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Games Art MA

About the course

This MA Games Art degree meets the needs of the games industry. The games industry has developed dramatically from the days of the solo practitioner to become a global market where large teams of artists work in unison to create content for the next generation of interactive game technologies.

The skills required by the industry have increased enormously as the technical capabilities of real-time art have broken new ground year after year. The current games art practitioner is likely to become a specialist in one area, such as character modelling, environment creation, lighting, animating etc. This award fuses technical knowledge of real-time rendering with the aesthetic decisions and traditional skills you will need as a games artist.

On this postgraduate degree your study will include ways of thinking about the cultural resonance of your work and about the audiences it is made for, about the nature of creativity, and the role of the Cultural Industries in a modern knowledge economy. Through your study you will develop a range of project management skills, and an ability to identify and manage your own learning.

You will consider the role of enterprise opportunities in commercial, professional and social environments. Enquiry, research and clear communication underpin work throughout the programme. As well as specialist modules in your chosen discipline area the programme includes modules that are shared with other postgraduate awards in the School of Creative Arts.

The structure of the MA Games Art promotes cross-discipline discussion and maintains the enthusiasm and focus of discipline specialists. It enables you to develop the key transferable skills of postgraduate study grounded in activities that have currency, relevance and application for your future career and for further academic study.

The MA Games Art course, part of the postgraduate Media programme, offers you a coherent learning in one of several awards. It enables you to develop creative practical skills in a discipline of your choosing. That work may extend your existing skills, knowledge and understanding, or it may mean a change of direction, new learning, and new experiences. Induction, seminars and social events for students and staff mean that you will be part of a friendly and supportive postgraduate community, which includes film makers, musicians and professionals working in new media. Senior research staff and internationally renowned professionals work with postgraduate students, helping you to develop original and challenging work.

Find out more with this leaflet on the course.

Why choose this course?

  • The MA Games Art degree allows you to develop your Games Art skills and knowledge to a professional level.
  • You will produce a commercial-standard personal portfolio that reflects the forefront of current practices in approach, style and vision.
  • Explore the theoretical and contextual understanding of games art, its audiences and significances in our contemporary media culture.
  • Develop professional-level enquiry, research, creative invention, project planning and management practices.
  • On this masters degree you will learn in a multi-disciplinary environment through discussion and the exploration of ideas.
  • See our MA Games Art Vimeo Page for showreels and alumni activity.

Entry requirements...

Applicants should be able to demonstrate recent relevant education or experience in their chosen discipline, or in a related field, and have an ability to communicate effectively both in their chosen media and written and spoken English.

Accreditation of professional experience may be possible for practitioners without a first degree.

A minimum IELTS score of 6.5 overall with at least 5.5 in all components (or equivalent) is required for those for whom English is not their first language.

Study routes

  • Part Time,
  • Part Time, 2 Years
  • Full Time, 1 Years
  • Full Time,

Locations

  • University of Hertfordshire, Hatfield

Careers

Particular emphasis is given to providing you with the skills necessary to further your career as an Games Artist. The course is designed to help you understand and work within the contemporary media environment.

You will also acquire enquiry and information handling skills, enterprise skills in the development and presentation of ideas, in communicating in the spoken and written word, and addressing particular audiences.

Teaching methods

On this programme teaching and learning emphasises enquiry led project work, developing the kind of independence and autonomy that is appropriate for postgraduate education. Lectures, seminars and other discussions bring students together in multi-disciplinary groups where ideas are shared, challenged, developed. Workshops and other activities develop specific discipline centered skills and understandings while tutorials develop individual study trajectories and responses to assignment tasks and briefs.

Much of the time students are engaged in self-managed independent study, undertaking enquiries and research, developing skills, inventing and developing ideas, realizing project outcomes, exploring the cultural resonance of their work.

All students on the PG Media programme engage in an interdisciplinary project as a part of their MA study, giving them an opportunity to work with students from other disciplines in an experimental and creative way.

Work Placement

There are work related learning opportunities on this course.

Professional Accreditations

Skillset Media Academy

Structure

Year 1

Core Modules

  • Creative Enterprise and Context

    This module emphasises the professional contexts of the student's work both in terms of its content and in terms of the kind of outcomes used for assessment. A series of lectures present ideas about key issues in the Creative Industries and Health and Social sectors. The lectures provide a broad context for ideas about the emergence and future of the Creative Industries and Health and Social sectors about Intellectual Property Rights, about the social conditions of the workplace and about the planning and management of projects. 'Break out' seminars lead to the student producing a piece of work that explores topics relevant to their award of study. Alongside these is the development of professional 'presentation of self' skills appropriate for the student's aspirations. This includes the development of portfolios, showreels and other material and skills in preparing and delivering a pitch or bid for funding as if for a Creative Industries or in the Health and Social sectors.

  • Discourse / Reflection: Media Discourses

    The learning activities fall into two phases. The first reviews and introduces a range of critical and theoretical methodologies through which the experience of media artefacts may be examined and discussed; this phase coincides with the second half of Semester A. During the second phase which takes place during Semester B, the student follows a line of personal enquiry in which they deploy and apply a chosen approach to examine artefacts, techniques and processes in their own discipline area to discuss the ways in which meaning is made. The outcome of this enquiry includes a text equivalent to around 4,000 words which may take the form of an academic journal paper, a web site, a spoken word or video recording of a scripted or extemporised talk or a live performance, or a similarly demanding production of the student's devising. Along with this there are two other staged submissions which structure the beginning stages of the enquiry and a requirement that students use an open blog or wiki type environment to log and record their enquiry.

  • Major Study: Games Art

    This module offers an opportunity for the student to undertake a substantial project in one or more of the specialist areas within Games Art, in such things as character modeling, environment creation, lighting, animating, effects. It requires an in depth engagement with the knowledge and understanding of cutting edge real time technologies, styles and methodologies and the aesthetic demands of effective sign making and communication in a Games environment.

  • Practice 1: Media

    The student develops their knowledge and understanding of current processes, techniques and the scope of their chosen award field in this module. They become aware of contemporary activities and of the forefront in terms of artefacts, figures, debates, technologies and ideas. The student develops the kind of self-managed autonomy that characterises post-graduate work in their field through a series of projects which develop their own voice or style, exploring the particular issues, processes and ideas that interest them.

  • Practice 2: Media

    In this module students are required to relate their own practice and learning to developments and emergent activities in their chosen field. In particular, students are asked to challenge their preconceptions of what the field is about and to work innovatively in the field. The portfolio of projects used for assessment includes a 1000 word evaluative commentary which discusses how the student's work relates to the forefront of their field in terms of subject knowledge, the application of technology, or in terms of current enterprise activities and opportunities. This is likely to include such things as new artistic practices, emergent genre forms, alternative culture formations, the appropriation of technologies for unexpected ends, the furthering of existing knowledge structures, the reapplication of established processes to novel and inventive ends, the subversion of norms, expectations and conventions, popular culture trends in the consumption of media artefacts and funding council and other government initiatives.

  • Research and Enquiry

    This module aims to provide students with a range of research skills suitable for postgraduate level study in art, art therapy, design, film, media and music. The module helps students locate their work within contemporary advance-level practice in their disciplines and to make a critical evaluation of the bodies of ideas that sustain them. Key skills addressed include those of data management, critical evaluation, communication skills, notions of creativity and a range of modes of contextual analysis. The skills gleaned on this module will provide students with a platform for research for the remainder of the programme and in their future careers.

Optional

Fees & funding

Fees 2013

UK/EU Students

Full time: £6,700 for the 2013 academic year

International Students

Full time: £11,000 for the 2013 academic year

Discounts are available for International students if payment is made in full at registration

View detailed information about tuition fees

Other financial support

Find out more about other financial support available to UK and EU students

Living costs / accommodation

The University of Hertfordshire offers a great choice of student accommodation, on campus or nearby in the local area, to suit every student budget.

View detailed information about our accommodation

How to apply

2013

Start DateEnd DateLink
24/09/201330/09/2014Apply online (Full Time)
24/09/201330/09/2014Apply online (Part Time)

2014

Start DateEnd DateLink
24/09/201430/09/2015Apply online (Part Time)
24/09/201430/09/2015Apply online (Full Time)
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Key course information

  • Course code: CCPGFMGA
  • Course length:
    • Part Time,
    • Part Time, 2 Years
    • Full Time, 1 Years
    • Full Time,
School of study: School of Creative Arts
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