Overview
You prototype mechanics, build levels, and script gameplay in a real-time engine. The degree ends with a playable build, a design document, and a postmortem a studio producer could read. Pulse College teaches this award online and, where a cohort is formed, on campus. The 360 credit hours on this page are the sum of the modules listed in the curriculum, so the transcript and the prospectus describe the same load.
BA (Hons) Game Design & Development is taught as one award, not a list of unrelated modules. The published length is 3 years, and the credit total is 360. Students move from Rules, Prototypes, and Player Tests through Rules, Prototypes, and Player Tests; Real-time Engine Foundations; Scripting Gameplay; Level Design; Systems Design; Production for Small Teams, and finish on Major Game Project.
Each course has a question, a method, and a submission. In this field, students apply the method of the subject to a defined problem and defend the result. Reading is a core text, a case or dataset, and a critique. The artefact a marker expects is a submission that shows the method, the evidence, and the limit of the claim.
The award is built so that a graduate can do the following in practice: Write a design document a teammate can build from Prototype a mechanic and test it with players Script gameplay behaviour in a real-time engine
Teaching assumes the student can read a source, attempt a problem before the seminar, and revise after feedback. Attendance at live seminars is part of the design. The capstone or final course must use the methods of the earlier courses; a project that ignores them does not pass.
The pages for each course name the topics that are examined. Those topics are the syllabus. A brochure line is not a substitute for them.
Assessment is coursework on each taught module plus the final project named in the curriculum. Results are recorded as credit hours against each module. Fees are the figures published by Pulse College for this award; this page does not add a separate tuition claim.
Who This Programme Is For
- ✦School leavers aiming at this profession
- ✦Career-changers who can commit to a bachelor's workload
- ✦Applicants with a portfolio or work sample where the school asks for one
- ✦Students who need a full degree rather than a short certificate
Faculty spotlight
School of Game Development at Pulse College supervises the modules and the final project. Supervision is assigned from that school, not from a visiting name shared with another institution.
Programme Structure & Delivery
Coursework
Interactive modules, weekly readings, recorded and live seminars, and collaborative discussions with peers worldwide.
Assessment
Module assignments, proctored examinations, and capstone projects designed to demonstrate mastery of the field.
Learning Outcomes
- ✦Write a design document a teammate can build from
- ✦Prototype a mechanic and test it with players
- ✦Script gameplay behaviour in a real-time engine
- ✦Lay out a level that teaches a rule through play
- ✦Ship a playable build with a postmortem
Career Pathways
- ✦Junior game designer
- ✦Gameplay scripter
- ✦Level designer
- ✦QA analyst moving into design
- ✦Indie studio generalist
Assessment
Modules are assessed through a published mix of coursework, applied projects, and examinations. Exam windows are announced in advance so students in other time zones are not forced into overnight sittings. Alternative arrangements are available where documented.
Curriculum
Year 1 — Foundations (120 credits)
GAM101Rules, Prototypes, and Player Tests- GAM101-M1 · The question this course is responsible for — Rules, Prototypes, and Player Tests
- GAM101-M2 · The method, and the case or text it is applied to — Rules, Prototypes, and Player Tests
- GAM101-M3 · Evidence, sources, and a competing explanation — Rules, Prototypes, and Player Tests
- GAM101-M4 · Professional limits and what the conclusion must not claim — Rules, Prototypes, and Player Tests
- GAM101-M5 · Revision after feedback — Rules, Prototypes, and Player Tests
- GAM101-M6 · The submission: method, evidence, and defence — Rules, Prototypes, and Player Tests
40 creditsGAM102Real-time Engine Foundations- GAM102-M1 · The question this course is responsible for — Real-time Engine Foundations
- GAM102-M2 · The method, and the case or text it is applied to — Real-time Engine Foundations
- GAM102-M3 · Evidence, sources, and a competing explanation — Real-time Engine Foundations
- GAM102-M4 · Professional limits and what the conclusion must not claim — Real-time Engine Foundations
- GAM102-M5 · Revision after feedback — Real-time Engine Foundations
- GAM102-M6 · The submission: method, evidence, and defence — Real-time Engine Foundations
40 creditsGAM103Scripting Gameplay- GAM103-M1 · The question this course is responsible for — Scripting Gameplay
- GAM103-M2 · The method, and the case or text it is applied to — Scripting Gameplay
- GAM103-M3 · Evidence, sources, and a competing explanation — Scripting Gameplay
- GAM103-M4 · Professional limits and what the conclusion must not claim — Scripting Gameplay
- GAM103-M5 · Revision after feedback — Scripting Gameplay
- GAM103-M6 · The submission: method, evidence, and defence — Scripting Gameplay
40 creditsYear 2 — Practice (120 credits)
GAM201Level Design- GAM201-M1 · The question this course is responsible for — Level Design
- GAM201-M2 · The method, and the case or text it is applied to — Level Design
- GAM201-M3 · Evidence, sources, and a competing explanation — Level Design
- GAM201-M4 · Professional limits and what the conclusion must not claim — Level Design
- GAM201-M5 · Revision after feedback — Level Design
- GAM201-M6 · The submission: method, evidence, and defence — Level Design
40 creditsGAM202Systems Design- GAM202-M1 · The question this course is responsible for — Systems Design
- GAM202-M2 · The method, and the case or text it is applied to — Systems Design
- GAM202-M3 · Evidence, sources, and a competing explanation — Systems Design
- GAM202-M4 · Professional limits and what the conclusion must not claim — Systems Design
- GAM202-M5 · Revision after feedback — Systems Design
- GAM202-M6 · The submission: method, evidence, and defence — Systems Design
40 creditsGAM203Production for Small Teams- GAM203-M1 · The question this course is responsible for — Production for Small Teams
- GAM203-M2 · The method, and the case or text it is applied to — Production for Small Teams
- GAM203-M3 · Evidence, sources, and a competing explanation — Production for Small Teams
- GAM203-M4 · Professional limits and what the conclusion must not claim — Production for Small Teams
- GAM203-M5 · Revision after feedback — Production for Small Teams
- GAM203-M6 · The submission: method, evidence, and defence — Production for Small Teams
40 creditsYear 3 — Specialism and major project (120 credits)
GAM301Interface and Player Communication- GAM301-M1 · Audience, offer, and the evidence for both — Interface and Player Communication
- GAM301-M2 · Channel choice and what the channel cannot do — Interface and Player Communication
- GAM301-M3 · Message, proof, and a measure of response — Interface and Player Communication
- GAM301-M4 · Ethics of persuasion and claims that must not be made — Interface and Player Communication
- GAM301-M5 · A campaign or content decision with a budget line — Interface and Player Communication
- GAM301-M6 · A recommendation a client could act on — Interface and Player Communication
60 creditsGAM302Major Game Project- GAM302-M1 · Position, rivals, and the choice in front of the organisation — Major Game Project
- GAM302-M2 · A financial result and the operational cause — Major Game Project
- GAM302-M3 · The decision, the team, resistance, and the plan — Major Game Project
- GAM302-M4 · Stakeholders and what they can block — Major Game Project
- GAM302-M5 · Ethics and the limit of the recommendation — Major Game Project
- GAM302-M6 · A consulting brief: problem, evidence, recommendation, defence — Major Game Project
60 creditsAdmission requirements
Academic entry
- A secondary-school leaving qualification that meets the university's undergraduate standard
English language
- English sufficient for degree-level study
Documents
- A short statement of interest in the subject
- One reference from a teacher, tutor, or employer
Programme questions
How long is the BA (Hons) Game Design & Development?+
The published duration is 3 years. Teaching language: English. Actual time-to-complete depends on mode and any recognised prior learning.
Can I study this from my country?+
This is a fully online award. You study from your country. No student visa and no campus relocation are required.
What does it cost?+
Degree tuition for this award is published as £0 / tuition-free on the online pathway. Examination or administrative fees may apply at checkout — never an annual tuition invoice. Check the Fees page for any extras.
What are the entry requirements?+
Requirements are grouped on this page (academic, English, documents). Equivalent qualifications are considered. English may be waived after prior English-medium study.
How is the programme assessed?+
Assessment is typically a mix of coursework, projects, and examinations. Doctoral awards include a thesis or dissertation and an oral examination. Details sit in the programme specification and module outlines.
Will this award be recognised where I live?+
Recognition of the award for local employment, professional licence, or ministry attestation is decided by your employer or regulator. Pulse College publishes verification pages for certificates. We do not claim automatic equivalence in every country.
How do I apply?+
Start an application on this website. Progress is saved from the first step. Admissions: admissions@acapulse.com.