Games Art BA (Hons) - 2027/8

Awarding body

University of Surrey

Teaching institute

University of Surrey

Framework

FHEQ Level 6

Final award and programme/pathway title

BA (Hons) Games Art

Subsidiary award(s)

Award Title
Ord Games Art
DipHE Games Art
CertHE Games Art

Modes of study

Route code Credits and ECTS Credits
Full-time URD13009 360 credits and 180 ECTS credits
Full-time with PTY URD13010 480 credits and 240 ECTS credits

QAA Subject benchmark statement (if applicable)

Art and design

Other internal and / or external reference points

This programme is subject to approval. This means that it has received initial agreement from the University and is currently undergoing a detailed final approval exercise, through the University's quality assurance processes. These processes are a requirement for all Higher Education Institutions within the UK, to ensure that programmes are of the highest standard. Occasionally there may be instances where the University may delay or not approve the introduction of the programme.

Faculty and Department / School

Faculty of Arts, Business and Social Sciences - Music & Media

Programme Leader

WEINEL Jon (Music & Med)

Date of production/revision of spec

18/05/2026

Educational aims of the programme

  • To provide students with a strong foundation in the principles and practices of game art, including 3D modelling and animation, visual storytelling, character design and environment design.
  • To develop students' creative, technical and conceptual skills in the production of digital art assets for games and interactive media.
  • To encourage critical understanding of the cultural, social and ethical contexts in which video games and interactive media are produced and consumed.
  • To equip students with the practical skills and professional workflows used in contemporary game art production.
  • To foster creativity, experimentation and innovation through practice-based learning and collaborative studio work.
  • To develop students' reflective and critical abilities in analysing both their own creative work and that of others.
  • To prepare graduates for employment in the games industry and related creative industry sectors such as animation, visual effects, and digital media.
  • To support students in developing independence, resilience and lifelong learning skills.

Programme learning outcomes

Attributes Developed Awards Ref.
Demonstrate foundational knowledge of the principles, techniques and processes used in game art and digital asset creation. KT CertHE, DipHE, Ord, BA (Hons)
Demonstrate basic skills in observation, visualisation and creative problem-solving in response to artistic briefs. CP CertHE, DipHE, Ord, BA (Hons)
Produce guided examples of audio-visual work using appropriate digital tools, software and production workflows. P CertHE, DipHE, Ord, BA (Hons)
Apply basic understanding of audio-visual storytelling, composition, and design principles. KP CertHE, DipHE, Ord, BA (Hons)
Demonstrate introductory reflective and critical documentation skills CT CertHE, DipHE, Ord, BA (Hons)
Generate ideas independently and collaboratively in response to creative briefs and studio projects. CPT DipHE, Ord, BA (Hons)
Develop audio-visual concepts into functional prototypes through iterative experimentation and creative practice. KCP DipHE, Ord, BA (Hons)
Demonstrate understanding of historical, cultural and ethical contexts relevant to game art and digital media. KC DipHE, Ord, BA (Hons)
Evaluate their own creative work and that of others to improve artistic outcomes. CP DipHE, Ord, BA (Hons)
Demonstrate reflective communication skills CPT DipHE, Ord, BA (Hons)
Apply appropriate digital tools, software and technologies to realise game art outcomes KT Ord, BA (Hons)
Contribute effectively and professionally as part of a creative team within studio-based production environments. PT Ord, BA (Hons)
Critically analyse the work of other practitioners in games, animation, film and digital art. KCT Ord, BA (Hons)
Articulate and critically evaluate game art production work using advanced language and terminology KCPT BA (Hons)
Demonstrate proficiency with advanced techniques for creating digital assets for specific video game platforms KPT BA (Hons)
Plan, develop and produce a substantial final project or portfolio demonstrating advanced creative and technical skills KCPT BA (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). Modules are either 15 credits or multiples of 15 credits.
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). Modules are either 15 credits or multiples of 15 credits.
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

No optional modules at Level 4

As part of the approval process the following new module is being developed and if approved will be added to the programme:
Animation Principles

Year 2 - FHEQ Level 5

Module Selection for Year 2 - FHEQ Level 5

Students must choose 1 optional module out of 2 choices

As part of the approval process the following new modules are being developed and if approved will be added to the programme:
Game Art Practice
Game Art Project

Year 3 - FHEQ Level 6

Module Selection for Year 3 - FHEQ Level 6

Students must choose 3 optional modules out of 5 choices

Year 1 (with PTY) - FHEQ Level 4

Module Selection for Year 1 (with PTY) - FHEQ Level 4

No optional modules at Level 4

As part of the approval process the following new module is being developed and if approved will be added to the programme:
Animation Principles

Year 2 (with PTY) - FHEQ Level 5

Module Selection for Year 2 (with PTY) - FHEQ Level 5

Students must choose 1 optional module out of 2 choices

As part of the approval process the following new modules are being developed and if approved will be added to the programme:
Game Art Practice
Game Art Project

Year 3 (with PTY) - FHEQ Level 6

Module Selection for Year 3 (with PTY) - FHEQ Level 6

Students must choose 3 optional modules out of 5 choices

Professional Training Year (PTY) -

Module Selection for Professional Training Year (PTY) -

Students must choose one optional module out of 3 choices, if applicable

Opportunities for placements / work related learning / collaborative activity

Associate Tutor(s) / Guest Speakers / Visiting Academics Y
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) Y
Dual degree N

Other information

The school/department of 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:

Digital capabilities: Students develop digital skills through the use of industry-standard creative software, game engines, and digital production pipelines used in game art and interactive media development.

Employability: Students gain skills in concept art, 3D modelling, character design, environment creation, and collaborative studio production workflows relevant to the games, animation, and digital media industries.

Global and cultural capabilities: Students explore the global cultural contexts of video games and digital media, analysing how visual styles, themes, and narratives emerge from diverse creative traditions.

Resourcefulness and Resilience: Through studio-based learning and project work students develop independence, experimentation and resilience in solving creative and technical challenges.

Sustainability: Students are encouraged to consider sustainable creative practices including efficient asset production, digital workflows and responsible use of resources in media production.

Quality assurance

The Regulations and Codes of Practice for taught programmes can be found at:

https://www.surrey.ac.uk/quality-enhancement-standards

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.