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?
A112
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When do I start?
September 2025
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Placement year available?
Yes
Course summary
- Explore a range of conceptual, visual and technical skills for game creation.
- Learn the rules, strategies and psychology of gameplay to create new experiences.
- Create game prototypes for prominent AAA games studios and other clients.
- Gain confidence in collaboration and working with industry experts.
- Learn in one of the world’s largest Sony PlayStation facilities.
The course brings together creative skills and emerging technologies such as VR, AR, XR and generative AI to create new ways of engaging audiences. You’ll work on real game development projects set by clients – including AAA development studios, independent developers, civic partners and educational institutes. You’ll develop your own creative approach using state-of-the-art facilities and resources supported by industry leaders.

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.
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 industry experts and researchers.
Through our teaching, we’ll unfold your potential to contribute as a creative thinker and doer and apply your knowledge to industry, culture and society. We offer a holistic and person-centred approach to assessment, focusing on portfolios of individual creative work scaffolded by targeted briefs. We encourage an inclusive environment where divergent ideas, histories and practices can thrive. You’ll collaborate with peers from different disciplines to enhance your creativity, while undertaking projects to develop your critical thinking and communication skills.
You’ll 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 gameplay theory, player engagement strategies and industry understanding – with exploratory, practical and experiential acquisition of knowledge and skills.
Your second year is dedicated to expanding your skills and understanding while discovering your areas of interest. We emphasise user research, analysis and iteration based on player feedback in game production. You’ll learn prototyping, gain game engine experience, and complete competitor and industry analysis.
In your final year, the emphasis shifts to the development and realisation of professional identity as a game designer. You’ll create an industry-focused portfolio to showcase your expertise and evidence the attributes, skills and knowledge you’ve gained through the course.
Course-level support
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

Tom Battey
Senior Lecturer, Course Leader BA(Hons) Game Design & DevelopmentGame Designer in Residence Tom Battey is a narrative designer whose work spans prose, interactive fiction and games design
Applied learning
Work placements
You’re able to take part in the University enterprise programme, forming your own studio and developing independent games.
You’ll also have the opportunity to arrange a year-long work 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.
Live projects
Your course has been designed to embrace real-world challenges and provide you with practical skills and knowledge. We do this by developing your expertise in collaboration with industry, commercial and creative practitioners, clients and organisations. We aim to provide a diverse range of work experience interactions embedded throughout your time studying with us.
By taking part in work experience opportunities, you’ll not only expand your skill set – you’ll also enhance your confidence, resilience and ability to navigate professional interactions.
These experiences are carefully integrated into your coursework to facilitate the development of crucial knowledge, skills and professional behaviours. You’ll have the chance to work on live projects set by clients including AAA development studios, independent developers, civic partners and educational institutes. These collaborations with external partners tackle real-world challenges and provide you with insights into the complexities of professional work.
Field trips
In your first and third year, you can take field trips to professional settings, cultural institutions and organisations that show you different working environments and expand your cultural understanding.
Previous students have visited Leeds Armouries, Aardman Animations Studios, EGX Gaming Expo and the Warners Bros Harry Potter studios.
Networking opportunities
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.
You’ll be encouraged to attend University Careers & Employability events as well – where you can connect with professionals, alumni and potential employers. Building a strong professional network is crucial for future success, and these events provide the perfect platform for you to start.
Lastly, we actively encourage you to join 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. Taking part in these sorts of activities allows you to showcase your skills, gain recognition and create valuable opportunities for yourself.
Student view

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.
Future careers
You’ll graduate with the skills, knowledge and confidence to make a meaningful impact in the ever-evolving world of gaming.
This course prepares you for a career in:
- videogame design
- mechanics and gameplay prototyping
- level design
- user experience (UX) design
- narrative design and game story development
- systems design
- independent games development
- tabletop game design (analogue)
Previous graduates of this course now work for studios and agencies such as:
- Sumo Digital
- Rebellion
- NDreams
- The Great Escape
- Cloud Imperium
- D3t
- Creative Assembly
- Bulkhead
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
You'll have access to a wide variety of facilities across the university campuses – including a 24-hour learning centre, Students’ Union, cafes and eateries, lecture theatres, exhibition spaces and more.
You’ll also have access to:
- industry-standard high-end gaming specification PCs in studio style labs
- one of the world’s largest PlayStation teaching facilities
- a motion capture suite
- a specialist virtual and mixed reality space
- our commercial games studio, Steel Minions
- industry-standard computer software and equipment via the Institute of Technology,
- a cutting-edge immersive suite of AR and VR tools
- advanced motion-capture facilities
- interactive studio space
Media Gallery
Entry requirements
All students
UCAS points
- 112-120
This must include at least 32 points from two A Levels or equivalent BTEC 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
GCSE
- English Language at grade C or 4
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
Access - an Access to HE Diploma with at least 45 credits at level 3 and 15 credits at level 2. At least 18 level 3 credits must be at merit grade or above, in a 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 will need an IELTS score of 6.5, with a minimum score of 5.5 in each skill, or equivalent. If your English language skill is currently below IELTS 6.5 we recommend you consider a Sheffield Hallam University Pre- sessional English course which will enable you to achieve an equivalent English score. As part of our selection process, we may request a portfolio or other evidence of your ability.
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 introduces you to the fundamental skills necessary for creating digital prototypes for games or game mechanics.
You will be introduced to industry standard software for games design and development and encouraged to experiment to create curious and original work through practical studio-based sessions.
You will gain the fundamental understanding of games development software and the skills necessary to ideate, review and iterate for digital game concepts.
Indicative content:
- Bespoke template projects
- Simple scripting
- Concept ideation
- Onboarding and player communication
Module Aim:
In this module you will widen your understanding of games design principles, exploring experimental techniques through a variety of techniques such as paper prototyping, digital prototyping, and experimental controllers.
This content is designed to broaden your understanding of the potential applications for games design and theory by developing concepts that are relevant to both physical and digital games practice.
Indicative content:
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Concept development and prototyping
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Building physical game objects
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Designing serious games with real-world applications
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Digital prototyping experimentation
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Analysing user testing and feedback
Module aim:
This module provides the theoretical underpinnings for future practical work by introducing fundamental principles of game design and critical analysis of existing digital games.
The module develops skills in ideation, abstract thinking, communication, collaborative learning and peer critique, as well as fundamental research skills. These skills will be essential for successful work on major projects in subsequent modules within the course.
Indicative content:
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Game design concepts and the fundamental process of game design
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Challenges, actions, risks and rewards
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Dramatic tension and gameplay tension
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Approaches to game narrative
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Interaction models and feedback elements
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Level design, atmosphere and pacing
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Understanding player psychology
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Virtual worlds
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
Module aim:
This module will enable you to prepare game concepts for development through application of advanced design theory and applied practical research methods.
You will be challenged with specific design problems, refine your attention to detail, learn vocabulary with which to talk about players’ motivations and develop skills in observing play testing sessions.
Indicative content:
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Playtesting methodologies
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Categories of player motivations
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Applying neuroscience to game design
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Onboarding, i.e., tutorial techniques
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Emotional design approaches
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Advanced design documentation practices
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Specialised design problems, such as economy design
Module Aim:
This module aims to further develop prototyping skills, from concept to development and testing. You will expand your command of game engines by exploring a full project workflow, including scripting mechanics, UI, narrative, and player input considerations. These skills will give you a more efficient means of communicating gameplay concepts through practical, functional design.
Indicative content:
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Working with game development platforms
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Concept development and creative planning
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Planning and project management
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Mechanics as metaphor - designing meaningful interactions
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World building and environmental storytelling
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Interactive narrative development
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
This module will introduce you to a range of specialised routes into industry, by asking you to identify an area that aligns with your interests and capabilities.
You will apply research and experimentation to better understand distinct specialisms in game design, then choose a specialism to further develop into a portfolio of professional, industry-facing work. Through this process, you will begin to develop a personal design practice that will establish you as a practitioner in the games design field and allow you target specific design roles upon graduation.
Indicative content:
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Experimental games
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Narrative design
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Physical games
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Concept pitching
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
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
Module aim:
This module focuses on professional roles in the games industry and beyond, supporting you to build a professional portfolio that meets the standard required for a junior design role in the games and allied creative industries.
Research and experimentation will allow you to better understand distinct specialisms, looking at specialisations outside of the traditional field of games design.
You will further develop your personal practice in the games design field and may identify new roles for your skillset outside of the traditional games space.
Indicative content:
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User interface and user experience design
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Creative direction for games
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Mixed reality design
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.