Get in the game with a degree in game design from JMC Academy. The bachelor degree trains you in all facets of making a game including design, animation and production.
Complete your degree in just two years and explore a career as a designer, producer and even a game tester!
This extensive course is extremely hands on and allows you to become experienced in all aspects of the gaming industry. Learn from skilled industry professionals who will help you build up a strong portfolio to help get your foot in the door when you graduate.
Nationally recognised - meets Australian Qualifications Framework standards.
ATAR score of 65 or equivalent, minimum 17 years of age & an interview
NSW - Sydney
QLD - Brisbane
VIC - Melbourne
No placement; practical skills are gained through Industry Integration Program
Study from anywhere, when it suits you best and graduate with the identical qualification as an on-campus student.
Study part of the course online. Combine your online learning with classes or practical sessions on-campus at a college or university.
Attend classes on-campus at a university, TAFE or college and interact face-to-face with teachers and fellow students.
3 start dates per year.
JMC Academy is Australia's leading educator in the entertainment industry.
You will learn from a dedicated team of industry professionals, and you’ll gain hands-on skills in a supportive environment.
All campuses have the latest professional facilities – such as digital media and 3D animation labs, recording studios, digital television studios and editing suites.
Study now pay later – FEE-HELP
The cost of a course can vary depending on a few factors, including:
Year 12 or equivalent, with:
Become trained in:
You will gain hands-on skills through JMC Academy's Industry Integration Program, which replicates the way the entertainment industry operates.
The program involves students from different departments working together to achieve a final result.
This unit seeks to provide some of the fundamental skills needed to help visualise ideas and to translate them into representations in 2D and 3D.
The unit does not assume any level of existing skill but instead starts from the most basic elements of design and drawing with the belief that any able person can learn to draw competently. Imaginative interpretation, visual conceptualising of story and story elements, and the representation of narrative moments, form the primary thrust of the unit. Exercises will be directed toward an art direction project and the visualisation of character and story.
The aim of this unit is to build in students an awareness of a reliable and thorough creative process. It aims to instil commitment, individual and group, to that process, and to provide working tools for the origination and development of creative projects.
Students will work in small groups, through 3 distinct stages, towards a Prototype Proposal that deals with the challenge of approaching a creative career. This research exploration will include student backgrounds, interests, aspirations and expectations, then explore the links, similarities and differences between the group members. Creative outcomes will include both individual and group generated content as the result of a design-thinking based structure or information framework that links the research findings.
The final outcome of the 3 stages is a Prototype Proposal that will contain evidence of the creative process applied to the development of a proposed design project. This proposal could be an animated film, a game, a digital interactive work, web site or similar.
For game designers, creating effective and tightly designed game play is made possible only with an understanding of fundamental core programming concepts.
This unit provides this introduction to games development, where students will begin to develop an understanding of games programming and game engine operation, by writing games-focused software scripts in the C# language using the Unity games engine Application Programming Interface (API).
Students will complete a number of small games projects and exercises, which will teach the operation of a powerful game engine, and the importance of understanding the fundamentals of games programming for game design practitioners of all fields - artists, designers, and programmers.
This first year course teaches the practical operation of a 3D graphics program used throughout the degree. Technical skills are conveyed through set video exercises to be completed independently of the class and two creative assignments developed under the direction of your lecturer.
This unit introduces the student to the fundamental production process of creating art assets for games, teaching practical skills in operating a range of 3D and 2D content creation applications for the specific purpose of use in computer games.
The student follows a range of tutorials and exercises to learn a wide range of foundational game art creation skills and techniques, which culminate in the production of a creative project developing interactive game art.
The meaning of video games, as with all art forms, is the product of complex interactions between their form, function and context. This unit introduces students to the interactions between game rules and systems, players, and the wider world that make games meaningful. Students will analyse the basic elements of games, the formal systems by which they operate, and the context in which they are produced and played.
Students will critically examine the broad structural attributes of games that establish the fundamental basics for play, the conditions under which games are made and played, and the details of dynamic interactions between player and game systems that allow a more detailed understanding of how video games function as media texts.
This unit provides grounding in the systems by which games operate that underpins future units, where students will put this knowledge into practice in the creation of games. Beyond this, students will also engage with public discourse around video games, deepening their engagement with the medium, introducing them to a wide array of perspectives, and giving them a basis for honing their craft and engaging with the video game industry.
3D Animation I analyses and applies key principles of animation within 3D software. Technical workflow and mechanics are illustrated through lectures and ongoing practical exercises building foundation knowledge and skills.
This unit will provide theoretical and practical knowledge of computer game theory and design. It will explore the requirements for a successful game, and the types of interactions used to create meaningful play. Analysis of existing game mechanics will be covered as well as ways to generate original content. Techniques such as development and construction of game design documents, designing for a specific genre, building narrative, character development and sound design are covered. Skills gained in this unit are implemented in future units as part of the game creation process.
This unit continues the programming stream begun at the beginning of the course in Game Programming I.
The unit is designed to give students the skills to develop more advanced game play functionality by exploring a range of common game development problems and allowing students to learn through practice by developing a small game project. Software design and development fundamentals are explored, as well as important skills necessary in the development of larger game projects.
The manipulation of film integrating additional live action and fabricated elements is pervasive across all 21st century western media. Compositing is the process of combining visual elements into cohesive pieces and is an integral role or department in any post production facility.
This unit introduces compositing through enjoyable hands on class exercises preparing you to create your own small visual effects projects in the latter stages of the unit. The unit employs After Effects, Fusion and a range of supplementary software and techniques.
This unit focuses and extends general skills learnt in Game Art I. Advanced game art asset creation skills are developed, enabling students to create high-level 'next generation' game graphics. Practical instruction in high-end modelling, texturing, shading and testing in real time environments develop the skills necessary to create the high-quality graphics common to 'AAA' styles of games.
This unit provides a platform for students to explore a range of possible creative game development approaches, and develops a framework for completing complex game projects. This is the first of two consecutive units (the other being Game Development Lab II) designed to introduce students to the design and production process of games development in a way that encourages exploration and experimentation of digital game production, with the emphasis more on learning about software development practices, rather than finished outcomes.
This unit extends the student's fundamental knowledge of game programming through the practical application of the rapid prototyping process. The unit develops the approach needed when approaching game programming projects by engaging in a number of exercises that will explore the mindset required when thinking about the world in terms of systems and interconnected relationships and meanings.
At the conclusion of the unit students will have the correct mindset necessary to explore the challenges of digital games development.
This unit builds on the knowledge of game design and interactive storytelling that has been developed in the course to date.
The unit introduces students to some of the fundamental theory of designing game spaces that are engaging to play in, developing a conceptual and theoretical foundation for the student to define and achieve game design goals. Content will include concepts universal to level design, including interactivity, map design, world building, immersion, sensory perception, and pace.
Motion capture systems are an increasingly important tool in the creation of film and game animation, but to produce high quality work requires knowledge and skill.
This unit will introduce students to the technology and techniques for designing, setting-up, capturing and working with motion capture data. Students will examine examples of motion capture work good and bad, and analyse where and how it is most effective. You will work with actors or other performers in the studio, to direct performance and motion for capture. You will learn how to set up and use the equipment and how to acquire and manage the data produced. Most importantly students will spend a substantial part of the unit developing an understanding of how the data is utilised, and the place of the animator's skillset in refining, cleaning up and completing the action captured. You will begin to acquire these skills through the practical work undertaken in the unit.
This unit brings together students from Animation, Game Development and Digital Design (and potentially other courses) to work on creative projects that seek to look outside the mainstream production areas normally focussed on. Students will develop, plan and execute innovative projects that may involve elements such as location-based gaming, interactivity, projection mapping, web and device-based storytelling, transmedia and other forms that flow from the intersection of animation, game technologies and interactive digital design.
This unit is a continuation of Game Development Lab I, run in the previous trimester. Students will take their early game prototypes and build these into working games. During this process they will follow key game development software practices, and will be required to reflect on this process by the end of the unit.
The Game Development Lab stream is designed to prepare students to significant game development projects, beginning concurrently in this trimester with the beginning of their Major Project.
The purpose of this unit is to prepare for the team production of a game development project in Trimester 6 Production. You will be required to conceive, write, research, design, analyse, and creatively solve problems in the pre-production stage of your major games project. By the completion of the trimester you should have a completed playable game prototype with all essential game play functionality working, as well as a finished game design document, a tight art style guide, character, environment, prop and interface designs, and a detailed production schedule.
You are also expected to determine what additional expertise you require from outside your team, and to contact and negotiate with appropriate individuals for those services. This may include items such as sound design, music, voice performance and/or action reference, artwork elements, programming, and more. Classes may include screenings, demonstrations and short workshops on methods and tools, but will primarily be conducted as meetings between supervisor and teams to review progress, along with supervision in a studio context.
This unit is aimed at giving the student the tools and skills needed to seek employment upon completion of the program. Preparation of showreels and portfolios, letter writing and interview skills, and the promotion of oneself as a unique 'brand' in a creative industry all form part of the content.
Students will have the opportunity to test their presentation skills in both mock and real environments. They will draw on the work completed during the course as well as charting a direction for the future, to prepare a set of materials to take with them into their job-seeking. Students may, as a part of this unit, have the opportunity to connect with industry representatives at site visits, 'speed-dating' interviews, and other events.
The purpose of this unit is to coordinate the team production of the project developed in Pre-production providing a practicum of a real world studio setting on a collaborative project. Classes may include screenings and short workshops on methods and tools, but will primarily consist of scheduled meetings between supervisor and teams to review progress, along with studio-based production work under the supervision of a technical support lecturer. Guest lecturers may, as needed, be brought in to consult with and advise teams on specific aspects of their projects.
Builds on Production Art I to take the design and concepting process to a much more detailed and exhaustive level. Students will create an in-depth art direction workbook for an animation or game concept, and learn to refine and present art and design concepts in industry standard formats. This unit is an elective choice.
This unit builds on the design principles and animation technique that students have been introduced to in Production Art I, Traditional Animation and Creative Process.
Basic design principles will be re-visited in the context of motion and timeline, and further concepts, including colour, light, motion, depth and time, will be introduced and explored. Students will also be introduced to some of the origins, history and current practice of motion graphics and hybrid digital 2D and 2.5D animation through screenings and analysis of recent and current work, both purely graphic, and character and narrative based. Students will be introduced to technique and workflow in After Effects and its integration with other graphic packages including Photoshop, Illustrator and Flash. These techniques will be applied across a series of exercises addressing basic technique, communication challenges, and the creative possibilities of the medium. This unit is an elective choice.
Students have the option of taking one of several units offered in the Digital Design course. This may include such areas as Design Software competency or User Experience Design.
This unit covers how to set up a skeleton and rig for a character mesh, how to skin the mesh and weight it properly, how to add controls to the rig, user interface options, blend shapes, and testing of rigs. The unit provides the technical knowledge for creating a fully controllable character for use in animation or game productions.
This unit aims primarily at developing and encouraging students to use digital sculpture to further their understanding of the figure, explore three dimensional ideas and be able to comfortably realise characters for future productions.
Assessments focus on students developing their own sculpted and textured character with staggered submission stages relating to different aspects of the workflow.
There are 2 ways you can pay for this course:
This course can be paid for through the FEE-HELP government loan scheme.
This means you don’t need to pay upfront for the course if you:
Through FEE-HELP, the Australian government pays the amount of your course to the education provider on your behalf. You’ll start paying back this loan through the tax system once your earn more than the minimum threshold (which is $54,869 for the 2016-2017 financial year).
You can pay for this course upfront via credit card or bank transfer.