BA (hons) Game Art…

combines creativity with cutting-edge technology, helping you find your passion in a fast-evolving discipline. You’ll explore the artistic side of game development, from concept art and character design to immersive environments and interactive storytelling.Our authentic, industry-focused approach develops skilled artists and effective communicators, with awareness of ethical and contemporary issues. You’ll graduate with a professional portfolio, experience of industry-standard tools, transferable skills, and the confidence to succeed in games and related creative sectors.

AALIYAH COWELL

Character concept sheet

The Hiyryme, also was once known as part of the Human species, is one of the world’s top tier predators. This creature was no biological blessing but was humanity’s worst mistake. Through a rushed science experiment gone wrong, the Hiyryme has evolved into an agile being with a strong exterior, that holds features.

The Mystery of Ashwood Residences

In the Ashwood Residences apartment complex, Alexei Kozlov unpacks his belongings into his new accommodation. As the sun sets, boxes get unpacked and it starts to feel homely, until questions arise of the history of the previous resident.

CALEB MALLON

Juggernaut

Set within a context of reimagining the first world war set against an invading force of reptilian monstrosities. This beast fills the role of a tank, dominating open battlefields and crushing any in its way.

Rebecca the Biker

A 3D model for a custom character created using the sculpting tools in Maya and full rigged and rendered for ‘in-game’ testing.

CAMERON MARSH

Wyatt the Ghost

A playable ghost character whose vibrant, stylised design draws inspiration from early 2000s adventure games and mascot platformers. The focus was on creating a memorable, expressive and instantly recognisable character design alongside improving my confidence with sculpting and baking.

Ghost City Flight

A playable demo showcasing a variety of animations for Wyatt’s moveset, accompanied by a fitting rooftop and skyline scene. The main focus for this project was to become more confident with the animation pipeline, particularly with rigging.

Void worm Concept art piece

A concept art sheet showing off my Void worm in a pose with close ups of the creature.

Fleshsmith Concept art piece

Concept art sheet displaying the fleshsmith in pose with alternate head design and close ups.

Withered Splash Art

Withered is an illustration study of a post-apocalyptic world, where an infection transforms the living into floral zombies, forcing roots to pierce through their skin and flowers to bloom on their bodies, displaying an oxymoron of both beauty and horror.

Ashwood Residences

The game pitch for the title “Ashwood Residences” includes playing a detective solving a mystery that has happened in an apartment complex. This book model hints to the player what time zone and location the player is in.

Atlas Previsualisation

Pitching the world of “Atlas” through 2D traditional and digital mediums. Starting from the ground up, exploring a larger environmental scale through illustrations and thumbnails.

Atlas

A fully realised 3D environment based off my 2D concept art. “Atlas” sees a stylised ancient Morocco, with a sense of scale I had never explored before. Long shapes and shadows dwarf players as they uncover mysteries within the ruins.

Erebus, Avatar of Desolation

A game ready character to act as the main antagonist and final boss of a high fantasy action RPG game. I made a complicated design to push myself to improve as a character artist.

Aspects of Desolation

Props based on parts of my Erebus design, intended to represent major bosses working for it. They act as decorations for Erebus’ final render and opportunities to practice implementing VFX within Unreal Engine.

CTV-2526 – “Etterath”

Made with realism in mind, the Etterath is a game-ready vehicle for a ‘Truck Simulator in space’ style game. The ship’s creation followed real-world spacecraft design limitations, which were balanced with gameplay and visual considerations to produce a realistic design.

The Mystery of Ashwood Residences

Your state-appointed apartment waits for you to move in your belongings, with discoveries inside hinting at the fate of the previous resident. Created as part of a group project, where I focussed on the environmental props and technical implementation.

Lumin

Lumin is a playable 2D environment. You are Lumin, a flame that inhabits a cloak, and it is your job to deliver a lost lantern to an ancient temple. The design choice follows games such as ‘Hollow Knight’.

Waterfall

My goal for this project was to see how well I could make a 2D environment using Unreal Engine and its tools. I wanted to push myself by trying to animate it as well.

Vampire

“Vampire” is a game-ready character, designed to fit within the world of Elden Ring. My aims for this project were to push myself out of my comfort zone and develop my sculpting and texturing skills, while following a set style.

Vampire Landing

For this project, I wanted to create something unique and visually striking. I pulled inspiration from mythology to create a character that was faithful to folk legends.

Hatters Tea Party

My Gaming Art final environments project is inspired by Alice in Wonderland’s Mad Hatter tea party. Wander through whimsical, eclectic tables, chairs, crockery, cakes, and drinks, then watch the world shift as you move, transforming seamlessly into a modern realism experience.

Game Boy

In this project, I set myself ambitious objectives in an area I found challenging, creating a detailed prop and developing my texturing skills to a professional standard. Through experimentation and iteration, I refined a cartoon style Gameboy inspired by Pokémon.

SpellSmite

SpellSmite is a concept art and world building project surrounding a “magical war” combining aesthetics from fantasy and World War era design principles. It encompasses character, prop and environment concept art with lore to back up design decisions.

The Mystery of Ashwood Residence

Alexei Kozlov, the new owner of the apartment 68, gets ready to move into the Ashwood apartment complex. His past however moves in with him as horrors begin to unfold within his home and questions arise about the previous resident.

Growth and Decay Exotic Submachine Gun

A game ready weapon inspired by Destiny 2. The goal of this project was to demonstrate my ability to replicate an established visual style from a pre-existing game while maintaining creative control and working to strict technical budgets.

The Mystery of Ashwood Residences

Working within a team, I created 3D assets throughout the environment, ensuring a cohesive outcome. I also designed the user interface and managed the implementation of sound effects to tie the experience together.

Serpent’s Den

A stylised 3D environment depicting an abandoned shrine to a long-forgotten rain god.

Realistic Material Creation

A practice in creating realistic materials, with the intention of familiarising myself with the Substance Designer software and improving my texturing skills.

The Planetarium

Explore a reclusive astronomer’s quaint research base, tucked away in a quiet corner of the cosmos. A playable 3D environment with VFX created with Unreal Engine’s Niagara systems.

The Astronomer’s Study

Enjoy a moment’s repose in the Astronomer’s favourite spot to read in the Planetarium, and take in the endless beauty of the universe.

Cat Knight

He is brave and has armor. He fights with honor and valor for his kingdom. He won this rank due to his heroic deeds and sacrifices.

Underground Church

A 3D Environment project of an underground Orthodox Church. The hidden Church is lit by the candles which bring a holy feeling to the environment.

Dáča

This cozy cabin environment is a re-imagined version of a home away from home. Created in a playful artistic style to visually convey the nostalgic atmosphere of an old memory, or an autumn breeze you last felt years ago.

Foliage and Props

This project was focused on foliage and prop creation since they are what carries the story of the environment. I worked on improving my skills in their development using Maya, Blender, SpeedTree, and also handpainting textures using Substance Painter and Procreate.

Hidden Cliffs

A game environment that would fit in a fantasy open world RPG game. Inspired by the ‘Zhangjiajie National Forest Park’ in China. My aim for this project is to challenge myself by designing the environment in a realistic art style.

Hidden Cliffs Material Creations

I used 3D Substance Designer to improve my texturing skills in a software I have not used before. Creating a realistic rock material for my cliffs and the ground material to be used in my environment.

Unchained Vessel

A game ready boss character made up of different parts of a Gothic cathedral. My aim for this project was to design and create an anthropomorphic building, while also improving on my modelling, texturing and animation skills.

Gothic Architecture Style

I wanted to challenge myself by creating and animating a character made up of props and solid objects, while also making sure key aspects of Gothic architecture would be recognisable and functional.