Best Australian Games Development Degree only at SAE Dubai
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Bachelor of Games Development

START YOUR CAREER AHEAD OF THE GAME
Games Students on Computer
Available at
Dubai
Fees
Bachelor of Games Development
Domestic Fees
  • Plan A – Yearly Payment – AED 57,960
  • Plan B – Trimester Payment – AED 21,090 (3 Payments Per Year)
  • Plan C – Monthly Payment – AED 7,490 (9 Payments per Year)

Click here to view more about Fees and Payments

Bachelor of Games Development
International Fees
  • Plan A – Yearly Payment – AED 57,960
  • Plan B – Trimester Payment – AED 21,090 (3 Payments Per Year)
  • Plan C – Monthly Payment – AED 7,490 (9 Payments per Year)

Click here to view more about Fees and Payments

Duration(s)
8 Trimesters Full Time

Complete the program across 3 years (8 trimesters)

Bachelor of Games Development
Course Durations
8 Trimesters Full Time

Complete the program across 3 years (8 trimesters)

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)
Dubai
  • 2024 – September, Dubai

Bachelor of Games Development
Start Dates
Dubai
  • 2024 – September, Dubai

Entry Requirements
Bachelor of Games Development
Domestic Entry Requirements
Domestic Entry Requirements
Minimum age requirements
Be at least 18 years of age (or turning 18 during your first year of studies) or 17y before the commencement of the first term
More info
Academic requirements
Completion of an Australian Senior Secondary Certificate of Education (SSCE) or equivalent; which is Grade/Year 12 according to the Australian curriculum. Minimum overall pass is required.
More info
English language requirements
International English Language Testing System (IELTS): A band score of 6 or higher for a Higher Education (HE) course and 5.5 or higher for a VET course (only the Academic Test is accepted), OR
Test of English as a Foreign Language (TOEFL): A score of 550 or higher (paper based test), 60 or higher (internet based test) for a Higher Education (HE) course and a minimum score of 527 (paper based test) or 46 (internet based test) for a VET course, OR
An equivalent level from other approved secondary schooling English studies by providing a signed and stamped letter of confirmation from the High school stating that English was the language of instruction.
More info
Bachelor of Games Development
International Entry Requirements
International Entry Requirements
Minimum age requirements
Be at least 18 years of age (or turning 18 during your first year of studies) or 17y before the commencement of the first term
More info
Academic requirements
Completion of an Australian Senior Secondary Certificate of Education (SSCE) or equivalent; which is Grade/Year 12 according to the Australian curriculum. Minimum overall pass is required.
More info
English language requirements
International English Language Testing System (IELTS): A band score of 6 or higher for a Higher Education (HE) course and 5.5 or higher for a VET course (only the Academic Test is accepted), OR
Test of English as a Foreign Language (TOEFL): A score of 550 or higher (paper based test), 60 or higher (internet based test) for a Higher Education (HE) course and a minimum score of 527 (paper based test) or 46 (internet based test) for a VET course, OR
An equivalent level from other approved secondary schooling English studies by providing a signed and stamped letter of confirmation from the High school stating that English was the language of instruction.
More info

YOUR CAREER IN GAMES BEGINS NOW

Games student using computers
Develop advanced skills in industry-standard software packages Unity3D, Autodesk 3D Studio Max
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

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

In order to design and create games we need to be able to understand game systems and how they generate player experience. Games are complex, sitting at the intersection of art, technology, and psychology. To be able to become an effective game developer, it's important to start at a point where you can experiment and see the immediate outcomes of your decisions upon a product. It's for this reason that most game developers start off with small, rapidly developed games or modifications to check their thinking. In this module you will learn how to analyse existing games to identify and describe their core elements and interactions. You will apply this understanding to manipulate existing games in addition to designing new ones, and then check the effectiveness of your work through playtesting and player feedback.
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: 10
This unit will introduce you to the mindset and skillset of the creative entrepreneur, and transform your approach to problem-solving. You will analyse historical and contemporary models of leadership and best practice in entrepreneurship, and use tools for project design that include ideation, problem framing, and pitching. The skills in this unit will assist you in developing your creative thinking, exploration, and experimentation methods, allowing you to experiment with project design and content for creative media.
Credit points: 10

Game systems increase in importance and complexity in proportion to the size of a project. This relationship requires modular and reusable systems within game development pipelines, which can be applied to other projects. In this unit, you will extend basic scripting principles by implementing event-systems and applied mathematics in the form of modular game systems. This will involve reviewing good code design by developing or modifying fundamental game systems driven by geometry, vectors, and physics, such as input systems and character controllers, as well as researching, designing, and developing a complex game system, such as a 2D boss battle system, RPG dialogue system, or action-adventure inventory system.
Credit points: 10

This unit will introduce you to 2D Game Development and is designed to equip you with foundational knowledge and skills necessary for creating 2D games. The course is structured to guide students through the process of planning and developing 2D game assets, laying the groundwork for the creation of a fully realised 2D game concept.

By the end of this unit you will have created the necessary 2D assets required to convey the mood and tone of your own game. With these assets, you will have several fully realised scenes, built in a game engine that depict your vision and demonstrate your understanding of the 2D asset production pipeline.
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

Creating games requires that we manage the complexities of art, design, and programming. Successful games need teams that communicate and collaborate, who have clarity on their progress and objectives. This requires common languages and structures that support the variety of disciplines involved. Everybody on the team needs familiarity with the toolsets and industry practices in order to formulate and execute clear plans for delivering high-quality game assets and features on time. Developers formalise the lessons they learned during development through reflective retrospectives and post mortems.
In this unit, you will learn about project management techniques and work in a team to pitch, design, plan, and deliver a game in response to project briefs. This will include learning and applying a range of teamwork and organisational skills, as well as applying iteration processes to your game design. It will expand upon your existing skills as you work on a larger scale game over the course of the unit with a group of your peers.
Credit points: 10

In this unit, introduces students to the planning, design and construction of 3D models using industry standard software and techniques. This unit introduces students to concepts of workflows and pipelines in order to develop 3D assets for a number of purposes for games, animation, VFX and real-time applications. Students will develop their understanding of theoretical concepts and the practical application of 3D modelling through a hands-on approach. By planning and creating a number of 3D assets, students will develop their skills in using industry standard 3D modelling software including Maya in addition to being introduced to Substance Painter.

Students will also be introduced to the principles and concepts of transferring 3D models between applications including real-time engines and other 3D software. Through iteration and refinement, students will build their understanding of the technical and aesthetic considerations for 3D asset development for a range of contexts.
Credit points: 10

Game development is a long and complicated process. But how do game developers know what ideas to pursue and which ones to give up? This is why we develop rapid prototypes: to test a theory or idea before we lose months or years of time to a concept that is simply too challenging to develop to the standard we desire. These prototypes are created purely to test a concept or tool. They are developed, analysed, and disposed of once we have learned what we can from them.

In this unit you will bring all your lessons learned so far to bear as you scope and design prototypes to test your ideas over short periods of time. You will perform testing and analysis on these ideas to check their viability and identify the ways in which they could be improved.
Credit points: 10

This unit explores game systems featured in popular computer games across various genres. It builds upon existing design and programming skills through design activities and technical overviews of common 2D and 3D game systems, such as sprite managers and character controllers, as well as genre-specific systems, such as adventure game inventories and role-playing game progression systems. In this unit you will evaluate, design, and implement common game systems through design activities, and choose a game genre for a group project, with each member contributing a different game system.
Credit points: 10

This course covers the basics of designing different types of environments for animation, film, and games. Students learn perspective, composition, and research techniques as they apply to environments for believable detail, clear tonal reads, and lighting. Lectures and demonstrations stress the importance of the expressive differences between interior and exterior environments.
Credit Points: 10

Are you ready to take your game design skills to the next level? This unit delves into the power of games for more than just entertainment. We will explore the invigorating world of Applied Game Design, with a subcontext of meaningful application, where you will learn how to craft engaging experiences that not only entertain but also achieve specific goals for players, such as education, training, or social impact.

Building on your existing game design foundation, this unit will deepen your understanding of crucial aspects like level design and player psychology. You will learn how to strategically design levels that not only challenge players but also guide them towards specific learning objectives or behavioural changes. We will delve into the intricacies of player motivation, engagement, and immersion to ensure your games
hold players captive while achieving their intended purpose.

Through a series of meaningful and purposeful projects, you will have the opportunity to apply these concepts in a practical setting. You will have the chance to prototype and develop game concepts that tackle real-world challenges, be it designing a game to educate students on a complex topic or creating a training simulation for a specific industry. Get ready to push the boundaries of game design and make a
positive impact beyond the realm of pure entertainment.
Credit points: 10

Technical sound designers play a crucial role in bridging the gap between the creative and technical aspects of game sound production. They work with game development tools such as Unity, Unreal Engine, FMOD and Wwise to implement audio into games. They primarily take care of sound implementation tasks, whilst being flexible enough to assist in other areas, such as developing and managing audio assets.

In this unit you will develop technical sound design skills and knowledge, including: middleware integration, audio implementation, object based panning, occlusion, trigger boxes, procedural audio, real-time effects, randomisation, interactions and adaptive music systems and more.

By the end of this unit, you will have a demo video suitable for applying for entry level Technical Sound Designer roles. You will also be equipped with the skills needed to navigate the multifaceted domain of game audio.
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: 20

Commercial Production Studio walks you through the very early stages of an independent production
process, from finding a viable market, to pitching a concept or idea to a potential investing audience. This,
in turn, forms one of the most common entry points into the industry, aside from gaining employment
directly into an entry-level studio position.

The unit addresses the skills needed to research a market, create a concept to address needs and
wants, and convey that concept to an external stakeholder. This skill set is essential in all aspects of
games and technology. Regardless of whether this process translates directly into industry practice, or
forms a foundation of further skill development, everything within this unit is a bedrock of professional
development. The necessary process of moving from concept to pre-production in an interdisciplinary
environment reflects industry standard practice. Working within a group, to manage multiple concurrent
pipelines requires the understanding and execution of expected industry project management skills - both
collectively and individually.
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: 10

Major Project Development forms the first component of your Capstone Project. In this unit you will work to conceptualise, plan, design and iterate the development, pre-production and early production stages of a full scale creative project. This will be assessed by two projects: a research component and a production planning component. Together, both of these documents will inform the basis for your CIM330 project, and will identify key moments of production, testing and operative cycles designed to help make your creative project a success.

Your class facilitator will work with you to control and guide the scope of your project. This process ensures that by the end of CIM330 Major Project Production you will have a portfolio piece that represents the sum total of your skills and experience, delivered on time and to specification.

As stage 3 students, it is expected that you are at a level where you can synthesise your reflective practice with your discipline and research work. Therefore, there is no CLO1 or learning journal for this unit. Instead you will deliver appendices to projects 1 and 2, which contain examples of your practice that demonstrate the research and planning that you have undertaken.

This does not mean you do not record your pre-class work or maintain a learning journal for your own purposes - rather it is assumed you are using the pre-class and in class activities as tools to enrich your project development and are applying the various lenses and concepts.
Credit Points: 10

Developing your personal and professional practice is an essential part of the creative media practitioner’s skill set. Identifying knowledge areas and skill sets you may need to improve upon for your personal and professional development, then developing an action plan for improvement, are learned skills that a creative practitioner can leverage to continually build upon their goals.

In this unit, through a study of goal setting, SMART goals, and PIMRI improvement processes, you will plan and implement a personal project to develop skill or knowledge in an area of choice for improvement under the tutelage of a mentor. Student and facilitator feedback sessions will help you finesse your project, and exemplars of great goal setting from industry professionals will be used to guide your exploration. Through the completion of this unit, you will develop a practice that can aid you in your personal and professional life.
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: 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
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
INDUSTRY PARTNERS. INDUSTRY PARTNERS.
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
Games

YOUR DREAM CAREER BEGINS NOW

With our industry connections, specialised teachers and personalised education in world-class facilities, you can unleash your creative future with confidence.