CG;
    - develop and apply relevant practcial 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.

    Read full details
  • 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 bitmaped images. Students will learn how to design, create and prepare images for use in animation and interactive applications, utilising industry stadard 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.

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  • 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.

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  • 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

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Year 2 modules include:

  • 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

    Read full details
  • 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 knoweledge 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 develope and are capable to apply advanced level skills, tools and techniques necessary for creating realistic (or acording 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.

    Read full details
  • 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.

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  • 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 wil 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 knoweledge 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 develope 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.

    Read full details

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.

    Read full details
  • 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.

    Read full details
  • 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.

    The module provides students with the opportunity to take masterclasses in a variety of disciplines related to their chosen sphere of expertise, closely supervised by specialists from relevant industries.

    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.

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  • 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.

    Read full details
  • 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.

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  • 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.

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After the course

You can choose from a wide variety of creative careers upon graduating from this degree.

You could find employment as an animator, applications developer, games designer, games developer, multimedia programmer, software engineer or a visual effects artist.

What is a degree with foundation year?

This is a four-year degree course with a built-in foundation year (Year 0). It's the perfect route into university if you don't meet the necessary entry requirements for the standard undergraduate degree. You'll graduate with a full undergraduate degree with the same title and award as those who studied the three-year course.

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

Start your course in January

You don't have to wait until September to start this course at London Met – why not start in January?

If you're a UK or EU student, you can simply call our January hotline on or complete our fast-track online application form.

If you're an international student, you'll need to complete our standard online application using the "Apply direct" button.

UK/EU applicants for September full-time entry must apply via UCAS unless specified otherwise.

Applicants for September part-time entry should apply direct to the University using the online application.

Non-UK and EU applicants for September entry may apply via UCAS, but may also apply directly to the University via the apply online button.

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.

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