This year takes you through the fundamental indie game design processes and introduces technical foundations of design and programming as well as planning.
You’ll be introduced to a range of new skills, including conceptual design, development of rules, mechanics and systems, scripting, logic, common development practices, prototyping, and introductory art asset and animation production.
Theoretical units give you a critical and conceptual understanding of your discipline.
Art and Design
This unit introduces you to key drawing skills, design skills, conceptual approaches and software needed to develop ideas into art assets for indie games development. You will gain a solid grounding in art and design skills and principles that underpin computer games design. You will learn how to approach problems creatively using a range of sources for inspiration and reference. You will be introduced to software, through which you will produce outcomes demonstrating your conceptual approach, drawing skills and technical understanding.
This unit develops on ‘Art and Design’ and introduces you to key skills, conceptual approaches and software needed to develop ideas into animated assets for indie computer games. You will gain a solid grounding into the principles and processes of real time animation for computer games, from traditional drawing skills to animation in software. You will produce outcomes that demonstrate your technical and conceptual skills.
This unit introduces you to interaction through the fundamental concepts of gameplay, computer games design and computer games scripting. You will produce outcomes that demonstrate your technical and conceptual skills and reference the indie games context.
Moving Image Culture: Understanding and Interpretation
This unit introduces you to a range of key concepts central to an understanding of historical and contemporary moving image culture, with a focus on video games and the history of their theorisation. Exploring influential video game examples and relevant theoretical and critical writings, you will analyse the cultural and artistic contexts in which the medium has been theorised, produced and played. You will also become familiar with the technological developments and conceptual transformations, before and after the so-called digital shift, establishing a firm understanding of the technical and intellectual changes that have influenced the development of the video game as a medium.
Year 2 builds on your planning, design and prototyping skills.
You’ll work on developing your technical skill and artistic voice, and through a variety of exercises and solo and group projects, you’ll explore how to use these skills in new and interesting ways to push the gaming medium forward. You will also be introduced to approaches to entrepreneurial practice.
Theoretical units will continue and study abroad is an option.
Through this unit you will further build on the skills and contextual knowledge you gained in Year 1. Alongside this you will develop your understanding of professional aspects of the indie games industry and start to define your future role within it. You will undertake this unit individually. This is an opportunity to develop your personal design, technical and intellectual interests in computer games through the production of a body of work for specific audiences (defined through the unit briefs for this unit).
This unit introduces you to contemporary games production practices and workflows and the roles of those involved. In a team and in response to the unit brief for this unit you will design two games over the year and you will do this in an iterative fashion as you would in a contemporary indie game production studio. Each member of your team will adopt at least one role representative of industry practice for each project. For example your team will need a designer, scripter/programmer, producer, artist, etc. Each member of your team will need to specialise in a specific area appropriate to their skills and interests, however all members should be involved in, and contribute to, all aspects of production. Your production workflow will require you to create concepts, prototypes, design assets, documentation and deliver a pitch presentation of your project.
This unit explores concepts and issues central to the historical, theoretical and aesthetic dimensions of the gaming practice. It critically examines the position of computer games and gamers within culture and society, exploring gaming's relationship to gender, ethnicity, conflict and capital, before turning a critical eye inwards to discuss ludology and its attendant concepts, including immersion, procedural rhetoric and cyber-individualism.
Study Abroad (Optional)
This optional unit will allow you to spend a period of time in an overseas educational institution.
Having established and developed your skills and creative thinking in Years 1 and 2, you’ll embark on a substantial development project in the third year which will be the showcase of what you have learned to date.
Your third year introduces the economics and management of the industry as well as copyright, patents and legal concerns.
You'll work as part of a team to produce a prototype game, and write a practice-based dissertation.
Final Major Project - Pre-production
You will begin this unit by developing a project proposal through which you will define the concept, scope, audience, and purpose of your Final Major Project, you will present this through a pitch to your tutors and peers. Alongside this proposal you will produce a detailed production schedule committing to project milestones (a significant milestone will be the conclusion of this unit before progression to ‘Final Major Project’).
Final Major Project
In this unit you will build upon the work you have undertaken in the previous unit ‘Final Major Project – Pre-Production’ to produce a fully resolved body of work, you will do this either individually or as part of a team. This unit represents the culmination of your study of Games Design at UCA. Through it you will demonstrate your creativity, skill, knowledge and understanding of recognised games industry practices and pipelines producing outcomes to a professional standard.
This unit consists of a substantial period of sustained, individually negotiated research on a subject that is likely to be related to the contextual and/or theoretical concerns of your discipline or chosen area of practice, towards the provision of structured written argument.
This course offers the opportunity to study abroad for part of your second year. To find out more about studying abroad as part of your course please see the Study Abroad section:
The course fees per year for 2019 entry are:
- UK and EU students - £9,250
- International students - £15,500 (standard fee)
- International students - £14,800 (full early payment fee)
The fees for 2020 entry have not been confirmed but will be listed here as soon as possible.
Find out more about our course fees and any financial support you may be entitled to:
These fees are correct for the stated academic year only. Costs may increase each year during a student’s period of continued registration on course in line with inflation (subject to any maximum regulated tuition fee limit). Any adjustment for continuing students will be at or below the RPI-X forecast rate.
Rochester is ideally located in the South East of England proximate to 48% of the UK games industry, we’re 45 minutes from London Victoria through which the capital’s indie games and technology start-ups can be accessed.