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Section outline

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    • FdA Games Design for Industry | Welcome by Programme Manager | Stephen Howard

    • Dear students, welcome to the longest running HE Level games course in Cornwall. Over the years we have gained an excellent reputation for turning out highly qualified graduates able to hold their own in one of the most exciting and fastest growing industries in the world. I am looking forward to seeing you all soon and starting you all off on your wonderful journey to your chosen career.

      As for myself I have ONDs, HNDs and HNCs in Technical Illustration, Graphic Design and Multimedia along with a Masters Degree in Digital Art and Technology. I began employment within the creative  industries working freelance producing artwork for local businesses along with portraits for clients. I moved to Hamburg Germany to work for Airbus Industries (Eurodoc) creating technical illustrations for their aircraft manuals before returning home to start a multimedia course. Once completed I gained employment in a local E-learning company, CNDL group, producing artwork and games for many large clients such as Pfizer, Tesco, Barclays Bank and the Basic Skills Agency amongst many others. 

      My skills quickly turned to 3D modelling and animation along with video editing and design.  I moved onto working as a helper for a deaf student at Cornwall College where I eventually took over management of FdA Animation and FdA Multimedia Design. Both these courses allowed me to expand my links to industry along with improving my abilities in the gaming field. I then decided to write and manage a HND Games Design course, as this was where my main interests lay. This was quickly followed by implementing level 3 games at Camborne. 

      Due to the success of the HND and the demand of the students for a local BA Games Top Up I set up the final year at Camborne. I am extremely proud of the links my courses have gained within industry and the reputation of delivering highly qualified graduates. Throughout all this time I have maintained my own practice creating 3D imagery for numerous clients. Currently I am collaborating with a publisher on a large triple A RPG based around Cornish Smuggling.

      The purpose of this site is to help you prepare for the coming years with us and give you an opportunity to get ahead in your studies before you start in September. We want to make sure that you are inspired, anchored, prepared, and enabled to succeed. The following guide is designed to provide you with some essential information about the FdA Games Design for Industry programme here, and how you can make the best of your time while studying with us.

      The games staff here have worked extremely hard to develop the course to ensure that it is industry relevant and attractive to students, clients and employers. Our fundamental aim is to provide you with the employability, creativity and technical skills that are needed to obtain a career within the games industry.

      As a challenging yet highly rewarding course selection, I am confident that with the required commitment and work ethic, you will enjoy the material presented throughout your time as a student on FdA Games Design for Industry. 

      Good luck with all your studies.

      Stephen Howard | Programme Manager | FdA Games Design for Industry


      Stephen Howard


    • Joining Instructions

    • Year 1

    • Full-time Course Starting September 2025

    • Year 2

    • Full-time Course Starting September 2025

    • Welcome to your First Year

    • Dear Student, welcome to the FdA Games Design for Industry programme at Cornwall College Camborne. This exciting skills-based programme meets the requirements of one of the fastest growing, dynamic and entrepreneurial sectors in the creative industries. Providing practical specialist knowledge to pursue a career in the game industry in paths such as an animation, level design, coding, 3D modelling. concept art or texturing etc. Core artistic and technical skills will be developed to enable creation and building of games and content for a variety of platforms. As a games student you will be creating stunning and immersive worlds, VR experiences, characters and other games assets, in a variety of styles ranging from the realistic to cel shaded. You will also be working both individually and in teams on real world client briefs providing you with excellent work experience opportunities that will look amazing on your CVs. 

    • Modules

    • Year 1


    • Module Number/Name

      Short Module Descriptor

      TCCG 128 

      Computer Games Studies and Practice

      Learners will explore the medium of computer games; an examination of the history of computer games, exploring the relationship with games and wider culture and applying relevant theories to the analysis of specific computer games. Careers within the industry will be explored along with how to apply for jobs and produce industry standard documentation ready for interview.

      TCCG 129 

      Pre-Production Design and Computer Game Concept Art

      The essence of this module is to develop drawing skills to permit effective communication of the visualisation of imagined characters and locations within the conceptual game world. Skilful execution of these visualisations begins with study and practice of observational and life drawing.

      TCCG 130 

      Animation Principles

      Learners will gain an understanding of the history of and key developments in animation; developing skills and techniques in traditional and digital animation. Learners will plan and produce 2D and 3D animations for a specified audience.

      TCCG 131 

      2D Digital Graphics and Texturing for Computer Games

      This module provides knowledge, understanding and practical experience of the tools and techniques of the digital graphics software used to produce images for computer games. It also provides learners with the ability to unwrap basic 3D meshes for application of texture maps. Encouraging learners to express imaginative skills, it is appropriate that some critical self-reflective practice is undertaken.

      TCCG 132 

      3D Modelling and Animation for Computer Games

      This module provides students with knowledge and understanding of industry-based 3D modelling and animation skills. Students will gain practical experience of key 3D modelling techniques and processes used in the production pipeline along with the ability to work to realistic deadlines as part of a team.

      TCCG 133 

      3D Computer Games Engines and Asset Creation

      Learners will become familiar with game engine technology, the central piece of software used for the assembly of modern computer games. By building playable games/levels or modifications of existing games, learners will gain an understanding of how a modern computer game is pieced together, integrating 3D environments/assets, cameras, control systems and basic game logic.


    • Year 2


    • Module Number/Name

      Short Module Descriptor

      TCCG 226 

      Subject Specialism Project

      An opportunity for learners to identify a particular area of study, develop a proposal and set specific objectives for investigation. They will apply research skills to the identification and selection of materials and resources, present their results and review and evaluate their work considering the professional context of the work.

      TCCG 227 

      3D Cut Sequence Design and Digital Audio for Games

      In this module learners will gain knowledge and understanding of how cut scenes (cinematics) are created and used within games. Learners will design and produce appropriate original sounds for their cut scenes and develop their digital editing skills.

      TCCG 228 

      3D Character Design and Animation

      3D character artists and animators are responsible for the look and feel of a character along with the portrayal of movement and behaviour. It is essential that artists have a good level of knowledge and understanding of anatomy and technical aspects of modelling and sculpting 3D meshes . Students will experiment with character animation skills and techniques using a variety of rigs ready for use in games or animations. Learners should have the ability to develop, produce and reflect upon their own work, giving them the professional skills needed in the games industry.

      TCCG 229 

      Level Design and Production for Computer Games

      This unit provides an opportunity for students to create a major game going through the whole design pipeline from start to finish. Students will understand how to prepare, design and write games design documentation ready for pitch before going on to produce the game using relevant industry standard software and techniques.

      TCCG 230 

      Professional Practice

      This unit provides an opportunity for students to investigate their career options, consider how that translates into professional practice for their own work and how to present themselves professionally at interviews. It also incorporates a client or completion-based project to gain experience of typical industry practice and pipelines. Management of their work and time, how to create and organise show reels and portfolios for exhibition and employment will also be covered.

      TCCG 231 

      Games Design and Development Project

      An opportunity for learners to develop skills in decision making, problem solving and communication, integrated with the skills and knowledge developed in other areas of the course. It requires learners to select, plan, implement and evaluate a project and present the outcomes.

       


    • Kit and Resources

    • You will have access to industry standard software and hardware such as Autodesk (3D Studio Max, Maya, Mudbox etc), Unreal Engine 5, Construct 3, Adobe Suite (Photoshop, Premiere etc), Oculus and Vive VR  headsets, Logitech wheels, Wacom tablets, 3D scanners and printers and a wide range of audio visual equipment.

    • Reading Lists

      You will be expected to carry out independent research into the various roles and techniques within the industry, whilst learning new software and hardware. As such you may wish to get ahead by exploring this reading list below. We do not expect you to read everything on this list but dipping into books in each section will help you gain an understanding of the techniques and software you will be using.

    • Year One | Reading List

    • Animation Principles:

      • Hart, T. (1999) The Art of the Storyboard: Storyboarding for Film, TV and Animation. Focal Press.
      • Long, B and Schenk, S. (2002) The Digital Filmmaking Handbook. Charles River Media.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • Wells, P. (1998) Understanding Animation. London: Routledge.
      • Williams, R. (2001) The Animator's Survival Kit: A Working Manual of Methods, Principles and Formulas for Computer, Stop-motion, Games and Classical Animators. Oxford: Faber and Faber Ltd.
      • White, T. (1988)The Animator's Workbook. Watson-Guptill Pub's.

      Pre-production Design and Concept Art:

      • Berger J. (1972) Ways of Seeing. London: Penguin Books Ltd.
      • Hartal, L. and  Morris, D. (2003) Game Art: The Graphic Art of Computer Games. Watson-Guptill.
      • Hughes, R. (1991) The Shock of the New: Art and the Century of Change. London: Thames and Hudson Ltd.
      • Mattessi, M. (2008) Force: Character Design from Life Drawing. Oxford: Focal Press.
      • Omernick, M. (2004) Creating the Art of the Game. New Riders Games.
      • Pardew, L. (2004) Beginning Illustration and Storyboarding for Games. Course Technology PTR.
      • 3Dtotal.Com. (2009) Digital Painting Techniques: Practical Techniques of Digital Art Masters: Masters Collection, Volume 1. Oxford: Focal Press.
      • 3Dtotal.Com. (2010) Digital Painting Techniques: Masters Collection, Volume 2. Worcester: 3D Total Publishing. 

      2D Digital Graphics and Texturing for Games:

      • Berger, J. (1972)Ways of Seeing. London: Penguin Books Ltd.
      • Dayley, L. and  Dayley, B. (2010) Photoshop CS5 Bible. Indianapolis: Wiley Publishing.
      • Hartal, L. and  Morris, D. (2003) Game Art: The Graphic Art of Computer Games. Watson-Guptill.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • Omernick, M. (2004) Creating the Art of the Game. New Riders Games
      • Pardew, L. (2004) Beginning Illustration and Storyboarding for Games Course. Technology PTR
      • 3Dtotal.Com. (2009) Digital Painting Techniques: Practical Techniques of Digital Art Masters: Masters Collection, Volume 2. Oxford: Focal Press.
      • 3Dtotal.Com. (2010) Digital Painting Techniques: Masters Collection, Volume 2.  Worcester: 3D Total Publishing.
      • Autodesk. (2009) Learning Autodesk 3ds Max 2010 Foundation for Games. Oxford: Focal Press.
      • Clinton, Y. (2007) Game Character Modelling and Animation with 3ds max 7 . CMP Books.
      • Franson, D. (2004) The Dark Side of Game Texturing. Course Technology PTR.
      • Gahan, A. (2008) 3ds Max Modelling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modelling. Oxford: Focal Press.
      • Hartal, L. and  Morris, D. (2003) Game Art: The Graphic Art of Computer Games. Watson-Guptill.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • Omernick, M. (2004) Creating the Art of the Game. New Riders Games.
      • 3Dtotal.Com. (2010) Digital Painting Techniques: Masters Collection, Volume 2. Worcester: 3D Total Publishing.

       3D Modelling and Animation for Games:

      • Gahan, A. (2008) 3ds Max Modelling for Games: Insider's Guide to Game Character, Vehicle and Environment Modelling. Oxford: Focal Press.
      • Hartal, L. and  Morris, D. (2003) Game Art: The Graphic Art of Computer Games. Watson-Guptill.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • Omernick, M. (2004)Creating the Art of the Game. New Riders Games.
      • Pardew, L. (2004) Beginning Illustration and Storyboarding for Games. Course Technology PTR.
      • 3Dtotal.COM. (2010) Digital Painting Techniques: Masters Collection Volume 2. Worcester: 3D Total Publishing.

      3D Computer Game Engines and Asset Creation:

      • Amresh, A. et al. (2010) Unreal Game Development: Natick. A K Peters.
      • Bateman, C. (2006) Game Writing: Narrative Skills for Videogames. Charles River Media.
      • Busby, J. et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3: USA. Sams.
      • Creighton, R. (2010)Unity 3D Game Development by Example Beginner's Guide. Birmingham: Packt Publishing.
      • Dille, F. and Platten, J. (2006) The Ultimate Guide to Video Game Writing and Design. Lone Eagle.
      • Pugh, K. (2006) Interface Oriented Design Pragmatic. Bookshelf.
      • Galitz, W. (2006) The Essential Guide to User Interface Design. Wiley.
      • Franson, D. (2004) The Dark Side of Game Texturing Course Technology. PTR.
      • Gauthier, J. (2001) Interactive Digital 3D Actors. Morgan Kaufmann Publishers.
      • Jones, A. (2000) 3D Studio MAX Professional Animation. New Riders Publishing.
      • Kerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging. John Wiley.
      • Murdoch, K. (2017) Autodesk Maya 2018 basics guideKansas: SDC Publications.
      • Murdoch, K. (2019) Autodesk 3ds Max 2020: Complete Reference Guide. Kansas: SDC Publications.
      • Murdoch, K. (2018) Autodesk Maya 2019 Basics Guide. Kansas: SDC Publications.
      • Sheldon, L. (2004) Character Development and Storytelling for Games Course Technology. PTR
      • Steed, P. (2002) Animating Real-Time Game Characters. Charles River Media

    • Year Two | Reading List

    • Subject Specialism Project:

      • Murdock, K. (2012) 3ds Max 2010 Bible. Indianapolis: John Wiley and Sons.
      • Autodesk. (2009) Learning Autodesk 3ds Max 2010 Foundation for Games. Oxford: Focal Press.
      • Adobe Creative Team. (2010) Adobe Flash Catalyst CS5 Classroom in a Book. Indianapolis: Adobe.
      • Bergman, R. and Moore, T. (2000) Managing Interactive Video/Multimedia Projects. Prentice Hall
      • Christiansen, M. (2008) Adobe After Effects CS4 Visual Effects and Compositing Studio Techniques. Berkeley: Peachpit.
      • Dayley, L. and Dayley, B. (2010) Photoshop CS5 Bible. Indianapolis: Wiley Publishing Inc.
      • Draper, P. (2008) Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins (Autodesk Media and Entertainment Techniques).  Oxford: Focal Press
      • Flor, M. and Mongeon, B. (2010) Digital Sculpting with Mudbox: Essential Tools and Techniques for Artists. Oxford: Focal Press.
      • Gahan, A. (2008) 3ds Max Modelling for Games: Insider's Guide to Game Character, Vehicle and Environment Modelling. Oxford: Focal Press.
      • Leete, M et al. (2010) Flash Professional CS5 and Flash Catalyst CS5 For Dummies. Hobeken: Wiley Publishing Inc.
      • Murdoch, K. (2017) Autodesk Maya 2018 Basics GuideKansas: SDC Publications.
      • Murdoch, K. (2019) Autodesk 3ds Max 2020 : Complete Reference Guide. Kansas: SDC Publications.
      • Murdoch, K. (2018) Autodesk Maya 2019 Basics GuideKansas: SDC Publications. 
      • Perkins, T. (2010) Flash Professional CS5 Bible. Indianapolis: John Wiley & Sons.


      3D Cut Sequence Design and Digital Audio for Games:

      • Borwick, J. (1996) Sound Recording Practice Fourth Edition. Oxford: Oxford University Press.
      • Draper, P. (2008) Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins (Autodesk Media and Entertainment Techniques). Oxford: Focal Press.
      • Gauthier, J. (2001) Interactive Digital 3D Actors. Morgan Kaufmann Publishers.
      • Huber, D. and Runstein, R. (2005) Modern Recording Techniques. Oxford: Focal Press.
      • Kerlow, I. V. 1995 The Art of 3D Computer Animation and Imaging. John Wiley.
      • Kermanikian, A. (2010) Introducing Mudbox. Indianapolis. Wiley Publishing.
      • Kuhlo, M and Eggert, E. (2010) Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization. Oxford: Focal Press.
      • Lanning, K et al. (2009) D'artiste: Character Modeling 3 (D'Artiste). Mylor (SA): Ballistic Publishing.
      • Jones, A. (2000) 3D Studio MAX Professional Animation. New Riders Publishing.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • O’Conner, J. (2010) Mastering Mental Ray: Rendering Techniques for 3D and CAD Professionals. Indianapolis: Wiley Publishing.
      • Roberts, S. (2007) Character Animation: 2D Skills for Better 3D (Focal Press Visual Effects and Animation). Oxford: Focal Press.
      • Rose, J. (2002) Audio Post Production for Digital Video. R & D
      • Sonnenschein, D. (Editor). (2001) Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese Productions.
      • Van der Steen, J. and Boardman, T. (2009) Rendering with Mental Ray and 3ds Max. 2ndEdition. (Autodesk Media and Entertainment Techniques). Oxford: Focal Press.
      • Wade, D. (2012) D'artiste Character Modelling 4 (D'Artiste). Mylor (SA): Ballistic Publishing.
      • Yewdall, D. (2003) Practical Art of Motion Picture Sound. Oxford: Focal Press.
      • 3Dtotal.COM. (2010) Digital Painting Techniques: Masters Collection Volume 2. Worcester: 3D Total Publishing.

       3D Character Design and Animation:

      • Kermanikian, A. (2010) Introducing Mudbox. Indianapolis: Wiley Publishing.
      • Kuhlo, M. and Eggert, E. (2010) Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization. Oxford: Focal Press.
      • Lanning, K et al. (2009) D'artiste: Character Modelling 3 (D'Artiste). Mylor (SA): Ballistic Publishing.
      • Jones, A. (2000) 3D Studio MAX Professional Animation. New Riders Publishing.
      • Maclean, F. (2011) Setting the Scene: The Art and Evolution of Animation Layout. San Francisco: Chronicle Books.
      • O’Conner, J. (2010) Mastering Mental Ray: Rendering Techniques for 3D and CAD Professionals. Indianapolis: Wiley Publishing.
      • Roberts, S. (2007) Character Animation: 2D Skills for Better 3D (Focal Press Visual Effects and Animation). Oxford: Focal Press.
      • Van der Steen, J. and Boardman, T. (2009) Rendering with Mental Ray and 3ds Max, 2nd Edition. (Autodesk Media and Entertainment Techniques). Oxford: Focal Press.
      • Wade, D. (2012) D'artiste Character Modelling 4 (D'Artiste). Mylor (SA): Ballistic Publishing.
      • 3Dtotal.COM. (2010) Digital Painting Techniques: Masters Collection Volume 2. Worcester: 3D Total Publishing.


      Level Design and Production for Computer Games:

      • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters.
      • Bateman, C. (2006) Game Writing: Narrative Skills for Videogames. Charles River Media.
      • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters. 
      • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters. 
      • Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters. 
      • Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters. 
        Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Bateman, C. Busby, J et al. (2009) Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3. USA: Sams.
      • Creighton, R. (2010) Unity 3D Game Development by Example Beginner's Guide. Birmingham: Packt Publishing.
      • Dille, F. and Platten, J. (2006) The Ultimate Guide to Video Game Writing and Design. Lone Eagle.
      • Kugh, K. (2006) Interface Oriented Design Pragmatic. Bookshelf.
      • Galitz, W. (2006) The Essential Guide to User Interface Design. Wiley.
      • Franson, D. (2004) The Dark Side of Game Texturing Course Technology. PTR.Gauthier, J. (2001) Interactive Digital 3D Actors. Morgan Kaufmann Publishers.
      • Jones, A. (2000) 3D Studio MAX Professional Animation. New Riders Publishing.Kerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging. John Wiley.
      • Murdoch, K. (2017) Autodesk Maya 2018 Basics GuideKansas: SDC Publications.Murdoch, K. (2019) Autodesk 3ds Max 2020: Complete Reference Guide. Kansas: SDC Publications.
      • Murdoch. K. (2018) Autodesk Maya 2019 Basics Guide. Kansas: SDC Publications.
      • Sheldon, L. (2004) Character Development and Storytelling for Games Course Technology. PTR.
      • Steed, P. (2002) Animating Real-Time Game Characters. Charles River Media.

         Professional Practice:

        • Carter, B. (2004) The Game Asset Pipeline. Independence: Charles River Media.
        • Chandler, H. (2008) The Game Production Handbook, 2nd Edition. Sudbury, Jones and Bartlett Publishers.
        • Clark, O. (2014) Games as a Service: How Free to Play Design can Make Better Games. Abingdon-on-Thames: Routledge.
        • Cottrell, S. (1993) The Study Skills Handbook. New York: Palgrave Macmillan.
        • Cottrell, S. (2003) Skills for Success: The Personal Development Planning Handbook Guide: New York. Palgrave Macmillan.
        • Covey, S. (2004) 7 Habits of Highly Successful People. London: Simon and Schuster Ltd.
        • Dille, F. (2008) The Ultimate Guide to Video Game Writing and DesignOxford: Lone Eagle Publishing.
        • Drucker, P. (1999) Innovation and Entrepreneurship. Oxford: A Butterworth-Heinemann Title.
        • Kerlow, I. (2009)The Art of 3-D Computer Animation and Effects, 4th Edition. Hoboken, New JerseyWiley.
        • Routledge, C. and Carmichael, J. (2007) Personal Development and Management Skills
        • Basic and Key Skills Diagnosis. London: Chartered Institute of Personnel and Development.

        Games Design and Development Project:

        • Amresh, A et al. (2010) Unreal Game Development. Natick: A K Peters.
        • Bergman, R. and Moore, T. (2000) Managing Interactive Video/multimedia Projects. Prentice Hall.
        • Blackman, S. (2011) Beginning 3D Game Development with Unity: All-in-one, Multi-platform Game Development. New YorkApress.
        • Belbin, R. (1995) Team Roles at Work. Butterworth-Heinemann.
        • Clark, O.(2014) Games as a Service: How Free to Play Design can Make Better GamesAbingdon-on-Thames: Routledge.
        • Creighton, R. (2010) Unity 3D Game Development by Example Beginner's Guide. Birmingham: Packet Publishing.
        • Galitz, W. (2007) The Essential Guide to User Interface Design: An Introduction to GUI Design Principles and Techniques, 3rd edition. Hoboken, New Jersey: Wiley.
        • Haywood, M. (1998) Managing Virtual Teams. Artech House.
        • Kremers, R. (2009) Level Design: Concept, Theory and Practice. Natick: AK Peters
        • McCaffrey, M. (2017) Unreal Engine VR Cookbook: Developing Virtual Reality with UE4. Addison-Wesley.
        • Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington MAMorgan Kaufmann.
        • Spuy, R. (2009) Foundation Game Design with Flash (Foundations). Friends of Education.

        Journals (All Units)

        • Databases and Journals - Video Game Development - Research Guides at University of Michigan Library (umich.edu)
        • Game Studies - Issue 2001, 2020
        • DiGRA - Digital Games Research Association
        • todigra.org/index.php/todigra
        • Foundations of Digital Games (FDG) Conference Series
        • Game Design Research Papers - Academia.edu
        • Games Research Journals - Dr. Rachel Kowert (rkowert.com)
        • JURN: Search millions of free academic articles, chapters and theses.

      • Recommendations for Reading, Watching and Listening Over the Summer

        As well as exploring the reading list already introduced here there are many magazines and articles available online that would be worth a look. Its important at HE level and beyond to expand your knowledge using a variety of media sources. Don't just play games, watch films, TV, the news and hone your networking and socialising skills by attending any games related events etc.

      • Please click the link above to watch.

      • Student Highlights

      • One of the major unique selling points of the course is our links with clients and the amount of live projects we do.  Very few games courses in this country can offer you this level of work experience that will add veracity to your CVs, showreels and portfolios.

        Please take a look at the Games Design for Industry YouTube channel (please see the link below) to view many examples of student work that have been done in the past. Please subscribe to the channel if possible as the more subscribers we get the more we can do with it.

        Game Design 4 Industry - YouTube (Please Click Here to View)


        Collage of pictures from games design at Cornwall College.