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2nd in London and 2nd in UK for Games Design - National Student Survey 2024

Games Design BA

Key Information

Course code

I620

Start date

September

Subject area

Games Design

Mode of study

3 years full-time

Fees

2024/25

UK £9,250

International £21,260

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Entry requirements

2024/25

AAB - BBC (A-level)

DMM (BTEC)

29 (IB)

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Overview

If you want to design the games you play and be a part of the booming games design industry – this is the course for you.

From the start, you will be encouraged to think and work as a games designer and be given the skills to develop your own ideas. You will design and prototype your own games, pitch games and develop skills in digital asset creation, wire-framing, and 3D modelling. You will also learn the core theories, concepts and methods of analysis of games which will help you create games that are based on a rich foundation of knowledge.

The Games Design BA gives you the flexibility to explore what really interests you. In the first year, you will study a range of modules including: Introduction to Games Design, Introduction to Games Studies as well as Historical and Business Contexts. This approach is designed to help you decide where your particular interests lie so that you can begin to consider where to specialise in the second and third year.

In the second and third year, you have the choice to focus on design, art, technology, game studies or sound and music. Making this choice allows you to begin to specialise in your chosen field of games design and to build your portfolio around your future ambitions whilst you’re still studying. This means you can hit the ground running when you graduate because you will have a clear focus on where you want to work and the kind of role you want to pursue.

By the end of the course you will have a comprehensive portfolio and a range of skills sought after by the games industry in areas such as: game design, game production, game art, game development, game analysis, and game research, as well as giving you transferable skills that are relevant to broader fields.

Brunel’s Games Design BA covers all the skills needed to design, develop and understand games, giving you training that will help you to reach your potential in the games industry.

Course content

From UI design, animation and commercial games to experimental games, and game analysis, this intensive course gives you the confidence and skills you need to be successful in the booming games industry. 

The Games Design BA consists of both compulsory and optional modules. Depending on the pathway selected these may be altered to keep up-to-date with changes and technology advances. This ensures that you will always be work-ready and familiar with any new challenges that may emerge in the games sector

The following types of modules are offered throughout the course:

  • Design modules which will help you to create strategies for generating game design ideas and projects – leading to a practical understanding of creative design
  • Theory modules to help you to understand the cultural and social significance of games and their historical contexts – which will lead you to develop formal design perspectives
  • Asset and story creation modules which build your skills in image creation and manipulation programs - these will develop the visuals and narrative of your game
  • Application modules which cover the communication tools used in the games industry such as presenting and prototyping skills
  • There will be additional optional modules. These will teach you how to improve your design projects and increase your skills for working in the games industry, such as Setting and World Design or Game Genre modules

The compulsory and optional modules listed below are dependant on the pathway you choose to take.

Please see the table below for more information on modules offered throughout the course for each pathway. 

Compulsory

  • Games Design 1: Introduction to Game Design Core: Element 2
    This module introduces the basic principles of game design, first through board game design and then through the creation of a concept document. Sessions all feed directly into those assessments.
  • Games Studies 1A: Introduction to Game Studies
    This module aims to introduce students to foundational concepts, themes and theories from within the field of Games Studies. The module will look at games and play using three perspectives: philosophy; media and cultural studies; and socio-cultural studies. The overall goal of the module is to develop the student’s understanding of foundational theories relating to the study of games and develop critical and analytical skills in the application of these theories to specific examples of games.
  • Asset Creation 1: Art Fundamentals
    This module aims to bring students with a wide range of ability and experience up to speed in the basics of visual games asset creation. This involves four main areas – art fundamentals (drawing, composition), image creation software (both bitmap and vector), visual design (appropriate shapes, colours and so on), and story development. Story settings provide students with design briefs, which both direct initial research and enable meaningful evaluation of design success.
  • Games Development 1B: Advanced Prototyping
    This module introduces you to the skills and techniques required to create functional and playable prototypes and communicate game designs and mechanics. You will also explore a range of digital prototyping fidelities and develop their own ideas utilising appropriate industry tools.
  • Game Audio 1: Sound Fundamentals
    You will be introduced to a wide range of abilities and experience to the fundamentals of sound design for games. You will also explore a range of principles and techniques related to audio production for games, from creating and editing audio assets to appropriate use and implementation.

Compulsory

  • Games Studies 2: Concepts and Analysis
    The main aims of this module are to learn the key concepts (including, but not limited to concepts of identification, representation, immersion, simulation, etc) and methods of analysis (including, but not limited to semiotics, aesthetics, literature, film, rhetoric, etc) that shape the interdisciplinary field of Game Studies.
  • Games Design 2: Mechanics & Economies
    The main aims of this module are to teach students the key concepts (including, but not limited to concepts of identification, representation, immersion, simulation, etc) and methods of analysis (including, but not limited to semiotics, aesthetics, literature, film, rhetoric, etc) that shape the interdisciplinary field of Game Studies.
  • Games Development 2: Methodologies & Practices
    This module delves into the digital game development process utilising industry methodologies, collaborative practices and project management skills. Students will be tasked with designing and developing a game in a small team, demonstrating their ability to contribute effectively and deliver a product.
  • Asset Creation 2: Advanced Techniques
    This module builds on the fundamentals introduced in Asset and Story Creation 1. The first part focuses on ‘concept design’, the process of developing the asset designs from initial thumbnails through to well-resolved representations. This module focuses on environments. Topics include developing stories from a supplied kernel, taking a more abstract approach to visual research, and efficient digital painting and 3D paint-over techniques. The second part of the module addresses character assets. Topics include figure construction and popular cartoon styles.
  • 3D Modelling for Games
    This module provides an introduction to the creation of ‘low-polygon’ 3D models for real-time use in games, using an industry-standard 3D modelling package. Students will also learn how to create and composite textures using Photoshop, then apply them accurately to their models. They will also be shown how to set up lighting, to enable effective renders for portfolio use. As an introductory module, the initial focus will be on discrete, hard-surface objects such as props, vehicles and small buildings, before moving on to characters.
  • Game Genres
    This module aims to teach students to recognise game genres through studying individual components that are genre defining. The module will look at these individual components in two phases. The first phase will look at specific thematic genres (such as horror, fantasy), which are present in film, television and games; and the second phase will focus on game-specific genres (such as role-playing games, sports and racing games).
  • Game Engine
    This module develops further skills in games development – specifically the use of a game engine to prototype and develop 3D computer games. Utilising appropriate tools, students will explore working in a 3D space, and use appropriate techniques to develop interactive gaming experiences.
  • Games Programming
    This module develops further skills in the development of digital games - investigating the role computer programming has in the process. Through the use of a high-level programming language, students will identify and apply appropriate algorithms, techniques and methods used in the development of a computer game.
  • Game Audio 2: Music for Games
    This module builds on the fundamentals introduced in Game Audio 1. At this level, you will be fairly comfortable with sound production software, and understand basic aspects of game audio. The module aims to introduce you to a wide range of abilities and experience ‘up to speed’ in the basics of producing music for games. This involves three main areas – music theory fundamentals, composition fundamentals, and music technologies.
  • Ludomusicology
    This module introduces you to the academic study of sound and music for games. You’ll explore a range of key theoretical concepts related to musical aesthetics, semiotics, and appreciation, all with a medium-specific focus. Methods of analysis of game sound and music will also be explored, supporting the development of critical skills and creative practice.
  • Research Methods
    This module develops further skills in games development – specifically the use of a game engine to prototype and develop 3D computer games. Utilising appropriate tools, students will explore working in a 3D space, and use appropriate techniques to develop interactive gaming experiences.
  • UI/UX Design
    This module aims to design original and user-friendly UI assets for games. Students will learn about current practices in user interface and user experience design and evaluation, and utilise appropriate tools and techniques to develop their own UI designs.

Optional

  • Asset Creation 2: Advanced Techniques
    This module builds on the fundamentals introduced in Asset and Story Creation 1. The first part focuses on ‘concept design’, the process of developing the asset designs from initial thumbnails through to well-resolved representations. This module focuses on environments. Topics include developing stories from a supplied kernel, taking a more abstract approach to visual research, and efficient digital painting and 3D paint-over techniques. The second part of the module addresses character assets. Topics include figure construction and popular cartoon styles.
  • 3D Modelling for Games
    This module provides an introduction to the creation of ‘low-polygon’ 3D models for real-time use in games, using an industry-standard 3D modelling package. Students will also learn how to create and composite textures using Photoshop, then apply them accurately to their models. They will also be shown how to set up lighting, to enable effective renders for portfolio use. As an introductory module, the initial focus will be on discrete, hard-surface objects such as props, vehicles and small buildings, before moving on to characters.
  • Game Engine
    This module develops further skills in games development – specifically the use of a game engine to prototype and develop 3D computer games. Utilising appropriate tools, students will explore working in a 3D space, and use appropriate techniques to develop interactive gaming experiences.
  • Game Genres
    This module aims to teach students to recognise game genres through studying individual components that are genre defining. The module will look at these individual components in two phases. The first phase will look at specific thematic genres (such as horror, fantasy), which are present in film, television and games; and the second phase will focus on game-specific genres (such as role-playing games, sports and racing games).
  • Games Development 2: Methodologies & Practices
    This module delves into the digital game development process utilising industry methodologies, collaborative practices and project management skills. Students will be tasked with designing and developing a game in a small team, demonstrating their ability to contribute effectively and deliver a product.
  • Ludomusicology
    This module introduces you to the academic study of sound and music for games. You’ll explore a range of key theoretical concepts related to musical aesthetics, semiotics, and appreciation, all with a medium-specific focus. Methods of analysis of game sound and music will also be explored, supporting the development of critical skills and creative practice.
  • Setting and World Design
    You will learn the elements required to create and develop a coherent, structured setting appropriate for gameplay and gain an understanding of the creative process when working within a structured game environment (specifically one you have developed for yourself).

Compulsory

  • Dynamic Audio and Implementation
    This module focuses on audio technologies and interactivity, as well as the implementation of sound using middleware and/or game engines. You will apply the audio skills developed in Game Audio 1 and Game Audio 2 and develop them by working within the systems through which dynamic audio is implemented. The aim of this module is to bridge design, technology, and audio, and encourage our students to be interdisciplinary practitioners with and in-depth understanding of digital game audio in situ.
  • Games Studies 3: Theory of Games Design
    The main aims of the module are to provide you with the theoretical underpinnings to the fundamentals of game design. In understanding the principles and theories of games design, you will be able to combine your knowledge of game development and game studies developed over the course of the programme providing you with the conceptual vocabulary, methodological framework and theoretical understanding of the core concepts of design including (but not limited to) theories of fun, engagement, flow, and motivations of play.
  • Games Design 3: Further Design
    This module aims to inform students thinking about the structure and depth in a game, establish students ideas about polish and production qualities in games, reinforce students learning on working to a brief , and broaden students ability to produce work of an industry quality.
  • Gaming Technologies
    In this module, students will explore the emerging hardware technologies used to enhance the interaction and gaming experience. Investigating an array of technologies – Virtual Reality, Augmented Reality, Gesture Recognition, and sensors. Students will be tasked with designing and developing a game that takes advantage of these interactive and immersive devices to deliver an enhanced gaming experience.
  • Game Audio Major Project
    You’ll undertake a final year major project/dissertation where you will explore game audio, focusing on how sound and music can contribute to the aesthetics experience of play. Investigating an array of appropriate methods, techniques and tools such as sound design, music composition, audio implementation, ludomusicological research, etc. You will be tasked with developing a digital project based on the creation and implementation of a variety of sound and music.
  • Major Project : Game Art Project
    In this module students will explore game art, focusing on how art assets can contribute to visual style development, narrative and overall experience in games. Investigating an array of appropriate methods, techniques and tools such as animation, 2D/3D asset development, visual style research, concept designs, and colour theory.
  • Socio-Cultural Studies
    This module aims to place games within a larger socio-cultural context through reading multi-/inter-disciplinary research. The module will teach you to evaluate the relationships and contexts within which games are made and consumed. The course begins by looking at demographics of those who play games and representation of gender, sexuality, race, age and ability in games. The second half of the course encourages you to think about what socio-cultural topics mean within a larger, developer context.
  • VFX
    In this module, students will explore VFX from a technical artist’s perspective, focusing on how visual effects can contribute to narrative development and overall experience in games. Investigating an array of appropriate techniques and tools such as 3D animation, dynamics, lighting etc. Students will be tasked with developing a digital project based on the creation, animation and rendering of a variety of visual effects.

Optional

  • Commerical Art Project
    This module enables students to further develop the principles covered in Asset and Story Creation 1 and 2, by developing the assets for a notional game over the course of an academic year. Students are encouraged to develop a rich game world based on a clear concept of setting. Although students will not be required to build a game, they will need to decide on a genre, target market and hardware platform.
  • Concept Communication
    This module focuses on the clear communication of game concepts to all relevant stakeholders (team and player base) through visual, verbal and written means. Such skills are critical to professional development in any games development environment.
  • Film and Video Games
    The module provides an opportunity to look at the impact of video games in wider audiovisual media culture, particularly at the relationship between film and video games. As video games increasingly establish a dialogic interplay with the materiality, production, politics and aesthetics of film, the field of game studies expands requiring a theoretical re-evaluation that affects the forms and modes of the moving image.
  • FM3625 - Joint Film/Theatre Final Production
    This module will consolidate your understanding of conceptual game design practice and principles through the planning and execution of a large game design based on the principal of designing a game incorporating a range of disciplines. It will bring together different programme focus’ to create a project that brings together your talents into a unified game. You will broaden your understanding of the formal, creative and academic processes involved in the context of a large design project.
  • Major Project – Serious Games
    You will gain and understanding of conceptual game design practice and principles through the planning and execution of a large independent single game design that aims to educate or train the player in some way. You will also learn how to apply a comprehensive knowledge of the types of rules and parameters used to structure games and gameplay to judge what is appropriate for your chosen platform and game genre.
  • Major Project – Commercial Games
    In Commercial Games you will undertake their own production cycle putting into practice the skills they have learned on the course to produce a piece of work they can be proud of and potentially use as a portfolio piece. You will have the room to create a project that they take from concept to inception with guidance from tutors but ultimately in a self-managed fashion. This module will give you the support to create a design and prototype for a commercial game. You will have freedom to create a game style they want to focus on.
  • FM3608 Major Project – Experimental Games
    This project will consolidate students’ understanding of conceptual game design practice and principles through the planning and execution of a large independent single game design that aims to push at the boundaries of the state of the art either in term of content, context or form, and will allow them to create a piece of work suitable for inclusion in a professional portfolio.
  • Major Project – Game Assets
    This module enables students to further develop the principles covered in Asset and Story Creation 1 and 2, by developing the assets for a game over the course of an academic year. Students will be encouraged to develop a rich and cohesive game world based on a clear concept of setting. In order to meaningfully create game assets, students will need to make a game for them to be used in.
  • Major Project – Team Project
    This project will consolidate students’ understanding of conceptual game design practice and principles through the planning and execution of a large game design based on the principal of designing a game for commercial release in a team environment. It will allow students to create a piece of work suitable for inclusion in a professional portfolio.
  • Psychogeography

    In this module you will study the relationship between the individual and their environment, both in situ and in movement, to reconsider habitual understandings of how we live in and move through our environment. 

  • Major Project: Traditional Games
    This project will consolidate students’ understanding of structural game design practise and principals through the planning and execution of an independent single game design for a tabletop, traditional game. It will allow students to create a piece of work suitable for inclusion in a professional portfolio.
  • Major Project – Hardware Technology
    This module will consolidate your understanding of conceptual game design practice and principles through the planning and execution of a large independent single game design for a particular platform based on the principal of designing a game which takes advantage of available hardware technologies. You will gain a comprehensive knowledge of the types of rules and parameters used to structure games and gameplay to judge what is appropriate for your chosen platform and game genre.
  • Major Project – Software Technology
    You will learn conceptual game design practice and principles through the planning and execution of a large independent single game design for a particular platform based on the principal of designing a game which takes advantage of available software technologies.
  • Major Project – Film and Video Games
    The module provides an opportunity to look at the impact of video games in wider audiovisual media culture, particularly at the relationship between film and video games. As video games increasingly establish a dialogic interplay with the materiality, production, politics and aesthetics of film, the field of game studies expands requiring a theoretical re-evaluation that affects the forms and modes of the moving image. Mirroring the transmedia theoretical investment, the module provides you with the opportunity to conduct a video game analysis producing a video essay as part the assessment.
  • FM3615 - Theory Project: Business & Development
    This module aims to enable students to undertake a substantial independent academic investigation of a topic or issue relating to the business or development of games. Through the module, students will produce a written dissertation that is supported by scholarly evidence, which demonstrates a high level of independent learning.
  • FM3617 - Theory Project: People, Communities, and Cultures
    This module aims to enable students to undertake a substantial independent academic investigation of people, communities, and cultures of video games through the application of specific methodologies. Through the module, students will produce a written dissertation that is supported by scholarly evidence, which demonstrates a high level of independent learning.
  • FM3611 - Theory Project: Design
    This module aims to enable students to undertake a substantial independent academic investigation of a topic or issue relating to the theory of game design. Through the module, students will produce a written dissertation that is supported by scholarly evidence, which demonstrates a high level of independent learning.
  • FM3616 - Theory Project: Game Analysis
    This module aims to enable students to undertake a substantial independent academic analysis of games through the application of specific methodologies, concepts and approaches. Through the module, students will produce a written dissertation that is supported by scholarly evidence, which demonstrates a high level of independent learning.
  • Major Project - Practice-based Research
  • Major Project - Research Dissertation
  • Animation
    You will explore animation theory and techniques, focusing on how animations are created and how these can contribute to enhance experience in games. The module illustrates a series of digital tools to create an animation and what workflow to adopt. You will be tasked with the development of a digital project based on the creation of an animation, from its conception to its rendering, by using the concepts explored in class.
  • Socio-Cultural Studies
    This module aims to place games within a larger socio-cultural context through reading multi-/inter-disciplinary research. The module will teach you to evaluate the relationships and contexts within which games are made and consumed. The course begins by looking at demographics of those who play games and representation of gender, sexuality, race, age and ability in games. The second half of the course encourages you to think about what socio-cultural topics mean within a larger, developer context.
  • Psychogeography

    In this module you will study the relationship between the individual and their environment, both in situ and in movement, to reconsider habitual understandings of how we live in and move through our environment. 


This course can be studied undefined undefined, starting in undefined.

Please note that all modules are subject to change.

Careers and your future

Your degree will equip you with a number of transferable skills, such as effective communication, leadership, self-management, initiative and personal responsibility, as well as design methodology and systems. This could lead to a career in a variety of areas outside the gaming industry, including project management, marketing, and web design. 

Previous students have also found roles in a variety of games studios and organisations including Rovio, Rockstar, and Ubisoft. They work as junior game designers, animators, game artists, and operations executives. Alongside your involvement in the games community by attending conferences, networking, and participating in gaming jams, the portfolio that you work hard to develop will be an impressive demonstration of your talent and skills.

UK entry requirements

2024/25 entry

  • GCE A-level AAB-BBC.
  • BTEC Level 3 Extended Diploma DMM in any subject.
  • BTEC Level 3 Diploma DM in any subject, with an A-level at grade C.
  • BTEC Level 3 Subsidiary Diploma M in any subject, with A-levels grade BB.
  • International Baccalaureate Diploma 29 points.
  • Obtain a minimum of 112 UCAS tariff points in the Access to HE Diploma with 45 credits at Level 3. 
  • T levels : Merit overall

A minimum of five GCSEs are required, including GCSE Mathematics grade C or grade 4 and GCSE English Language grade C or grade 4 or GCSE English Literature grade B or grade 5.

Brunel University London is committed to raising the aspirations of our applicants and students. We will fully review your UCAS application and, where we’re able to offer a place, this will be personalised to you based on your application and education journey.

Please check our Admissions pages for more information on other factors we use to assess applicants as well as our full GCSE requirements and accepted equivalencies in place of GCSEs.

EU and International entry requirements

English language requirements

  • IELTS: 6.5 (min 5.5 in all areas)
  • Pearson: 59 (59 in all subscores)
  • BrunELT: 63% (min 55% in all areas)
  • TOEFL: 90 (min R18, L17, S20, W17)  

You can find out more about the qualifications we accept on our English Language Requirements page.

Should you wish to take a pre-sessional English course to improve your English prior to starting your degree course, you must sit the test at an approved SELT provider for the same reason. We offer our own BrunELT English test and have pre-sessional English language courses for students who do not meet requirements or who wish to improve their English. You can find out more information on English courses and test options through our Brunel Language Centre.

Please check our Admissions pages for more information on other factors we use to assess applicants. This information is for guidance only and each application is assessed on a case-by-case basis. Entry requirements are subject to review, and may change.

Fees and funding

2024/25 entry

UK

£9,250 full-time

International

£21,260 full-time

Fees quoted are per year and may be subject to an annual increase. Home undergraduate student fees are regulated and are currently capped at £9,250 per year; any changes will be subject to changes in government policy. International fees will increase annually, by no more than 5% or RPI (Retail Price Index), whichever is the greater.

More information on any additional course-related costs.

See our fees and funding page for full details of undergraduate scholarships available to Brunel applicants.

Please refer to the scholarships pages to view discounts available to eligible EU undergraduate applicants.

Teaching and learning

Teaching will be delivered in-person, with only some elements delivered online where appropriate. Teaching, consisting primarily of interactive lectures, seminars, and workshops, will average to around 2-5 classes per week. This will be less for Level 6 students (Year 3), since major projects supervision will be delivered primarily as one-to-one tutorials and students will have fewer in-class modules. Some teaching and learning support, particularly office hours and individual tutorials will take place online, to ensure as much availability from tutors as possible and to allow students to have alternative ways to keep in contact.

Learning materials, will be available online via the University’s Virtual Learning Environment (Brightspace). At the same time, students are encouraged to use our dedicated spaces, which are ideal for learning and working as well as community building across cohorts.

The team is committed to also run engagement events both virtually and in-person, to bring together the games design community. We also maintain dedicated online networks for our current students as well as our alumni.

All assessments are coursework based, and this means that everything a student works on has the opportunity for ongoing feedback and guidance.

While the majority of the above applies to all BA Games Design students, there may be some varieties in terms of teaching delivery with respect to the BA Games Design and Creative Writing, based on the provision of the BA Creative Writing course.

Students are strongly advised to purchase core texts from module reading lists, although copies are also available via Brunel Library.

Access to a laptop or desktop PC is required for joining online activities, completing coursework and digital exams, and a minimum specification can be found here.

We have computers available across campus for your use and laptop loan schemes to support you through your studies. You can find out more here.

The games faculty is a mixture of skilled games industry professionals and significant researchers who are all passionate about games and about teaching. This means that you'll always be given an industry perspective on your work and that will help you to understand and find a job in the games industry.

We share our knowledge and expertise using a multimedia approach that includes workshops, lectures, seminars, essays and team work.

You'll work in a friendly and creative environment where the emphasis is on learning through play and creative thinking. This approach will help you to generate new concepts and help you to reach your full potential in the industry.

All games students have 24-hour access to the games lab which has high spec, state-of-the-art PCs for work and play. You'll also have access to the Design room. Here you’ll find an impressive collection of board games to help you understand the skills behind board games and how they compare with the challenges of designing for computer games.

If you work hard you'll graduate with a strong portfolio that will demonstrate your skills and achievements, and further enhance your career prospects in the games industry.

Should you need any non-academic support during your time at Brunel, the Student Support and Welfare Team are here to help.

Assessment and feedback

Practical work is assessed by a range of projects throughout the course, some of which are carried out in groups.

You will also be assessed through written essays which accompany projects and which require evaluation of your own work using a range of theoretical and critical tools.