“ With the Bachelor in Game Art, Animation & 2D/3D Creation, you will learn the fundamentals of graphic creation over three years. With technical, artistic and cultural skills, you will have the ideal profile to work for a video game company or any other digital business.
Thanks to our project-based learning, every week you will carry out hands-on projects alone or in groups, a way to work independently and develop your adaptability and creativity.
Not forgetting professional immersion in companies and meetings every year that will feed into your career plans. ”
Delphine Carlier
National Academic Director, G. Art
| Qualification awarded: | School certificate: Bachelor in Game Art, Animation & 2D/3D Creation (Bac+3) |
| Bridges / Further study: | See further study options within our programmes |
| Post-baccalaureate admission: | General or technological baccalaureate |
| Direct entry (later years): | Bac+1 or Bac+2 completed |
| Tuition fees: | See the “Funding” section. |
| Total programme length: | 3 years (for post-baccalaureate admission, 520 hrs / year) |
| Assessment: | Continuous assessment: project grading + end-of-semester exams + assessment for the title + ECTS credits (180) |
| Campus: | Paris, Lyon and Bordeaux |
| Internships: | 1 internship every year |
| Average class size: | 25 students |
| Pass rate: | class of 2025: N/A |
| Satisfaction rate: | 88,38 % |
| Employment rate at 6 months (class of 2025): | 100% |
| Reported further-study rate (via 6-month surveys): | 85% |
| Dropout rate during the programme (2024-2025): | <5% |
| Next intake: | September 2027 |
| Disability: | Click here to find out about our arrangements for welcoming and supporting people with disabilities |
• Artistic: developing branching creative thinking based on historical and technological knowledge, learning 2D and 3D creation software, creating every type of game visual: concept art, character design, environment art, UI Design, animation and special effects.
• Technological: software development (HTML, CSS…), compositing, texturing, surfacing, optimisation, engine integration, real-time and pre-calculated rendering.
• Around fifteen projects a year, individually or in groups
• Projects with G. Tech and G. Business students
• 100% of your lecturers are working professionals, passionate experts in their subject who can explain it simply and effectively
• Course material sent ahead of each project, then your lecturer becomes your coach
• Three internships (at the end of each year)
• Meetings with professionals and masterclasses all year round
• Creating a 2D/3D video game
• Developing all your soft skills (listening, clear communication, etc.)
• Working in a team
• Developing independent working
• Knowing how to pitch your projects (public speaking)
• Legal and business training (making a living from your passion in the best conditions)
• Some classes are taught in English
• Learn Chinese, Korean, Japanese, Spanish, Italian, etc.
• High-end equipment: OMEN computer labs, esports arenas, streaming studios, VR room, streaming room…
• Video game and esports associations, streaming and live shows with student web TV channels
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178 pages to discover G. Art, the Bachelor in Game Art, Animation & 2D/3D Creation and the 18 other Gaming Campus programmes. Plenty of exclusive content to better understand our schools' positioning and why Gaming Campus is unique
In groups of three, creating an isometric scene concept depicting a mini alchemist's laboratory in 3D, with a final rendered image.
Software used: Maya, Marmoset, Substance Painter.
Skills acquired:
- Basic creation of a 2D concept
- Learning and practising the 3D modeller profession
- Basic texturing, pre-calculated rendering, optimisation, real-time rendering…
Defining a marketing strategy (in a Covid context: web, digital, stunt marketing, streaming, influencer strategy, …) with the sole aim of driving to the e-store for the release, and therefore the sale, of the latest AAA instalment from a famous video game studio (release planned for late 2021).
Skills acquired:
- Structuring a campaign around specific objectives
- Engaging a game's existing community in a marketing strategy
- Extending a marketing campaign to a franchise's non-gamer audience
Practical application of art history and the sociology of culture to video games, and developing an artistic culture ranging from art brut to contemporary art, via many unconventional movements.
Skills acquired:
- Developing artistic and historical analysis skills
- Reinvesting culture in the personal creation of a coherent, innovative world
- Creating and illustrating a unique, coherent world (inspiration for Matte Painting in particular)
Academic practice of drawing the human body by learning the fundamental principles of morpho-anatomy in order to create characters, realistic in style or not but always believable, based on in-depth knowledge of human anatomy.
Skills acquired:
- Producing, creating and conceptualising characters that are anatomically correct, or at least believable
- Fully understanding the mechanics of human bones and muscles, making it possible to produce more accurate animations
Imagining and producing a sculpt of an alien (bust type) using ZBrush. Creating a 2D concept art followed by a detailed 3D sculpt, with painting and lights.
Skills acquired:
- Creating and optimising a sculpt in ZBrush
- Managing materials, lights and painting
- Producing a PBR render
Studying an iconic video game alongside a painting related to it. Learning literary genres or artistic movements related to the theme covered.
Building a trend book and press review in order to develop Key Art combined with concept art and character design.
Skills acquired:
- Creating a trend book
- Studying an image
- Recognising and using a variety of artistic references
Applying concepts from literary and artistic property law when using third-party resources to make a mobile game. Analysing an employment contract from a copyright perspective.
Skills acquired:
- Identifying elements subject to copyright
- Identifying the legal rules applicable to using a third party's work
- Drafting a copyright assignment and a request for permission to use third-party works
First contact with the principles of animation, introduction to 2D animation. Thinking about and understanding animation, maintaining a volume/drawing over several frames.
Software used: Photoshop, Toon Boom Harmony.
Skills acquired:
- Knowledge of the principles of animation
- Awareness of the importance of drawing in volume in order to animate
- Introduction to animation software
Through the study of observational drawing, understanding the visual world around us. Discovering and adding your own personality to create your own style and go beyond technique, all in order to convey ideas from the simplest to the most complex.
Skills acquired:
- Developing a keen eye, an ability to understand the shapes around you and to integrate, distort and reinterpret them
- Developing particular self-confidence in understanding reality, enabling you to communicate ideas through drawing
Learning to integrate assets into games, particularly 3D games with a TPS or top-down view. Integrating 3D digital models, 3D animations and textures into the Unity game engine, using Maya as an example for the 3D creation side.
Skills acquired:
- Knowing the basics of visual scripting in Unity to test animations directly in the engine
- Setting up an efficient workflow between Maya and Unity
- Integrating textured models and external animations, and creating an animation controller for 3D production
- Creating a system to switch character models and skins
Individual project: creating a 3D slideshow featuring a character imagined by the student.
3D modelling and high-definition renders.
Skills acquired:
- Learning a workflow specific to 3D character design involving several software packages (baking and grooming software, fur, cloth, hair)
- Knowledge of the steps needed to achieve a high-end 3D render
Studying an iconic video game alongside a painting related to it. Learning literary genres or artistic movements related to the theme covered.
Building a trend book and press review in order to develop Key Art combined with concept art and character design.
Skills acquired:
- Studying an image
- Recognising and using a variety of artistic references
- Using references and techniques from the various arts and practices covered in class in your creations
Through the study of observational drawing, understanding the visual world around us. Discovering and adding your own personality to create your own style and go beyond technique, all in order to convey ideas from the simplest to the most complex.
Skills acquired:
- Developing a keen eye, an ability to understand the shapes around you and to integrate, distort and reinterpret them
- Developing particular self-confidence in understanding reality, enabling you to communicate ideas through drawing
Creating a complete art direction for a video game. Creating harmonious art direction across all of a game's items: sets, characters and props.
Skills acquired:
- Visualising an idea
- Making even a fantasy setting believable
- Knowing how to present your project
Translating creative direction and game design elements into artistic thinking. Anticipating art production issues during the concept art phase and showcasing a game's game design through game art and look art.
Skills acquired:
- Analysing a blockout and producing a concept art / paint-over of it while anticipating production issues
- Linking art to game design
- Awareness of interactive UX experience design issues (readability, comprehension, visual ergonomics, learning
As part of the video game creation programme, introduction to virtual world-building tools with Unreal. Learning the production workflow specific to real time. Creating 3D models (kit + props) and integrating them into Unreal Engine 4, then setting up real-time lighting.
Skills acquired:
- Importing and optimising graphic assets and integrating them into Unreal Engine 4
- Designing a level design and architecture suited to a theme
- Creating real-time daylight lighting
Integrating a humanoid character into a game: its model, textures and animations. Learning Unity's animation system, Mecanim, and all the specifics of humanoid models, as well as exporting from Maya directly to Unity.
Skills acquired:
- Importing models, textures and animations from 3D creation software
- Integrating textured models and external animations, and creating an animation controller
- Creating simple animations directly in Unity
Imagining and producing a real-time-oriented 3D model following the video game workflow. Creating the concept of a powerful relic kept safe by its stand and base.
Software used: Maya, Marmoset, Substance Painter.
Skills acquired:
- High-poly to low-poly production with Maya and clean, usable UV unwrapping
- Baking maps and real-time turntable rendering with Marmoset
- Creating textures with Substance Painter
Individual creative development work around an original Shaman character. 3D modelling followed by a low-res render.
Software used: 3ds Max, Maya, ZBrush, Marvelous Designer, Marmoset, etc.
Skills acquired:
- 3D modelling with industry-standard tools
- Character blocking
- Rendering a high-definition prop
by Bachelor students
A-Live Event = €77,214 raised for the Institut Analgésia!
G. Art bachelor students, supervised by expert lecturers and volunteers from Loisirs Numériques, organised a charity streaming event from start to finish.
• concept
• brand and positioning
• recruiting streamers
• pre-event communication
• event logistics
• communication during the event
• merchandising
For 52 hours, dozens of streamers took turns at Gaming Campus Lyon to host streams and raise donations.
An exceptional experience, both for gaining new skills in real-life conditions and for the pride of raising funds for a charity.
Relive their adventure on the event's Twitter account.
“This project helped me understand the overall organisation of a charity event.”
Robin L. – G. Business 3 student
Immersion by Gaming Campus is a key moment in our schools' approach to teaching.
For 2 weeks, all our students, whatever their programme, level of study or specialisation, come together to immerse themselves in the industry they are training for.
MATHILDE YAGOUBI
Managing Director - Game Only
VIVIEN CAUHÉPÉ
Senior Live and Monetization Manager - Ubisoft
ZACK NANI
Content creator
PIERRE LAMOURE
Senior Communication Specialist - Electronic Arts
JULIE JEANNIOT
Brand Manager - Riot Games
FABIEN DEVIDE
Founder - Team Vitality
Attend talks by companies from the video game industry.
CVs, applications, new technologies… professionals share their expertise with you.
A company comes in to present its business and job openings.
• Semantic vision of visuals
• Sketching and model sheet creation methods
• Scriptwriting
• Concept art
• Traditional and digital sculpture
• Lighting, compositing and atmosphere
• Character creation
• Programming languages (HTML, CSS…), 2D software (Photoshop, Painter, • Illustrator…) and 3D software (3ds Max, Maya, ZBrush…)
• Rendering, compositing and FX software, and video creation software (Adobe, After Effects…)
• Integration into game engines
• Gaming and esports culture (history, evolution, gameplay…)
• Entertainment culture (film, photography, TV series and video games)
• Graphic design
• Digital law
• Teamwork
• Self-confidence
• Interpersonal skills
• Leadership
• Public speaking
• Project management
• Learning to keep up with industry trends
• English, second and third foreign languages
Objective: discovering the business world / developing your creative profile
alongside artists or collectives recognised for their expertise.
Length: two months
Internship with a renowned creative and street artist,
3D creation and concept work before producing life-size sculptures and larger
Objective: choose your internship according to your career plans
Duration: two or three months
Internship in a video game development studio
as a junior UI artist, junior environment artist,
junior concept artist, etc.
Objective: further confirm your career plans, gain international experience, start your own company.
Duration: three months
Internship in an indie or AAA development studio,
or setting up a video game studio project.
We help you find your internship. You can benefit from our network of video game companies in France and abroad, and also seize opportunities when professionals visit the campus (masterclasses). Workshops (CV, cover letter) and events (Video Game and Esport Employability Week) are also regularly organised at the school to help you work on your application.
Your corporate relations contact: contact@gamingcampus.fr
Throughout your Bac+3 programme, you will open up to the world and acquire the language skills essential to your career.
Languages: improve your English from the first year and become bilingual by the end, thanks to teaching that focuses on speaking and comprehension. You can also broaden your skills by learning two other languages from Chinese, Korean, Japanese, Spanish or Portuguese.
Learning trips: discover the international video game industry through trips to Canada, Japan and South Korea.
Gaming Campus encourages its students to get involved in one of the many campus associations. It is a way to enrich your studies through group projects, as well as an opportunity to connect with other students.
An association for practising esports, either as a player or as a tournament organiser.
All passionate about video games, cinema, manga and geek culture, the association's members stream content on their Twitch channel.
The Student Union contributes to campus life by organising a range of events, both school-related and extracurricular.
The Board Games Assembly is the board games association.
The junior enterprise run by students of the Gaming Campus schools.
This programme is available in Paris, Lyon and Bordeaux. Our campuses are designed as true gaming worlds where everything has been built to encourage learning and performance: 6,500 m2 in total, 30+ work and living spaces (computer labs, VR room, artists' studio, esports arena, shaker, immersion rooms, language rooms…
Gaming Campus Lyon is located in the lively Part-Dieu district, in the heart of the city. Right next to Lyon Part-Dieu station and served by numerous metro, tram and bus lines, our campus enjoys a strategic, well-connected location. This central, vibrant setting offers quick access to services and amenities, while remaining close to Lyon's major university and business hubs. See the campus.
Gaming Campus Paris is located in La Défense. Close to businesses, students at our schools enjoy exceptional conditions and brand-new premises. It is easy to reach, right next to RER A, Metro line 1 and tram line 2. See the campus.
Bordeaux has a unique appeal and remarkable energy, especially for higher-education students. Gaming Campus has therefore set up on the Quai des Chartrons (at Hangar 16), right in the heart of Bordeaux, making it easy to reach via the many public transport options (tram, bus, river shuttle and bikes). See the campus.
Student reviews
I had a great time at this school; the teaching team for the G.Art track is great, as are the lecturers.
You need to be sure of what you want before joining a school like this one and find out about career prospects and the current state of the video game sector, but personally I had a very good experience.
A very good school; project-based learning works extremely well. The industry lecturers chosen are highly relevant and the choice of projects allows for very encouraging progress.
In addition, the equipment needed for work and projects is provided, and adjustments can easily be made wherever possible.
Students like me and my classmates can therefore work without any problem on campus. The staff are welcoming, look after students' wellbeing and don't hesitate to interact with them, always respectfully but without tension.
Campus life isn't bad either; most students get on well. Student life also tends to be active, with a students' union that is determined to achieve its goals. I don't know what the schools are like in Paris and Lyon, but for now the Bordeaux campus is a little paradise
A very good organisation offering precise and comprehensive programmes.
G. Art 2 student, Bac ES
G. Art 2 student, Bac S
G. Art 1 student, Bac L
G. Art 2 student, Bac S
G. Art 1 student, Bac L
G. Art 2 student, Bac S
G. Art 2 student, Bac ES
Admissions
A technological or general baccalaureate is required to enter the first year of the Bachelor.
Have completed a Bac+1 such as a BTS, DUT or Licence in fields related to the G. Art diploma, i.e. technological or artistic.
Have completed a Bac+2 in technical or creative fields. In other words, already hold a BTS, BUT or second year of a Licence.
Funding
Tuition fees are €9,500 incl. VAT* per year in Lyon and Bordeaux, and €9,650 incl. VAT* in Paris, for the Bachelor years for the 2027–2028 intake.
(*) Price for payment in full. Payment in instalments is possible under certain conditions. If you pay your own tuition fees, payment is made in one go or can be spread over 3 direct debits. Payment in 10 instalments can be considered on request. Stopping your studies due to force majeure (serious and disabling illness, accident, bereavement) ends the direct debits.
Compare with other programmes, payment in 3 or 10 instalments and work-study: all Gaming Campus 2027-2028 fees.
| Pre-registration | €650 incl. VAT |
| Single payment Bachelor – Lyon and Bordeaux | €8,850 incl. VAT |
| Single payment Bachelor – Paris | €9,000 incl. VAT |
Financial aid
Company internships: in each year of the Bachelor you do an internship in a company. The internship is paid by the company. The teaching team helps you find an internship and negotiate your pay.
Student loan on preferential terms: LCL is Gaming Campus's main banking partner. You can obtain special loan terms for your Bachelor and a privileged relationship. Feel free to contact us for more information.
State-guaranteed student loan: since June 2020, the French State can act as guarantor for your loan to make it easier to obtain. Visit the Etudiant.gouv.fr website to find out more.
Campus jobs: Small jobs helping to develop the campus are sometimes available. The teaching team also gathers and shares part-time jobs near the campus.
Local council support: Check with your town of residence, or your parents', to see whether you are eligible for the Student Minimum Income (RME). Not all towns offer the RME. It is awarded by the CCAS (municipal social action centre).
Departmental support: For grant-holding students, departmental councils offer annual grants or interest-free loans.
Fondation de France support: 120 foundations award grants and interest-free loans. We encourage you to contact the Fondation de France to find out more.
Finding accommodation: We help you find accommodation through our network of housing partners. We have built close relationships with student residences near the campus.
Open Days: Bachelor Game Art, Animation & 2D/3D Creation
Ask your questions about the Bachelor Game Art, Animation & 2D/3D Creation
Discover G. Art, Gaming Campus and our 4 schools live during an Open Day, from home or in person on our premises. We will cover the Bachelor Game Art, Animation & 2D/3D Creation in particular, and you can ask our teaching team all your questions. Open Days are the most effective way to form an opinion of our programmes. If you have decided to apply for one of our programmes, they are also useful for preparing your application as well as possible and maximising your chances.
DETAILED PROGRAMME:
– Tour of our campuses and living spaces (coworking spaces, computer labs…)
– Presentation of each school and its video game degrees (work-study available)
– Testimonials from our students and industry professionals
– Live Q&A with our Managing Director Valérie Dmitrovic, your programme managers and our students
– How to join Gaming Campus (outside Parcoursup)?
REVIEWS:
Rayane C. ⭐⭐⭐⭐⭐
The live session was visually appealing and smooth. It was very informative and answered several of my questions.
Emma G. ⭐⭐⭐⭐⭐
I liked it because we got to see several interviews with students and got answers to our questions. Thank you..
Thierry Z. ⭐⭐⭐⭐⭐
Very useful, the moderators are very active and answer every question.
Our teaching team is available to help you refine your study plans. Programme, curriculum, internships, employability: if you would like more information, feel free to get in touch.
Apply for the programme
Simple application, quick response:
September 2027 intake: Applications open
We have chosen an application process with no competitive exam and without going through ParcourSup or Mon Master. This allows us to review each application individually and maximise equal opportunities and each candidate's potential. It also lets us give the academic background the same weight as the career plan. Finally, with a short admissions process based on dialogue, we hope to reduce students' stress when looking for a programme.
Apply now
For any problem sending this form, write to contact@gamingcampus.fr