Games Design BSc (Hons) - 2027/8
Awarding body
University of Surrey
Teaching institute
University of Surrey
Framework
FHEQ Level 6
Final award and programme/pathway title
BSc (Hons) Games Design
Subsidiary award(s)
| Award | Title |
|---|---|
| Ord | Games Design |
| DipHE | Games Design |
| CertHE | Games Design |
Modes of study
| Route code | Credits and ECTS Credits | |
| Full-time | ULH10001 | 360 credits and 180 ECTS credits |
| Full-time with PTY | ULH10002 | 480 credits and 240 ECTS credits |
QAA Subject benchmark statement (if applicable)
Other internal and / or external reference points
N/A
Faculty and Department / School
Faculty of Arts, Business and Social Sciences - Literature & Languages
Programme Leader
WEINEL Jon (Music & Med)
Date of production/revision of spec
05/12/2025
Educational aims of the programme
- to equip students with the knowledge, skills and understanding of contemporary techniques, principles, technologies, practices and processes in readiness for employment in within the video games and related film, animation, interactive media and digital performance Industries and beyond; or for further advanced study or practice research in these fields, with both areas informed by the School and the Universitys research culture into games and games related areas
- to provide a dynamic and challenging programme of study leading to students creative and intellectual development as informed, reflective, innovative and collaborative practitioners
- to provide students with integrated practical and contextual knowledge of contemporary and emerging future professional practice within video games and related film, animation, interactive and digital media production fields
- to develop students deep understanding and awareness of socio-cultural and sustainable practices within the contemporary video games, media and performance arts landscape as well as investigating and offering a focussed understanding of the social, cultural and ethical themes and contexts of games and games design as forms of technical, artistic and commercial expression, and the ways they intervene in the related discourses
- to enable students to develop intellectual and practical skills to inform and articulate self-reflection and critical awareness and practice
- to facilitate students in the development of principles and application of gameplay mechanics, level design and other design aspects of video games design and their demonstration of these in industry standard forms that can contribute to their professional portfolio of work
- to foster students development as critical and independent practitioners imbued with a thirst for discovery and new knowledge within these fields, and to create an aptitude and attitude towards continual professional development, lifelong learning and personal betterment
- to foster students collaboration and team working skills through group assignments
- to develop resourcefulness in research and writing skills, foster rigor, resilience and confidence, preparing students to fulfil their potential in todays world
- to allow students to tailor their degree to their suit their future career aspirations by offering specialist optional modules in games art, sound, creative writing and games studies alongside core specialisms in coding and games design
Programme learning outcomes
| Attributes Developed | Awards | Ref. | |
| demonstrate proficiency in observation, investigation, enquiry, and visualisation and the related confidence resourcefulness and resilience that comes with these | KCPT | CertHE, DipHE, Ord, BSc (Hons) | |
| have developed and communicate a basic grounding in core video game design knowledge and skills | KCPT | CertHE | |
| demonstrate an introductory level ability with reflective critical writing | KCPT | CertHE | |
| exhibit a foundational understanding of video games design (and related fields) theory and practice | KCPT | CertHE | |
| generate ideas independently and collaboratively in response to set briefs and/or as self-initiated activity | KCPT | DipHE, Ord, BSc (Hons) | |
| develop ideas through to outcomes, including the ability to solve problems creatively, by selecting and using a range of relevant technical skills, equipment, materials, processes, practices and environments | KCPT | DipHE, Ord, BSc (Hons) | |
| make advanced connections between intention, process, outcome, context, and methods of dissemination alongside the ability to apply an understanding of social, cultural and ethical themes and contexts to creative and critical outputs | KCPT | BSc (Hons) | |
| identify critical and contextual dimensions of contemporary video game design and related coding and programming, creative writing, games studies, moving image arts and digital performance practices | KCPT | DipHE, Ord, BSc (Hons) | |
| evaluate issues arising from the practitioner-maker¿s relationship with players, audiences, clients, markets, users, consumers, and/or participants | KCPT | Ord, BSc (Hons) | |
| engage intelligently and creatively with major developments in current and emerging media and technologies as well as the ability to identify technologies, software and platforms especially relevant to their design goals | KCPT | BSc (Hons) | |
| identify and communicate the significance of the work of other practitioners in video games design and related coding and programming, film, creative writing, games studies, animation, interactive media and digital performance fields | KCPT | Ord, BSc (Hons) | |
| demonstrate innovative, creative and impactful writing and storytelling across a range of platforms, technologies, practices, forms and formats | KCPT | CertHE, DipHE, Ord, BSc (Hons) | |
| develop skills in reading and analysing critical and theoretical discourses as well as the ability to use a wide range of digital and online tools for the study, research, and production of critical and creative knowledge | KCPT | DipHE, Ord, BSc (Hons) | |
| propose, plan, develop, manage and produce a significant research project and/or large-scale portfolio of creative work | KCPT | BSc (Hons) |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Programme structure
Full-time
This Bachelor's Degree (Honours) programme is studied full-time over three academic years, consisting of 360 credits (120 credits at FHEQ levels 4, 5 and 6). All modules are semester based and worth 15 credits with the exception of project, practice based and dissertation modules.
Possible exit awards include:
- Bachelor's Degree (Ordinary) (300 credits)
- Diploma of Higher Education (240 credits)
- Certificate of Higher Education (120 credits)
Full-time with PTY
This Bachelor's Degree (Honours) programme is studied full-time over four academic years, consisting of 480 credits (120 credits at FHEQ levels 4, 5, 6 and the optional professional training year). All modules are semester based and worth 15 credits with the exception of project, practice based and dissertation modules.
Possible exit awards include:
- Bachelor's Degree (Ordinary) (300 credits)
- Diploma of Higher Education (240 credits)
- Certificate of Higher Education (120 credits)
Programme Adjustments (if applicable)
N/A
Modules
Year 1 - FHEQ Level 4
Module Selection for Year 1 - FHEQ Level 4
N/A
Year 2 - FHEQ Level 5
| Module code | Module title | Status | Credits | Semester |
|---|---|---|---|---|
| FVP2001 | SOUND IN FILM AND TV | Optional | 15 | 1 |
| ELI2052 | GAMES DESIGN AND DEVELOPMENT | Compulsory | 30 | 1 |
| ELI2053 | STORY, PERFORMANCE AND PLAY | Compulsory | 30 | 2 |
| DMA2015 | ANIMATION PRACTICE | Optional | 15 | 1 |
| ELI2054 | THE PLAY'S THE THING: GAMEPLAY PROGRAMMING AND CODING BEHAVIOURS | Compulsory | 15 | 1 |
| ELI2057 | GAMES STUDIES | Compulsory | 15 | 2 |
| ELI2056 | COLLABORATIVE PROJECT | Compulsory | 15 | 2 |
Module Selection for Year 2 - FHEQ Level 5
Students must choose 15 credits in optional modules in semester 1 (choice of 1 out of 2 15 credit modules of 1). All modules are compulsory in semester 2.
Year 3 - FHEQ Level 6
Module Selection for Year 3 - FHEQ Level 6
Students may choose 15 credits in optional modules in semester 1, and 30 credits in semester 2 (choice of 3 out of 8 options). Virtual Production, as a 30 credit module, would count as 15 credits in each semester
Year 1 (with PTY) - FHEQ Level 4
Module Selection for Year 1 (with PTY) - FHEQ Level 4
N/A
Year 2 (with PTY) - FHEQ Level 5
| Module code | Module title | Status | Credits | Semester |
|---|---|---|---|---|
| FVP2001 | SOUND IN FILM AND TV | Optional | 15 | 1 |
| ELI2052 | GAMES DESIGN AND DEVELOPMENT | Compulsory | 30 | 1 |
| ELI2053 | STORY, PERFORMANCE AND PLAY | Compulsory | 30 | 2 |
| DMA2015 | ANIMATION PRACTICE | Optional | 15 | 1 |
| ELI2054 | THE PLAY'S THE THING: GAMEPLAY PROGRAMMING AND CODING BEHAVIOURS | Compulsory | 15 | 1 |
| ELI2057 | GAMES STUDIES | Compulsory | 15 | 2 |
| ELI2056 | COLLABORATIVE PROJECT | Compulsory | 15 | 2 |
Module Selection for Year 2 (with PTY) - FHEQ Level 5
Students must choose 15 credits in optional modules in semester 1 (choice of 1 out of 2 15 credit modules of 1). All modules are compulsory in semester 2.
Year 3 (with PTY) - FHEQ Level 6
Module Selection for Year 3 (with PTY) - FHEQ Level 6
Students may choose 15 credits in optional modules in semester 1, and 30 credits in semester 2 (choice of 3 out of 8 options). Virtual Production, as a 30 credit module, would count as 15 credits in each semester
Professional Training Year (PTY) -
| Module code | Module title | Status | Credits | Semester |
|---|---|---|---|---|
| ELIP013 | PROFESSIONAL TRAINING YEAR MODULE (FULL-YEAR WORK) | Core | 120 | Year-long |
| ELIP014 | PROFESSIONAL TRAINING YEAR MODULE (WORK-STUDY 50/50) | Core | 120 | Year-long |
| ELIP015 | PROFESSIONAL TRAINING YEAR MODULE (FULL-YEAR STUDY) | Core | 120 | Year-long |
Module Selection for Professional Training Year (PTY) -
N/A
Opportunities for placements / work related learning / collaborative activity
| Associate Tutor(s) / Guest Speakers / Visiting Academics | N | |
| Professional Training Year (PTY) | N | |
| Placement(s) (study or work that are not part of PTY) | N | |
| Clinical Placement(s) (that are not part of the PTY scheme) | N | |
| Study exchange (Level 5) | N | |
| Dual degree | N |
Other information
The School of Arts, Humanities & Creative Industries is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This programme is designed to allow students to develop knowledge, skills, and capabilities in the following areas:
Employability: This programme incorporates technical, creative and professional skills in areas such as programming, 3D modelling, animation and sound which are central to employability in the modern games industry. The emphasis on professional standards, documentation, and collaborative workflows prepares students for industry practices and the ability to carry out advanced work independently.
Digital Capabilities: Digital capability is fundamental to this programme, which immerses students in the technologies and workflows used across professional game development. Students will use advanced features of industry-standard game engines, developing their skills and understanding of how different technologies interact to support games design and development.
Global and Cultural Capabilities: The programme recognises that games technology and digital tools are part of a global creative and technical ecosystem. Students are encouraged to consider how techniques and practices are shared across diverse studios, cultures, and platforms worldwide.
Resourcefulness and Resilience: Developing technical work within game engines requires persistence, experimentation, and problem-solving. Students will be challenged to design, test, and refine their projects based on peer-discussion and feedback. These activities help students to build confidence, independence, and the resilience required to work effectively in professional technical and creative contexts.
Sustainability: Where relevant this programme will encourage students to engage with sustainable production practices. Students will be encouraged to consider efficiency in the work they create.
Quality assurance
The Regulations and Codes of Practice for taught programmes can be found at:
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2027/8 academic year.