A lone armoured figure kneeling at a fire in a vast stone hall, daylight falling through tall stained-glass windows

INTERMEDIATE DIPLOMA · ONLINE · STARTS LATE AUGUST 2026

Design games people want to play.

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.

  • 20 months
  • 5 nanos
  • 25 courses
  • 71 credit hours
  • Online
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THE PROGRAM

Design is a discipline. Learn it like one.

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

The Kingdom is building a games industry. It needs designers.

$38B
committed by Savvy Games Group to building a world-class games and esports ecosystem
23.5M
players in Saudi Arabia — the region's largest gaming audience
Late August 2026
when the first cohort starts
A gnarled tree rising over candlelit stone steps beneath a moonlit sky

NANOS 1–2 · THE SHARED FOUNDATION

Try the work before you choose it.

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.

  • 2 nanos
  • 10 courses
  • 26 credit hours

5 COURSES · 13 CREDIT HOURS

01

Creative Foundations

Principles, prototypes, and the first things you make.

Animation Principles & Motion Graphics

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

Game Design & Interactive Media Fundamentals

Mechanics, feedback loops, and rules: deconstruct published games, then prototype, playtest, and iterate on your own.

AI Skills and Creative Practice

Work with generative tools as creative instruments, and build three AI-assisted artefacts where every decision is provably yours.

Creative Writing, Storyboarding and Storytelling

Character, want, obstacle: draft scripted scenes in industry format and translate them into storyboards that serve the story.

Portfolio Submission

A mentor guides you in curating the block's strongest work into a portfolio with a reflective narrative.

02

Production Foundations

Crews, engines, pipelines, and the pitch.

Foundations of Film Production

From logline to finished cut: plan, shoot, and edit a short film in a rotating peer crew.

3D Engines for Creative Industries

Scene graph to Sequencer: build, light, and deliver composed footage inside a real-time engine.

Introduction to VFX & Post-Production Coordination

The VFX pipeline and the coordination craft that keeps it on schedule, practised in simulated productions.

Effective Communication, Pitching & Presentation

Impact-first writing and live pitching, tailored to executive, creative, and client audiences under time pressure.

Portfolio Submission

Curate the block's work with your mentor and stitch it into a coherent account of your practice.

Light and mist through tall pines above a forest stream, a ruined building half hidden behind the trunks

THE FORK · AFTER NANO 2

You choose here.

You choose your specialization after ten shared courses, and every credit you have earned counts toward the diploma you pick.

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NANOS 3–5 · THE SPECIALIZATION

Then go deep.

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.

  • 3 nanos
  • 15 courses
  • 45 credit hours

5 COURSES · 15 CREDIT HOURS

03

Applied Production

Your first full gameplay systems.

Visual Scripting for Designers

Build interactive systems in Unreal Blueprints: state, feedback, and basic AI behaviours without writing code.

Game Mechanics and Scripting

Program character controllers, physics mechanics, and game state in Unity, with AI-assisted tools in the workflow.

3D Art for Game Design

Modelling, UV mapping, texturing, and the pipeline that moves assets from creation into the engine.

User Experience Design

Interfaces, onboarding, wireframes, and player research that turn design intent into documentation teams can use.

Portfolio Submission

Mentor-guided curation of the block's strongest work into your growing portfolio.

04

Design Specialisations

Prototype fast; specialise deliberately.

Rapid Prototyping

Game jams, tight scopes, and finished prototypes: learn what makes an idea work by building it.

Narrative Design

Branching stories, world building, and narrative documentation with meaningful player agency.

Systems Design

Economies, feedback loops, progression, and balance — designed, documented, and tested.

Level Design

Player flow, environmental storytelling, and complete levels from blockout to refined build.

Portfolio Submission

Mentor-guided curation of the block's strongest work into your growing portfolio.

05

Capstone Integration

Ship something real.

Capstone Development

An interdisciplinary team, a full production cycle, and a polished, playable game at the end of it.

Professional Workflows

The pipelines behind the capstone: production management, QA, telemetry, and data-driven iteration.

Procedural Design

Algorithmic content: noise-based terrain, rule-based layouts, and the balance of authored versus generated.

Game Feel and Polish

Juice, feedback clarity, and the finishing pass that takes the capstone from feature-complete to release-ready.

Portfolio Submission

The final curation: your strongest work across the diploma, stitched into the portfolio you graduate with.

PREVIOUS STUDENT WORK

Excellence from our graduates

Student work 1
Student work 2
Student work 3
Student work 4
Student work 5
Student work 6

OUTCOMES

What you leave with.

The credential

An Intermediate Diploma in Game Design from Al Baha University: five stackable nanos, 71 credit hours.

The portfolio

Curated five times with a mentor — analog prototypes, engine work, narrative and systems design, and a team-shipped capstone game.

The toolset

Unity and Unreal Blueprints, plus the AI-assisted production fluency to know what to automate and what to defend by hand.

The habits

Fifteen-week production rhythm, structured playtesting, documentation studios can use, and critique you can give and take.

Seven doors this diploma opens.

  • Game Designer
  • Level Designer
  • Quest Designer
  • Narrative Designer
  • Combat and Systems Designer
  • UI/UX Designer
  • World and Open World Designer

Career progression into senior and directorial positions typically develops through several years of professional practice, building on the foundations established here.

THE DETAILS

The credential, in full.

Credential
Intermediate Diploma in Game Design
Duration
20 months
Structure
5 nanos · 25 courses
Credit hours
71
Delivery
Online
Starts
Late August 2026
Tuition
To be announced
Entry requirements
To be announced
Application deadline
To be announced

Questions

When does the program start?

The first cohort starts late August 2026. The program is delivered fully online.

What if I'm not sure game design is the right choice?

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.

What will I graduate with?

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.

What are the tuition fees and entry requirements?

Tuition, entry requirements, and the application deadline are being finalised and will be announced on this page.

The stone hall again, mirrored, daylight falling across the flagstones

COHORT ONE · LATE AUGUST 2026

You have played enough games to know a good one. Make the next one.

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

CEA x Al-Baha University