Computer Games Design with Animation BSc (Hons)

UCAS code I650

Duration

3 Years

4 Years

4 Years

6 Years

Location

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Learn how to create animated characters and immersive environments to give players exciting gaming experiences.

Our BSc (Hons) Computer Games Design with Animation degree combines technical and artistic skills, making you highly sought after within the industry. We’ll cover the three main types of games animation – motion capture, hand-keyed animation and technical animation – and will give you the chance to specialise.

You’ll devise 3D character models, get them to move around using body mechanics, and equip them with props, vehicles and weapons. Whether creating a desert, street, castle or spaceship as a backdrop, you’ll also master game environments.

And to ensure your real-time animation models actually work in a games engine, you will study games design and aspects of programming too.

As the largest games department in the UK, we have lots of industry contacts, including Flix Interactive, Sumo Digital, Cloud Imperium Games and animation experts Carse and Waterman. It means you’ll graduate work-ready, with connections and an impressive portfolio.

You’ll be following in the footsteps of our award-winning games students, including those who’ve landed jobs with top studios.

The course has been developed to meet the needs of the booming games industry. But the animation skills you learn will also be relevant to other fields, such as film and virtual production.

In your first year, you will cover game asset creation, design, game engine scripting and animation. Options in your second year range from cinematics for games designers through to prototyping 3D assets and the art of lighting. You’ll create handcrafted bespoke characters and gameplay experiences.

There is also a collaborative games module, which brings students together from across the department to make a game. And in your third year, you will develop your own project so you can put the skills you’ve learnt into action. You can then showcase this work to a panel of industry judges at our final-year show GradEX.

Our staff bring a wealth of expertise as games professionals and academics. It means you’ll receive practical advice and guidance that’s both relevant and up-to-date.

You’ll have access to industry-standard facilities as well. These include our high-tech Vicon motion capture studio and a specialist games centre featuring the Unreal games engine. We also have a VR and mixed reality lab, with green screens and wall projections.

Other facilities include hundreds of PCs and games development possibilities with Sony, Vive, Oculus and more.

Our cutting-edge program is designed to equip you with the skills and knowledge needed to succeed in the fast-paced and constantly evolving world of game development. Through a combination of hands-on practical work and in-depth theoretical study, you'll learn the ins and outs of game design, animation, programming, and more.

Our cutting-edge program is designed to equip you with the skills and knowledge needed to succeed in the fast-paced and constantly evolving world of game development. Through a combination of hands-on practical work and in-depth theoretical study, you'll learn the ins and outs of game design, animation, programming, and more.

Our cutting-edge program is designed to equip you with the skills and knowledge needed to succeed in the fast-paced and constantly evolving world of game development. Through a combination of hands-on practical work and in-depth theoretical study, you'll learn the ins and outs of game design, animation, programming, and more.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design with Animation

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design with Animation

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design with Animation

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design with Animation

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our staff will work with you to identify a suitable location for your placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Placement locations will vary dependent upon which game studios are able to accommodate placement positions.

Course content

The first year of your course will introduce you to games design principles, the use of games engines in the creation of games, the creation of 3D assets, and the animation of game assets, all using industry-standard approaches and software.

In your second year, you will be able to choose from a range of modules that cover various topics such as environment modelling, character modelling, lighting, hand-keyed animation, hard-surface modelling, cinematics, and using animations in a games engine.  Alongside this, you will also work in a collaborative environment with fellow students to create a game product.

In level 6, you will round out these core skills by studying further advanced topics such as visual effects in a games engines, and the use of emergent, cutting-edge tools. You will work with other final year students in leading a collaborative effort with level 5 students in the creation of a further game product. 

The foundation year introduces gives you your first experience of studying games in an academic environment. You will learn the foundations of games design and the use of games engines, whilst also building your first 3D assets. In the third semester, you will apply what you have learned in the first 2 semesters by working with other Foundation students on a collaborative project. Level 4 of your course will introduce you to further games design principles, the use of games engines in the creation of games, the creation of game-ready 3D assets, and the animation of game assets, all using industry-standard approaches and software. In your second year, you will be able to choose from a range of modules that cover various topics such as environment modelling, character modelling, lighting, hand-keyed animation, hard-surface modelling, cinematics, and using animations in a games engine. Alongside this, you will also work in a collaborative environment with fellow students to create a game product. In level 6, you will round out these core skills by studying further advanced topics such as visual effects in a games engines, and the use of emergent, cutting-edge tools. You will work with other final year students in leading a collaborative effort with level 5 students in the creation of a further game product. 

The first year of your course will introduce you to games design principles, the use of games engines in the creation of games, the creation of 3D assets, and the animation of game assets, all using industry-standard approaches and software. In your second year, you will be able to choose from a range of modules that cover various topics such as environment modelling, character modelling, lighting, hand-keyed animation, hard-surface modelling, cinematics, and using animations in a games engine. Alongside this, you will also work in a collaborative environment with fellow students to create a game product. In level 6, you will round out these core skills by studying further advanced topics such as visual effects in a games engines, and the use of emergent, cutting-edge tools. You will work with other final year students in leading a collaborative effort with level 5 students in the creation of a further game product.

The first year of your course will introduce you to games design principles, the use of games engines in the creation of games, the creation of 3D assets, and the animation of game assets, all using industry-standard approaches and software. In your second year, you will be able to choose from a range of modules that cover various topics such as environment modelling, character modelling, lighting, hand-keyed animation, hard-surface modelling, cinematics, and using animations in a games engine. Alongside this, you will also work in a collaborative environment with fellow students to create a game product. In level 6, you will round out these core skills by studying further advanced topics such as visual effects in a games engines, and the use of emergent, cutting-edge tools. You will work with other final year students in leading a collaborative effort with level 5 students in the creation of a further game product.

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News

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Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Year 3 compulsory modules
Year 3 compulsory modules
Dta Industrial Placement 120 credits

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Year 1 compulsory modules
Year 1 compulsory modules
Introduction To Games Animation 20 credits
Introduction To Games Design 20 credits
Mechanics Prototyping 20 credits
Year 2 compulsory modules
Year 2 compulsory modules
3D Game Props: Pipeline And Production 20 credits
Introduction To Asset Creation 20 credits
Project Management For Games Design 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
There are no compulsory modules for this year.
Show 11 optional modules
Year 5 compulsory modules
Year 5 compulsory modules
Procedural Development And Vfx 20 credits
Show 3 optional modules
Year 6 compulsory modules
Year 6 compulsory modules
Games Development Project 40 credits
Senior Collaborative Games Development 20 credits

Entry requirements

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

112-120 UCAS Tariff points

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

We understand that you might have experienced a challenging run up to higher education and may have not met the entry requirements as listed. If this is the case don’t worry, contact us and our team of expert advisors can guide you through the next stages of application, or help you find the perfect course for your needs.

For equivalent entry requirements in your home country, please see the information on our country pages.

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Check our entry and English language requirements for your country.

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Facilities

Virtual Production Studio

The Virtual Production Studio allows the combination of real-time games graphics with traditional film and video production techniques. Read more

Students are able to utilise the Virtual Production studio which comes complete with a 10m x 2.75m curved LED volume made of DigiLED DigiThin XS 2600 panels, Blackmagic URSA Mini Pro 12k camera with 35mm, 50mm and 85mm lenses, Vanishing Point Vector and Viper camera tracking systems, full RGB lighting system including LED Cloud, 1x Celeb 850, 1x Diva-Lite 41, 5x Diva-Lite 31 and 5x Q5 Color all controllable through a ChamSys MagicQ lighting desk, VR Scouting system using a HTC Vive Pro and audio system with speakers around the screen. HP workstations allow the process to be facilitated end-to-end by Unreal Engine to use photorealistic environments.

Global Games Jam

We host the UK's largest Global Games Jam site (Over 200 Jammers!) aimed at cultivating and fostering Innovation, Experimentation, Collaboration. Read more

Our students and members of the general public take part in a three day event developing digital or analogue games in their own teams using our Cadman Studios where our Games and VFX courses are run. It is a fantastic experience - the opportunity to meet new friends and make games based on a super-secret yearly theme from the Global Games Jam group!

Epic Games Centre

Home to the Epic Games sponsored Design Centre. A fully equipped space designed to nurture future industry developers studying with us on our Games courses.

Motion Capture Studio

Realistically capture multiple human movements simultaneously for the creation of high-quality games, animation and VFX sequences. Our industry standard facility features a 24-camera rig, Vicon hardware and Cara facial performance capture headset. Read more

The Motion Capture Stage is located in the Cadman Building, working alongside The Smart Zone. This facility hosts sessions that show students how to set up and prepare shoots at a high industry level. The sessions provided give in-depth information that covers each stage, from preparation to exporting data for use within a project.

Our MoCap Studio is used by students from a wide range of subjects, including Film and Media, Games Design, Animation, Drama, Sports Therapy and CGI and Visual Effects. 

Find out more about our Motion Capture Stage.

VR, AR and Mixed Reality Lab

The VR, AR and Mixed Reality Lab is equipped with a number of HTC Vive Virtual Reality headsets and a dedicated development area to create, develop and test VR solutions.  Read more

VR and AR solutions can also be used in conjunction with the Motion Capture Studio to create mixed or hyper-reality experiences for a variety of industries and applications. Our VR, AR and Mixed Reality Labs can be used to create a range of experiences, including training, gaming, palliative care support and shopping experiences. Find out more about our Immersive Technology facilities. 

Careers

Our games graduates are in great demand and go on to work across the globe. Some have joined the likes of Ubisoft as level designers, working on games like The Division, and several recent graduates have worked on Grand Theft Auto V and Rockstar North titles.

Computer Games Design with Animation can lead to lots of specialist careers, with roles such as motion capture technician, hand-keyed animator and games animator. As many films use games engines for CGI, your skills will also be relevant to careers in film and virtual production.

All students have access to Career Connect, our dedicated careers team.

Teaching and assessment

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

Assessment

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Learning support

In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include study skills (including reading, note-taking and presentation skills); written English (including punctuation and grammatical accuracy); academic writing (including how to reference); research skills; critical thinking and understanding arguments; and revision, assessment and examination skills (including time management).

Additional support

Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.

Feedback

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Year 1

24% of time in lectures, seminars or similar
76% of time in independent study
0% of time in work based learning

Year 2

24% of time in lectures, seminars or similar
76% of time in independent study
0% of time in work based learning

Year 3

21% of time in lectures, seminars or similar
79% of time in independent study
0% of time in work based learning

Independent learning

Students will be expected to undertake independent learning activities in which they develop further the content taught in lecturer-led sessions. This will include the application of games design techniques, practicing use of games engines, modelling and animation tools.

Students will be expected to undertake independent learning activities in which they develop further the content taught in lecturer-led sessions. This will include the application of games design techniques, practicing use of games engines, modelling and animation tools. 

Students will be expected to undertake independent learning activities in which they develop further the content taught in lecturer-led sessions. This will include the application of games design techniques, practicising use of games engines, modelling and animation tools. 

Students will be expected to undertake independent learning activities in which they develop further the content taught in lecturer-led sessions. This will include the application of games design techniques, practicing use of games engines, modelling and animation tools.

Year 1

0% practical assessments
100% coursework
0% written exams

Year 2

0% practical assessments
100% coursework
0% written exams

Year 3

0% practical assessments
100% coursework
0% written exams

Staff

You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes senior academics and professional practitioners with industry experience. Postgraduate research students who have undertaken teaching training may also contribute to the teaching of seminars under the supervision of the module leader.

Michael Beardwood

Senior Lecturer

Mike is a Technical Game Designer at heart but also delves into Pixel Art and Philosophy. His main area of interest is developing Frameworks in the Unreal Engine.

Michael's profile

David James

Course Director

I am a Games Technical Design Lecturer at Staffordshire University, specialising in the design principles and technical implementation of game software.

David's profile

Fees

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 per year of study £16,750 per year of study

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 for your first year subsequent years will be charged at the University standard rate £16,750 for your first year subsequent years will be charged at the University standard rate

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 per year of study £16,750 per year of study

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands
Part-time £4,740 per year of study

UK and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.

**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.

Not included in tuition fees
Not included in the fees:

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course. The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies. Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course. The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice. Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies. Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course. The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice. Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx. £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies. Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course. The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice. Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx. £50-£100]. It may be possible to add some items to home contents insurance.

Accommodation and living costs
Accommodation and living costs

Accommodation and living costs are not included in our fees. 

Sources of financial support

If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by reading our additional funding web pages, or visiting www.gov.uk.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Apply

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time 22 September 2025 Apply now

Rules and regulations

If you are offered a place at University of Staffordshire, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.

Students of University of Staffordshire enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations.

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