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Bachelor of Games Development

START YOUR CAREER AHEAD OF THE GAME
Games Students on Computer
Available at
Brisbane, Byron Bay, Melbourne, Perth, Sydney
Fees
FEE Help available
Bachelor of Games Development
Domestic Fees
Entire Course Fee
$60,276 AUD
FEE-HELP Available
Bachelor of Games Development
International Fees
Entire Course Fee
$72,308 AUD
Duration(s)
8 Trimesters Full Time

Complete the 16 units across 2.5 years. (8 trimesters).

Bachelor of Games Development
Course Durations
8 Trimesters Full Time

Complete the 16 units across 2.5 years. (8 trimesters).

6 Trimesters Full Time (Fast Track)

Complete your course faster by studying the 16 units across 2 years (6 trimesters).

9 Trimesters Full Time

Whilst still classified as a full-time study load, you will complete the 16 units over a 3 year period (9 trimesters).

Part-time

If you want to take a little longer, that’s ok too. We’ll help you work out the best study load to suit your needs.

Note: Part-time is not available for international students.


We understand that things can change, so you'll have the flexibility to change your study load throughout your course if you need to.
Start Date(s)
2022 - Brisbane - Trimester 2
Bachelor of Games Development
Start Dates
Brisbane
  • May 2022

  • September 2022

  • February 2022

Byron Bay
  • February 2022

  • May 2022

  • September 2022

Melbourne
  • February 2022

  • May 2022

  • September 2022

Perth
  • February 2022

  • May 2022

  • September 2022

Sydney
  • February 2022

  • May 2022

  • September 2022

Entry Requirements
Bachelor of Games Development
Domestic Entry Requirements
Domestic students must meet one of the following criteria:
Completion of an Australian Senior Secondary Certificate of Education (your Year 12 certificate) or equivalent; OR
Completion of an Australian Diploma level qualification (for example a TAFE Diploma) or higher; OR
Experience-Based Entry – for applicants who do not meet the requirements of entry criteria 1 or 2 above.
More info
Bachelor of Games Development
International Entry Requirements
International Entry Requirements
Minimum age requirements
International students seeking admission to SAE must be at least 18 years of age at the time of application.
Academic requirements
Successful completion of an Australian Senior Secondary Certificate of Education (Year 12) or an equivalent overseas qualification. Minimum overall pass is required.
English language requirements
International English Language Testing System (IELTS): A band score of 6 or higher for an Associate Degree/Bachelor course and 5.5 or higher for a Diploma course (only the Academic Test is accepted), OR
Test of English as a Foreign Language (TOEFL): 73 or higher for an Associate Degree/Bachelor course or 63 (internet-based test) for a Diploma course, OR
Pearson Test of English (PTE): Academic score of 46 (or higher) for an Associate Degree/Bachelor, and an Academic score of 36 (or higher) for a vocational education course, OR
Completion of Year 12 English at an Australian secondary school or college or equivalent with a minimum result of “Satisfactory” or equivalent.
More info

YOUR CAREER IN GAMES BEGINS NOW

Games student using computers
Develop advanced skills in industry-standard software packages Unreal Engine 4, Unity3D, Autodesk 3D Studio Max and Maya
Practical, immersive training All work is project-based, with no exams. Graduate with a portfolio to share with an employer or first client.
Cross discipline collaboration Work across film, audio, and animation projects at SAE.
Expand your career Graduate with a portfolio, work experience, employability and entrepreneurial skills and a network of fellow creatives.

Tools & Software

Games Development Skills

Gameplay programming Game engine programming Game design C++ and C# programming language Game engine programming Tools development

Course Structure

The Bachelor of Games Development is broken up into three distinct stages, each designed to develop different skills.
Stage 1: Foundations
Develop the essential technical animation skills and the knowledge required to collaborate with other creative media students and professionals.
Credit Points: 10

This unit aims to develop your understanding of the creative media industries by studying the evolution of the industries over time. Change, evolution and disruption within creative media industries occur regularly and change the way the industries operate by displacing an existing market, industry, technology, person or process and creating something new which is more valuable. Change, evolution and disruption are inevitable and both creative and destructive processes.

In order to develop a career within the creative media industries, you will need to prepare for this disruption and evolve your employability skills over time. The key to maintaining this career is developing hard and soft skills, refining current skills sets and anticipating future changes in required skill sets. You will need to understand how the audience informs and influences the production and distribution of creative media products and how this in turn affects the skills required to succeed within the creative media industries.

You will study these topics alongside your colleagues in other disciplines, to develop an understanding of the intersections between various creative media industries.
Credit Points: 10

Beyond technical and craft skills, expert practitioners also have an understanding of the historical and cultural context of games. Through developing your ability to research, analyse, argue, present, write, and cite games theory, you will become a more literate creative. You'll be able to apply this knowledge and these skills in industry and research settings to benefit your projects and company.

Potential projects:

Working in a team, You'll pitch an original game concept and the determination of the concept’s core design.
Credit Points: 10

Game scripting is a common method of controlling the behaviour and sequencing of events and interactions within a game or scenario. Scripting can be thought of as a discrete language that uses principles of mathematics, combined with rules of syntax and patterns, to provide instructions for a computer to follow.
In this unit, you will implement a range of basic game functionality by utilising data manipulation, formulas, object creation, defining of behaviours, and working with event systems. You will also build an awareness of how to use these elements within common game scripting languages and environments.

Potential projects:
Build a simple game from scratch using an existing game engine such as Unity with C#.
Credit Points: 20

In order to design and create games we need to be able to understand game systems and how they generate player experience. In this unit You'll break down existing games to identify and describe core elements and interactions of games. You will also engage with mathematical principles to inform and justify game design choices. This will involve both manipulating existing games and prototyping original game concepts and systems to generate player experiences.

Potential projects:
Through a process of iteration and testing, develop an initial modification or an existing game. You will then research and develop this concept into a suitably unique and standalone gameplay experience.
Games development uses assets from a range of creative sources including 3D models for environments and objects and 2D assets for menus and backgrounds. In this unit You'll gain an understanding of the production and implementation of these types of assets.

You'll gain practical experience with 3D modelling, lighting, shading, animation and rendering to gain a foundational understanding of a range computer graphics concepts. You will also reflect on the theoretical principles behind the development of computer graphics through critical analysis.
Credit Points: 20

In order to create games, you must be able to manage the complexity of the game development process. In this unit You'll build familiarity with toolsets and existing industry practices to formulate and execute clear plans for delivering games assets and features on time and of a high quality.

Work in a team to pitch, design, plan and deliver a game in response to a brief, where You'll extend your existing skill sets in design and scripting to craft a broader range of gameplay systems and features. This will involve learning and applying teamwork and organisational skills with your your classmates, as well as feedback, testing and iteration processes for the game itself.

Potential projects:
Work as part of a team to pitch, design, plan and deliver a game in response to a brief.
Stage 2: Refine & Expand
Broaden your scope to work on complex multidisciplinary projects in accordance with industry standard practices.
Credit Points: 10

In CIM210 you will be working on interdisciplinary projects that relate to some of the most important concepts in contemporary media production. You will learn practical and analytical skills in order to help you develop your creative powers and meet briefs that take you out of your comfort zone. You will need to bring all of the skills you have learned so far: technical skills, research skills, communication skills and a growth mindset, and be prepared to encounter new concepts and new ways of working.
Credit Points: 10

Media and culture are not simply entertainment, but something that affects the “real world”, our everyday lives, and our worldviews. As such, we will not ask whether media accurately reflect the real world but instead ask how media shape, reinforce, and challenge power structures that influence our understanding of the world and ourselves. This unit takes a ‘critical theory’ approach to analyze media and culture. In this unit, you will explore media texts, contexts and meaning, society and subjectivity, pop culture aesthetics, and critical cultural discourses that inform creative media practices.

Drawing on a range of creative content and analytical frameworks, you will be encouraged to develop ways of thinking about media and culture that demonstrate a broad awareness of aesthetic principles and stylistic trends; subjectivity, agency, ethics, and relations of power; contexts, disciplines and discursive formations. In support of this exploration, you will produce a range of media artifacts that explore and contextualize the relationship of media to culture through individual analysis, collaborative and interdisciplinary creative practice, and critical reflection.

Credit Points: 30

Game design and development relies as equally on knowledge and skills, as it does on the eureka moment of creative design inspiration.

In this unit, you will ideate and develop one or more game prototypes. You will test these against criteria for success and identify the best prototype.

You will develop this prototype further, exploring more advanced game design techniques and evaluate them with an audience.

Potential projects: In collaboration with Audio and Animation students you will work towards developing a number of projects within a simulated studio environment.
Credit Points: 30

In this studio unit, you will focus on developing games with meaning, inquiry, and purpose.

As a game designer, you have an opportunity to tell authentic stories and narratives through gameplay and other mechanics. You will employ techniques to convey a consistent theme and style throughout your project, and influence play in outputs and inputs.
Stage 3: Showcase
Execute a project of your own design which is of a high quality and externally published, with the knowledge to commercialise if you choose. You'll also apply your skills through industry work placement.
Credit Points: 20

In this studio unit, you will focus on bringing games to a particular audience or market while continuing to develop their array of skills in visual art, audio, project management, writing, and other game production-related fields necessary to bring a game project to release.

You will examine and implement the commercial sustainability of projects, and understand the marketing and communications needs of various markets and platforms. You'll apply an understanding of monetisation, market analysis, issues of intellectual property and the ethics of game design.
Credit Points: 20

This is the first unit in a two-part process of developing a collaborative project, designed to meet professional publication standards. In a group, you'll design and execute a full-scale creative project which will be designed to a specific target audience and market of your team's choosing.

Working closely with SAE Project Supervisors, your project will be guided through formal pre-production and production processes to deliver a creative media project. If you are undertaking a specialisation in your course, you will be required to align it with this capstone project as part of the approval process.

This unit is designed to support the pre-production process, long term success of the project and the fair and equitable contribution of group members. You'll present to the panel your forward plan for the project, which demonstrates rigourous pre-production processes to mitigate risk to ensure the project can be delivered on time and to specification.

Once you successfully complete this unit the emphasis of the capstone project development will move away from pre-production into full production mode.
Credit Points: 20

Using the project plan and pre-production work that you completed in the Major Project Development Unit, you'll adopt a quality framework that will lead to the publication of a final creative piece.

This quality process will be accountable to multiple, external stakeholders and will test your ability to problem solve, evaluate and synthesise information to the standard that we expect from all SAE graduates. Throughout this journey, you will interact with your classmates and other key stakeholders using the processes and systems and that you would have developed throughout your course.

The publication and subsequent success of the final deliverable will represent the broadening and deepening of your professional practice which has occurred during your journey.
Credit Points: 10

Gain an introduction to the principles of entrepreneurship to create and operate your own creative media small business venture. Through analysing the global media landscape, You'll be able to identify and explore start-up opportunities within the creative industries.

This unit is designed to be done in parallel with your capstone project. You'll apply the skills and knowledge from this unit to formulate a rigorous business case to help you commercialise your capstone project and use it as a basis for a creative media start-up.
Credit Points: 10

Future jobs will require workers to learn on the job; focus on relationships with people; have strong communication skills; use a range of transferable skills. Research consistently points to the benefits of students being prepared with documents that are required for job applications, such as a Resume, Cover Letter, and E-portfolio.

In addition, the value of a Work Placement which provides you with professional experience and an opportunity to use skills and knowledge gained from study to complement this.

The Work Placement for SAE Bachelor students requires a minimum of 80 hours at one or more host organisation. Both the student and the host are required to complete an SAE Agreement which formalises the placement.
Credit Points: 10
CRICOS Course Codes
GAMES DESIGN: GA7G4 080196J (6 TRIMESTERS) 080175C (8 TRIMESTERS) 102340J (9 TRIMESTERS)
GAMES programming: GA7P4 102299E (6 TRIMESTERS) 080174D (8 TRIMESTERS) 102832M (9 TRIMESTERS)
Australian Qualifications Framework
AQF Level: 7 FULLY ACCREDITED BY TEQSA
We consult closely with industry professionals so you can expect a course that’s highly relevant and equips you with sought-after skills.
Gamer

Career Outcomes

What jobs will this course lead to?

  • Game Designer
  • Game Economy Designer
  • Level Designer
  • Simulation Specialists
  • Analysts
  • Community Managers
  • Systems Designer
  • User Experience Designer
  • Graphics Programmer
  • Games Writer

Student Spotlight

JACQUIE HOLDAWAY
JACQUIE HOLDAWAY
From gameplayer to graduate
Read more
PAM WEBB-ARMSTRONG
PAM WEBB-ARMSTRONG
Student game developer excels with hands on approach to learning at SAE
Read more

Course FAQs

All SAE courses have a focus on practical, hands-on delivery. The amount of practical time you experience during your studies does vary, depending on your course. You will also have opportunities to access campus resources and facilities outside of class time, during campus opening hours.

You can apply for SAE courses quickly and easily online. Go to our Apply now page for further information.

This can vary depending on the campus and course. You may, for example, have a larger lecture group for common units, and a smaller tutorial group of 8-15 students. In most cases tutorial sizes average 15 – 30 students.

View all FAQs
CREDIT AND RECOGNITION OF PRIOR LEARNING

SAE may recognise your prior learning and may grant credit towards satisfying the requirements for a VET or a higher-level program. This is applied where previous learning is considered equivalent to the content and learning outcomes prescribed for units within the program. For full details, please refer to SAE's policy on recognition of prior learning and credit transfers.
Games

YOUR DREAM CAREER BEGINS NOW

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