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On this course we aim to develop you as a student to become a highly-skilled, experienced, professional, computer game developer and technical designer. You will be introduced to the creative and technical aspects of game level design and creation, game play, technical computer animation, game programming and script programming, supported by appropriate contextual and technical theory to inform your practice. You will learn how to generate and develop ideas and solve technical problems. In the final year you will undertake an individual project and major production project in a studio environment designed to replicate real world and industry production processes. There will also be opportunities to work on projects for external clients.

In the second and third years you can develop your own areas of interest and expertise through a range of options.

The course is designed for those students who want to learn to design, develop and programme computer games, using the most up to date industry standard technologies. Whilst we are not subject specific, the course typically attracts students with an interest in computer programming and scripting, animation, game play, artificial intelligence. We welcome students who have A level, BTEC or equivalent qualifications.


See examples of work produced by our Games, Animation and Visual Effects students.


Entry requirements


Typical offer – 112 UCAS tariff points.

We take into consideration a number of factors when assessing your application. It’s not just about your grades; we take the time to understand your personal circumstances and make decisions based on your potential to thrive at university and beyond.

A levels

There are no specific subject requirements.

BTEC Extended Diploma

DMM – there are no specific subject requirements.

Applicants on Access Programmes

Meet UCAS tariff of 112. There are no specific subject requirements.

International Baccalaureate requirements

112 UCAS tariff points to include at least 80 points from 2 HL subjects. Plus HL 3 or SL 4 in Maths and English Language and Literature A or English B.

Plus minimum of

GCSE English and Mathematics at grade C or 4 (equivalents accepted).

English language requirements

Minimum IELTS at 6.0 or the equivalent.

If you do not meet the IELTS requirement, you can take a University of Bradford pre-sessional English course.

CIFS entry requirement

If you are an International student and do not meet the entry requirements for direct entry onto this course you may be interested in our Certificate of International Foundation Studies

80 UCAS points or equivalent (see individual country pages for details) plus a Maths qualification equivalent to GCSE Grade C. UKVI approved IELTS of 5.0 overall with no sub-test less than 5.0.

CIFS modules to be taken

Students study the four core modules plus TWO of the following modules:

  • Foundation in Human Biology
  • Foundation in Chemistry
  • Introduction to the Social Sciences
  • Global Business Environment
  • Foundation Mathematics 2

Progression requirements for degree programme

An overall average of at least 50%

Course Content

All module information is for 2019 entry, and is subject to change.

First year


Introduction to 3D Computer Animation (GAV4007-B)

Introduction to Computer Programming for Games (GAV4005-B)

Creativity and Imagination (FAM4001-B)

Creative Industries – Foundations (GAV4006-B)

History and Conventions of Computer Games (GAV4002-B)

3D Character Modelling and Animation (GAV4003-B)

Second year


Game Appreciation and Industry Analysis (GAV5010-B)

Script Programming and Technical Animation (GAV5001-B)

Game, Design, Programming and Development (GAV5002-B)

Storytelling, Narrative and Experience (FAM5019-B)

Advanced Game Technology and Development (GAV5025-B)


Environment, Set and Prop Creation (UG) (GAV5014-B)

Application Programming and Development (GAV5019-B)

Motion Capture and Digital Scanning (GAV5017-B)


Final year


Individual Project (GAV6003-D)

Major Project Pre-Production (GAV6007-B)

Major Project Production (GAV6008-D)


Application Programming and Development (GAV5019-B)

Look Development, Lighting and Advanced Rendering (GAV5016-B)

Motion Capture and Digital Scanning (GAV5017-B)

Career support

The University is committed to helping students develop and enhance employability and this is an integral part of many programmes. Specialist support is available throughout the course from Career and Employability Services including help to find part-time work while studying, placements, vacation work and graduate vacancies. Students are encouraged to access this support at an early stage and to use the extensive resources on the Careers website.

Discussing options with specialist advisers helps to clarify plans through exploring options and refining skills of job-hunting. In most of our programmes there is direct input by Career Development Advisers into the curriculum or through specially arranged workshops.

Career prospects

Employment statistics

94% of our 2017 graduates in Animation, Games and Visual Effects found employment or went on to further study within six months of graduating.*

*These DLHE statistics are derived from annually published data by the Higher Education Statistics Agency (HESA), based on those UK domiciled graduates who are available for employment or further study and whose destinations are known.


Learning and assessment

Students will experience a wide range of teaching and learning environments. Concepts, principles and theories are generally explored in formal lectures, discussed and debated in associated tutorials and seminars, and demonstrated in laboratory classes. Practical skills are developed in studio, laboratory, and workshop sessions, taking advantage of the University’s, and its partners’, extensive software and hardware provision.

Professional, personal, and presentational skills are developed through discussion and small-scale project work which involves problem solving and design exercises. These are often tackled through collaborative learning in small groups supported by members of academic staff. Larger–scale project work is used to bring various aspects of your programme together. A particular strength of this programme is the contribution made to the teaching programme by successful practising animation professionals.

Each 20-credit module on the programme requires students to commit 200 hours of study. Some of these hours will be formally timetabled – lectures, laboratories, seminars, tutorials and workshops – and others will involve students in carrying out private study. The balance between these forms of study changes as students pass through the three years of the programme.

Basic principles and concepts are addressed in the first year (Stage One) of the studies. In the second year (Stage Two) a more analytical approach is taken, and in the final year (Stage Three) students will have the opportunity to synthesise and critically review the knowledge, understanding, and skills they have gained throughout the programme. They will also have the opportunity to shape elements of their own learning experience, by selecting optional and elective modules, and defining their own project briefs.

Study support

Our comprehensive support services will help you to achieve your full potential – both academically and personally.

We provide all you need to make the very best of your time with us, and successfully progress through your studies and on into the world of graduate employment.

Our support services include:

  • Personal tutors
  • Disability services
  • Counselling services
  • MyBradford student support centres
  • The Students’ Union
  • Chaplaincy and faith advisers
  • An on-campus nursery
  • Halls wardens

We have well-stocked libraries and excellent IT facilities across campus. These facilities are open 24 hours a day during term time, meaning you’ll always find a place to get things done on campus.

Our Academic Skills Advice Service will work with you to develop your academic, interpersonal and transferable skills.


There is a healthy and growing programme of collaborative work with industry, much of it research based.

This is managed through the dedicated Digital Media Working Academy, which has also generated its own funding and is notable for housing a state-of-the-art motion capture system.




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