Animation Principles & Motion Graphics
The twelve classical principles and the design fundamentals behind them, ending in a finished motion-graphics short.

INTERMEDIATE DIPLOMA · ONLINE · STARTS LATE AUGUST 2026
A 20-month online diploma from Al Baha University and the Centre for Entertainment Arts. Learn to think in systems, design for players, and ship playable work — from paper prototypes to a team-built capstone game.

THE PROGRAM
Game design is not one skill. It is systems thinking, player psychology, prototyping discipline, and the craft of turning an idea into something people can actually play. This program trains all of it — deliberately, in order, against real tools.
You will design on paper before you design in engines, because rules and feedback loops matter more than software. You will script in Unity and build visual logic in Unreal Blueprints, because studios use both. And you will work with AI-assisted production tools throughout — not as a shortcut, but as a professional literacy: knowing what to automate, what to keep by hand, and how to judge the difference.
THE INDUSTRY

NANOS 1–2 · THE SHARED FOUNDATION
Every BU × CEA diploma opens with the same two nanos — ten courses shared across all five programs. You animate, you design and playtest a game, you shoot a short film, you build scenes in a real-time 3D engine. Then you choose your specialization with ten courses of evidence about where your ability and your interest meet. Nothing is wasted: the foundation counts toward every one of them.
5 COURSES · 13 CREDIT HOURS
01
Principles, prototypes, and the first things you make.
The twelve classical principles and the design fundamentals behind them, ending in a finished motion-graphics short.
Mechanics, feedback loops, and rules: deconstruct published games, then prototype, playtest, and iterate on your own.
Work with generative tools as creative instruments, and build three AI-assisted artefacts where every decision is provably yours.
Character, want, obstacle: draft scripted scenes in industry format and translate them into storyboards that serve the story.
A mentor guides you in curating the block's strongest work into a portfolio with a reflective narrative.
02
Crews, engines, pipelines, and the pitch.
From logline to finished cut: plan, shoot, and edit a short film in a rotating peer crew.
Scene graph to Sequencer: build, light, and deliver composed footage inside a real-time engine.
The VFX pipeline and the coordination craft that keeps it on schedule, practised in simulated productions.
Impact-first writing and live pitching, tailored to executive, creative, and client audiences under time pressure.
Curate the block's work with your mentor and stitch it into a coherent account of your practice.

THE FORK · AFTER NANO 2
You choose your specialization after ten shared courses, and every credit you have earned counts toward the diploma you pick.

NANOS 3–5 · THE SPECIALIZATION
Three nanos of game design proper. First full gameplay systems, then the design disciplines studios hire for, then a full production cycle that ends in a polished, playable game built by an interdisciplinary team.
5 COURSES · 15 CREDIT HOURS
03
Your first full gameplay systems.
Build interactive systems in Unreal Blueprints: state, feedback, and basic AI behaviours without writing code.
Program character controllers, physics mechanics, and game state in Unity, with AI-assisted tools in the workflow.
Modelling, UV mapping, texturing, and the pipeline that moves assets from creation into the engine.
Interfaces, onboarding, wireframes, and player research that turn design intent into documentation teams can use.
Mentor-guided curation of the block's strongest work into your growing portfolio.
04
Prototype fast; specialise deliberately.
Game jams, tight scopes, and finished prototypes: learn what makes an idea work by building it.
Branching stories, world building, and narrative documentation with meaningful player agency.
Economies, feedback loops, progression, and balance — designed, documented, and tested.
Player flow, environmental storytelling, and complete levels from blockout to refined build.
Mentor-guided curation of the block's strongest work into your growing portfolio.
05
Ship something real.
An interdisciplinary team, a full production cycle, and a polished, playable game at the end of it.
The pipelines behind the capstone: production management, QA, telemetry, and data-driven iteration.
Algorithmic content: noise-based terrain, rule-based layouts, and the balance of authored versus generated.
Juice, feedback clarity, and the finishing pass that takes the capstone from feature-complete to release-ready.
The final curation: your strongest work across the diploma, stitched into the portfolio you graduate with.
PREVIOUS STUDENT WORK






OUTCOMES
An Intermediate Diploma in Game Design from Al Baha University: five stackable nanos, 71 credit hours.
Curated five times with a mentor — analog prototypes, engine work, narrative and systems design, and a team-shipped capstone game.
Unity and Unreal Blueprints, plus the AI-assisted production fluency to know what to automate and what to defend by hand.
Fifteen-week production rhythm, structured playtesting, documentation studios can use, and critique you can give and take.
Career progression into senior and directorial positions typically develops through several years of professional practice, building on the foundations established here.
THE DETAILS
The first cohort starts late August 2026. The program is delivered fully online.
The first two nanos are shared across all five BU × CEA diplomas. You choose your specialization after the foundation — with ten courses of experience behind the decision instead of a guess.
An Intermediate Diploma in Game Design from Al Baha University — five stackable nanos totalling 71 credit hours — and a portfolio of playable work including a team-built capstone game.
Tuition, entry requirements, and the application deadline are being finalised and will be announced on this page.

COHORT ONE · LATE AUGUST 2026
Twenty months, five nanos, one finished game with your name on it. The first cohort starts late August 2026.