Our historic Headingley Campus is set in acres of parkland with easy access to Leeds city centre. Our Library is open 24 hours a day, seven days a week, every day of the year, providing you with access to specialist books and journals, learning spaces, computers, multimedia facilities and media equipment hire. Tens of thousands of our Library's digital resources, including ebooks, ejournals and databases, can be accessed online at a time and place to suit you.
Home to our first-rate sporting facilities — Headingley Campus has a rich and diverse history having played to visitors such as Winston Churchill and Oscar Wilde. Set in acres of parkland, with easy access to Leeds city centre, many of our buildings look out onto our grassy acre — a perfect place for hanging out, playing games and catching up with friends on long summer days. Headingley Campus has modern sport science laboratories, animation and music studios and the latest computing labs, as well as one of our libraries, open 24 hours a day, seven days a week, days a year.
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Start Date. Main Location. Register for Open Day. Course Details Course Benefits Distance Learning Sandwich year Sandwich year This course will equip you with the specialist skills and knowledge to enter the games, digital and creative entertainment industries. You will focus on three main areas: programming and software engineering; art, concept and asset production; and game design studies, practice and theory. You will take products from an initial idea through the design, visualisation and technical implementation stages.
The course will foster your individual creativity, and placement opportunities, networking events and guest lectures from industry experts such as Disney animator Aaron Blaise will enhance your awareness of the career opportunities open to you. Research Excellence Framework Research Excellence Framework our University demonstrated strength in five emerging areas of research which it entered into the assessment for the first time, including computer science. Visit the Leeds School of Arts Website.
Throughout the course, there is a strong focus on work-based learning and increasing your employability. Our placement scheme gives you the opportunity to gain valuable time in industry, allowing you to enhance your skill in developing content based on professional briefs. You will also have the opportunity to study abroad in Europe and internationally. We host regular guest lectures and video podcasts from industry experts. We are also members of Game Republic and every year we take students to the Student Showcase Competition with many winning awards from the industry judges.
Final year students also have the opportunity to showcase their work in front of leading employers at the end of year degree show.
Previous years have seen many of our students gain job offers through the showcase opportunities. Visit our Distance Learning Website. Course Features Individual portfolio of work Study abroad option Specialist facilities Expert careers service Guest speakers and industry talks Games society and events. Entry Requirements. International Baccalaureate 24 Points. You will graduate with a range of skills relevant to computing, digital studio production, creative agency markets and micro-business management.
You could work in games and digital entertainment, 3D visualisation or in the creative marketing sector. Our graduates have found employment with some of the top games companies, including Rockstar Leeds, Sumo Digital and Team17 Digital, as well as international digital agencies such as Dubit.
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Our dedicated Jobs and Careers team offers expert advice and a host of resources to help you choose and gain employment. Whether you're in your first or final year, you can speak to members of staff from our Careers Office who can offer you advice from writing a CV to searching for jobs. Visit our Careers Site. Teaching and learning. You will have the opportunity to apply a unified and integrated approach in developing a game artefact or product.
By the end of Year One you will have the confidence and core skills to work creatively and independently in the production of a game prototype. Overall workload. Typically, this will involve reading, research, completing assignments, preparing presentations and exam revision. Assessment proportions. Year one is assessed by practical assessments predominantly, with some coursework. Core Modules Game Design An introduction to the key principles and tools for designing and prototyping games, through hands-on, practical exercises you will learn about modern game production techniques.
Game Development 1 Study the fundamental programming concepts associated with designing and developing for games. Game Asset Creation 1 Learn the key principles and tools for creating 2D and 3D assets suitable for use within a games environment, including creation of 2D textures and game objects, different modelling techniques to create objects within polygon limits, and the effective application of materials and textures to these objects.
Game Asset Creation 2 Study the key principles and tools for designing and producing game assets for use in a game engine. Progress and begin to specialise in applying your knowledge and skills developed in Year One, advancing these to include a critical evaluation of games from social, cultural and economic perspectives. You will also develop advanced techniques in programming, ideation or concept design and 3D visualisation, as well as introducing animation systems and motion capture technologies.
Year two is assessed by coursework predominantly, with some practical assessments. Core Modules Game Studies A conceptual and critical overview of the social, cultural and technological impact of games, you will evaluate key developments in the design of games and their role within popular culture. Game Development 3 Study advanced topics in game development. Character Animation An introduction to the key principles and tools for creating 3D character animations suitable for use within a games environment, you will focus on several different animation techniques to create character animations that are applicable within a real time, interactive or game environment.
Environment Modelling Through hands-on, practical exercises, learn the key principles and tools for designing and producing game environments. Group Project Work as part of a team to design, develop and present a solution to a real-life or case-study based problem. You will begin to manage your study and research time more independently and specialise in a key area relevant to your career aspirations. You will choose to work either independently or within a group as part of your final project, and have the chance to select advanced optional modules in either programming and systems technologies or modelling and 3D visualisation.
Year three is assessed by a broadly even mix of coursework and practical assessments. Core Modules Advanced 3D Visualisation Enhance your skills in the creation of high quality 3D assets suitable for a range of applications, including marketing, game engines and visualisations.
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Game Studio Investigate the challenges faced by the games industry in developing new and exciting products in a world where markets, delivery methods, technology and design solutions are constantly evolving and being updated. Production Project An opportunity to develop a product, ideally for an external client. Option modules may include: Advanced 3D Character Design Design a range of characters as you explore the tools and techniques available for both high and low resolution characters.
Mobile Gaming Through hands-on, practical exercises, learn the key skills needed to design and prototype mobile games. Applied Game Design Learn about the characteristics of game mechanics that promote learning, engagement and retention through positive design, as well as aspects of behavioural game design. Che John. His research interests include game and play design, user experience and the cultural impact of digital communication technologies.
Learning to design and develop video games offers exciting career opportunities in the entertainment and technology sectors and contributes to the UK's expanding digital economy workforce. Games development teaches key digital literacy, problem solving and production skills such as programming, analytical thinking, digital art and team working. Social and economic empowerment through the creative use of technologies lies at the centre of what inspires the course and my teaching. Fees information is not available for this selection of attendance, location and start date.
Please re-select. Sandwich Year You will normally spend a whole year in placement. For this year you will be given a full tuition fee waiver. Additional course costs Tuition fees Your tuition fees cover the cost of registration, tuition, academic supervision, assessments and examinations. Additional information For further information on financing your studies or information about whether you may qualify for one of our bursaries and scholarships, follow the links below: Bursaries and scholarships Financing your studies.
For this year you will be charged a reduced fee. Software suites. Motion capture suite. Headingley Campus. Library and online resources. Headingley Campus Home to our first-rate sporting facilities — Headingley Campus has a rich and diverse history having played to visitors such as Winston Churchill and Oscar Wilde. Want to know more? In considering both of these techniques in video game graphics, we have been brought to think that they must have an influence on the visual relationship with in-game spatial representation. The choice of one or another graphical projection instills a particular spatial dynamic which lends itself to a specific type of gameplay.
For example, parallel projection in management games such as SimCity 4 Maxis afford the player a non-position outside the game space, which allows him to operate on it from a distance. This kind of representation does not attempt to convey what the player would see if he were to gaze down on his city while floating up above; the image is drawn in parallel projection according to the exact angles and measurements of the space and game objects so that the player can plan and develop his city efficiently, with mathematical precision.
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