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Game Art and Design – BSc (Hons)

  • Campus: Clonmel

  • years: 4


Course Overview

The B.Sc. (Honours) in Game Art & Design targets the creative needs of the games industry by producing graduates who can develop high quality game content, design game levels and work with industry leading content creation tools, scripting languages and game engines.

In addition to developing students’ artistic skills, students of the programme acquire the skills to produce compelling game content for various gaming applications and platforms. The graduates of this programme possess a well-developed understanding of both the creative and technical processes involved in producing game content.

The programme is designed to provide students with the knowledge and skills required to work in the games industry as games artists, content creators and designers. The programme embodies the multidisciplinary nature of the games sector and seeks to address the demand for game art and design skills both nationally and internationally.

Contact Details

Paul Keating

Email: Paul.Keating@tus.ie

What are the entry requirements?

Leaving Certificate

A minimum of 2 H5 & 4 O6/H7 grades in six Leaving Certificate subjects, including Mathematics and English or Irish.

QQI FET/FETAC

TUS accepts QQI-FET/FETAC awards for entry on all courses of study. Please refer to our Admissions information for details.

Mature Applicants

Candidates applying as mature applicants may be required to attend an interview and may be requested to take an aptitude test to prove their suitability for a place on this programme.

International Applicants

International applicants should apply directly to the International Office at TUS, allowing plenty of time for completing the visa process. Applications for September start should be made by 1st June at the latest to ensure visas are processed in time. You should familiarise yourself with visa processing times for your country of origin to ensure you make a timely application. Find out more here.

Portfolio

In addition to meeting the Leaving Certificate/QQI FET/FETAC requirements, students must also pass a portfolio assessment. The portfolio is scored out of 600 points, with a minimum of 240 points required to pass.

For 2023/2024 CAO change-of-mind applicants, the portal for uploading portfolios will be open from Monday June 10th June 2024 and will remain open until the 10th July 2024. The upload link is available at https://lsad.slideroom.eu/

Course Modules

  • 3d Modelling I – Props for Games

    Credits: 5

    The aim of this module is to introduce the learner to the core techniques and terminology required for the modelling of high quality 3d scenes for use in the entertainment industries. This module will focus on developing the learner’s understanding of the technical requirements to successful model real world hard surface objects. The learner will be introduced to the technical and aesthetic considerations required for the creation of high quality 3d models for use in the entertainment industries.

    The ultimate goal of this module is to introduce methods by which modelers can create topologically efficient and aesthetically pleasing 3d models.

  • Animation I for Games

    Credits: 5

    This module will introduce learners to the principles of animation and how to apply them to classical, 3Dand 2D Traditional animation processes. Using traditional animation drawing techniques, complemented by 2D Traditional skills, learners apply the basic principles of animation and drawing through simple, object-oriented assignments. Focus is on the fundamentals of the physics of motion and how they apply to simple objects in the ‘real’ world. The games industry now relies on multiple tools in the production process. Learners explore the interfaces, controls and general techniques of multiple software programs in the creation of animated projects.

  • Audio Storytelling

    Credits: 5

    The aim of this module is to introduce learners to modern computer audio systems and to give them the understanding of the principles and practice of audio creativity, recording and mixing which is required to create high−quality audio content for multimedia video, animation and applications.

  • Drawing Principles I

    Credits: 5

    Introduces the fundamentals of visual observation through 2D drawing and 3D modelling. Learners will explore the science of anatomy, proportion and form through life drawing and sculpting with clay. They will also get a good grounding in drawing with perspective to create backgrounds and layouts in Drawing Principles II.

  • Drawing Principles II

    Credits: 5

    Building on the basic skills gained in Drawing Principles I, the learner develops an advanced understanding of shape, form, movement, mood and composition through studio tutorials as well as field trips. They also explore techniques of model-making for claymation incorporating modelling techniques.

  • Gaming Fundamentals

    Credits: 5

    The aim of this module is to introduce the learner to fundamental gaming concepts. The learner will explore the vernacular of game design and examine key game elements, styles and genres.

    The module will focus on developing the learners appreciation and understanding of game design. Using game design theory, analysis, physical prototyping, playtesting, and iteration learners will translate game ideas, themes, and metaphors into gameplay.

  • Interactive Programming I

    Credits: 5

    Interactive Programming I introduces programming concepts to students. This module utilises graphical objects to contextualise the application of programming in a multimedia environment.

  • Interpersonal Development

    Credits: 5

    Interpersonal Development is an interactive, workshop-style module that helps students develop their personal effectiveness.  Core components include; learning styles, effective communication and professional presentations.

  • Multimedia Technology

    Credits: 5

    This module aims to give learners a firm understanding of the fundamentals of computer architecture as commonly found in desktop computers, handheld devices and personal communicators and convergent devices.

  • Visual Communication I

    Credits: 10

    The aim of this module is to introduce the learner to the fundamental techniques and terminology required for communication using visual language.

    This module will focus on developing the learner’s understanding of the aesthetic and technical requirements to successful plan design and develop high quality visual imagery that is technically correct, appealing and succinct.

    By understanding the mechanisms and technologies involved in image creation, students can gain an appreciation of how such processes can be used to create visually striking imagery. This will provide a solid visual foundation on which the learner will be able to build upon when creating more technically complex visual work in later modules.

  • Interactive Fiction for Games

    Credits: 5

    The aim of this module is to introduce the learner to the elements of building creative and compelling narratives within the non-linear world of a game.

    Learners will develop a balance of creative and technical skills in producing original story content building on an understanding of narrative, for non-linear game language.

    Worlds will be constructed from words and simple scripts and will serve as a gateway into the world of game development for the non-technical artists or non-coder.

  • 3d Modelling II – Characters and Creatures for Games

    Credits: 5

    The aim of this module is to further the learners experience required for the modelling of high quality 3d models for use in the entertainment industries. This module will focus on further developing the learner’s understanding of the technical requirements to successfully model real world objects including sculpting organic objects.

    Having learnt the fundamental of building hard surface models the learner will be introduced to the technical and aesthetic considerations required for the creation of high detailed and realistic 3d character models for use in the entertainment industries.

    The ultimate goal of this module is to introduce methods by which modeler’s can create, topologically efficient and aesthetically pleasing 3d character models and props that can be posed and deformed over time.

  • Animation II for Games

    Credits: 5

    Contemporary CG software applications and game engines are the standard tools in the creation of animated game content. Using an appropriate CG software application, learners apply the fundamentals of animation through simple exercises. Once familiar with these basic techniques, learners begin to explore basic character locomotion and its application within the game engine.

  • Concept Art

    Credits: 5

    This module examines the role of the concept artist within the context of the video gaming industry. With video games now crossing multiple new platforms and genres, the role of the concept artist has become very varied and complex. In a very crowded and competitive sector, games companies strive for original thinking and distinctive visual content.

    In this module, the student explores digital drawing and painting techniques in the creation of concept art, ranging across environments, characters and props, generated from a game design document, or literary text. They will explore the process of thumbnailing, speed painting and iteration based on feedback as well as the final production of high quality concept art, with a focus on both the visual communication of relevant information for use by other artists i.e. the 3D modeler, and a high level of artistic ability in the rendering of marketing assets.

  • 2D Asset Creation

    Credits: 5

    This module examines the creation of 2D art assets in the context of game design. With the advent of commercially available and easily accessible game engines, the production of 2D games across multiple platforms provides a significant opportunity for the accomplished 2D artist. In this module, the student explores various 2D art and animation production techniques, and their implementation for use in the game engine.

  • Game Design I: Fundamentals of Game Design

    Credits: 5

    The aim of this module is to introduce the learner to the core elements within Game Design. This module will focus on developing the learner’s abilities and awareness of gaming concepts, systems and mechanics. The learner will be introduced to technical and aesthetic considerations when creating interactive storytelling and gaming works.

    The learner will explore the art of creating convincing game worlds through storytelling, gameplay, core mechanics, and design. Learners will create the overall game vision; determine the necessary systems and mechanics to support those systems. They will also determine player input, create the story and write the necessary documentation to support all of the above.

    The ultimate goal of this module is to introduce methods by which game designers create compelling and long lasting experiences.

  • Game Engines I

    Credits: 5

    Game Engines I aims to provide learners with fundamental skills and knowledge in the processes and techniques used to develop a simple game using an industry-standard Game Engine. This module assumes that the learner has already been introduced to scripting, animation, 3D modelling and working with objects in 3D space.

  • Illustration for Animation I

    Credits: 5

    This module will explore the basic principles of illustration for animators. Learners will explore the visual principles of conceptual illustration, focusing on storytelling, interpretation of concepts and using imagery over words.

  • Interaction Design for Games

    Credits: 5

    The aim of the module is to introduce the concepts, methods, and techniques of interaction design, usability and interface design. To develop learners creative and practical design skills and their knowldege of the interactive design discipline.

  • Interactive Programming II

    Credits: 5

    Interactive Programming II advances the programming abilities of students. The emphasis of this module is on developing complex event-driven interactive applications that can be deployed to a range of devices (e.g. PC, mobile, tablet, TV) and utilise audio and visual components.

  • Materials and Lighting for Games

    Credits: 5

    The aim of this module is to introduce the learner to the core techniques and terminology required for the lighting, shading and rendering of high quality 3d scenes for use in the entertainment industries.

    This module will focus on developing the learner’s understanding of the technical requirements to successful light and render a 3d scene. The learner will be introduced to the technical and aesthetic considerations required for the lighting, shading and rendering of 3d scenes and models for use in the entertainment industries.

    The ultimate goal of this module is to introduce methods by which lighters can create flexible, efficient and aesthetically pleasing lighting setups.

    It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient lighting scenarios.

  • Rigging for Games

    Credits: 5

    To provide learners with fundamental skills and knowledge in the processes and techniques used for the creation of rigs for driving animated models for use in the entertainment industries.

    This module will focus on developing the learner’s understanding of the artistic and technical requirements to successful rig a 3d object or character. The learner will be introduced to the technical and aesthetic considerations required for rigging 3d models for use in the entertainment industries.

    The ultimate goal of this module is to introduce methods by which riggers can create flexible, efficient and aesthetically pleasing rigging setups.

    It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient rigs.

  • Effective Teamwork

    Credits: 5

    Effective Teamwork is an interactive module designed to provide students with core theory/concepts central to understanding how to create effective teams and will challenge them to put that theory into practice. Students will gain an understanding of themselves as team workers, learn how teams develop via central concepts in social psychology and increase their skill in intervening to increase team effectiveness.

  • Modelling, Texturing and Lighting Game Environments

    Credits: 5

    This module builds on the knowledge acquired in Materials and Lighting for Games and 3D Modelling II to facilitate the learners in the creation of industry standard modelled textured and lit scenes that showcase both the technical and creative factors central to the creation of convincing and artistically pleasing game environments.

    The aim of this module is to broaden the learners understanding of the core elements and techniques required for the modelling, texturing, lighting, shading and rendering of 3d scenes models for use in the entertainment industries.

    The ultimate goal of this module is introduce methodologies and techniques that will not only allow the learner to create beautifully detailed worlds but to do so in a way that is optimized efficient and flexible enough to be art directable to satisfy game design criteria.

  • Animation III for Games

    Credits: 5

    This module builds on the knowledge acquired in the previous animation modules, to focus on the technical and aesthetic factors central to the creation of convincing character animation beginning with body mechanics.

    Learners further develop the principles of animation to a higher level. Studies include animation of more complex actions. Body mechanics and action analysis are emphasized to raise the learners’ observation skills and understanding of complex movement.

  • Virtual Reality

    Credits: 5

    The Virtual Reality module exposes game artists to the practicalities of developing content for virtual reality environments and experiences. The module will utilise appropriate game engine software and virtual reality hardware to support learning.

  • Employment Placement

    Credits: 5

    During this module students will go out on work placement.

  • Game Engines II

    Credits: 5

    The emphasis of Game Engines II is on the integration of game assets and scripting to implement compelling game mechanics. The module also examines the deployed of games to a range of devices (e.g. PC, game consoles, mobile, tablets) and the utilisation of the hardware and sensor capabilities of such devices (e.g. game controllers, accelerometers, touch screens).

  • Game Level Design I: Fundamentals of Level Design

    Credits: 5

    The aim of this module is to introduce the learner to the elements within Level Design. This module builds on the knowledge acquired in Game Design I to focus on the technical and aesthetic factors central to the creation of appealing and engaging game level experiences.

    The Level designer works within the constraints of the game designer’s vision to build gameplay areas that are challenging, fun and in keeping with the game designer’s vision.

  • Game Design and Production

    Credits: 5

    This module will facilitate learners designing and producing an industry standard video game that incorporates learnings to-date and showcases both the technical and creative factors central to the creation of convincing gameplay and immersive experiences.

    It will include practical design and workflow methodologies with an emphasis on level design, game play systems and mechanics.

    This module explores areas related to development such as prototyping, play testing and QA. It also takes a deeper investigation into analytics such as metrics and hypotheses setting and testing.

  • Management of Digital Media Projects

    Credits: 5

    This module will introduce the student to the concepts and tools of Project Management for Digital Media Projects. Topics include the Project Lifecycle; Scoping and preparing a Project Proposal; Project planning, scheduling, and tracking of Digital Media Projects; Project Risks; Team Management; Testing and Archiving.

  • Materials and Lighting II

    Credits: 5

    This module builds on the knowledge acquired in Materials and Lighting I to facilitate learners in the creation of industry standard lighting scenes that showcase both the technical and creative factors central to the creation of convincing and artistically pleasing lighting scenes.

    The aim of this module is to broaden the learners understanding of the core elements and techniques required for the lighting, shading and rendering of 3d scenes models for use in the entertainment industries.

    It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient lighting scenarios.

  • Designing Game Projects

    Credits: 5

    This module exposes learners to the process of designing and developing game design documents.

    With a focus on writing game design documents, looking at various genres and platforms, the learner will explore and develop different game loops, experiment with different game mechanics, and create feature lists necessary for efficient game production.

    They will also explore art styles, character creation and narrative in the context of writing for games, visual narrative, world building, the creation of levels as well as difficulty spikes and progressions.

  • Professional Development

    Credits: 5

    This module is designed to enable students to develop personal skills that can be used and applied effectively in the professional context. There will be a particular focus on professional career skills including CV writing and Interview techniques. This is a very interactive and application based module so an 80% attendance level is required from students.

  • Scripting and Digital Tool Creation for Technical Artist

    Credits: 5

    Scripting & Digital tool creation for Technical Artists will introduce the learner to production scripting within the context of a content creation tool.

    It will provide the learner with the scripting skills required to automate the content creation process and produce graphical interfaces to allow distribution to a team of artists.

    It will examine digital tool creation for production with a focus on automating repetitive tasks. The learner will be introduced to the concept of digital assets and how these can be designed to enhance workflows and pipelines.

  • Compositing

    Credits: 5

    This module is an introduction to compositing and introduces concepts such as 2D image basics, including layering, masking, simple keying, notions of colour space and 2.5D space etc. The students progress through the module accumulating techniques, being introduced to the efficient design of project set-ups and flexible reusable templates, building flow graphs to anticipate changes as they might be guided by a compositing supervisor or sequence lead.

  • FX for Games

    Credits: 5

    To provide learners with fundamental skills and knowledge in the processes and techniques used for the creation of effects setup for recreating natural phenomena for use in the entertainment industries.

    This module will focus on developing the learner’s understanding of the artistic and technical requirements to create flexible and efficient effects setups. The learner will be introduced to the technical and aesthetic considerations required for effects creation.

    The ultimate goal of this module is to introduce methods by which effects artist can create plan design and develop flexible, efficient and aesthetically pleasing effects setups.

    It will include practical design and workflow methodologies for the creation of aesthetically pleasing technically efficient, art direct able effects scenes.

  • Instructional Design

    Credits: 5

    This module explores contemporary Instructional Design for a fairly wide range of learning contexts. It considers the process of developing instructional materials from needs assessment through to the development of media-rich instructional materials, informed by appropriate learning theory. It includes considerations from major traditional paradigms of learning such as Behaviourism, Cognitivism and Constructivism. More contemporary approaches such as learner-centredness and the application of games theory to learning are also considered.

  • Law, Copyright and Ethics

    Credits: 5

    To synthesise the dichotomy of law, ethics and copyright protection in the global electronic environment and thereby enhance the ability of the learner to apply the logical process involved in legal reasoning to digital media.

    To enhance the students awareness of varying and differing global ethical considerations as they pertain to the digital environment.

    To analyse the effect of information technology and intellectual property law rights currently in operation in the Irish jurisdiction and furthermore, to critique the need for current and future European and International regulation of the legal environment as it applies to Information Technology.

    To encourage a diagnostic approach to the appreciation of law and its specific application to the emerging arena of the digital industry.

  • Major Games Project

    Credits: 30

    This module is the culmination of the learner’s four years of study. The learner will produce a substantial and original Game Art & Design based project in response to his or her own self initiated brief.

  • The Game Industry

    Credits: 5

    The purpose of this module is to prepare the learner for the reality of working within the game industry. In this module we take a critical look at the Games industry and examine how games companies operate and how games are created manufactured and distributed. As the game industry becomes increasingly segmented, the publishing ecosystem can be extremely confusing for the new developer. In this module we will look at game analytics, different game economic models and break down different publishing and distribution deals. We look at, the best ways to present your ideas to potential partners and look at case studies of successful games and game studios.

  • Venture Management

    Credits: 5

    To introduce students to the nature of enterprise development and the entrepreneurial process.

    To understand the start-up strategies and process for commencing a business.

    To examine the management processes involved in setting up, developing and controlling a new business.

    To examine the planning process and compilation of a detailed business plan.

What can you do after this programme?

Graduates of this course can work in a range of roles including:

Animation:
  1. 2D, 3D animation generalist
  2. Creature Animator
  3. Character Animator
  4. 2D/3D Rigging
  5. Creature FX animation
  6. Lead Technical Animator
2D Designer/Concept Artist:
  1. Character Concept Artist
  2. Environment Concept Artist
  3. Texture Artist
  4. Storyboard & Layout
  5. Matte Painting
3D Modelling:
  1. Character Modeller for Games
  2. Creature Modeller for Games
  3. Modelling Technical/Lead Artist
  4. Senior Asset Artist
Technical Artist:
  1. Lighting Artist
  2. Lead Lighting and Look Development
  3. Environment Artist
  4. FX Artist
Game Design:
  1. Lead Game Designer,
  2. Level Designer,
  3. User Interface Designer

Successful graduates of this programme are eligible for Level 9 and 10 postgraduate programmes within TUS and/or elsewhere.

More Information

The B.Sc. (Honours) in Game Art & Design is designed to provide students with the knowledge and skills required to work in the games industry as games artists, content creators and designers. The programme embodies the multidisciplinary nature of the games sector and seeks to address the demand for game art & design skills both nationally and internationally.

Who is the programme suited to?

The programme is suited to individuals with an artistic ability who wish to work in the games industry as game artists, content creators and designers by combining their artistic creativity with technical know-how.

Top 3 Reasons

1. With state of the art facilities and an abundance of links to the games and animation industries, the Game Art and Design programme located in the TUS Clonmel Digital Campus is your best choice for a career in the areas of game art, game content creation and game level design.

2. Take lectures with industry professionals from leading game development and animation companies. Gain valuable work experience in game studios, create industry standard game content and collaborate with professionals.

3. Graduates will have exciting opportunities in areas such as Game Design, Animation for Games, Concept Design, Creature/Character Modelling for Games, Environment Design and many others.

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