Funding
Find out more about financing your studies and whether you may qualify for one of our bursaries and scholarships
Money Matters
Creating art for games is both specialised and rewarding – a mix of technical know-how and creative thinking that can make a huge impact on the look, feel and experience of any computer game. A game artist can create entire living and breathing virtual worlds, dynamic animated characters and beautiful atmospheric effects in one of the most challenging and exciting roles in the creative industry. Our BA (Hons) Games Art course offers this mix, with core skills and vital understanding that will equip you for your future career in the games industry.
While it’s a specialist course offering a specialist skill set, being part of the School of Digital Arts (SODA) offers the unique opportunity to work with others from across our broad creative community. By working in collaboration w...
3 years full-time
4 years full-time with placement
4 years full-time with Foundation
This course offers the chance to explore the role art plays in the process of game development, while gaining essential skills in creating concept art, 2D and 3D game assets. As you progress through the course, you’ll focus on the practical processes central to making games, building up an impressive portfolio of games and game-like artefacts, while exploring the specialist areas of games art you’d like to pursue. With innovative assessments like our ‘Game a Week’ challenge, you can prove your abilities and grow your confidence. Then, in your last year, you’ll not only have the chance to focus on your own game art specialism, but you’ll also work as part of a virtual game studio – contributing to a large-scale game through a series of smaller projects.
Year 1 is aimed at introducing concept, research, and technical skills. You will be encouraged to undertake a series of independent and collaborative projects introducing 2D and 3D approaches to games art practice.
NOTE - This module is shared with BSc (Hons) Computer Animation & Visual Effects
This module builds your fundamental skills in 3D modelling techniques. It introduces techniques for adding materials, shaders, and lighting to a scene, and the fundamentals of animation and rendering.
This module aims to develop your core creative and conceptual skills. These include concept development through divergent and convergent design processes, exploration and experimentation with materials and techniques, ideas generation for a spec and managing client interaction.
This module will explore the creation of 2D and experimental game art. It will introduce the workflow of creating production ready art for games, exploring the tools and techniques of 2D game art production and target platform considerations. You will build your skills in Illustration for characters and environments, 2D animation methods and image acquisition techniques.
This module will give a broad introduction to the creation of time-based game art assets. It will explore rigging practices, simulation techniques and cinematic sequence design.
This module provides the space where the four SODA research themes of Body, Machine, Society and Storytelling are introduced and explored. The module initiates transdisciplinary thinking and collaborating with others. It forms the beginning of developing your hybrid skills set.
Within each thematic of this module, you will choose a Co-Lab project that best suits your interests. The module will introduce you to research methodologies, creative thinking, technical languages and problem-solving techniques and ideas. It also constitutes the beginning of developing your employability skills.
The Body thematic will introduce and enable you to explore the changing role of our bodies within digital technologies and environments, researching the interaction between what we call a user and the machine through concepts of embodiment, the senses, movement and cognition. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation.
The Machine thematic will introduce and enable you to explore disruptive systems, researching what machine learning is and how it operates. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation. Machine encompasses a range of different approaches to thinking about creative automation.
The Society thematic will introduce and enable you to explore the relationship between digital culture and society, researching the ways in which technology is developed within and in response to our societies. The module will provide an opportunity to explore how technology can be used for social good.
The Storytelling thematic introduces you to new narrative dynamics, researching the new forms and/or functions of stories in the digital age. You will learn how innovation in storytelling is key to both the production of new digital creative forms and our understanding of them in culture and society. You will also recognise the powerful effects of storytelling in the way we understand ourselves and the world.
This module provides the space where the four SODA research themes of Body, Machine, Society and Storytelling are introduced and explored. The module initiates transdisciplinary thinking and collaborating with others. It forms the beginning of developing your hybrid skills set.
Within each thematic of this module, you will choose a Co-Lab project that best suits your interests. The module will introduce you to research methodologies, creative thinking, technical languages and problem-solving techniques and ideas. It also constitutes the beginning of developing your employability skills.
The Body thematic will introduce and enable you to explore the changing role of our bodies within digital technologies and environments, researching the interaction between what we call a user and the machine through concepts of embodiment, the senses, movement and cognition. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation.
The Machine thematic will introduce and enable you to explore disruptive systems, researching what machine learning is and how it operates. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation. Machine encompasses a range of different approaches to thinking about creative automation.
The Society thematic will introduce and enable you to explore the relationship between digital culture and society, researching the ways in which technology is developed within and in response to our societies. The module will provide an opportunity to explore how technology can be used for social good.
The Storytelling thematic introduces you to new narrative dynamics, researching the new forms and/or functions of stories in the digital age. You will learn how innovation in storytelling is key to both the production of new digital creative forms and our understanding of them in culture and society. You will also recognise the powerful effects of storytelling in the way we understand ourselves and the world.
Study
Assessment
SODA Placement Year
As part of your studies with SODA, you may have the chance to take a year working on placement within the industry. During your year, you will spend at least 36 weeks working within an organisation in the industry, developing workplace skills, practical understanding and genuine industry experience.
SODA Study Year Abroad
You can choose to spend an academic year studying with an approved partner university overseas, developing your core skills while demonstrating your initiative by engaging with a challenging curriculum at a foreign institution. This offers practice credits from the host university, after you’ve completed Level 5 of your SODA programme.
If you take the four-year placement route, Year 3 will be spent on placement.
In Year 2 you will develop new approaches to storytelling, world and character development. The emphasis is on the exploration of and experimentation with ideas and research methods through rapid prototyping. You will also continue to gain industry knowledge and production skills.
This module aims to offer you a practical experience of the industry-standard game production pipeline. The intention is that you have the opportunity not to create work in isolation, but to merge your work with that of others, through a range of different tools and programs.
This module focuses on the impact of story on the creation of characters and worlds and how both 2D and 3D assets can contribute to the narrative and worldbuilding of games. In particular, this module aims to further your practice in organic modelling, character rigging and environmental modelling based on concept art.
In this module you will work collaboratively across the SODA community and beyond, opening up a range of different skills to generate and develop ideas. You will explore the interdisciplinary contextual, creative and technical potential of your own Game Art practice leading to innovative, creative outcomes.
This module focuses on the common practices of large and small games businesses. You will be challenged to explore the ethical dilemmas facing the games industry, and reflect on – and form – your personal stances on the pressing issues facing the games industry.
This module provides the space where the four SODA research themes of Body, Machine, Society and Storytelling are further explored. You will further develop and enhance your transdisciplinary thinking, collaboration with others and development of your hybrid skill set.
Within this module you will again choose a Co-Lab theme that best suits your interests. Through this you will expand your knowledge of critical research methodologies, conceptual thinking, technical languages, including problem solving and problem posing skills.
The Body thematic further investigates the role of our bodies within digital technologies and environments, researching the interaction between user and machine through concepts of embodiment, the senses, movement and cognition. The module will further establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation, making us reconsider what body means in a technological space.
The Machine thematic further investigates disruptive systems, researching and learning how creativity and computational practices, when combined, enable innovative methods of production. Machine encompasses a range of different approaches to thinking about creative automation.
The Society thematic further investigates the relationship between digital culture and society, researching the ways in which technology is developed within and in response to our societies. Students will further explore how technology can be used for social good and to enhance and improve people’s lives.
The Storytelling thematic further investigates new narrative dynamics, researching the new forms and/or functions of stories in the digital age. You will learn how innovation in storytelling is key to both the production of new digital creative forms and our understanding of them in culture and society. You will further explore the powerful effects of storytelling on how we understand the world and ourselves.
This module provides the space where the four SODA research themes of Body, Machine, Society and Storytelling are introduced and explored. The module initiates transdisciplinary thinking and collaborating with others. It forms the beginning of developing your hybrid skills set.
Within each thematic of this module, you will choose a Co-Lab project that best suits your interests. The module will introduce you to research methodologies, creative thinking, technical languages and problem-solving techniques and ideas. It also constitutes the beginning of developing your employability skills.
The Body thematic will introduce and enable you to explore the changing role of our bodies within digital technologies and environments, researching the interaction between what we call a user and the machine through concepts of embodiment, the senses, movement and cognition. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation.
The Machine thematic will introduce and enable you to explore disruptive systems, researching what machine learning is and how it operates. The module will establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation. Machine encompasses a range of different approaches to thinking about creative automation.
The Society thematic will introduce and enable you to explore the relationship between digital culture and society, researching the ways in which technology is developed within and in response to our societies. The module will provide an opportunity to explore how technology can be used for social good.
The Storytelling thematic introduces you to new narrative dynamics, researching the new forms and/or functions of stories in the digital age. You will learn how innovation in storytelling is key to both the production of new digital creative forms and our understanding of them in culture and society. You will also recognise the powerful effects of storytelling in the way we understand ourselves and the world.
Study
Assessment
SODA Placement Year
As part of your studies with SODA, you may have the chance to take a year working on placement within the industry. During your year, you will spend at least 36 weeks working within an organisation in the industry, developing workplace skills, practical understanding and genuine industry experience.
SODA Study Year Abroad
You can choose to spend an academic year studying with an approved partner university overseas, developing your core skills while demonstrating your initiative by engaging with a challenging curriculum at a foreign institution. This offers practice credits from the host university, after you’ve completed Level 5 of your SODA programme.
If you take the four-year placement route, Year 3 will be spent on placement.
In Year 3 you will focus on realising your creative potential by honing your knowledge and understanding of working in the games industry. You will also produce two practical bodies of work in collaboration with the wider SODA community.
This course offers you the opportunity to apply for a placement year option which can be taken in Year 3. During the placement year, you will be supervised directly by the company you are employed by, and you will also be allocated an Academic/Placement Tutor. They will provide support and guidance, and assess your progress during the time you are away from the University.
Where a placement is not undertaken, you will study the following final year units. If you have completed a placement in Year 3, you will study the modules outlined in Year 3 in a fourth year.
This module will allow you to consolidate the theoretical, contextual and technical skills and knowledge accumulated throughout the course. You will produce an individually negotiated body of game art work from concept, presentation, review, planning and delivery stages. It will develop your research and engagement with the wider creative digital industries and support your professional progression.
In this module, you will analyse games and game art to identify the components that typify the experience of playing a game. Through this analysis you will explore ludology and cultural studies, expanding and subverting ideas and proposing new ideas of your own.
This module requires you to create a body of work made in collaboration with your peers, the SODA research community and/or partners in the creative and digital industries both nationally and internationally. This project work may be driven by themes of shared interest, creative curiosity or technological methodologies. You will produce a challenging, coherent and ambitious body of collaborative work that may be produced through a choice of appropriate modes, formats and presentational contexts.
In this module, you will explore the potential for games as vehicles for positive social change and how you can challenge existing perspectives of what defines a game. Extending your knowledge of games as a medium, you will research and propose ideas for how games can be a catalyst for change and how their purpose can be redefined.
The Creative Methodologies (Games Art) module provides you with an opportunity to build a professional portfolio tailored to the gaming industry. This portfolio showcases your artistic and technical skills for game art, encompassing various artistic styles in 2D and 3D formats. You will target different game platforms, including desktops, consoles, simulations, and smart devices. You will also curate a compelling collection of your most successful works, emphasizing captivating visuals and immersive experiences. You will use methods and tools of self-analysis to evaluate your readiness and potential for success in the competitive game development industry, whilst gaining insights into your strengths and areas for improvement.
This module provides the space where the four SODA research themes are investigated, explored. and applied. You will apply your advanced skills of transdisciplinary thinking, collaboration with others and synthesis of your hybrid skill set. Within this module, you will critically select a Co-Lab theme that best suits your interests. Through this you will consolidate your knowledge of research methodologies, creative thinking, technical languages, problem solving and problem posing techniques and ideas.
Body will further explore the role of our bodies within digital technologies and environments, researching the interaction between user and machine through concepts of embodiment, the senses, movement and cognition. The module will further establish how creativity and computational practices, when combined, enable new and exciting methods of production and innovation, making us reconsider what body means in a technological space.
Machine will further explore disruptive systems, researching and learning how creativity and computational practices, when combined, enable new methods of production and innovation. Machine encompasses a range of different approaches to thinking about creative automation and how this has become embedded in the technology we use and rely upon.
Society will further investigate the relationship between digital culture and society, researching the ways in which technology is developed within and in response to our societies. The module will provide an opportunity to explore the many ways in which society can benefit from the application of technologies to improve and enhance people’s lives.
Storytelling will further explore narrative dynamics, researching and applying new forms and/or functions of stories in the digital age. You will consolidate your knowledge of innovative storytelling and how it is key to both the production of new digital creative forms and our understanding of them in culture and society. You will explore the sophisticated was in which stories can change the way in which we understand our place in the world.
Study
Assessment
SODA Placement Year
As part of your studies with SODA, you may have the chance to take a year working on placement within the industry. During your year, you will spend at least 36 weeks working within an organisation in the industry, developing workplace skills, practical understanding and genuine industry experience.
SODA Study Year Abroad
You can choose to spend an academic year studying with an approved partner university overseas, developing your core skills while demonstrating your initiative by engaging with a challenging curriculum at a foreign institution. This offers practice credits from the host university, after you’ve completed Level 5 of your SODA programme.
If you take the four-year placement route, Year 3 will be spent on placement.
Whether you’ve already made your decision about what you want to study, or you’re just considering your options, there are lots of ways you can meet us and find out more about student life at Manchester Met.
We offer:
Your studies are supported by a department of committed and enthusiastic teachers and researchers, experts in their chosen field.
We often link up with external professionals too, helping to enhance your learning and build valuable connections to the working world.
These typical entry requirements may be subject to change for the 2025/26 academic year. Please check back for further details.
GCE A levels - grades BCC or equivalent
Pearson BTEC National Extended Diploma - grade DMM
Access to HE Diploma - Pass overall with a minimum 106 UCAS Tariff points
UAL Level 3 Extended Diploma - grade of Merit overall
OCR Cambridge Technical Extended Diploma - grade DMM
T level - We welcome applications from students undertaking T level qualifications. Eligible applicants will be asked to achieve a minimum overall grade of Merit as a condition of offer
IB Diploma - Pass overall with a minimum overall score of 26 or minimum 104 UCAS Tariff points from three Higher Level subjects
Other Level 3 qualifications equivalent to GCE A level are also considered.
A maximum of three A level-equivalent qualifications will be accepted towards meeting the UCAS tariff requirement.
AS levels, or qualifications equivalent to AS level, are not accepted. The Extended Project qualification (EPQ) may be accepted towards entry, in conjunction with two A-level equivalent qualifications.
Please contact the University directly if you are unsure whether you meet the minimum entry requirements for the course.
GCSE grade C/4 in English Language or equivalent, e.g. Pass in Level 2 Functional Skills English
GCE A levels - grades BCC or equivalent
Pearson BTEC National Extended Diploma - grade DMM
Access to HE Diploma - Pass overall with a minimum 106 UCAS Tariff points
UAL Level 3 Extended Diploma - grade of Merit overall
OCR Cambridge Technical Extended Diploma - grade DMM
T level - We welcome applications from students undertaking T level qualifications. Eligible applicants will be asked to achieve a minimum overall grade of Merit as a condition of offer
IB Diploma - Pass overall with a minimum overall score of 26 or minimum 104 UCAS Tariff points from three Higher Level subjects
Other Level 3 qualifications equivalent to GCE A level are also considered.
A maximum of three A level-equivalent qualifications will be accepted towards meeting the UCAS tariff requirement.
AS levels, or qualifications equivalent to AS level, are not accepted. The Extended Project qualification (EPQ) may be accepted towards entry, in conjunction with two A-level equivalent qualifications.
Please contact the University directly if you are unsure whether you meet the minimum entry requirements for the course.
There’s further information for international students on our international website if you’re applying with non-UK qualifications.
UK and Channel Islands full-time foundation year fee: £9,535 for the 2025/26 academic year (subject to Parliamentary approval). On progression to any linked degree course, the standard UK and Channel Islands tuition fee would apply. For 2025/26, this is £9,535 (subject to Parliamentary approval). Fees for subsequent academic years may increase for inflation to reflect increased costs of course delivery (up to a maximum of 10% per academic year) and/or changes in UK government regulation. Inflationary increases will be calculated by reference to RPIx (RPIx is a measure of inflation in the UK). Fee increases are subject to limits imposed by UK government regulation.
EU and Non-EU international full-time foundation year fee: £21,500 per year. When progressing from the pre-degree foundation year to the linked degree. Tuition fees will remain the same for each year of your course providing you complete it in the normal timeframe (no repeat years or breaks in study)
Full-time fee: £9,535 for the 2025/26 academic year (subject to Parliamentary approval). Fees for subsequent academic years may increase for inflation to reflect increased costs of course delivery (up to a maximum of 10% per academic year) and/or changes in UK government regulation. Inflationary increases will be calculated by reference to RPIx (RPIx is a measure of inflation in the UK). Fee increases are subject to limits imposed by UK government regulation.
Full-time fee: £21,500 per year. Tuition fees will remain the same for each year of your course providing you complete it in the normal timeframe (no repeat years or breaks in study).
A degree typically comprises 360 credits, a DipHE 240 credits, a CertHE 120 credits, and an integrated masters 480 credits. For courses that offer a placement year option that starts in September 2025, the tuition fee is £1,907 (subject to Parliamentary approval). For courses that offer a study year abroad option that starts in September 2025, the tuition fee is £1,430 (subject to Parliamentary approval). Placement Year fees and study abroad fees for subsequent academic years may increase for inflation to reflect increased costs of course delivery (up to a maximum of 10% each academic year) and/or changes in UK government regulation. Inflationary increases will be calculated by reference to RPIx (RPIx is a measure of inflation in the UK). Fee increases are subject to limits imposed by UK government regulation.
You will have easy access to computing equipment and subject specific equipment and resources. Software relevant to your study is available on campus and is regularly updated. In addition to desktop machines, you will also be able to access the university laptop loan service. If you are working off campus, you may wish to purchase your own photography equipment, computer and licensed software.
You are strongly advised to purchase a portable hard drive to continually back-up your work (£50-100). In cases where you need to print your work, additional costs may be incurred, which will be determined by the nature of the work.
There are opportunities throughout the programme to attend local, national and international study trips which will incur costs. These costs are proportional to the distance and length of the study trip. You will be encouraged to market your work in forums relevant to your study, which may mean paying for materials or a digital service provider. All essential reading material and learning resources related to your programme of study are available in the library; however, you may wish to purchase your own books, subscribe to relevant online journals, or pay for access to online resources or memberships.
Students wishing to follow the placement year and/or study year abroad units will incur extra costs. These costs are variable and will usually be dependent on distance, and local costs of the country in which the placement or overseas study takes place.
Find out more about financing your studies and whether you may qualify for one of our bursaries and scholarships
Money MattersOur students gain the knowledge and skills and creative expertise to become highly valued employees within the growing games and related industries, both here in the UK and abroad.
You can apply for the full-time option of this course through UCAS.
UCAS code(s)WGA1
Institution code: M40
Get advice and support on making a successful application.
You can review our current Terms and Conditions before you make your application. If you are successful with your application, we will send you up to date information alongside your offer letter.
Programme review
Our programmes undergo an annual review and major review (normally
at 6 year intervals) to ensure an up-to-date curriculum supported by the
latest online learning technology. For further information on when we
may make changes to our programmes, please see the changes section of our
terms and conditions.
Important notice
This online prospectus provides an overview of our programmes of study
and the University. We regularly update our online prospectus so that
our published course information is accurate. Please check back to the
online prospectus before making an application to us to access the most
up to date information for your chosen course of study.
Confirmation of regulator
The Manchester Metropolitan University is regulated by the Office for
Students (OfS). The OfS is the independent regulator of higher education
in England. More information on the role of the OfS and its regulatory
framework can be found at
officeforstudents.org.uk.
All higher education providers registered with the OfS must have a student protection plan in place. The student protection plan sets out what students can expect to happen should a course, campus, or institution close. Access our current student protection plan.