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2nd in London for Games Design - National Student Survey 2025

Games Design BA (Hons)

Key Information

Course code

I620

Start date

September

Subject area

Games Design

Mode of study

3 years full-time

Fees

2026/27

UK £9,790

International £17,400

Scroll to #fees

Entry requirements

2026/7

BBB-BCC (A-level)

DDM-DMM (BTEC)

30-28 (IB)

Scroll to #entryRequirements

Overview

2nd in London for Games Design - National Student Survey 2025

Design the games you want to play and get ready for industry. 

Develop the creative and technical skills needed to design, make, and understand games, gaining the experience and knowledge to reach your potential and not only join the games industry, but innovate and shape the wider creative landscape. No previous experience or games background needed, we teach you from the ground up. 

Our course is built with employability in mind. By the time you graduate, your portfolio will showcase a diverse skill set, making you highly sought after by employers across the games industry and beyond. This focus on professional development is reflected in our excellent graduate outcomes and strong industry reputation. 

The Games Design BA (Hons) gives you the flexibility to explore what truly inspires you. In your first year, you’ll study a range of modules across our four core disciplines: Design, Art, Technologies, and Audio, all underpinned by a strong theoretical grounding. You will not only master tools or software but develop your critical thinking, creativity, and intellectual insight into how games shape culture, storytelling, and interaction. This tried and tested approach – developed as part of one of the UK’s longest-running Games Design courses - helps you identify your strengths and interests before choosing a specialism in your second year. 

Choose your pathway and tailor your degree, with game design always at the heart of your work. Develop a designer’s mindset, bring your creative ideas to life, and craft unique and engaging experiences. Create a portfolio that reflects your professional ambitions, allowing you to hit the ground running when you graduate. 

Your journey doesn’t stop there. You’ll join our diverse and inclusive community, alongside our supportive staff and alumni network. Many of our graduates go on to work at leading studios or pursue exciting independent projects, while others return to collaborate, mentor, or share their experiences. Brunel’s Games Design community is known for its creativity, passion, and lasting connections. 

Join us and become part of our tight-knit Games Design community — your future begins at Brunel.

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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.

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

2026/7 entry

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.

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

Standard Offer: GCE A level BBB

Contextual Offer: GCE A level BCC

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Standard Offer: BTEC Level 3 National Extended Diploma DDM in any subject

Contextual Offer: BTEC Level 3 National Extended Diploma DMM in any subject

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Standard Offer: BTEC Level 3 National Diploma DM in any subject and an A Level grade B

Contextual Offer: BTEC Level 3 National Diploma MM in any subject and an A Level grade B

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Standard Offer: BTEC Level 3 National Extended Certificate Merit in any subject, with A level grades BB

Contextual Offer: BTEC Level 3 National Extended Certificate Merit in any subject, with A level grades BC

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Standard Offer: International Baccalaureate Diploma 30 points. GCSE English equivalent SL 5 or HL 4 and Mathematics SL 2 or HL 2

Contextual Offer: International Baccalaureate Diploma 28 points. GCSE English equivalent SL 5 or HL 4 and Mathematics SL 2 or HL 2

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Standard Offer: Obtain a minimum of 120 tariff points in the Access to HE Diploma with 45 credits at Level 3 in any subject

Contextual Offer: Obtain a minimum of 104 tariff points in the Access to HE Diploma with 45 credits at Level 3 in any subject

We apply a contextual admissions process for UK undergraduate applicants who meet one or more of our contextual markers – please see our contextual admissions page for more information.

Merit overall in any subject

If your qualification isn't listed above, please contact the Admissions Office by emailing admissions@brunel.ac.uk or call +44 (0)1895 265265 to check whether it's accepted and to find out what a typical offer might be.

Brunel's committed to raising the aspirations of our applicants and students. We'll 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

If you require a Tier 4 visa to study in the UK, you must prove knowledge of the English language so that we can issue you a Certificate of Acceptance for Study (CAS). To do this, you will need an IELTS for UKVI or Trinity SELT test pass gained from a test centre approved by UK Visas and Immigration (UKVI) and on the Secure English Language Testing (SELT) list. This must have been taken and passed within two years from the date the CAS is made.

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

2026/27 entry

UK

£9,790 full-time

International

£17,400 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 £9,535 per year; any changes will be subject to changes in government policy.

For the 2026/27 academic year, tuition fees for home students will be £9,790, subject to Parliamentary approval.

In England and Wales, tuition fees for home undergraduate students are subject to the Government fee cap. The Government has confirmed that this will be £9,790 for 2026/27 and £10,050 for 2027/28 (subject to Parliamentary approval).

From 2028 onwards, the fee cap is expected to rise annually in line with inflation. This means your tuition fees in future years may increase to reflect these changes.

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

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.

Read our guide on how to avoid plagiarism in your assessments at Brunel.