Everything you need to know...
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What is the fee?
Home: See fees section below
International/EU: £17,155 per year -
How long will I study?
3 / 4 Years
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Where will I study?
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What are the entry requirements?
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What is the UCAS code?
W280
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When do I start?
September 2025
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Placement year available?
Yes
Come to an open day
Visit us to learn more about our gold-rated teaching and why we were awarded the highest possible rating in the Teaching Excellence Framework.
Course summary
- Learn industry-standard tools and advanced techniques in state-of-the-art studios.
- Apply them to various game art skills, from character design to environmental art.
- Explore diverse game art styles on leading gaming platforms, including PlayStation.
- Engage with games developers and our commercial games studio, Steel Minions.
- Collaborate with game designers and programmers on cutting-edge projects.
Our BA Game Art course offers an engaging and collaborative learning environment, where you’ll develop artistic and technical skills in an industry-focused subject. You’ll push boundaries and innovate, emerging as a globally-minded game artist, ready to make a positive impact on the gaming world. Students have previously worked with games studios such as Playground Games, Rockstar, and Sumo Digital.
South Yorkshire Institute of Technology
As a partner of the South Yorkshire Institute of Technology, we offer high-quality technical education across multiple STEM subject areas.
View our students' work
Find out more about the Media Arts and Communications department and view the work of some of our students.
How you learn
Our course is designed with key principles of engaging you with the world, collaborating with others, challenging you to think in new ways, and providing a supportive environment where you can thrive.
On this course, based in our bespoke teaching suites, you’ll join a dynamic and collaborative learning community. With their support, you’ll undertake creative adventures, explore possibilities, and challenge conventions. You'll be taught by staff who have industry experience and are research active.
We’ll encourage you to contribute as a creative thinker and doer – applying your knowledge to industry, culture, and society. We employ a wide range of teaching approaches to support your learning journey.
You learn through:
- practical studio workshops
- collaborative group projects
- technical demonstrations
- individual and group tutorials
- peer reviews
- lectures
- external visits and field trips
Key themes
During your first year, we’ll lay the groundwork for your journey – with an emphasis on self-development, exploration, and both practical and experiential acquisition of knowledge and skills.
We’ll dedicate your second year to expanding your skills and understanding while discovering your areas of interest. We’ll emphasise research and development, as well as contextual application and production.
In your third year, we’ll shift the emphasis to the development and realisation of your professional identity as a game artist. You’ll create an industry-focused portfolio to showcase your expertise – evidencing the attributes, skills and knowledge you’ve gained on the course.
By the time you graduate you’ll have the skills, knowledge and confidence to make a meaningful impact in the ever-evolving world of gaming.
Course-level support
We offer a holistic and person-centred approach to assessment, focusing on portfolios of individual creative work, scaffolded by targeted briefs. We offer an inclusive environment where divergent ideas, histories and practices are encouraged to thrive. Collaborating with students from different disciplines enhances your creativity, with projects that develop your critical thinking and communication skills.
You’ll be supported in your learning journey towards highly skilled, graduate-level employment through a number of key areas. These include:
- access to specialist services to help with your personal, academic and career development
- access to our Skills Centre with one-to-ones, webinars and online resources, where you can get help with planning and structuring your assignments
- industry-specific employability activities such as live projects, learning in simulated environments and networking opportunities
Course leaders and tutors
Adam Shepherd
Senior Lecturer in Creative MediaI teach within Games Design. During my time at the university I have taught 3D modelling, Rigging, Texturing and Animation through levels 4-7, as well as various ski … Read more
Applied learning
Work experience
You can take part in Hallam’s enterprise programme, forming your own studio and developing independent games.
You’ll also have the opportunity to arrange a placement in between your second and third years. This gives you valuable work experience to prepare you for your future career – as well as an Applied Professional Diploma to add to your CV.
You’ll also work on a range of projects simulating real-world working environments, allowing you to expand your skill set, your confidence, your resilience, and your ability to navigate professional interactions.
These experiences are carefully integrated into your coursework to facilitate the development of crucial knowledge, skills and professional behaviours.
Field trips
In your first and third year, you’ll have the opportunity to take field trips to professional settings, cultural institutions and organisations – exploring different working environments and expanding your cultural understanding.
Guest speakers
During your course you’ll be able to hear from a diverse range of professional guest speakers who share their experiences, insights and knowledge – offering you unique perspectives on industries and career paths.
Networking opportunities
We’ll encourage you to attend Hallam’s careers and employability events, connecting with professionals, graduates and potential employers. Building a strong professional network is so helpful for your future success, and these events provide the perfect platform for you to get started.
We also encourage you to take part in national and international ‘Game Jams’ that have the potential to make a significant impact on your career advancement and exposure. You’ll get to work as part of a team to develop a game in an informal and fun environment. It’s a great opportunity to be creative and work on something that won’t be formally marked. Taking part in these sorts of activities/events allows you to showcase your skills, gain recognition and create valuable opportunities for yourself.
Future careers
This course prepares you for a career in:
- concept art/pre-production for creative industries
- 3D character development
- 3D prop development
- game environment design and creation
- realtime lighting, cinematics and VFX
- game art direction
- interactive entertainment
- the metaverse
Previous graduates of this course have gone on to work for:
- Rare
- Electronic Arts
- Sumo Digital
- Steel City Interactive
- Rockstar North
- Epic Games
- SEGA
- Framestore
- Jagex
- Rebellion
- NDreams
- D3t
- Creative Assembly
- KudosQA
- Digital Extremes
- Ripstone
- Playground Games
- Expression Games
- Media Molecule
Where will I study?
You study at City Campus through a structured mix of lectures, seminars and practical sessions as well as access to digital and online resources to support your learning.
City Campus
City Campus is located in the heart of Sheffield, within minutes of the train and bus stations.
City Campus map | City Campus tour
Adsetts library
Adsetts Library is located on our City Campus. It's open 24 hours a day, every day.
Learn moreLearn more about your department
Media, Arts and Communications Facilities Tour
Take a look around the media, arts and communication facilities at Sheffield Hallam University with lecturer Saskia Wilson.
Equipment and facilities
On this course we have access to industry-standard high-end gaming specification PCs and software in studio style labs.
You’ll also have access to the largest PlayStation teaching facility in the world on campus, as well as:
- motion capture suite
- specialist virtual reality space
- our commercial games studio, Steel Minions
- Autodesk Maya/3D Studio Max
- ZBrush
- Unreal Engine
- Unity
- Adobe CC including Photoshop
- Substance Painter
- Substance Designer
- Marvelous Designer
Media Gallery
Entry requirements
All students
UCAS points
- 112-120
This must include at least 64 points from two A levels, or equivalent BTEC National qualifications. For example:
- BBC-BBB at A Level.
- DDM in BTEC Extended Diploma.
- Merit overall from a T level Qualification
- A combination of qualifications, which may include AS levels, EPQ and general studies.
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
GCSE
- English Language at grade C or 4
- Maths at grade C or 4
• Access - an Access to HE Diploma with at least 45 credits at level 3 and 15 credits at level 2. At least 15 level 3 credits must be at merit grade or above, in an art or media-related programme from a QAA-recognised Access to HE course, or an equivalent Access to HE certificate
If English is not your first language you must have an IELTS score of 6.0 with a minimum of 5.5 in all skills or equivalent. If your English language skill is currently below IELTS 6.0 we recommend you consider a Sheffield Hallam University Pre-sessional English course which will enable you to achieve an equivalent English score.
Portfolio Review
If your application is successful, you will receive an email inviting, you to submit a link to your portfolio.
The portfolio helps us understand whether we are able to offer you a place on the course you've applied for. Your UCAS statement and portfolio provide you with the opportunity to demonstrate your creative experience, potential ability and enthusiasm for the course you've applied for. Visit our portfolio review guidance.
Additional information for EU/International students
If you are an International or non-UK European student, you can find out more about the country specific qualifications we accept on our international qualifications page.
For details of English language entry requirements (IELTS), please see the information for 'All students'.
Modules
Important notice: The structure of this course is periodically reviewed and enhanced to provide the best possible learning experience for our students and ensure ongoing compliance with any professional, statutory and regulatory body standards. Module structure, content, delivery and assessment may change, but we expect the focus of the course and the learning outcomes to remain as described above. Following any changes, updated module information will be published on this page.
You will be able to complete a placement year as part of this course. See the modules table below for further information.
Year 1
Compulsory modules
Module Aim:
This module focuses on 2D and 3D art creation tools and techniques, from pre-production through to a final game asset. You will develop skills and experience in drawing and will develop a portfolio of original drawings and sketches, which can then be applied to a range of media contexts and enable you to develop conceptual skills, make judgements about the design of objects and develop skills in presenting preproduction work.
Indicative content:
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Core Drawing skills
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Dynamic Sketching
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3D modelling methods
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low poly modelling workflows
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UV's, texture mapping, materials and shading
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Hardware limitations
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Real-time rendering
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Composition and presentation
Module aim:
Students will extend their core digital asset creation skills and employ planning and pre-production processes used in the game industry.
Digital Assets will be migrated to a game engine environment where software specific procedures for shading and rendering will be explored.
Module delivery is lab based for lectures and practical elements.
Indicative content:
- Asset creation techniques
- Introduction to game engine processes
- Shading technology
- Realtime performance
This module explores the fundamental theoretical concepts relating to the creation of art for games.
It provides a basis for future practical work by introducing fundamental principles of ART and developing critical analysis of core art practice.
The module develops skills in, abstract thinking, research, communication, collaborative learning and peer critique. These skills will be essential for successful work development of core ART skills.
You are involving in exploring your own creative pathways and identifying individual targeted learning methods.
Indicative content:
- Core Visual literacy skills - Lines shape form texture colour Creativity methodologies Light and form
- Perspective
- Rendering
- Colour theory
- Image analysis
- Elements of composition
Module aim:
This module will equip you with the skills you need to work in multidisciplinary project teams. This will include skills in communication, application of project management techniques, presentation and delivering of constructive criticism of work done by others You will be given a project brief to collaborate on with students from other disciplines. You will bring the specialist practical skills and knowledge that you are learning and a game design and development student and apply them in the team working context provided by the project.
Indicative content:
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Applying individual practice skills to a defined multi-disciplinary team-based project
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Communication within project teams
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Methods for project management, planning and reporting
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Presentation of work to other team members
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Reporting on personal and team performance
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Receiving and giving constructive criticism and feedback
Year 2
Compulsory modules
This module will develop an understanding of theoretical and practical concepts relating to art direction. You will explore concepts such as colour theory and how to establish warm and cool areas on an image. You will use specialist software to understand the techniques you need to bring these ideas to life. The module will challenge you to create engaging visual content that explores a wide range of visual sources and to enable you to reflect on your work.
Indicative content:
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Ideation methods
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Art style guides
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Visual Narrative methods
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Mood and atmospherics
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Emotional design approaches
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Presentation methods for studio working
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Exploring visual sources
Module Aim:
This module will introduce you to specialised techniques and skills that will introduce you to career pathways in the Games industry. You will build on previous learning in advanced art creation tools and undertake tasks that enable you to reflect on your future pathway.
Indicative content:
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World building
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Character animation
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Specialism specific technologies and processes (e.g., Z brush)
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Character art
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Concept art
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Environment art
This module will enable you to choose a specialist pathway that corresponds with a role in the Games Industry. You will develop specialist skills in an area such as Character Art or Environment Art, which you will use in a portfolio of work that you will develop across the rest of the course. This portfolio will become a calling card that you can show to organisations after graduation
Indicative content:
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Character creation
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Environment creation and level design
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Visual communication
Module Aim:
This module introduces new methods and tools for creating interactive work outside the bounds of traditional screen media. You will be challenged to work in interdisciplinary groups to create an interactive artefact that responds to an industry-set brief. This module also prepares you for the sandwich placement year and future work experience opportunities.
Indicative content:
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Workshops on immersive design, mixed reality interaction, digital narrative design & experimental game design
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Industry-led briefings outlining theme and design challenges
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Milestones set and reviewed by industry contact at agreed intervals
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Presentation pitches of student solutions to industry brief
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Client-led enhanced applied project
Elective modules
This module is for undergraduate students to study abroad in their second year, Semester 2 (only for courses that offer this option). With this module, you can spend a semester at one of the University’s approved partner institutions worldwide – from Europe to the Americas, Asia Australia or Canada.
Study Abroad plays an important role in the University's commitment to an engaging, challenging, and thriving learning culture. It offers opportunities to experience other academic cultures and foster intellectual maturity while enhancing co-curricular skills and students' long-term employability.
Study abroad for credit is permitted on existing university-approved courses only. Students are awarded credits and grades at the partner institution, which are converted into Sheffield Hallam credits and grades on return and included in the Sheffield Hallam degree classification.
Please check and refer to the webpage How study abroad works. You must submit a Learning Agreement outlining the modules you will be taking at the partner institution. The Learning Agreement will be signed off by your academic tutor to ensure that the Learning broadly covers the Learning Outcomes set out in your course curriculum during your study abroad.
Year 3
Optional modules
Module aim:
The aim of this module is to enhance students’ professional development through the completion of and reflection on meaningful work placement(s).
A work placement will provide students with opportunities to experience the realities of professional employment and experience how their course can be applied within their chosen industry setting. The placement will:
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Allow student to apply the skills, theories and behaviours relevant and in addition to their course
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Enable students to enhance their interpersonal skills in demand by graduate employers – communication, problem solving, creativity, resilience, team work etc.
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Grow their student network and relationship building skills.
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Provide student with insights into the industry and sector in which their placement occurs
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Help student make informed graduate careers choices.
Indicative Content:
In this module students undertake a sandwich placement (min 24 weeks / min 21 hours per week) which is integrated, assessed and aligned to their studies.
Their personal Placement Academic Supervisor (PAS) will be their key point of contact during their placement and will encourage and support students to reflect on their experience, learning and contribution to the organisation they work for.
To demonstrate gains in professional development, students will be required to share their progress, learning and achievements with their Placement Academic Supervisor and reflect on these for the summative piece of work.
Final year
Compulsory modules
Module aim:
In this module you will focus on storytelling across mixed reality platforms. You will be part of a team-based project, based on a current industry theme, which will challenge you to apply your skills and creativity to craft an "Alternate Realities" artefact.
Indicative Content:
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Storytelling across XR platforms
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Visual Communication
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Non-linear/Alternative narrative structures
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UI/UX
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Experiential design
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Storytelling ethics/accessibility
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Innovation across professional contexts
Module Aim:
This module will enable you to undertake a design and development major project to produce a game or a set of game assets for a defined audience and to a high standard. You will build on your research and development proposal and utilise and demonstrate the skills and knowledge you have developed throughout the course. You utilise time, project and self-management skills by working in a team alongside students from other disciplines or by undertaking the work on an individual basis.
Indicative content:
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Research
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Concept creation and documentation
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Ideation
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Project planning
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Presenting work
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Reflecting on feedback
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Producing multiple iterations of work
This module is designed to further your specialist pathway skills that you started in L5. You will develop an understanding of complex graphics processes and will further develop your art portfolio to reach the standard of a junior artist in the Games and allied creative industries. You will be expected to work with greater autonomy and to conduct your own research into professional portfolios to recognise and emulate the qualities expected by employers.
Indicative content:
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Time as an element of graphic presentation, through forms of animation: camera, character, cloth, shader effects
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Complex shader technique
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Intelligent use of modular elements
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Visual narratives
Module Aim:
This module will enable you to prepare and plan strategies for your work in your ‘Final Game Project’. You will conduct research into your chosen specialism, to align your work with current industry best practices, identify a professional audience for your work and develop your ideas and practices towards developing a professional-standard portfolio. Throughout the module you will be encouraged to develop more critically informed reflection and constructive self and peer evaluation.
Indicative content:
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Project planning and management
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Working to professional specifications and limitations
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Reviewing games-specific distribution methods
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Portfolio generation
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Pre-production documentation
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Visual design and layout
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Work experience
Fees and funding
Home students
Our tuition fee for UK students on full-time undergraduate courses in 2025/26 is £9,535 per year (capped at a maximum of 20% of this during your placement year). These fees are regulated by the UK government and therefore subject to change in future years.
If you are studying an undergraduate course, postgraduate pre-registration course or postgraduate research course over more than one academic year then your tuition fees may increase in subsequent years in line with Government regulations or UK Research and Innovation (UKRI) published fees. More information can be found in our terms and conditions under student fees regulations.
International students
Our tuition fee for International/EU students starting full-time study in 2025/26 is £17,155 per year (capped at a maximum of 20% of this during your placement year)
Financial support for home/EU students
How tuition fees work, student loans and other financial support available.
Additional course costs
The links below allow you to view estimated general course additional costs, as well as costs associated with key activities on specific courses. These are estimates and are intended only as an indication of potential additional expenses. Actual costs can vary greatly depending on the choices you make during your course.
General course additional costs
Additional costs for Sheffield Creative Industries Institute (PDF, 268.6KB)Legal information
Any offer of a place to study is subject to your acceptance of the University’s Terms and Conditions and Student Regulations.