BA (Hons) Game Art

01 Sep 2026 - 31 Aug 2028

Course Leader Gina Carpenter, Pierre Laffoux
Course Team Gina Carpenter, Pierre Laffoux, Corrado Morgana, Simon Reed
Awarding Body University of South Wales
Teaching Institutions University of South Wales
Modes of Study Full Time

Document Version

Version 5
Valid From 01 Sep 2026
Valid To 31 Aug 2028

QAA Benchmarks

Art and Design (Feb 2017) Course Management

The Course Leader works with the course team to develop a course to its full potential so that it provides a professional, employment-focused learning experience for students. The Course Leader oversees academic standards, quality assurance and enhancement.

Transitional Arrangements for Current Students (if applicable)

Arrangements for Feedback to Students

The arrangements for providing feedback to students on their assessed work within 20 working days are: Written feedback is provided for all assessed work via UniLearn within 20 working days of submission. Online journals, a feature of many modules, provide an opportunity for students to receive regular feedback from staff, industry, and peers – and to provide it to other students in turn. Continuous verbal feedback is a feature of all modules.

Student Representation

Students on this course will be represented at meeting with teaching staff and other members of the University by Course Representative and Student Voice Representatives. The role of the Course Representatives is to elicit the views and issues of the students they represent, and reflect these views/issues at Student/Staff Course Liaison Groups (SSCLGs) and feedback to the students the outcomes/actions from the SSCLGs. Student Voice Representatives are responsible for representing their group of Course Representatives at Course Boards and Faculty Quality Assurance Committee and Faculty Learning and Teaching Enhancement Committees.

Course Monitoring

The University is responsible for both the standards of its awards and for the quality of its students’ learning experience. In order to ensure that standards are maintained and there is continuous enhancement a process of regular review, known as annual monitoring take places. This purpose of the process is to evaluate and improve course quality, ensure the best possible student experience within the resource available and to identify and disseminate good practice. It also ensures that appropriate action is taken to remedy any identified shortcomings and enhance provision.

External Examiner

External examining provides one of the principal means for maintaining UK academic standards within autonomous higher education providers. The majority are drawn from other higher education institutions in the UK. In some cases there will be external examiners drawn from industry or practice. They provide carefully considered advice on the academic standards of the courses and/or modules to which they have been assigned, and can offer advice on good practice and opportunities to enhance the quality of those courses/modules. They are also able to offer an informed view of how standards compare with the same or similar awards at other higher education providers (primarily in the UK, and sometimes overseas as well) of which they have experience. External examiners provide of annual written reports to the University based on what he/she has observed of the University’s assessment processes and student assessed work. The external examiner(s) associated with this course are recorded in the Course Handbook.

Engagement with Subject Benchmark Statements, QAA Quality Code, CQFW and FHEQ

The course has been written with regard for the Art and Design 2017.

Educational Aim

This course aims to develop:

Creative confidence in developing game art related
Solutions to a game's design and industry context.
An ethical sensibility in working with and for others.
Intellectual enquiry and engagement in the world.
An appreciation of and support for diversity and the needs of others
The ability to conduct research using design methods to create change and inform game design decisions.
The embracing of risk, uncertainty, and experimentation in game development.
Flexibility, agility and responsiveness to changing situations.
A reflective approach to one’s own learning and development.
The capacity to work independently, and to determine one’s own future learning needs.
Independence and risk-taking.
A collaborative and community approach to design, work, and lifelong learning.

Learning Outcomes

A1 Understand contemporary debates and critical issues surrounding digital games culture and the broader social context.
A2 Examine issues and emerging developments in games art and development.
A3 Apply theoretical knowledge effectively within the context of practice.
A4 Explain key roles in the games development process and their relationship to one another, the client and the end user
B1 Apply a range of research methods to understand problems and develop solutions
B2 Critically reflect upon their own and others work, taking into account external feedback.
B3 Conceive ideas, concepts, proposals, solutions or arguments that demonstrate risk, ambition and originality.
B4 Demonstrate competence in form, structure and use of language.
C1 Manage projects effectively, working individually or as a group.
C2 Identify and apply appropriate techniques, tools, software and production methods.
C3 Apply an awareness of employment opportunities and career pathways within the games and broader creative industries.
C4 Engage with and reflect on the nature of professional practice in their discipline and identify the gaps between their work related capabilities and disciplinary expectations.

Course Structure

Level 4 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
GA1S03 MOD010573 Visual Studies for Game Art Running 20 specified
GA1S04 MOD010574 Game Art Studies 1 Running 20 specified
GA1S05 MOD010660 Introduction to Game Art Running 20 specified
GA1S06 MOD010661 2D and 3D Game Art Production Running 20 specified
GA1D02 MOD013517 World Creation Running 40 specified

Level 5 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
GA2D01 MOD010577 Advanced 2D & 3D Game Art Production Running 40 specified
GA2D02 MOD010578 Professional Practice (Game Art) Running 40 specified
GA2S01 MOD010580 Practice Based Techniques Running 20 specified
GA2S02 MOD010581 Game Art Studies 2 Running 20 specified

Level 6 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
GA3D01 MOD010585 Game Art Project 2 - Development Running 40 specified
GA3S01 MOD010582 Commercial Project Running 20 specified
GA3S02 MOD010584 Game Art Project 1 - Preproduction Running 20 specified
GA3S04 MOD010586 Future Ready Running 20 specified
GA3S05 MOD010589 Critical Research: Computer Games Running 20 specified

Teaching and Assessment


Learning and Teaching Methods

Seminars

These will be used primarily for Game Studies

Tutorials

PAC system runs across all years and is included here.

Groupwork

This is expected in the Professional Practice module and optionally in year 3. Year 1 immersion will include this also.

Project Supervision

Primarily for year 2 and 3. Gives chance for a more personal and directed support for larger projects.

Demonstration

3D printing or specialist demonstrations.

Practical Classes and Workshops

All years will have workshops and this will form a lot of the practical year 1 & 2 teaching.

Fieldwork

External drawing and design studies which includes a variety of themes and destinations relative to the curriculum.

Directed Study (including Online Learning)

Directed study refers to set exercises undertaken independently or as part of a team, usually with supervision or support from academic staff or technicians.

Independent Study

Independent study is time in which students are free to pursue the module’s aims and objectives via practical work, reading, or other form of activity. This may contribute towards an assignment or to broaden/deepen their knowledge and go beyond the minimum requirements of the course.

Study Abroad

Students can take part in the Erasmus scheme and this is highlighted during inductions, open days and key points in the year.


Employer Engagement

Visiting Speakers A range of speakers will be invited from related disciplines as well as cognate areas such as technology, animation, business and special effects.

The Game Art course is contained in the Design and Digital group within Faculty of Creative Industries. The Faculty regularly invites inspirational speakers from the worlds of TV, film, music, theatre, games and beyond, and all students are encouraged to attend these. In addition, faculties in the rest of USW often host speakers from a range of disciplines and in keeping with the spirit of engaged, interdisciplinary designers, we will pass on information regarding these as they come up.

Students are encouraged to keep any eye on announcements from the University, and to connect with the internal USWVAS network and use professional networks.

Volunteering We actively encourage the use of the USW careers service which includes volunteering.

Fieldwork The Visual Studies module has been written to give students an opportunity to engage with external organisations within fieldwork based exercises. This will be a key opportunity to engage with non-University personnel and build a broader network for future research.

Fieldtrips We plan a series of field trips to a range of destinations which have included Bristol Zoo, St Fagins, Cardiff University and a range of London museums and galleries related to the subject. These are generally free unless by exemption.

Induction week sees a visit for year 1 which has included EGX and Harry Potter world.

In addition, there are opportunities throughout the course to participate in international trips which are part of Faculty wide excursions.
Previous destinations have included Japan and Canada.

There is an additional fee for international trips, and they depend on uptake from students to proceed. In all cases, trips for which fees are required are not compulsory.

Work Placements We encourage students to explore opportunities for work placements, which can take a variety of forms, from vacation-based work to in-term activities which must be planned carefully to ensure they are able to fulfil the requirements of modules.

We have designed the Professional Project module to provide the use of a live brief and any form of work placement where possible, this will contribute towards learning on the course.

Work-based Learning The Professional Practice is written as a placement / live brief and allows for students to work within a simulated setting or within any placements if they organise this.

We welcome the chance to implement this for students that may have this as an option and encourage students to do so in year 2. Assessments are such that work produced externally can be used as evidence for the module. Staff are flexible to visit off site and record evidence of learning in these scenarios.

Sandwich Years The course does not offer a formal sandwich year at the time of writing but this will be kept under review.

Employer Forums The course team maintain a regular dialogue with a range of local and national employers, including from beyond the traditional design industry. The Faculty of Creative Industries has a formal employer forum which contributes to course and extra-curricular developments.

Other We make use of expertise from a range of practising game developers who contribute to the course either as part-time lecturers, or as guest speakers. This allows for topical expertise and insight from current industry practice.

In addition staff are engaged in scholarly activity and research that practises within related industries, or are practising artists for games themselves.


Means of Assessment

Core modules are those that students must study and cannot be compensated by Award Examination Boards
Specified modules are those that students must study but can be compensated by Award Examination Boards
Optional modules are those that students have a degree of choice over, usually within a limited range, and can be compensated by an Award Examination Board.


Learning Support

Induction Students will be given a full induction to the course in their first week to help them plan their studies and understand how the university works.

We aim to include the history of USW Games and the community it has fostered, alumni successes and the path they are about to embark on.

The first module forms an ‘immersive learning’ experience which aims to develop core skills for the rest of the course, and includes activities that help students become familiar with the course, university and city.

Personal tutor Students will be allocated a personal coach who follows their academic progress throughout the course, and gives pastoral guidance where appropriate.

Personal tutors may change to reflect changes in staffing, or to ensure the best support within the Personal Academic Coaching system.

Office hours The course team will inform students when they are available for drop-in tutorials to discuss course work or other issues. This will be aligned to the weekly time table.

Tutorials A tutorial is a one-to-one discussion with a tutor to discuss progress on the module. Each module may be delivered in different ways depending on the content. The nature of the creative process means that we aim to be flexible, so while tutorials may be scheduled at the start of the module, the timetable may adapt to suit students’ changing needs.

Seminars A seminar is normally a many-to-one discussion with a tutor in which a small group of students can discuss their progress together. This is often more beneficial as students get an opportunity to see what other students are doing, and build their confidence in providing constructive support to others.

Formative Assessment Some modules will provide the opportunity to submit work for feedback (e.g. a first draft of a piece of written work). However, the nature of the studio environment means that students will regularly receive formative feedback on their work in a less formal way – during seminars and workshops, for example.

Progress meetings A progress meeting may be arranged following a tutorial to check on progress on any issues that have arisen, rather than wait until the next scheduled tutorial. Team projects will use group milestone meetings.

Research Supervision For some modules, e.g. Dissertations and final projects, where students are expected to be working largely independently, they will be allocated a supervisor who will guide them throughout their research. Students and supervisor will keep in touch using a variety of methods including email and occasional face-to-face meetings. Some may operate ‘office hours’ for drop-in discussions while others may schedule meetings with students.

Online Resources As well as the course VLE (virtual learning environment) where we keep copies of briefs and module handbooks, the course team uses a variety of methods to provide and link to online resources including blogs, Twitter, and Instagram. Students are encouraged to develop their own online presence and to share useful resources with others.

Advice Centres The Student Advice Zone is in the Library on the ground floor of the Cardiff campus. Students can have most queries answered here, or make an appointment to see a specialist advisor on matters relating to finance, health and wellbeing, as well as support with study skills.

DDS Service The Disability and Dyslexia Support Service (DDS) provides a confidential and professional service where students can discuss individual requirements.

USW is committed to providing a quality support service.
Responsibility for their education remains with students, and their choices and preferences will be respected.

IT/Library IT and media resources are a common thread behind many of the activities which help to enhance students’ learning experience, such as their online student account (giving access to email, printing and payments and more), UniLearn (the online learning environment), open access to computers on each campus, printing services, and media equipment.

USW has a strong commitment to providing technology-based learning environments to support students. Whether studying on campus, at home or elsewhere, students have web access to their course materials anytime and anywhere.

The recently refurbished Library is where students can get the help of librarians who can offer advice on finding resources for their course. The library contains a wide range of books including copies of every set or recommended text for each of their modules. USW also provides access to journals related to the discipline so students can keep up to date with the latest thinking and developments.

There is also a periodicals collection with newspapers and magazines. Many of these resources are also available digitally.

Course Exit Points

Award Criteria Final
Bachelor of Arts (with Honours) 360 credits of which at least 100 must be at Level 6 or above, 120 at Level 5 or above, 120 at Level 4 or above and no more than 20 at Level 3 Final
Diploma of Higher Education 240 credits of which at least 100 must be at Level 5 or above, 120 credits at Level 4 or above and no more than 20 credits at Level 3. Exit
Certificate of Higher Education 120 credits of which at least 100 must be at Level 4 or above and no more than 20 at Level 3 Exit

Progression Route

Graduates will be able to progress into a range of graduate-level roles in game art and design, environment art, vehicle art, concept art and many 2D and 3D disciplines in game development studios.

The skill base allows for graduates to move into other art and design disciplines and include 3d interior design and realisation, product design, graphic design and illustration.

Freelance careers are a feature of this area of the creative industries.

Progression is common and allows further study onto the MA / MRes in Games and MA in Animation, other masters-level provision directly or following industry experience.


Entry Requirements

Admission to the course is typically through the following qualifications:

The standard entry requirements for BA(Hons) are:

A Levels: BCC
A Levels + Welsh Baccalaureate: BC+C@WB
BTEC: Distinction/Merit/Merit
Plus
GCSEs: Five GCSEs at grade C or above, including Mathematics and English language (or equivalent qualifications)


Inclusive Curriculum Statement

The University of South Wales operates a policy of inclusive learning, teaching and assessment to ensure that all students have an equal opportunity to fulfil their educational potential. Course teams will have considered ways of designing out any potentially disadvantageous element of courses during the course design process. However some specific needs may remain, details about how to apply to have your needs assessed can be found at: http://unilife.southwales.ac.uk/pages/3040-disability-and-dyslexia-service/


Addendum for Delivery at a Partner Institution

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Methods Of Quality Standards

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Quality Of Standards Indicators

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