Skip to content

BSc (Hons)

Esports Production

student work
  • UCAS code(s): I600
  • Level(s) of study: Undergraduate
  • Study mode(s): Full-time
  • Location: Confetti at Creative Quarter Campus
  • Starting: September
  • Course duration: Three years, full-time
  • Entry requirements: More information


FIND US ON

Esports isn’t just about gaming. It’s a global industry worth $1.1billion, and it’s growing at a rapid rate.

It’s now the fourth largest form of sport in the world and is leading the way in live events production, broadcasting and streaming, and content creation. The industry is made up of professional players, games publishers, event specialists, broadcast/streaming providers like Twitch and Youtube, and global sponsors and technology providers.

On this course you’ll learn all about the Esports industry as a global business, and you’ll study the principles of Esports games, allowing you to explore the world of competitive gaming. You’ll learn what, fundamentally, makes a successful Esports game. At the centre of your learning will be production and technology; you’ll develop your ability to understand and apply the technologies associated with putting on an Esports event.

Unlike other universities, we’re specialists in creative technologies and have over 25 years of expertise in games, media and music. That means we’re in a unique position to draw upon our existing teaching expertise and industry contacts across gaming, technical events, production technology and broadcasting, and creative entrepreneurship to enhance your learning experience. We can offer you an opportunity to develop the vital skills required for a successful career in the Esports industry. What’s more, as technology continues to develop, you’ll be one step ahead in being able to adapt to emerging technologies.

Our motto is ‘Do it for Real’. This means learning from teaching staff with industry experience, taking part in live projects, plus enjoying guest lectures and work experience. It also means working with industry-standard software and kit in facilities you’d expect to find in professional venues and studios.

Video Icon
Degree Showcase Showreel - 2018
A showreel of work from our undergraduate degree-level students exhibiting at 2018’s showcase

What you'll study

You’ll learn and practice in our world-class live events complex, Metronome, which boasts a 400-capacity venue and industry-standard live events production workspace. We are well-connected in the world of Esports, and last year the venue played host to the NSE British University Esports Championship Finals. Some of the UK’s top young Esports players came together to compete in ten major gaming competitions including League of LegendsOverwatchFIFA and Dota 2. It’s events like this that provide our students with the opportunities to experience, work on, and make studying at Confetti unique.

After an action-packed, intellectually stimulating three years, you’ll graduate with a host of invaluable technical and critical thinking skills that will allow you to work in the Esports industry, with a focus on production and technology.

  • Year One

    Global Esports Industry (40 Credit Points)

    Esports is now one of the most significant sectors within the global games industry. The growth of this market sector has led to new business opportunities, emerging technologies and social trends. This module introduces you to the technological, business-focussed and social factors that are related to the development of Esports through academic research and analysis. This knowledge and understanding is vitally important for the development of new business concepts, products or services related to Esports.

    Principles of Esports Games (40 Credit Points)

    Esports has grown ten-fold in just over five years to a staggering global business. The games themselves have engaged players and viewers alike with developers and publishers always searching for the next big, competitive product. This module focuses on the mechanics and conventions of competitive games design, allowing you to conceptualise your own ideas in relation to competitive Esports games. This knowledge and understanding of how games mechanically work and why we play them is essential to game design, and will support the conceptualisation of/within your own game portfolio.

    Production & Technology (40 Credit Points)

    Being able to understand the importance of technology in Esports broadcasting is essential for those working in the Esports events industry. This module will allow you to explore the technical theory involved in broadcast technology for Esports, whilst developing your practical skills working with equipment.

  • Year Two

    Emerging and Disruptive Technologies in Esports Games (20 Credit Points)

    This module focuses on improving your ability to identify and understand key developmental areas of the Esports industry. This will require you to analyse emerging technologies used throughout Esports games development, events production, training and online streaming. Through extensive research you will be asked to propose innovative strategies on how to shape the industry moving forwards.

    Esports Event Management (40 Credit Points)

    This module focuses on event management through a range of key areas. You’ll study core event-planning strategies which include resource management and allocation, audience research and the user experience, and digital media production technologies, teaching you how to effectively push the event experience and journey to audiences.

    Live Esports Broadcast Production (40 Credit Points)

    You’ll further your knowledge of all the associated event production technology required to deliver a live Esports event including broadcast, live sound, stage lighting, live video and streaming technologies. You’ll work with a range of technical and mathematical data to study and design the technology configurations that can support a live Esports event. This module will have a strong practical emphasis in a workshop environment that will allow you to practise and evaluate skills and techniques using industry-standard technology and software. It is expected that you’ll specialise in one or more areas of production technology, and by working collaboratively you will have the skillset and understanding to deliver a successful Esports event as a production team.

    Industry Practice (20 Credit Points)

    During this module you’ll undertake appropriate self-directed projects, working collaboratively on creative concepts, allowing you to directly apply the knowledge and skills learnt throughout the programme in the context of the workplace. This module aims to develop your overall professionalism and provide you with the knowledge and resources to begin a career in both the Esports and creative industries. The nature of creative industries is increasingly defined by freelance and self-employed models of work. Consequently, individuals seeking work in industry need to appreciate the pressures of working on multiple projects to strict deadlines and the subsequent demands this places on time and resources. Similarly, an understanding of professional practice and the legal and economic imperatives in industry is important, as is effective communication, self-efficacy and autonomy. This module aims to develop these skills by challenging you to develop a range of self-directed projects.

  • Final year

    Social Media Production and Management (20 Credit Points)

    This module focuses on developing a thorough and critical understanding of the role and function of social media within the creative media industry, with emphasis on Esports events. During this module you’ll learn about the different social media platforms that form the online community driving Esports. Through research and study, you will understand and apply innovations in advertising campaigns to form your own digital marketing campaign for an Esports event. This will encompass digital media production technologies applied to understanding public relations and intellectual property protection.

    Capstone Project (60 Credit Points)

    This module encompasses all that you have learned throughout your studies into a final major project. The project is based on the development of a live Esports exhibition drawing in a variety of guests, sponsors, performances and tournaments. To achieve this, you’ll engage with a number of live events, from which you will critically analyse  and evaluate techniques, and apply them to the design of your own event. You’ll focus on a core area of this event and apply innovation with technology, work collaboratively with other course areas, and as a result be the driving force behind a large-scale Esports spectacle.

    Technology Investigation (40 Credit Points)

    This module provides you with the opportunity to undertake sustained investigation into a specific area of live Esports production and broadcast, building on your previous knowledge, experience and skills acquired during Levels 4 and 5. This module will allow you to critically explore a specific issue or area of personal interest within your chosen field. You will achieve this by undertaking a self-initiated practical research project supported by tutor supervision. As part of this investigation, you’ll also enhance your abilities to communicate your findings with an audience and consolidate your skills in project management and self-directed work, both of which are vital for a career within the creative media industries. The module serves to acquaint you with the key skills and practices required to undertake and complete an independent research project. The module will also enable you to understand the role of Intellectual Property (IP) in supporting the creative economy and how you can identify and legally protect your ideas and innovations. The module will offer an insight into how you can manage and license your IP, and what you do if someone else uses your ideas or without your permission.

Esports isn’t just about gaming. It’s a global industry worth $1.1billion, and it’s growing at a rapid rate.

How you’re taught

Within individual modules the delivery of the material encourages increasing levels of skill development and student participation, ensuring that as you progress through the course, you become a more confident and independent learner.  We aim to include a range of methods of delivery that may include;

  • Lectures
  • Seminars
  • Workshops
  • Group tutorials
  • Academic tutorials
  • Blended learning including online lectures​ and workshops
  • Presentations and pitches
  • Team working
  • Independent learning
  • Visiting industry professionals

All the modes of delivery are structured to develop ongoing abilities and skills through exploring ideas and problem solving. The course will offer a broad range of assessment methods.

Industry Week

We offer lots of opportunities to our students throughout the year, but we really dial it up with our annual Industry Week. Like no other, we go off timetable for a week, inviting some of the biggest names the creative industries to deliver talks, workshops and masterclasses for our students. We organise these types of events to enrich our students' education with real-world experiences and advice.

You’ll hear from, and network with, a range of professionals; past guests include Esports production company Unequalled MediaRockstar GamesSumo Digital and Deep Silver Dambusters.

Degree Show

In your final year you will exhibit your work as part of Confetti's Degree Show. This event includes all final year students across Confetti's courses and is a great platform for you to showcase your work to key influencers across the creative industries.

You’ll learn and practice in our world-class live events complex, Metronome, which boasts a 400-capacity venue and industry-standard live events production workspace.

Careers and employability

Upon successful completion, you’ll have the option to progress to Confetti’s MA Creative Technologies or MSc Creative Technologies, apply for internships or job roles within industry.

The aim of the degree is to equip you with the necessary skills, knowledge and experience to embark on a successful career in the Esports industry and future emerging technologies.

Typical job roles in industry might include:

  • Event management
  • Broadcast and production
  • Games design
  • Events production
  • Analyst
  • Consultant

Our graduates have gone onto employment with notable games companies, such as Rockstar Games, Ubisoft BlueByte, Codemasters, Sumo Digital, Quantic Dream, Riot Games and more.

After an action-packed, intellectually stimulating three years, you’ll graduate with a host of invaluable technical and critical thinking skills that will allow you to work in the Esports industry, with a focus on production and technology.

Entry requirements

Entry and admissions criteria:

  • A-levels – BBC; or
  • BTEC Extended Diploma – DMM; or
  • 112 UCAS Tariff points from at least two A-levels or equivalent qualifications; and
  • GCSE – English and Maths Grade C / 4.

This course is not suitable for tier 4 visa applicants.

We accept qualifications from schools, colleges and universities all over the world for entry onto our undergraduate and postgraduate degrees. If you’re not sure how your international qualification matches our course requirements please visit our international qualifications page.

English language entry requirements

If English is not your first language, you need to show us that your language skills are strong enough for intensive academic study. We usually ask for an IELTS test and we accept some alternative English language tests.

Help and support

If you have any questions about your qualifications or about making an application to the University please contact our International Team for advice.

How to apply

Application for this course is through the UCAS application form.

Ready to join us? Then apply as soon as you can. Just click the Apply button at the top of the page and follow the instructions for applying. Make sure you check the entry requirements above carefully before you do.

Selection for this course takes place through UCAS application form.

Application deadline

This course starts in September and applications should be submitted by the UCAS deadline, 15 January.

Applications received after this date will only be considered if places are still available, after all applications received by the deadline have been assessed.

Mature students

We welcome applications from mature students (over the age of 21) for this course. We will assess applicants of this nature on an individual basis.

If you are a mature student, you will still need to apply to us by UCAS form, but you don't necessarily need to meet our minimum entry requirements.

Writing your application and personal statement

Be honest, thorough and persuasive in your application. Remember, we can only make a decision based on what you tell us. So include all of your qualifications and grades, including resits or predicted grades,

Your personal statement is a really important part of your application. It's your chance to convince us why we should offer you a place! You've got 4,000 characters to impress us. Make sure you use them to show how your skills and qualities are relevant to the course(s) you're applying for. For more hints and tips, take a look at our page on how to write a good personal statement.

Keeping up to date

After you've applied, we'll be sending you important emails throughout the application process - so check your emails regularly, including your junk mail folder.

You can get more information and advice about applying to NTU on our Your Application page.

Getting in touch

If you need any more help or information, please email our Admissions Team or call on +44 (0)115 848 4200.

Please read our notes on the University's commitment to delivering the educational services advertised.

This course is not suitable for tier 4 visa applicants.

We accept qualifications from schools, colleges and universities all over the world for entry onto our undergraduate and postgraduate degrees. If you’re not sure how your international qualification matches our course requirements please visit our international qualifications page.

English language entry requirements

If English is not your first language, you need to show us that your language skills are strong enough for intensive academic study. We usually ask for an IELTS test and we accept some alternative English language tests.

Help and support

If you have any questions about your qualifications or about making an application to the University please contact our International Team for advice.

Please read our notes on the University's commitment to delivering the educational services advertised.

Fees and funding

Preparing for the financial side of student life is important, but there's no need to feel anxious and confused about it. We hope that our fees and funding pages will answer all your questions.

Additional Costs

Your course fees cover the cost of studies, and include loads of great benefits, such as the use of our library, support from our expert Employability team, and free use of the IT equipment across our campuses.

All course specific software and hardware is accessible on site however it is encouraged that you invest in a workstation/gaming PC to aid your study and progression into the creative media industry and more so the games industry. A suitable workstation or gaming PC can cost from £650+.

Library books

Most study modules will recommend one or more core text books, which most students choose to purchase. Book costs vary and further information is available in the University’s bookshop. Our libraries provide a good supply of essential text books, journals and materials (many of which you can access online) – meaning you may not need to purchase as many books as you might think! There may also be a supply of second-hand books available for purchase from previous year students.

Print and copy costs

The University allocates an annual printing and copying allowance of £20 depending on the course you are studying. For more details about costs for additional print and copying required over and above the annual allowance please see the Printing, photocopying and scanning information on the Library website.

Getting in touch

For more advice and guidance, you can contact our Student Financial Support Service.

Tel: +44 (0)115 848 2494

Still need help?

+44 (0)115 941 8418