Creative Arts and Digital Media

3D Game Art and Design

BA (Hons)
Leaflet Code: HA0089
UCAS:I620


Overview

"SUBJECT TO VALIDATION"

The BA (Hons) 3D Game Art and Design degree is for creative and ambitious students who want to turn their passion for games art and game design into a career. This industry-focused course provides practical training in the artistic and technical skills needed to create game worlds, characters and interactive experiences. Whether you aim to become a character artist, environment artist, animator, technical artist or indie developer, the degree prepares you for work in the growing games industry.
You will work with professional software including Unreal Engine, Maya, Blender, ZBrush, Substance Painter and Photoshop. Through structured modules, you develop skills in 3D modelling, sculpting, texturing, animation, world-building, visual scripting and real-time rendering, reflecting real studio pipelines.
At Level 4, you build a strong foundation in design, visual communication, modelling, texturing and animation, while exploring gameplay and level design. Level 5 allows you to refine your interests through specialist areas such as character creation, environment art, technical art and advanced animation, alongside a self-directed project that helps shape your portfolio.
In Level 6, you specialise further, focusing on professional development and producing a polished final project aligned with industry standards. Throughout the course, you learn through hands-on workshops, studio-style teaching, feedback and collaborative projects, supported by industry engagement, guest speakers and portfolio reviews.
Graduates leave with a strong portfolio, knowledge of industry workflows and the confidence to pursue roles such as concept artist, character artist, environment artist, animator, technical artist, level designer, 3D generalist or indie game creator.

  • City Campus Manchester
  • Full Time
  • 3 years
  • September 2026

Ben Elson is an experienced educator with over 17 years in further and higher education and is Programme Leader for the BA (Hons) 3D Game Art & Design. His background includes real-time engine workflows, technical art, 3D modelling, texturing and digital production pipelines, ensuring the curriculum reflects current industry practice. Ben is also Assistant Training Manager for 3D Game Art with WorldSkills UK, mentoring competitors nationally and internationally, including WorldSkills Lyon 2024..
Emily Young Chapman is a freelance artist specialising in character and creature design. A UCEN Manchester graduate, she has produced concept art for local and international clients, including Supermassive Games on Little Nightmares 3 and Flipbook Studio. Emily has been recognised by the Concept Art Association, shortlisted for the Beacon Creature Concept Art category. She continues to develop her practice through collaboration and professional training, including courses at Brainstorm School.
Katy Rushton is a creative educator with over 16 years’ experience across FE and HE. She leads the animation degree and lectures on the BA (Hons) 3D Game Art & Design. Katy is a member of the Society for Animation Studies, a HEA Fellow and holds an MA in Sequential Design and Illustration. She has contributed to research at UCEN Manchester, speaking at the Educating Animators conference. Her industry experience includes Corpse Bride and the award-winning short Two Black Boys in Paradise. She also supports inclusive education through the Motion North steering group.
Joshua Probert is a specialist technician engaged in research and professional practice within 3D Game Art and Design, focusing on visual scripting, real-time rendering and modern production pipelines. His exploration of emerging tools informs curriculum development. Josh has published several titles and regularly runs Game Jams, supporting students in collaborative, industry-focused projects.


• 64 UCAS Tariff Points

• Full level 3 qualification in a relevant subject

• We strongly recommend that all applicants have GCSE English Language and Mathematics grades A*-C or level 9-4.

• If English is not your first language, you will need an IELTS score of 6.5 with a minimum of 5.5 in all skills, or equivalent.

Applicants from outside the specific subject area may be asked to submit a portfolio or attend an interview demonstrating their suitability for the programme.
Mature applicants (aged 21 or over) who may not hold a qualification, that can demonstrate relevant skills or knowledge gained in employment or vocational activity, will be considered and may be invited to interview.


Year 1: Design Fundamentals for 3D Game Art and Design (20 credits)
This module establishes the essential creative concepts needed for all areas of game art. Students learn about composition, colour theory, form, silhouette, and visual storytelling while developing strong observational and digital art skills. Through sketching, digital painting, and design exercises, they begin building the design thinking that informs every artistic decision within a game development pipeline.

Year 1: Game Art I (20 credits)
Students are introduced to the foundations of 3D modelling and texturing, learning how to create simple assets using industry-standard tools. They gain an understanding of topology, UV unwrapping, materials, and optimisation for real-time environments. This module provides the first steps towards producing game-ready 3D content.

Year 1: Game Art II (20 credits)
Building on Game Art I, this module expands practical skills in modelling, texturing, and asset creation. Students begin developing more complex props and environmental elements, refining their technical ability while improving creative quality. They explore more advanced workflows such as sculpting, baking, and PBR texturing.

Year 1: Intro to 3D Animation (20 credits)
This module introduces students to the principles of animation—timing, spacing, weight, anticipation, and movement. They learn to animate simple objects and characters, gaining an understanding of rigging, keyframing, and performance. These early skills form the basis for future animation development.

Year 1: Introduction to Game Design (20 credits)
Students study the principles behind game mechanics, player engagement, interaction, and system design. Through idea generation and prototyping, they learn how gameplay concepts take shape and how design decisions impact the overall player experience.

Year 1: Introduction to Level Design (20 credits)
This module explores how players interact with space. Students learn about layout, flow, gameplay pacing, and environmental storytelling while designing functional greybox levels. They experiment with prototyping tools to understand how environments shape player experience and gameplay mechanics.

Year 2: 3D Animation (20 credits)
Building on introductory animation skills, students work with more advanced rigs and animation systems. They create character movement cycles, interactive animations, and short sequences designed for real-time engines. This module helps students understand performance, body mechanics, and how animation supports gameplay.

Year 2: Character Art (20 credits)
Students learn how to design, sculpt, model, texture, and present game-ready characters. Using tools like ZBrush and Substance Painter, they explore anatomy, stylisation, costume design, and retopology. By the end, students produce their first fully realised character suited to a modern game pipeline.

Year 2: Creative Project for 3D Game Art and Design (20 credits)
Students undertake a self-directed project that allows them to experiment with a chosen area of interest. They explore new techniques, software, or visual styles and begin building work that contributes meaningfully to their professional portfolio. This project strengthens independence and creative problem-solving.

Year 2: Environment Art (20 credits)
This module focuses on building high-quality game environments, teaching students how to create modular structures, terrain, foliage, lighting, and atmosphere. They learn about composition, world-building, and optimisation while producing their own playable or explorable scene in a real-time engine.

Year 2: Technical Art and Production (20 credits)
This module introduces the hybrid role of the technical artist, exploring rigging, tool creation, shader development, VFX, and pipeline problem-solving. Students learn how to bridge the gap between art and technology while gaining practical experience with optimisation and technical workflows used across the industry.

Year 2: Visual Scripting (20 credits)
Students explore interactive systems through node-based logic such as Unreal Engine’s Blueprints or Unity’s visual scripting tools. They learn how to add functionality to their levels, develop simple mechanics, automate shaders, and understand how gameplay systems integrate with art.

Year 3: Major Project for 3D Game Art and Design (40 credits)
The major project is the centrepiece of the final year. Students develop an ambitious, high-quality piece of work that showcases their specialist skills and ability to manage a substantial creative production from concept to completion. This project becomes a defining part of their professional portfolio.

Year 3: Portfolio for 3D Game Art and Design (20 credits)
Students compile and present a refined, industry-ready portfolio. They polish existing work, produce new portfolio pieces where needed, and learn how to tailor their material to specific career paths. The aim is to create a professional collection that demonstrates mastery and specialisation.

Year 3: Professional Development for 3D Game Art and Design (20 credits)
Students prepare for careers in the creative industries by developing CVs, portfolios, showreels, online profiles, and interview skills. They explore employment trends, freelance practices, and personal branding while gaining a deeper understanding of professional expectations.

Year 3: Specialist Investigation for 3D Game Art and Design (40 credits)
This module enables students to research deeply into their chosen specialism—whether character art, environment art, technical art, animation, VFX, or another discipline. Through practical experimentation and critical analysis, they explore advanced techniques, refine their creative voice, and prepare concepts for their major project.

Assessment on the 3D Game Art & Design degree reflects the expectations of the modern games industry. The course focuses on practical, hands-on work, allowing students to demonstrate artistic and technical development through high-quality digital assets and projects. Assessments are designed to build confidence, skills and a professional portfolio.
From the outset, students learn to think and work like game artists, exploring modelling, sculpting, texturing, animation, environment creation, visual storytelling and real-time rendering. Assignments mirror real studio workflows, encouraging creative and technical problem solving using industry-relevant processes. Students justify design decisions, communicate ideas clearly and work to professional standards.
Most assessments are practice-based and created using industry software such as Maya, Blender, ZBrush, Substance Painter, Unreal Engine and Unity. Whether producing characters, environments, animations or game-ready assets, students are assessed on both technical quality and the reasoning behind their choices.
Reflective practice plays an important role. Students document workflows, analyse references, review progress and explain how ideas develop. This supports critical thinking, understanding of pipelines and continuous improvement.
As the course progresses, portfolio development becomes increasingly important. Each project contributes to a professional body of work that demonstrates creativity, technical ability and personal style. Ongoing feedback supports refinement and career preparation.
In the final year, assessment focuses on independence and specialism. Students produce a major project in an area such as character art, environment art, animation, VFX or technical art, demonstrating advanced skills and long-term project planning.
Overall, assessment ensures graduates leave with a strong portfolio, industry knowledge and the confidence to present themselves as employable game artists.

There are two main costs you will have whilst studying and if you are a home student studying on a full-time course, you can apply for student finance to cover both of these:
• Your tuition fees for each year of your course.
• Help with your living costs e.g. rent, food, clothing, course materials, entertainment.
You can find more details, including the actual tuition fee charged on our Fees, Funding and Finance Page.

Learn more

All students are subject to UCEN Manchester’s Terms and Conditions from the date they accept an offer to study here. The UCEN Manchester Admissions Policy and Procedure can be found here.