Everything you need to know...
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What is the fee?
Home: See fees section below
International/EU: £17,155 per year -
How long will I study?
4/5 Years
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Where will I study?
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What are the entry requirements?
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What is the UCAS code?
B017
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When do I start?
September 2025
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Placement year available?
Yes

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Visit us to learn more about our gold-rated teaching and why we were awarded the highest possible rating in the Teaching Excellence Framework.
1. Course summary
- Study your foundation year, then progress to the full degree.
- Develop important business skills from the very first day.
- Undertake applied projects and explore different ways of working.
This foundation year has been designed to enhance your knowledge in advance of undergraduate study. You'll study a range of business-related topics, and apply your skills on rewarding projects and assignments. After completing your foundation, you'll have everything you need for full honours degree study, and progress directly onto the BSc Games Design and Development course.

View our students' work
Find out more about the Media Arts and Communications department and view the work of some of our students.
2. How you learn
The course is suitable if you don't meet the entry requirements for our BA (Hons) Games Design and Development course, or you want extra preparation before starting degree-level study. You share the first year with other Sheffield Business School foundation year students, then move on to the degree.
You will learn in a supportive, challenging and exciting environment. You will be based in Sheffield Business School — a vibrant, dynamic setting with excellent facilities located in the heart of the city.
You learn through
- lectures and seminars
- case studies
- presentations
- self-directed study
- work placements
- activities and events
In the foundation year, you'll study wider business topics, while specialising in your chosen subject area. You'll learn useful skills such as academic writing, work in diverse teams and learn to utilise a wide variety of data sources. In doing so, you'll fully prepare yourself for undergraduate study.
Course leaders and tutors

Tom Battey
Senior Lecturer, Course Leader BA(Hons) Game Design & DevelopmentGame Designer in Residence Tom Battey is a narrative designer whose work spans prose, interactive fiction and games design
Applied learning
Degree preparation
After the foundation year, you will be ready to start the full degree. BA Games Design and Development is an engaging, challenging course where you will work on real game development projects and develop your own creative approach, with access to cutting-edge facilities and resources supported by the likes of Sony Playstation.
Live projects
The BA degree includes a range of professional development and work-based learning opportunities, including producing game concept and prototype pitches for commercial and other external clients, guest lectures from industry professionals and networking events. You will get opportunities to develop your own future strategy as a game professional whether that be freelancing, working as an independent game developer or working in a specific sector in the game or interactive media industries.
Networking opportunities
On the full degree, you will have the opportunity to engage with specialist visiting lecturers from the industry to show your work. A wide range of professional development and networking opportunities are supported by the Media Arts and Communications Department, such as the yearly Pathways event. We always seek to support and enable any student who obtains a placement to be able to take such opportunities.
3. Future careers
The full degree prepares you for a career in
- game designer
- game artist
- game producer
4. Where will I study?
You study at City Campus through a structured mix of lectures, seminars and practical sessions as well as access to digital and online resources to support your learning.
City Campus
City Campus is located in the heart of Sheffield, within minutes of the train and bus stations.
City Campus map | City Campus tour

Adsetts library
Adsetts Library is located on our City Campus. It's open 24 hours a day, every day.
Learn moreLearn more about your department
Media, Arts and Communications Facilities Tour
Take a look around the media, arts and communication facilities at Sheffield Hallam University with lecturer Saskia Wilson.
5. Equipment and facilities
On the full degree course you work with
- games engines such as Unity 3D and Unreal
- 3D modelling software
- emerging game technologies such as VR headsets
- Playstation development kits
Media Gallery
6. Entry requirements
All students
UCAS points
- 80
This must include at least 32 points from one A level or equivalent BTEC National qualifications. For example:
- CDD at A Level.
- MMP in BTEC Extended Diploma.
- Pass overall from a T level qualification with C from core.
- A combination of qualifications which may include AS levels, EPQ and general studies.
- Access to HE Diploma from a QAA recognised Access to HE course. Normally we require 15 credits at level 2 and 45 at level 3. At least 15 level 3 credits must be at merit grade or above from a QAA-recognised Access to HE course, or an equivalent Access to HE certificate.
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
GCSE
- English Language or Literature at grade C or 4
We treat the foundation year as part of the Art and Design degree programme. Offers made to students will be for four years of study (or five years of study including a placement). This is made up of the foundation year plus one of our Art and Design degrees.
If English is not your first language, you will need an IELTS score of 6.0 with a minimum of 5.5 in all skills or equivalent. If your English language skill is currently below IELTS 6.0 we recommend you consider the Sheffield Hallam University Pre-sessional English course which will enable you to achieve an equivalent English score.
Portfolio review
We may also accept you, if you have limited qualifications but can show evidence of ability and a genuine commitment to studying Media Arts and Communication.
Some applicants may be invited to attend an informal interview with the course leader to ensure that the programme is suitable for themselves and their aspirations.
Additional information for EU/International students
If you are an International or non-UK European student, you can find out more about the country specific qualifications we accept on our international qualifications page.
For details of English language entry requirements (IELTS), please see the information for 'All students'.
Modules
Important notice: The structure of this course is periodically reviewed and enhanced to provide the best possible learning experience for our students and ensure ongoing compliance with any professional, statutory and regulatory body standards. Module structure, content, delivery and assessment may change, but we expect the focus of the course and the learning outcomes to remain as described above. Following any changes, updated module information will be published on this page.
You will be able to complete a placement year as part of this course. See the modules table below for further information.
Compulsory modules
The aim of this module is to introduce and encourage you to make imaginative and inventive use of skills appropriate to a diverse range of media project work. The module will promote an experimental, risk taking creative outlook. You will be encouraged to develop reflective thinking, understanding personal creativity and how this relates to your intended degree route.
INDICATIVE CONTENT
This module encourages you to experiment with a range of creative approaches to media production. You will learn key techniques relevant to a range of production areas. You will also receive brief introductions to the range of subject areas in the department of Media Arts and Communications in the first few weeks of the module. You will be encouraged in the early weeks of this module to experiment with a range of different media techniques and formats
Sample topics could include:
- Storyboarding
- Sketching
- Scripting
- Mark-making
- Life drawing
- Researching locations
- Use of still and video cameras
- Use of microphones
- Storytelling and narrative techniques
- Colour theory
- Understanding visual language
- Writing for different media contexts
- Layout and design
- Basic editing techniques in sound, video, images and digital design
- Working collaboratively
- Ethics, health and safety, risk assessments and release forms
The aim of this module is to introduce students to the academic study of creative media practice. Students will be supported in developing skills of academic research, learning and communication to further their appreciation of the relationship between their own practice and its wider historical, social, cultural and industry contexts.
Indicative Content:
This module introduces students to thinking and writing about their work in relation to the wider media landscape. Students will learn to write in a critical, academic style, using a range of resources to support their arguments. They will be introduced to the idea of academic texts and how to read, analyse and use these sources in their writing.
Students will be encouraged to engage in secondary research using a variety of library, gallery and media sources and think about their own production in relation to its social, cultural, historical and industry contexts.
This module will be delivered alongside the media project module and is designed to help students contextualise their practice. Students will be expected to research current and historical examples of the medium/genre they are specialising in and to show how their work relates to other examples of creative media practice. They will be introduced to some basic theoretical concepts and encouraged to think about issues in the wider media industry impacting on their practice such as regulation, copyright and distribution.
Students will cover topics such as:
- How to identify relevant literature (e.g. books and articles) to use in assignments
- How to read and understand academic literature
- Essay writing and structuring techniques
- How to use quotes and examples to illustrate a point
- Correct referencing, quoting and use of sources
- Use of libraries, databases, media archives, galleries and other resources
- Introduction to media regulation, codes and laws
- Histories of different media
- How to situate your own practice in relation to others’ work
- Identifying an audience for your work
- Analysing and critiquing arguments/messages in both academic and media texts
This module supports students in the development and production of self-directed creative media or communication project work, allowing them to demonstrate their skills across one or more media platforms. Students will produce a substantial portfolio of work relevant to their chosen area of creative media and communication, informed and supported through research and developed in consultation with a subject tutor.
INDICATIVE CONTENT
You will build on the skills you acquired in semester one to create a portfolio of media production in your chosen specialism. The nature of the work in this portfolio will be devised by you, in dialogue with your lecturers. You will be responsible for all stages of the project from idea generation and pre-production through to post-production editing and a final evaluation of your work.
Projects will be introduced by your tutors and grounded upon self-directed study and research; these form the basis of your practice work. Technical workshops and group tutorials will help you develop your skills and techniques. You will also spend some time in one-to-one supervision with a member of staff who specialises in your chosen area.
You will take part in small group peer review and critique sessions. During these sessions you will discuss your work and that of others, offering support, ideas and constructive critiques to help one another succeed.
During the module you will be encouraged to document your practical work in a research workbook using skills acquired last semester. The workbook can be presented in a format of your choice.
This module aims to support students in the development of independent learning, key study skills and attributes required for effective engagement with degree level study in the Media Arts and Communication subject areas. This module aims to help you to develop confidence in your ability to discuss and present your work clearly. You will be encouraged to reflect upon and gain an understanding of where your own strengths and weaknesses are with regard to your work, and begin to appreciate how to improve your practice and study skills. Through a range of activities and exercises you will be encouraged to take creative risks and to begin researching your ideas so that their potential can be explored. This module provides you with the necessary foundational skills from which all your future creative work can develop.
Indicative Content:
The module introduces the skills and techniques needed for university study and supports students in their development of a creative and reflective approach to their work.
The emphasis of the module will be to encourage students to develop several possible Media solutions that creatively address specified problems or fulfil the criteria of a given brief. Students will be encouraged to explore different ways of generating ideas, and to experiment with creative techniques such as: drawing, writing, creating mind maps, curating material from different sources, collages and more.
There will be introductions to essential skills in writing, drawing, IT and information gathering as well as techniques for project planning, time management and personal development planning. Students will receive training and guidance in using university resources such as the Learning Centre, student support services and careers services.
Students will be encouraged to set-up a blog or other form of online portfolio during this module that can both be used to reflect on their learning and display their production work not only on this module but throughout the course.
Other topics may include:
- Using the Library, your SHU email account and the virtual learning environment (Blackboard)
- How to access the range of student support services offered by the university
- Appropriate software and associated academic procedures
- Techniques for effective communication including the written word
- How to research effectively
- How to appropriately reference your research and acknowledge sources
- Planning and managing your time effectively
- Using the university careers and employability centre
- Getting the most from tutorials, and understanding the value of constructive criticism
- Working in teams and groups
- Evaluating your own and other people’s work
- Understanding assessment criteria
- Preparing for a presentation
- Speaking to a group
- Generating and selecting ideas
- Record-keeping
Compulsory modules
Module Aim:
This module introduces you to the fundamental skills necessary for creating digital prototypes for games or game mechanics.
You will be introduced to industry standard software for games design and development and encouraged to experiment to create curious and original work through practical studio-based sessions.
You will gain the fundamental understanding of games development software and the skills necessary to ideate, review and iterate for digital game concepts.
Indicative content:
- Bespoke template projects
- Simple scripting
- Concept ideation
- Onboarding and player communication
Module Aim:
In this module you will widen your understanding of games design principles, exploring experimental techniques through a variety of techniques such as paper prototyping, digital prototyping, and experimental controllers.
This content is designed to broaden your understanding of the potential applications for games design and theory by developing concepts that are relevant to both physical and digital games practice.
Indicative content:
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Concept development and prototyping
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Building physical game objects
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Designing serious games with real-world applications
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Digital prototyping experimentation
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Analysing user testing and feedback
Module aim:
This module provides the theoretical underpinnings for future practical work by introducing fundamental principles of game design and critical analysis of existing digital games.
The module develops skills in ideation, abstract thinking, communication, collaborative learning and peer critique, as well as fundamental research skills. These skills will be essential for successful work on major projects in subsequent modules within the course.
Indicative content:
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Game design concepts and the fundamental process of game design
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Challenges, actions, risks and rewards
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Dramatic tension and gameplay tension
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Approaches to game narrative
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Interaction models and feedback elements
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Level design, atmosphere and pacing
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Understanding player psychology
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Virtual worlds
Module aim:
This module will equip you with the skills you need to work in multidisciplinary project teams. This will include skills in communication, application of project management techniques, presentation and delivering of constructive criticism of work done by others You will be given a project brief to collaborate on with students from other disciplines. You will bring the specialist practical skills and knowledge that you are learning and a game design and development student and apply them in the team working context provided by the project.
Indicative content:
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Applying individual practice skills to a defined multi-disciplinary team-based project
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Communication within project teams
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Methods for project management, planning and reporting
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Presentation of work to other team members
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Reporting on personal and team performance
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Receiving and giving constructive criticism and feedback
Compulsory modules
Module aim:
This module will enable you to prepare game concepts for development through application of advanced design theory and applied practical research methods.
You will be challenged with specific design problems, refine your attention to detail, learn vocabulary with which to talk about players’ motivations and develop skills in observing play testing sessions.
Indicative content:
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Playtesting methodologies
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Categories of player motivations
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Applying neuroscience to game design
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Onboarding, i.e., tutorial techniques
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Emotional design approaches
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Advanced design documentation practices
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Specialised design problems, such as economy design
Module Aim:
This module aims to further develop prototyping skills, from concept to development and testing. You will expand your command of game engines by exploring a full project workflow, including scripting mechanics, UI, narrative, and player input considerations. These skills will give you a more efficient means of communicating gameplay concepts through practical, functional design.
Indicative content:
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Working with game development platforms
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Concept development and creative planning
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Planning and project management
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Mechanics as metaphor - designing meaningful interactions
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World building and environmental storytelling
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Interactive narrative development
Module Aim:
This module introduces new methods and tools for creating interactive work outside the bounds of traditional screen media. You will be challenged to work in interdisciplinary groups to create an interactive artefact that responds to an industry-set brief. This module also prepares you for the sandwich placement year and future work experience opportunities.
Indicative content:
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Workshops on immersive design, mixed reality interaction, digital narrative design & experimental game design
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Industry-led briefings outlining theme and design challenges
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Milestones set and reviewed by industry contact at agreed intervals
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Presentation pitches of student solutions to industry brief
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Client-led enhanced applied project
This module will introduce you to a range of specialised routes into industry, by asking you to identify an area that aligns with your interests and capabilities.
You will apply research and experimentation to better understand distinct specialisms in game design, then choose a specialism to further develop into a portfolio of professional, industry-facing work. Through this process, you will begin to develop a personal design practice that will establish you as a practitioner in the games design field and allow you target specific design roles upon graduation.
Indicative content:
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Experimental games
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Narrative design
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Physical games
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Concept pitching
Elective modules
This module is for undergraduate students to study abroad in their second year, Semester 2 (only for courses that offer this option). With this module, you can spend a semester at one of the University’s approved partner institutions worldwide – from Europe to the Americas, Asia Australia or Canada.
Study Abroad plays an important role in the University's commitment to an engaging, challenging, and thriving learning culture. It offers opportunities to experience other academic cultures and foster intellectual maturity while enhancing co-curricular skills and students' long-term employability.
Study abroad for credit is permitted on existing university-approved courses only. Students are awarded credits and grades at the partner institution, which are converted into Sheffield Hallam credits and grades on return and included in the Sheffield Hallam degree classification.
Please check and refer to the webpage How study abroad works. You must submit a Learning Agreement outlining the modules you will be taking at the partner institution. The Learning Agreement will be signed off by your academic tutor to ensure that the Learning broadly covers the Learning Outcomes set out in your course curriculum during your study abroad.
Optional modules
Module aim:
The aim of this module is to enhance students’ professional development through the completion of and reflection on meaningful work placement(s).
A work placement will provide students with opportunities to experience the realities of professional employment and experience how their course can be applied within their chosen industry setting. The placement will:
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Allow student to apply the skills, theories and behaviours relevant and in addition to their course
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Enable students to enhance their interpersonal skills in demand by graduate employers – communication, problem solving, creativity, resilience, team work etc.
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Grow their student network and relationship building skills.
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Provide student with insights into the industry and sector in which their placement occurs
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Help student make informed graduate careers choices.
Indicative Content:
In this module students undertake a sandwich placement (min 24 weeks / min 21 hours per week) which is integrated, assessed and aligned to their studies.
Their personal Placement Academic Supervisor (PAS) will be their key point of contact during their placement and will encourage and support students to reflect on their experience, learning and contribution to the organisation they work for.
To demonstrate gains in professional development, students will be required to share their progress, learning and achievements with their Placement Academic Supervisor and reflect on these for the summative piece of work.
Compulsory modules
Module aim:
In this module you will focus on storytelling across mixed reality platforms. You will be part of a team-based project, based on a current industry theme, which will challenge you to apply your skills and creativity to craft an "Alternate Realities" artefact.
Indicative Content:
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Storytelling across XR platforms
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Visual Communication
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Non-linear/Alternative narrative structures
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UI/UX
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Experiential design
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Storytelling ethics/accessibility
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Innovation across professional contexts
Module Aim:
This module will enable you to undertake a design and development major project to produce a game or a set of game assets for a defined audience and to a high standard. You will build on your research and development proposal and utilise and demonstrate the skills and knowledge you have developed throughout the course. You utilise time, project and self-management skills by working in a team alongside students from other disciplines or by undertaking the work on an individual basis.
Indicative content:
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Research
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Concept creation and documentation
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Ideation
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Project planning
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Presenting work
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Reflecting on feedback
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Producing multiple iterations of work
Module Aim:
This module will enable you to prepare and plan strategies for your work in your ‘Final Game Project’. You will conduct research into your chosen specialism, to align your work with current industry best practices, identify a professional audience for your work and develop your ideas and practices towards developing a professional-standard portfolio. Throughout the module you will be encouraged to develop more critically informed reflection and constructive self and peer evaluation.
Indicative content:
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Project planning and management
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Working to professional specifications and limitations
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Reviewing games-specific distribution methods
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Portfolio generation
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Pre-production documentation
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Visual design and layout
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Work experience
Module aim:
This module focuses on professional roles in the games industry and beyond, supporting you to build a professional portfolio that meets the standard required for a junior design role in the games and allied creative industries.
Research and experimentation will allow you to better understand distinct specialisms, looking at specialisations outside of the traditional field of games design.
You will further develop your personal practice in the games design field and may identify new roles for your skillset outside of the traditional games space.
Indicative content:
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User interface and user experience design
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Creative direction for games
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Mixed reality design
8. Fees and funding
Home students
Our tuition fee for UK students on full-time undergraduate degree courses in 2025/26 is £9,535 per year (capped at a maximum of 20% of this during your placement year). These fees are regulated by the UK government and therefore subject to change in future years.
If you are studying an undergraduate course, postgraduate pre-registration course or postgraduate research course over more than one academic year then your tuition fees may increase in subsequent years in line with Government regulations or UK Research and Innovation (UKRI) published fees. More information can be found in our terms and conditions under student fees regulations.
International students
Our tuition fee for International/EU students starting full-time study in 2025/26 is £17,155 per year (capped at a maximum of 20% of this during your placement year)

Financial support for home/EU students
How tuition fees work, student loans and other financial support available.
Additional course costs
The links below allow you to view estimated general course additional costs, as well as costs associated with key activities on specific courses. These are estimates and are intended only as an indication of potential additional expenses. Actual costs can vary greatly depending on the choices you make during your course.
General course additional costs
Additional costs for Sheffield Creative Industries Institute (PDF, 268.6KB)Legal information
Any offer of a place to study is subject to your acceptance of the University’s Terms and Conditions and Student Regulations.