Game Development

and Design
  • Program Credential

    Diploma

  • Program Duration

    72 Weeks

Program Overview

Level up your creativity at VCAD, where game design meets innovation! Located in downtown Vancouver—Canada's gaming hotspot—our Game Development and Design program allows you to learn from industry pros, master cutting-edge tools, and build immersive worlds that captivate players' imaginations.

In the heart of Vancouver's creative scene, you'll be mentored by seasoned professionals and use industry-standard software to develop engaging gameplay, mind-bending puzzles, and action-packed storylines. By the end of your program, you'll have a standout professional portfolio full of your unique projects, showcasing your talent and ready to impress top studios and game developers. 

If you're ready to turn your passion for gaming into a career, VCAD is your next level!
 

Who should apply? 

  • Individuals fascinated by the ever-evolving world of video games. 
  • Creative minds with a passion for interactive storytelling and game mechanics. 
  • Tech-savvy enthusiasts eager to master development tools and programming languages. 
  • Visionaries who dream of bringing their unique game ideas to life. 

If you’re ready to blend your creative imagination with advanced game development skills, this program is your gateway to the thrilling world of game design and development!

This program is certified by the Registrar of the Private Training Institutions Regulatory Unit (PTIRU) of the Ministry of Post-Secondary Education and Future Skills, ensuring high standards and quality education in British Columbia. 

For more information about our college policies, click the link below:

Student Handbook Dispute Resolution Policy - Sexual Misconduct Policy - Refund Policy - English Language Proficiency Policy

 

Industry-Standard Tools You’ll Master

  • Adobe After Effects

  • Adobe Photoshop

  • Houdini

  • Media Encoder

  • Phython

  • Red Shift

  • Substance Painter

  • Substance Designer

  • Substance 3D Sampler

  • Toolbag

  • Unreal Engine

  • Maya

  • Z-Brush

Find the right learning method for your needs.

Do you long for live collaboration and real-time feedback?

Our Hybrid Learning Model brings the energy of the classroom to you! Connect with instructors, bounce ideas off classmates, and refine your skills with instant feedback. Engage in regular live sessions for interactive learning and real-time feedback.

60%

Live Classes

40%

Self Study

Do you need a schedule that works for you?

Our Self-paced Learning Model gives you 24/7 access to course materials, so you can learn when inspiration strikes—while balancing work, life, and everything in between. Take control of your learning with an independent, self-paced experience, plus access to live support.

5%

Live Classes

95%

Self Study

Open the Door to New Creative Connections

Explore Future Career Opportunities

  • Computer animation studios   
  • Game development companies   
  • Post-production studios   
  • Special effects studios   
  • Industrial design firms 
  • Software publishers

These are just some examples...the opportunities are almost limitless!

Gain These Competitive Skills for the Industry

  • Game theory 
  • Advanced storyboarding and production 
  • Character design and modeling 
  • Game conceptualizations and environmental modelling 
  • Level design 
  • Video game animation  
  • Complete your professional portfolio 

Start your creative journey today.

No prior experience. No waitlists.

Learn from experienced instructors in a studio-like environment.

Why Students Want to Study with Us

Personalized Flexible Learning

Take control of your learning with different online and on-campus delivery models that fit your lifestyle.

Cutting-Edge Tools

Work with industry-standard software and technology, equipping you with the tools you’ll need in the professional world.

Professional Portfolios

Build a portfolio at the end of your studies showcasing your skills and preparing you for the creative industry.

Course Timeline

Every masterpiece starts with a plan! Our course timelines guide your creative journey, taking you from concept to career-ready.

Colour & Design

This course will build students’ understanding of colour and design principles through exploration and application across media, visual, and applied practice. This course will introduce students to the fundamental principles of colour theory through design, such as layout, composition, balance, colour science and theory and teach them how to apply these principles. These concepts will be reinforced through specific practical exercises and activities that will serve to demonstrate how each of the concepts is integrated into functional and purposeful design.

Life Drawing I

This is an introductory level course that prepares students to draw anatomically correct structures of the human body. Students will learn to draw the human figure in correct anatomic detail based on the observation of live models. This course will emphasize the anatomically correct proportions of the human body and the accurate portrayal of muscles and other landmarks by applying various techniques of shading and lighting, views, and perspective. Topical coverage includes the basic shapes comprising the figure, anatomic positioning and parts, human proportions, drawing of various anatomic parts, light source and shading.

Photoshop I

In this course, students will gain an understanding of the application and importance of image editing and construction as a universal skill in across diverse design genres. This course introduces students to raster image-editing software, Adobe Photoshop. Through this 'hands-on' course, students will acquire skills with workflow fundamentals, as well as advanced features, and tips, and acquire the skills to prepare images for digital output and print. Emphasis will be placed on technical skills, however conceptual development, and creative thinking and approaches will also be considered in all work. By the end of this course, students will be able to create, modify, and enhance sophisticated images using raster editing tools, and features; craft special effects; and prepare files for export to various applications in web, mobile, print, and manufacturing.

Intro to 3D Software

This course focuses on the basics of 3D computer software graphics, using Autodesk Maya. Students are introduced to the interface, the workflow of 3D modelling, texturing, animation, lighting, and rendering, as a precursor to delving into more advanced methodologies. Familiarization with these introductory elements, will lend to those beginning in 3D the ability to demonstrate a required level of skills.

Game Theory

This course offers a rigorous exploration of theoretical foundations and hands-on applications. Grounded in contemporary research, the course is designed to equip students with a profound understanding of current trends, game design principles, and various processes and gamification principles and the expertise to strategically implement them across diverse contexts. The aim is to reconfigure methodologies in engagement, motivation, and user experiences. This course transcends theoretical constructs,affording participants hands-on experiences and practical applications to actualize gamification principles.

3D Production Basics

This is an intensive introduction to the complexities of working in a 3D application. The first portion of the class will focus primarily on the tools in Maya with navigation and the interface as a key element. Students will learn through simple and intermediate projects how to work in 3D. Time will then be spent introducing modelling in both NURBS and polygons. Students will then cover simple unwrapping procedures while understanding the complexities of UVs. Basic lighting tools will be covered to ensure that the projects developed in this term can be presented in a professional manner. The course will conclude with a series of projects focused on character rigging and fundamental animation principles applying the lessons learned in 2D animation to 3D animation.

Intro to Unity C#

Students will delve into the game software Unity, and some basic coding with which the game engine utilizes, which is the programming language, C#. Basic language exercises will be employed, to provide students with the ability to create a simple game, with basic mechanics, and pave the way for more learning not only more coding languages, but multiple game engine methodologies, and aspects of creation.

Character Design

This course explores the design and production of characters for the animation and video game industry. Students will learn the principles of good character design, from research to final detailing, while focusing on character development, style, and personality. Students will apply principles and techniques of design and anatomy to achieve expressive, well-developed, appealing characters. By the end of this course, students should be able to work with a variety of styles, archetypes, and body structures to construct their characters.

Storyboarding

This course introduces students to the concept of storyboarding for modellers and animators. Students will learn how to create clear, concise storyboards. Students will explore the elements that contribute to the final production of industry standard storyboards, including everything from a 30-second commercial, a television show, computer games, and feature films. Topics will include concept and production boards, thumbnail sketches, the role of character design, character staging, model sheets, art direction, background (layout) design, and camera positioning.

Character Modeling I

This course continues the study of character design principles and the conceptualization stage of 3D character production. It then contextualizes this process by continuing the production of a 3D character through to a complete textured, rigged, posed, and rendered character. Building upon previous character design courses the aim is to have students produce an appealing, stylized character with unrealistic yet believable anatomical exaggeration. It will also build upon modeling techniques, while exploring the nuances of efficient edge loop topology. This focus on topology will be justified contextually when the time comes for students to texture and rig their characters. It will become apparent that clean efficient use of edge topology saves time and streamlines the texturing and rigging processes.

Game Conceptualization

This course will add depth to the understanding of gaming concepts and game play across a variety of platforms. Game Conceptualization will provide an opportunity to develop various concepts and approaches for gaming. As the game concepts evolve there will be required game design files documenting the concept and process of the proposed games. Descriptions, narratives, game logic, proposed game play, and visual assets will be developed resulting in a final deliverable. These various assets along with the developed game document will act as a component for future project development and portfolios.

Environmental Modeling I

This course continues the coverage of modeling techniques. A key focus of this course is the exploration of modeling techniques using a low polygon count and the effective use of this technique. Students will learn to identify situations where a low poly count is appropriate versus situations where a higher count is required. Students will learn to design and model both organic surfaces and hard surface objects. Students will learn to produce models using polygonal modeling and splines while working with geometric shapes. Students will also work with textures and materials to create the different types of surfaces. Topical coverage includes geometric types and primitives, modeling techniques, spline modeling polygon modeling hard surface modeling and organic modeling, lighting, and rendering.

Level Design I

This course will introduce students to design, and environment modelling concepts and techniques used by the industry in the development of video game levels. Focus will be on the theory behind both the artistic (design) aspects of level design, and platform specific technical considerations. Students will then apply learned aspects and gain practical development experience using industry standard game engines by the design and development of levels.

Lighting and Texture I

This course addresses the creation of multilayer textures for environments and high-resolution textures for character and environmental models. It also seeks to provide students with the various production contexts in which the techniques are applicable, from texturing characters faces for film and games, to developing environment textures for next-gen game environments. In addition, the course seeks to provide students with an in-depth look at various direct lighting tools and controls available when lighting 3D assets. Topical coverage includes using the layered texture node, ambient occlusion, lighting control, shadows, three-point lighting, light fog, render passes, advanced UV mapping techniques, high-resolution character texturing, baking textures, transferring detail from highresolution geometry to low resolution geometry, normal maps, displacement maps, transparency.

Character Modeling II

This course continues the study of modeling techniques with a focus on the design and modeling of a 3D character from an original idea, to a finished textured and rendered final 3D model. Students will need to develop and complete an original model to a standard suitable for film or television. Moreover, unlike previous character modeling projects thus far, which have had lower polygon counts and have been more suitable for interactive gaming, students will instead be more conscientious of fine details, topology, and anatomical correctness. Students will combine skills developed during previous courses such as character design, life drawing and the foundation modeling courses and build upon them with new knowledge from this course, to produce a character that could potentially form the basis of future work in their forthcoming courses and could become part of their final portfolio submission. Character creation will follow industry standard production workflows.

Level Design II

This course builds upon fundamental design concepts from previous courses, explores game creation techniques, including content and workflows, and explains design and development skills using leading game engines. Topics covered include industry techniques for planning, production, methodologies, technical considerations, and project tools for enhancements and performance optimization. The course also focuses on team-oriented skills through a series of exercises and group projects.

Environmental Modeling II

This advanced studio course explores the design and development of 3D environmental modeling and design. Students will work with a developed concept and follow the required specifications to develop professional environments and then translate their research into producing dynamic environments. Students will also learn to consider staging, atmosphere, and environmental mood to enhance the professional look of the environment. Topical coverage includes effective advanced environment design, composition, matte painting (fundamentals), and actions and strategies for creating a professional demo presentation. The final goal of this course is to explore environmental demo reel options.

Lighting and Texture II

This course builds upon the previously covered topics of lighting and textures. It will take the students beyond the basic light sources and shadows and explore lighting and texturing as an art. Students will learn advanced lighting and texturing skills and techniques and how to apply them to their final modeling and animation projects. Students will learn to select the appropriate light type for a particular situation, as well as the correct material 2D and 3D textures. Topical coverage includes lighting colour and composition, Maya light types, high-quality shadows and effects, Raytracing, 3D textures, and projections.

Rigging

This course explores the process of preparing the setup of a character model for advanced animation. The course will take the students through the steps of character modeling and animation, with a focus on the rigging of the characters. Students will learn how to prepare and set up character rigs, bind structures to geometry, and work with meshes and armature. Students will learn how to rig facial expressions and lip movement and how to rig and animate armature. Topical coverage includes joint orientation, preparing skeletons, rigs, inverse kinematics, facial rigging, armature, binding structures to geometry, and meshes.

Development Software I

An introductory overview to the process of using game development software, manipulating provided C++ programming tools, creating Blueprints, and understanding how to create a basic, functional level for players. Students will use in-engine programing developer tools, to become familiarized with software assets, cameras, lights, sound, how to properly set up a level for interactivity and establishing clarity on how to design user experiences, using cutting-edge developmental software, and a critical, yet approachable programming language.

Game Project Management

In this course, students will use project management software tools and approaches to organize, in an iterative fashion, the process of developing their games. This will enable them to demonstrate the ability to show their steps in bringing a player experience to completion through setting targets, scheduling, outlining tasks, documentation, and presentation of skills while maintaining their evolving project vision.

Character Modeling III

In this advanced character modeling class, students will develop high poly models working between both Maya and Zbrush with a special focus on digital sculpting and texturing. Students will learn the interface and tools in Zbrush while designing and modeling their own characters. By the end of this course, students will understand the industry approach to developing character models and begin to assess if this is the creative direction they would like to explore for their portfolios.

Game Animation I

Students will develop advanced animation that will work in the real time game engines. Time will be spent analyzing real world example and working in Maya to develop believable animations. Students will then learn how to incorporate these animated characters in game engines to ensure that the animation works in the required environment. Time will be spent analyzing the movements and revising the content to ensure that the animation is appealing and work within a game environment. The analysis of industry examples will be a key component to assist in the technical aspects and timing of this animation. In the final weeks of this course, simple effects will be introduced to discuss the aspects of particles in game engines.

Portfolio I

Portfolio I is a conceptualizing and planning course for the development of the final student demo reel and portfolio. Students will discuss, create a plan, and consider their individual options while developing designs and storyboards. The development of two pre-visual animatics will be completed along with a production proposal focusing on design, colour, and composition. Time will be spent considering the timing of the final presentation and the overall aesthetic. Students will also consider a final presentation with all elements such as technical information and traditional design work. Students will develop a production schedule and build targets and deadlines that will be followed though to graduation. Peer reviews and discussions on planning and presentations will be part of this course.

Compositing and Editing

This course focuses on the video presentation aspects of the final demo reel. Students will work with compositing and editing tools to add the final touches to their presentations. The first six sessions of the course will focus on small projects that will help the student understand the complexities and tools of compositing and editing. The final 6 sessions will be the creation of the final edit with the assistance of the Portfolio and Compositing and Editing instructors. Students will work primarily with After Effects and Premiere.

Effects Animation

Students will explore the basics of digital effects animation and work with particles and effects tools with Maya. Students will work with digital tools to develop simple, dynamic animations while considering effects elements to add life and atmosphere to their reels. Students will cover the basic forces and elements such as fire and water and discuss lighting, mood, and atmosphere created by these effects. Timing, physics, and design will be key components to ensure that the effects developed in this class will have a natural look and are believable.

Interface Design

This course will examine UI (user interface) and UX (user experience) principles and how they are applied in the design of games. We will begin with an exploration of groundbreaking video games and gaming technologies and conclude with the evolving impact of tablet and mobile technologies on the user experience and interface applications. Experiences will include the development of a series of static innovative designs and solutions for UI and UX practices. Designs and concepts will be developed for portfolios and presentations in the final terms of the program that showcase various skills.

Portfolio II

The emphasis of this course is to prepare students for graduation and final portfolio development. Time will be spent developing a final demo reel to showcase the strengths and talents of each student in a branded visually appealing presentation. Students will have the option to develop a demo reel that focuses on their interests and skills within the 3D industry. Time will be spent focusing on content that showcases primary skills such as animation or modeling. There will also be an opportunity to plan and showcase secondary abilities to increase the potential opportunity of employment. Planning and production pipelines will be followed, and deadlines will be achieved. Students will be critical of their work and change their artistic material if necessary. This course will work in conjunction with Portfolio I, compositing and editing, effects animation, and lighting and texturing. Students will be expected to present their content and participate in class activities with respect to graduation and course material.

Learn about our University Pathways

VCAD partners with leading institutions to empower graduates into pursuing a Bachelor's degree.

Click here to learn more.

Testimonials

There is a lot of support at VCAD, through the instructors and the peers. I am mostly impressed with myself - within a short amount of time how much better I have gotten.

Corinne W.

Game Development and Design Graduate

VCAD has friendly & helpful staff and a positive and safe environment! Special thanks to the admissions team. I recommend talking to them.

Andrew B.

VCAD has been great so far, and it’s been even greater because my instructors have been a great help. They go above and beyond to help the students and represent the school in a very good and positive way.

Deborah V.

I just finished the first course, and I am having an amazing time.

Pascal M.

STUDENT PORTFOLIOS

Our Instructors

Behind every great mind is an inspiring mentor. Meet the creative visionaries who will spark ideas, fuel your passion, and uplift your talent.

FAQ's

How long does the program take?

You can find the length of your program on our website under programs! If you have further questions regarding the length and hours of any of our offered programs, please click HERE to speak to an admissions representative.

What is the cost of my program?

To learn more about tuition in BC and Alberta, click here. For international student tuition, click here.

Online Studies

Programs may be available in various modalities. Please refer to the specific program page to learn more.

Loans and Grant Information

Our experienced Student Financial Planners can provide further information on program funding, such as available scholarships. You may also refer to your provincial funding webpage for more information. 

Start Dates

Our campuses offer a variety of start dates. To learn more about our upcoming start dates, please reach out to your campus of choice.

School and Program Accreditation

VCAD Calgary offers vocational training licensed under the Private Career Colleges Branch of Alberta Advanced Education.

VCAD Vancouver programs were reviewed and approved by the Registrar of the Private Training Institutions Regulatory Unit (PTIRU) of the Ministry of Post-Secondary Education and Future Skills, which regulates private training institutions in British Columbia. British Columbia's Education Quality Assurance (EQA) designation is Canada's first and only provincial brand of quality for post-secondary education. VCAD's EQA designation is recognized globally as a symbol of quality education and consumer protection.

Ready to Take the Next Step?

Click below to learn more or apply today. Our team is here to help you start your journey.

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