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Aware of space
Environments/objects design

A - Ron Arrod
Famous 20th century designer - industrial design and architecture

B - Biomimickary
Emulating designs already found in nature.

C - Ler'Corbusier
A modernist and minimalist aesthetic - an analytical and rational use of materials.

D - Dimension
Thinking about objects interacting with each other - using perspective and depth

E - Ecology
The impact of the design on the environment and the ecosystems it creates.

F - Fist fix
Designing for the rehabilitation of people from arthritis and other injuries.

G - Gropius
Created famous Bauhaus - concept to reimagine the world for unity. Turned out several famous designers and designs

H - Home
Considering how things will be used and needing in the home. Communicating an individual and personal touch.

I - Jonny Ive
Designed the famous iMac G3 - he reimagined computers to be used in the home.

J - Jewellery
Can communicate things like nationality, religion, status and wealth.

K - Kinship
A sharing of similar characteristics and/or beliefs.

L - Location
Understanding where you are and the history behind said location, be it London or some far of fantasy glade.

M - Modle
An example or a reference and can be made/acquired in several different scales.

N - National theatre
Models can also be used as the final product such as props for performances.

O - Object
It can be corporal and be touched or it can be a personal thing. They are the focus.

P - Practical
Skills and methods of working that are open to manipulation and change but is ultimately possible

Q - Quick
The use of digital apparatus to streamline processes such as rapid prototyping. However, in some aspects you sacrifice control for speed.

R - Raw
Idea generation and material experimentation, such as first drafts that often need refining.

S - Simplicity and subtraction
Only including what is essential is thought to be "the most peaceful way of living". No fuss designs

T - Tension
The first impression on people, how they first interact with the design.

U - Upcycle
Reusing unwanted and old objects and materials, making existing objects into something entirely new.

V - VR
Can be used to mock up building and to better gage experiences of spaces before physically building.

W - Waste
An inevitable part of creative practice but something that can be minimised or even erased in some cases.

X - Xistus
In Ancient Greece it was a type of architecture used to exercise while in Ancient Rome it was used as a garden walk or a terrace.

Y - Yet to come
Looking to design the future and what it might look like.

Z - Zaha Adid
Creating buildings with soft curves such as the serpentine gallery. Inspired by paintings.

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A - Aesthetics
The overall feel of a piece, what kind of emotions a collection of colours and/or objects illicit

B - John Berger
An artist who revolutionised how we see art and aesthetics

C - Contemporary context
How we perceive and navigate the world.

D - Marcel Duchamp
Thought of as the "God father of contemporary art". Thought of art as much like a game

E - Experimentation
To move out of your comfort zone in an effort to improve your own work or the way people perceive your art work

F - Frieze
An art fair that charges high prices to see the artworks displayed. It feeds our capitalist reality by profiting off other's work

G - Gleaners
Daring to do the unconventional and shine a spot light on the ugly truths

H - Happenings
Busy scenes with little control in a piece - everyday life

I - Installation
Immersive and cinematic experiences. Loose yourself in an artwork

J - Judge and Jury
Deciding what is and isn't "art" - a personal and objective judgement

K - Kinetic
Constantly moving, very little true control. Brace yourself for the prospect that it might not work the way you want it to

L - Richard Long
A nature artist, incorporated actual nature into his art

M - Multidisciplinary
Working with multiply mediums and methods sometime together and sometimes separately

N - Bruce Nowman
The lulls between processes, small insignificant things that are otherwise ignored

O - O
A void or hole

P - Pigment
Colour used to make paint with a sort of liquid, more pigment = stronger colour

Q - Questioning
Trying to find answers or to break through the base line of what we believe to be true

R - Reality
What is true from certain perspectives, this does not have to be a physical reality

S - Silence
Art is about bringing to light points of view that are otherwise largely oppressed, it is a was for an artist to show their reality and perspective

T - Training
Constantly learning and relearning your craft - Sisyphus's punishment to push a rock up a hill eternally

U - U & Uyglow
A form curved back on itself, strained

V - Bill Viola
Empty

W - White cube
A type of space or a type of gallery - a blank canvas

X - XiangYu
Using cola to make several different pieces after boiling it down to an earth looking substance

Y - Young British Artists
Often outcast for outlandish ways of thinking, written off as simply "odd balls" and "mentally ill"

Z - Ziguist
A defining spirit and/or mood of a particular period

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A - Atelier
A fashion studio/conference room - a place of work

B - Cristobal Balenciaga
A famous contemporary couture designer

C - Couture
French for sewing or dressmaking

D - Draping
A process using a mannequin to create a silhouette using cheap fabrics

E - Embroidery
A technique used (especially in the Art Deco period) to create intricate designs on garments

F - Fabric
The material predominantly used in making garments, there are several different types such as cotton, canvas and silk

G - Gender
The category that divides clothes into male and female, though this line is getting more and more blurred

H - Historical
The way a garment looks can tell a lot about what period it's from and what was happening in said time period

I - Intricate
The more detail there is the more interesting and higher the technical level. Garments with more detail are seen as of a higher level

J - Jacquard
A kind of loom made in 1804 - at the time revolutionised cloth making

K - Knit
A technique used, with yarn, to make thicker types of fabric most commonly done by hand

L - Layering
Adding more than one piece over top of one another to create warm and more intrigue to an outfit

M - Mannequin
A life sized, stationary humanoid figure used to size and make garments as well as to display garments

N - Nude
A lack of clothing or a shade of a colour that matches one specific skin colour

O - Outrageous
Pushing what society constitutes as "acceptable"

P - Pattern
A set of instructions used to make specific garments, a bridge between design and production

Q - Mary Quant
A designer who is known for making minimalistic clean cut clothes - aimed at a younger generation

R - Raf Simons
A modern successful designer, focused on the future of fashion be reimagining certain garments

S - Sustainable
A low/zero waste or being able to reuse and recycle unused garments

T - Tagettes
Natural and long lasting dyes

U - Utilitarian
Fictional and based upon military fashion

V - Velvet
A structure of fabric that makes small loops and tufts to give the fabric a soft sheen

W - Wabi-Sabi
Japanese term for a feeling of transience, and ever changing status of something that isn't quite tangible

X - Cross (X)
Temporary collaborations

Y - Yang Du
A young designer who's work features patch work, Kashmir and silk prints

Z - Zip
A type of fastening used in clothes making

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Vis Com is a big part of our modern lives, just think about how frequently you've checked your phone or laptop or how many times you've seen adverts walking down the high street, even shop fronts. All of it, to some degree is Vis Com. It is how the world is delivered to us.

A - Ambition

B - Brave

C - Composition

D - Dynamic

E - Excellence

F - Faile

G - Gutenberg

H - Hohlwein

I - Illustration

J - Juxtaposition

K - Kim Jung Gi

L - Gary Larson

M - Marshall McLuhan

N - New

O - Vaughan Oliver

P - Print Making

Q - Quality

R - Recycle

S - Stefan Sagmeister

T - Typography

U - Urban

V - Visual

W - Why

X - Xylography

Y - Tadanori Yokoo

Z - Vania Zouravliov

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Moving image and photography is in our everyday lives, much like vis com. Although it is not something I am interested in enough to pursue a course or career in, I find things such as lighting techniques are things I can implement in my own art and it is still an important part of my work as a whole

A - Ansel Adams

B - Bjork

C - Cinematic

D - Documentary/Dorothea Lange

E - Eyes, lies and illusion

F - Fiction/Foam/Felicity Hammond

G - Gerhard Richter

H - Alfred Hitchcock

I - ISO

J - Jan Sankmajer

K - William Kentridge

L - Camera Lucida

M - Mary Flanagan

N - Narrative/Neil Blevins

O - On Photography

P - Pre-Production/Production/Post-Production

Q - Brothers Quay

R - Rendering

S - Split-ending/Split-screen

T - Wolgang Tillmans

U - Undercover

V - Virgil Widrich

W - Tim Walker

X - Magnification

Y - Youth

Z - Zoetrope

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Here is a list of words I link to my own art, be it artists who inspire me or adjectives. My art is personal and it helps me connect with others and, most recently, it has opened me up to the most amazing group of people whom I hope to continue to interact with.

A - Anime

B - Bunzy (my new online persona)

C - Collaboration

D - Digital art

E - Emotion

F - Friends

G - Getting to know me

H - Hireth

I - Imagination

J - Jurisdiction

K - Keep going

L - Likes

M - Motivation

N - Negative space

O - Obsessions

P - Practice

Q - Qing Han

R - Rendering

S - Shading

T - Technique

U - Unique

V - Visually pleasing

W - Wacom Intuos

X - Xzylk

Y - Yaichino

Z - Zeta Arts

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https://youtu.be/Ac5ksZTvZN8
https://youtu.be/Z4dAMMkqPoY
https://youtu.be/5brAr51ip_k
https://en.wikipedia.org/wiki/Simone_Pignoni

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Miscellaneous Myths: Hades and Persephone

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Here is the still image I created for this project

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Here is the small clip I created for the moving image section of my project

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Here is the Halloween promotional poster I created for the project

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Doing stop motion animation today was fun, I quite liked playing with the plasticine. I found it very relaxing but that might've been because I wasn't taking it all that seriously content wise and was more focused on experimenting.

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I tried life drawing and ended up running out of the room. It was overly stressful and overwhelming, and someone accidentally dropped an easel on me. I ended up working on my finally outcome for this project. I'm proud that I at least tried it.

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Today we learned how to use film camera which was really interesting. I chose to direct a few shots, using myself as a model before I had to leave for an orthodontic appointment.
(As the files are too big I'm uploading the images to my Wix)

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When we went on winter break I thought I was pretty solid on the idea of making a new character to illustrate the altered states of character development - the route I'm interested in taking.

After loosing people I thought I really clicked with I started looking back on all my work and saw how all of it was me making up a competition in my head. So, over the Winter Solstice, I decided to draw for fun to get myself back in my own rhythm. In that process I went back to a character of mine - Emery Hansen.

A character that I have been developing for over a year at this point and so I decided to use Emery for my project. A character close to my heart, a character I have altered and changed several times and a character that gives me exactly what I need for this project.

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I loved what I saw of Farnham, it was quite quaint. I tried comics and concepts but left half way through because rather than having a taste of the course, it was a series of stressful and irritating tasks.

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This is the moodboard for the character I will be using in my Altered States final project. I put this together using clip studio paint and google images.

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This is the first turn around I made to plan out the scars and tattoo work that would normally be covered by clothes. For time saving purposes I left it as a clean sketch and made note of all the colours and where they go to the side.

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This is the second half of the turn around with his main outfit on. Being a character based in modern day New York - he doesn't have just 1 outfit. However this is what he would usually wear.

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This is a collage of how Emery has developed over the past year or so - with as many of the images on my laptop as I have transferred a lot of it to a memory stick. The images are in a rough chronological order. I also included a couple of props Emery frequently uses - his spear which can disguise itself as a pen and a magical compass give to him by his mother

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List of Artists for Altered states/Momentos

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List of Artists for Altered states/Momentos

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WI[P - need to compile at home

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For the sample project I used the character from my altered states project and gave it a simple background - as I hadn't finished the final piece at the time. However I was really proud of how he'd come out.

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This originally wasn't in my plan but it was going around instagram and it looked fun. It also gives a little insight into Emery's personality so I figure it couldn't hurt to post here.

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My instagram is where I post all of my personal project work to build my audience - which has been steadily growing since late 2020.

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🎄Matching w/ @cassinova96🎄
🍾18 yrs old🍾
🎵 professional himbo, general idiot🎵
🎉Commissions Open🎉
✏️Tired ass art student✏️
🚫Do not repost my art/OCs🚫

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Death/life masks - kind of like a photograph
Mark Quinn. Has an on going project - makes silicon masks at different points in his life and filled with his own blood.
Momento Mori - Remember death (Latin) - Theme for Mementos project, death of all the characters.
Vanitas - closely related to memento mori - still lifes
Photogrammetry - map landscapes, objects, etc.

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Born April 17th 1611 and died December 16th 1698; Simone Pignoni was an Italian painter of the Baroque period, whom apprenticed with Fabrizio Boschi, Domenico Passignano and Francesco Furini. Pignoni is most know for his painting style reminiscent of Furini. He is best known for painting in a style reminiscent of the morbidly sensual Furini. His obsession is reflected in his self-portrait, in which he depicts himself building up a plump naked female from a skeleton. The biographer Baldinucci, recalls him as the scandalous "imitator of (Furini's) licentious inventions". His pupil Giovanni Camillo Sagrestani, whom created a biography on Simone, described him as having a "bizarre and amenable intelligence."

After a near death experience Simone's art became more conservative and he stopped drawing the naked form after a spiritual realisation that happen as a result of said near death experience. Some of these more conservative works are a St. Agatha cured by St. Peter located in the Museo Civico di Trieste; a St. Louis providing a banquet for the poor currently located in the church of Santa Felicitia in Florence Italy, commissioned by Conte Luigi Gucciardini; and a Madonna and child in glory with archangels Saints Michael and Raphael in battle armour and San Antonio of Padua for the Cappella di San Michele in Santissima Annunziata. He painted an Allegory of Peace in Palazzo Vecchio. A Penitent Magdalen that has been attributed to Pignoni is also found in the Pitti Palace. In San Bartolomeo in Monteoliveto, he painted a Madonna appearing to Blessed Bernardo Tolomeo.

In the painting above, Simone uses very blocking and bold colours in my opinion, he uses Persephone/Proserpine as a contrast of Hades/Pluto's dark themes. Your eye is immediately drawn to her stark white skin making her the focal point of the piece.

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This is the final piece I turned out. This is the end result of how altering and shifting elements in a character. This is by far one of my favourite pieces at the moment and it makes me excited to explore the next project.

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Here is a sped up video of my drawing process and how I created my final piece.

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https://uca.ac.uk/study/courses/ba-comic-concept-art/

This was one of the courses I was debating going into. As this sounds a lot what I would like to do as a career.

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Course overview

Whether you want to draw stories for graphic novels and comics or create concept art for films or games, our BA (Hons) Comic & Concept Art degree will get you on the right track.

This degree is all about preparing you for the vital role that comic and concept artists play in animation, film, games, comics and other media.

Your imagination and drawing skills will combine to visualise directors' ideas on paper and screen, building your problem-solving skills as you create new and exciting designs.

This course focuses on the pre-production process, and will involve designing assets including characters, creatures, environments, key art illustrations, splash art, weapons and props.

You'll explore these creative briefs through traditional art methods, as well as using digital art tools such as Photoshop, Maya, ZBrush and After Effects.

You have the option to complete a Professional Practice Year as part of this course. This will give you the opportunity to develop your professional, academic and personal potential, equipping you to be confident and engaged in creative workplaces. Employers widely recognise these qualities, and a significant proportion of placement students are offered graduate-level jobs or go onto postgraduate study.

Please note: this course is subject to validation.

UCA's Integrated Foundation Year is designed to give you the skills you'll need to start your degree in the best possible way - with confidence, solid knowledge of creative practice, study skills and more.

You'll explore a range of creative techniques and develop your portfolio, with your chosen subject in mind. We'll work with you throughout the year to ensure you're on the right track and give you the tools to achieve your highest potential on your degree.

For our students coming from a non-UK educational background, UCA has launched an Integrated International Foundation Year, based at UCA Farnham to bring students from around the world to one hub of creativity.

This year of preparatory study is designed to give you the skills you'll need to start your degree in the best possible way - with confidence, solid knowledge of creative practice, study skills and the English speaking and writing skills you'll need to succeed.

You'll explore a range of creative techniques and develop your portfolio, with your chosen subject in mind. We'll work with you throughout the year to ensure you're on the right track and give you the tools to achieve your highest potential on your degree.

Your first year will focus specifically on developing your understanding of comic and concept art, and your individual style. You'll explore the core illustration practices that are the foundations of effective development as a comic artist, including the use of appropriate software packages.

Confirmed units include:

Visual Design Fundamentals

Diversity & Inclusion/Placement

Narrative Development for Concept & Sequential Art

Industry Focus

Design Sprint (elective)

Design Sprint 2 (elective)

In your second year, we'll challenge you to dig deeper, build your skills further and flourish as an artist. You'll also develop yourself as a professional as you learn how to deal with clients and make your name in the industry.

Confirmed units include:

Character & World Building

Diversity & Inclusion/Placement

Advanced Workflows & Techniques

Industry Focus

Design Sprint/Cross-course Game Jam (elective)

Design Sprint 2 (elective)

If you opt to complete a professional practice year, this will take place in year three. You will undertake a placement within the creative industries to further develop your skills and CV.

While on your Professional Practice Year, you will be required to pay a reduced tuition fee for that year. This fee will be determined using government funding regulations. Based on current regulations, we expect this to be a maximum of 20% of the tuition fee rate that you are charged for your second year of study. You will also incur additional travel and accommodation costs during this year. The University will provide you with further advice and guidance about this as you approach your Professional Practice Year.

Please note: If you are an international applicant, you will need to enrol onto the course 'with Professional Practice Year'. It will not be possible to transfer onto the Professional Practice Year after enrolment

In your final year, you'll use all the knowledge, skills and experience you have built to produce your final major project.

Confirmed units include:

Pre-production for Comics & Concept Art

Critical & Conceptual Influences

Professional Practice

Final Major Project (solo/collaborative)

Fees and additional costs

Tuition fees
2022 course fees for Year 1 entry and Integrated Foundation Year:

UK students - £9,250

EU students - £9,250 (see fee discount information)

International students - £16,950

If you opt to study the Professional Practice Year, for 2022 you will be required to pay a reduced tuition fee of £1,850 (UK students) and £3,390 (International students). You will also incur additional travel and accommodation costs during your Professional Practice year. The University will provide you with further advice and guidance about this.

Additional course costs
In addition to the tuition fees there may be other costs for your course. The things that you are likely to need to budget for to get the most out of a creative arts education will include books, printing costs, occasional or optional study trips and/or project materials. These costs will vary according to the nature of your project work and the individual choices that you make. Details for these will be available here in due course.

Further information
For more detailed infomation about our course fees and any financial support you may be entitled to please see our fees and finance pages.

The fees listed here are correct for the stated academic year only. Costs may increase each year during a student's period of continued registration on course in line with inflation (subject to any maximum regulated tuition fee limit). Any adjustment for continuing students will be at or below the RPI-X forecast rate.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change in line with our Student Terms and Conditions for example, as required by external professional bodies or to improve the quality of the course.

UK entry requirements

BA (Hons) course
BA (Hons) course with Professional Practice Year
The standard entry requirements* for these courses are one of the following:

112 new UCAS tariff points, see accepted qualifications

Pass at Foundation Diploma in Art & Design (Level 3 or 4)

Distinction, Merit, Merit at BTEC Extended Diploma / BTEC National Extended Diploma

Merit at UAL Extended Diploma

112 new UCAS tariff points from an accredited Access to Higher Education Diploma in appropriate subject

27-30 total points in the International Baccalaureate Diploma with at least 15 IB points at Higher level, see more information about IB entry requirements.

And four GCSE passes at grade A*-C and/or grade 4-9 including English (or Functional Skills English/Key Skills Communication Level 2).
BA (Hons) course with Integrated Foundation Year
BA (Hons) course with Integrated Foundation Year and Professional Practice Year
Other relevant and equivalent Level 3 UK and international qualifications are considered on an individual basis, and we encourage students from diverse educational backgrounds to apply.

The standard entry requirements for these courses are one of the following:

64 new UCAS tariff points, see accepted qualifications

Pass at Foundation Diploma in Art & Design (Level 3 or 4)

Merit, Pass, Pass at BTEC Extended Diploma / BTEC National Extended Diploma

Pass at UAL Extended Diploma

64 new UCAS tariff points from an accredited Access to Higher Education Diploma in appropriate subject

24 points from the International Baccalaureate, see more information about IB entry requirements.

BA (Hons) course with Integrated International Foundation Year
BA (Hons) course with Integrated International Foundation Year and Professional Practice Year
And four GCSE passes at grade A*-C and/or grade 4-9 including English (or Functional Skills English/Key Skills Communication Level 2).

Other relevant and equivalent Level 3 UK and international qualifications are considered on an individual basis, and we encourage students from diverse educational backgrounds to apply.

For these courses you need to have completed 12 years* of schooling (with good grades) and show strong evidence of your ability to successfully complete the programme and progress onto your chosen degree.

*We occasionally make offers which are lower than the standard entry criteria, to students who have faced difficulties that have affected their performance and who were expected to achieve higher results. We consider the strength of our applicants' portfolios, as well as their grades - in these cases, a strong portfolio is especially important.

To view the equivalent entry requirements for your country please select it in the list below.

Portfolio requirements

BA (Hons) course
BA (Hons) course with Professional Practice Year BA (Hons) course with Integrated Foundation Year
BA (Hons) course with Integrated Foundation Year and Professional Practice Year BA (Hons) course with Integrated International Foundation Year
BA (Hons) course with Integrated International Foundation Year and Professional Practice Year More portfolio advice
For these courses, we'll need to see your portfolio for review. We'll invite you to attend an Applicant Day so you can have your portfolio review in person, meet the course team and learn more about your course. If you would prefer to upload a portfolio digitally, there is also the option to submit it online via your UCA Applicant Portal. Further information will be provided once you have applied.

These courses don't require a portfolio. If you receive an offer, you'll be invited to attend an Applicant Day where you can meet the course team and learn more about the course.

These courses don't require a portfolio. If you receive an offer, you'll be invited to attend an Applicant Day where you can meet the course team and learn more about the course.

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Comic & Concept Art BA (Hons) | University for the Creative Arts

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Whether you want to draw stories for graphic novels and comics or create concept art for films or games, our BA (Hons) Comic & Concept Art degree will get you on the right track. This degree is all about preparing you for the vital role that comic and concept artists play in animation, film, games, comics and other media.

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Ultimately I chose games arts as I felt, by the description, it was the best fit out of the two courses.

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Course overview

Creating whole new worlds and characters is the focus of our BA (Hons) Games Arts course at UCA Farnham. On this practice-based games degree, you'll develop the skills to become a true team player who is all set for a career in the gaming industry.

This course, which is accredited by The Rookies, will equip you with the tools you need to become a skilled games artist, as well as developing your ability to work with others to produce games collaboratively in a way that replicates industry practice.

You'll develop your skills using world-class facilities, with high-end hardware and the latest software such as Autodesk Maya, Substance, Quixel Suite, Zbrush, Marvelous Designer, Marmoset Toolbag and games engines such as Unity and Unreal.

You'll also benefit from opportunities to collaborate with students on our Games Technology course, and make the most of our exceptional industry links to brands like Rebellion, SEGA, Creative Assembly and SuperMassive Games.

When you complete the course, you'll be ready to launch a career in the industry. Past graduates have gone on to work for AAA, iii and indie games companies in the UK and beyond.

You have the option to complete a Professional Practice Year as part of this course. This will give you the opportunity to develop your professional, academic and personal potential, equipping you to be confident and engaged in creative workplaces. Employers widely recognise these qualities, and a significant proportion of placement students are offered graduate-level jobs or go onto postgraduate study.

UCA's Integrated Foundation Year is designed to give you the skills you'll need to start your degree in the best possible way - with confidence, solid knowledge of creative practice, study skills and more.

You'll explore a range of creative techniques and develop your portfolio, with your chosen subject in mind. We'll work with you throughout the year to ensure you're on the right track and give you the tools to achieve your highest potential on your degree.

For our students coming from a non-UK educational background, UCA has launched an Integrated International Foundation Year, based at UCA Farnham to bring students from around the world to one hub of creativity.

This year of preparatory study is designed to give you the skills you'll need to start your degree in the best possible way - with confidence, solid knowledge of creative practice, study skills and the English speaking and writing skills you'll need to succeed.

You'll explore a range of creative techniques and develop your portfolio, with your chosen subject in mind. We'll work with you throughout the year to ensure you're on the right track and give you the tools to achieve your highest potential on your degree.

Year one

You'll be introduced to the fundamental concepts of visual design, gameplay, computer games design and computer games programming, exploring key 3D modelling techniques using Maya and games engine development in Unity.

Visual Design
You'll develop approaches to concept art and the software skills needed to develop ideas into art assets for computer games, and learn how to approach problems creatively using a range of sources for inspiration and reference. Your outcomes will demonstrate your conceptual approach, a range of art skills and technical understanding.

3D Art Production
You will gain a solid grounding in 3D digital art principles, research and design processes, from traditional drawing skills to modelling in software. These skills underpin visual design for computer games. You will produce outcomes that demonstrate your technical skills and conceptual approach.

Gameplay and Interactivity
Through the fundamental concepts of gameplay, computer games design, and computer games scripting in C#, you'll learn about games interaction, and demonstrate your technical and conceptual skills through exploration of gameplay mechanics.

Introduction to Video Game Studies: Image, Medium and Culture
This unit introduces you to a range of key concepts central to developing an understanding of video games and the history of their theorisation. Exploring influential video game examples and relevant theoretical and critical writings, you will analyse the cultural and artistic contexts in which the medium has been theorised, produced and played. You will also become familiar with the technological developments and conceptual transformations, before and after the so called digital shift, establishing a firm understanding of the technical and intellectual changes that have influenced the development of the video game as a medium.

Year two

Games Art
Through this unit you will further build on the 2D and 3D skills and contextual knowledge you gained in Year one. Alongside this you will develop your understanding of professional aspects of AAA workflows and wider games industry, when starting to define your future role within it.

Games Production
You'll be introduced to games production practices by adopting professional roles and working together in teams. Divided into two halves, in the first half, you will work as part of a group to create a 3D environment based on a real world setting as chosen by your tutors. The second half of the unit concentrates on using your developing practical and conceptual skills to produce an outcome of high quality.

Gaming in Contemporary Culture
You'll critically examine the position of computer games and gamers within culture and society, exploring gaming's relationship to gender, ethnicity, conflict and capital. You'll also discuss ludology and its attendant concepts, including immersion, procedural rhetoric and cyber-individualism.

If you opt to complete a professional practice year, this will take place in year three. You will undertake a placement within the creative industries to further develop your skills and CV.

While on your Professional Practice Year, you will be required to pay a reduced tuition fee for that year. This fee will be determined using government funding regulations. Based on current regulations, we expect this to be a maximum of 20% of the tuition fee rate that you are charged for your second year of study. You will also incur additional travel and accommodation costs during this year. The University will provide you with further advice and guidance about this as you approach your Professional Practice Year.

Please note: If you are an international applicant, you will need to enrol onto the course 'with Professional Practice Year'. It will not be possible to transfer onto the Professional Practice Year after enrolment

Year three

In your final year, you'll create your portfolio for industry, submit your dissertation and will have the opportunity to exhibit your final work at the Graduation Show.

Final Major Project: Pre-Production
This extended period of study allows you to develop a significant body of work either individually or in a group that demonstrates your skills, interests and your aspiration for your future role within the games industry. Work from this stage will make up your graduate portfolio.

Final Major Project
In this unit you'll produce a fully resolved body of work, either individually or as part of a team. This unit represents the culmination of your study of Games Arts at UCA. Through it you will demonstrate your creativity, skill, knowledge and understanding of recognised games industry practices and pipelines producing outcomes to a professional standard.

Thesis
This unit consists of a substantial period of sustained, individually negotiated research on a subject that is likely to be related to the contextual and/ or theoretical concerns of your discipline or chosen area of practice, towards the provision of structured written argument.

Fees and additional costs

Tuition fees
2022 course fees for Year 1 entry and Integrated Foundation Year:

UK students - £9,250

EU students - £9,250 (see fee discount information)

International students - £16,950

If you opt to study the Professional Practice Year, for 2022 you will be required to pay a reduced tuition fee of £1,850 (UK students) and £3,390 (International students). You will also incur additional travel and accommodation costs during your Professional Practice year. The University will provide you with further advice and guidance about this.

Additional course costs
In addition to the tuition fees there may be other costs for your course. The things that you are likely to need to budget for to get the most out of a creative arts education will include books, printing costs, occasional or optional study trips and/or project materials. These costs will vary according to the nature of your project work and the individual choices that you make. Please see the additional course costs for 2021 entry. The details for 2022 entry will be available here in due course.

Further information
For more detailed infomation about our course fees and any financial support you may be entitled to please see our fees and finance pages.

The fees listed here are correct for the stated academic year only. Costs may increase each year during a student's period of continued registration on course in line with inflation (subject to any maximum regulated tuition fee limit). Any adjustment for continuing students will be at or below the RPI-X forecast rate.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change in line with our Student Terms and Conditions for example, as required by external professional bodies or to improve the quality of the course.

Industry links

Taking advantage of our proximity to the UK's largest games hubs, our course connects directly with some of the best-known names in the industry, including:

Supermassive Games

EA

Sony

Creative Assembly

Supergonk

Two Point Studios

Zappar

Hangar 13

Atom Republic

Rebellion

Miniclip

We also regularly welcome input from active industry practitioners, who can offer expert advice and guidance to students about the realities of working in the computer games market.

Careers

Many of our graduates have gone on to establish themselves in the games industry, with recent alumni landing roles such as Junior Character Artist at Guerrilla Games, Junior Games Designer at Creative Assembly, Lighting Artist at Splash Damage, Associate Designer at Hangar 13, Concept Artist on AAA BAFTA award-winning PlayStation 4 titles (Until Dawn, Hidden Agenda, The Dark Pictures: Man Of Medan, and Rush of Blood), Environment Artist at Bohemia Interactive, as well as entrepreneurial independent developers of games for iOS, Android and Steam projects from our dedicated Games Incubator Studio.

Skills taught on this course are highly transferable, making our graduates valuable assets in a number of industries, such as:

2D and 3D Concept design

Serious (Applied) Games

Programming

TV and Film Post Production VFX

Pre-visualisation

Interactive Technologies (VR, AR, MR).

Further study

You may also like to consider further study at postgraduate level.

Visit our 2021 grad show site to see the incredible work created by our graduating students

Visit the 2021 Gradshow

"The experience on the course has been incredible - not only have I made friends for life, but the course has given me an even greater appreciation for something I love. I've fallen in love with creating games."

UK entry requirements

BA (Hons) course
BA (Hons) course with Professional Practice Year
The standard entry requirements* for these courses are one of the following:

112 new UCAS tariff points, see accepted qualifications

Pass at Foundation Diploma in Art & Design (Level 3 or 4)

Distinction, Merit, Merit at BTEC Extended Diploma / BTEC National Extended Diploma

Merit at UAL Extended Diploma

112 new UCAS tariff points from an accredited Access to Higher Education Diploma in appropriate subject

27-30 total points in the International Baccalaureate Diploma with at least 15 IB points at Higher level, see more information about IB entry requirements.

And four GCSE passes at grade A*-C and/or grade 4-9 including English (or Functional Skills English/Key Skills Communication Level 2).
BA (Hons) course with Integrated Foundation Year
BA (Hons) course with Integrated Foundation Year and Professional Practice Year
Other relevant and equivalent Level 3 UK and international qualifications are considered on an individual basis, and we encourage students from diverse educational backgrounds to apply.

The standard entry requirements for these courses are one of the following:

64 new UCAS tariff points, see accepted qualifications

Pass at Foundation Diploma in Art & Design (Level 3 or 4)

Merit, Pass, Pass at BTEC Extended Diploma / BTEC National Extended Diploma

Pass at UAL Extended Diploma

64 new UCAS tariff points from an accredited Access to Higher Education Diploma in appropriate subject

24 points from the International Baccalaureate, see more information about IB entry requirements.

BA (Hons) course with Integrated International Foundation Year
BA (Hons) course with Integrated International Foundation Year and Professional Practice Year
And four GCSE passes at grade A*-C and/or grade 4-9 including English (or Functional Skills English/Key Skills Communication Level 2).

Other relevant and equivalent Level 3 UK and international qualifications are considered on an individual basis, and we encourage students from diverse educational backgrounds to apply.

For these courses you need to have completed 12 years* of schooling (with good grades) and show strong evidence of your ability to successfully complete the programme and progress onto your chosen degree.

*We occasionally make offers which are lower than the standard entry criteria, to students who have faced difficulties that have affected their performance and who were expected to achieve higher results. We consider the strength of our applicants' portfolios, as well as their grades - in these cases, a strong portfolio is especially important.

To view the equivalent entry requirements for your country please select it in the list below.

Portfolio requirements

BA (Hons) course BA (Hons) course with Professional Practice Year BA (Hons) course with Integrated Foundation Year BA (Hons) course with Integrated Foundation Year and Professional Practice Year BA (Hons) course with Integrated International Foundation Year BA (Hons) course with More portfolio advice Integrated International Foundation Year and Professional Practice Year
For these courses, we'll need to see your portfolio for review. We'll invite you to attend an Applicant Day so you can have your portfolio review in person, meet the course team and learn more about your course. If you would prefer to upload a portfolio digitally, there is also the option to submit it online via your UCA Applicant Portal. Further information will be provided once you have applied.

These courses don't require a portfolio. If you receive an offer, you'll be invited to attend an Applicant Day where you can meet the course team and learn more about the course.

These courses don't require a portfolio. If you receive an offer, you'll be invited to attend an Applicant Day where you can meet the course team and learn more about the course.

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Games Arts BA (Hons) | University for the Creative Arts

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Creating whole new worlds and characters is the focus of our BA (Hons) Games Arts course at UCA Farnham. On this practice-based games degree, you'll develop the skills to become a true team player who is all set for a career in the gaming industry.

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This area isn't particularly interesting to be but it was very interesting to listen to how they toy with the ideas of perspective, perception and physical being. It appeals to the part of me that's interested in psychology. It was also insightful into the University life of Canterbury.

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Visual Communication heavily links into what I want to do. It was very interesting listening to what it is like when you first start out and gaining recognition and how there's almost a sweet spot where it's enough to pay bills but not so much that you feel like you're letting everyone down.

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It was really interesting to see how people document their work in an analog style - as I work very digitally. It was also very interesting to listen to the processes involved in architecture.

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Listening to this talk, it was very interesting to get a peak behind the curtain at the more financial/statistical side of the creative industry. Although it is not a course I am considering, it was very enriching none the less.

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The fashion industry doesn't interest me further than costume design (as it links to character design) but it was very interesting to just sit and listen to what it is like to study fashion.

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I decided to intertwine my altered states and mementos projects so this will also be joint research on the artists I took inspiration from while working on this project. I tried to draw from multiple different sources.

Cathexis

Cathexis is a joint Instagram account run by the writer and artist for the adult queer comic – Sex Therapy. They work in a western comic style with graphic black lines and the use of thicker lines or hatching to create darker shadows – these were the elements from their style that I tried to implement in my final piece. As a result, I have made one of my best pieces so far. I was able to also push myself when it came to drawing an ethnicity I hadn’t got to yet - Persian. In my final piece I tried to recreate the way they create these striking and graphic lines in their work as this is what I find most appealing about their style.

WindbyFire

They are a self-employed artist, earning their income from a self-run art shop and a Patreon platform. They’re mostly known for their artwork pertaining to the Percy Jackson series. I particularly like how they compose their art. Their compositions are dynamic and effective in conveying the emotions of the various scenes they recreate.

Laia Lopez

Laia Lopez is a Spanish illustrator and character designer, creating several books with her art and is mostly known for her drawings of characters from the game Genshin Impact. Her style is reminiscent of Disney, I particularly like how she draws faces and how she colours eyes and her shading. I decided to try to recreate her shading technique – by shading everything in a single colour and turning that layer to the multiply setting and adjusting the opacity depending on the setting.

Encanto – various artists

Late last year, the movie Encanto was released, and I absolutely adored the costumes and how each of the character’s powers were depicted through their clothes like how Tia Pepa has the Sun peppered throughout her design and Luisa has weights along the bottom of her skirt. I decided to implement this into Emery’s outfit for the final illustration.

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For this part of the project, I chose to do something simple and easy - given the short deadline. So, to link to the previous part of the projects, I drew a few of his personal artefacts that are nearly always on his person.

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The games industry is a very social one and I think this would be good for me to break out of my very isolated way of working (an unfortunate habit I developed in GCSE). Networking is also a huge part of the games industry so it will be fun to do all of those live projects and develop my portfolio.

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Research - base of creative ideas. Research can help further projects - such as research into cultures. About exploring the grey area of subjects, of the other/opposing opinion. Shifting and changing perspectives/ways of thinking.

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Ask questions, experiment and play with techniques/ideas. Researching artists, history, etc - can contribute to style and development.

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professional artists are always experimenting and collaborating with others to expand their practice. A lot of artists are multi disciplined. This includes trying new techniques and work flows.

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Exploring various techniques and expanding your understanding of perception is very important in professional practice. It is important not to pigeon hole yourself into one line of thinking and constantly question what you could do differently or better.

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Professional practice can be used to make big statements - political or otherwise. Art can be crossed with religion, culture, etc. Being critical about your own work is important but also remember to be proud of what you make.

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Very helpful introduction to the lecture system and roughly how the padlet works. Will go back to this multiple times.

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Courses are very hands on and involved. Lots of opportunities to use various equipment from different disciplines. Able to take inspiration from various and diverse sources - learning to tap into all of your creative pool while focusing on skills people in the industry are looking for.

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This lecture was a good reminder to use the resources provided to us as well as improve our time management skills. It also highlighted a photography competition opportunity.

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Here is a sheet of expressions for Emery to illustrate his personality. These were surprisingly fun to do and might be something I revisit in the future.

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https://padlet.com/20001875/vy70r6kke6yoaxbb