3 years full-time for BSc (Hons) Esports Production
4 years full-time for BSc (Hons) Esports Production with an integrated foundation year
UCAS course code:
BSc (Hons) Esports Production: I602
BSc (Hons) Esports Production with an integrated foundation year: I604
N91 (Nottingham Trent University)
- Standard offer: 112 UCAS Tariff points from up to four qualifications
- Contextual offer (UK only): 104 UCAS Tariff points from up to four qualifications
To find out what qualifications have tariff points, please use our tariff calculator.
Contextual offers for UK applicants
A lower offer may be made based on a range of factors, including your background (such as where you live and the school or college you attended), your experiences and individual circumstances (you may have been in care, for example). This is called a contextual offer and we get data from UCAS to make these decisions. NTU and Confetti offer a student experience like no other and this approach helps us to find students who have the potential to succeed here but who may have faced barriers that make it more difficult to access university. Find out how we assess your application.
We accept qualifications from all over the world – check yours here:
English language entry requirements
You can meet our language requirements by successfully completing our pre-sessional English course for an agreed length of time, or by submitting the required grade in one of our accepted English language tests, such as IELTS:
Would you like some advice on your study plans?
Our international teams are highly experienced in answering queries from students all over the world. We also have members of staff based in Vietnam, China, India and Nigeria and work with a worldwide network of education counsellors. Find out more about advisors in your country.
For tuition fee costs, visit our fees & funding page for more information.
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.
A budget of £250 would be appropriate for most audio and music software. External storage media to save large amounts of data from audio sessions (£50).
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, Blackwell’s. 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.
All essential field trip costs will be included in your course fees. There may be the opportunity to take part in optional field trips, which do incur additional costs.
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.
This degree is delivered at our Confetti London Campus in Whitechapel.
Esports is considered one of the fastest growing sports, it's 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.
At Confetti, our degree is routed in learning about the esports industry as a whole but focusing on broadcast production at the heart of it. Understanding the scale and impact that esports has had on the entertainment industry, the broadcast industry, and now the sports industry is paramount to establishing a career working in the contemporary creative industry.
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 also run our own commercial businesses, including Confetti X (a purpose-built esports and virtual production venue in Nottingham), which means you'll learn and work alongside experts from the industry in a professional setting.
Thanks to our great links with industry, you'll be presented with opportunities to gain work experience with a range of organisations, such as The NUEL, Global Esports Federation, and British Esports Federation - to name just a few.
Our unique position means the degree offers a balance between academic and vocational modules. This enables you to learn authentic research skills, practical skills and soft skills, which are all key in fuelling your career in the creative industries.
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;
- 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.
A variety of formative and summative assessment methods will be employed throughout the course such as:
- Research-led projects
- Concept portfolios
- Production portfolios
- Live briefs
- Video case studies
What you'll study in year 1
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.
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.
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.
What you'll study in year 2
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.
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.
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.
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.
What you'll study in year 3
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.
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.
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.
As part of our London campus, you'll learn and gain work experience in our purpose-built multi-discipline events and production space with the versatility built-in to function as a 600-capacity live venue, hosting live music and esports, or a virtual production studio complete with LED volume.
Similar to our Nottingham venue, Confetti X, it's here where you'll gain valuable work experience.
Each of our esports studio spaces will be kitted out with top of the line gaming and streaming gear, allowing our students to effectively and simultaneously study, game and stream.
You’ll have access to:
- Esports scrim room and studio fully equipped with Alienware machines and peripherals
- Games Studios fully equipped with Workstation PCs
- Latest industry-standard software packages including Autodesk Suite, Adobe Creative Cloud, Unreal Engine, Unity and more
- Hardware suites focused on research and development in Virtual Reality, Augmented Reality and Motion Capture
Our esports scrim rooms and studios will have:
- Alienware Aurora R12
- 11th Gen Intel Core i9 processor
- NVIDIA GeForce RTX 3080 GPU
- 32GB RAM
- 2x Alienware 240Hz Gaming Monitors
- A combination of Razer and Alienware peripherals including webcams, microphones, headphones, keyboard and mice.
- Corsair T1 Race Gaming Chairs
Esports tournaments and events
We’re well-connected in the world of esports, and, thanks to our world-class facilities, we've played host to the NSE British University Esports Championship Finals; the British Esports Association Student Champs Finals; and the Commonwealth Games Esports Championships! At each event, our Esports Production students have played key roles.
Confetti and its students recently hosted a ‘Halo Clash Series’ international esports tournament for charity and the hugely popular ‘Six Memevitational’; a global celebration of the Rainbow Six Siege game with the biggest casters, pro players and content creators involved from around the world.
Students from Confetti have been working with The NUEL and GGTech to host the Amazon University Esports UK and Ireland finals, with more tournaments with The NUEL on the horizon.
The types of role include:
- Technical Director
- Replay Operator
- Graphics Operator
- Replay Operator
- Audio Engineer
- Production Assistant
It’s events like these that provide you with the opportunities to gain real-life work experience, learning from the pros and making those all important industry connections.
Our motto is ‘Do It For Real’. This means learning from teaching staff with industry experience, taking part in live projects, getting industry insights from guest lectures, and clocking up valuable work experience.
We hold an annual Industry Week, the biggest of its kind in the UK, where guest speakers and mentors from the music industry are invited in to talk to students. Our students have the opportunity to learn from people working in the industry right now, and can make invaluable contacts during this week.
Past Industry Week guests have included:
- Mark Garvey Candella - Director of Student & Education Programs at Twitch
- Unequalled Media
- JD Wu - award-winning Technical Director
- Rockstar Games
- Jacky - award-winning esports commentator
- Sumo Digital
Check out Industry Week here.
Continue your education
Your time at Confetti doesn’t have to stop once you finish your undergraduate course. Choose to continue your studies on our postgraduate degrees that can help you further develop your skills and obtain the experience you need to get a head start in your career.
After an action-packed, intellectually-stimulating three years, you’ll leave Confetti 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. As technology continues to develop, you’ll be one step ahead in being able to adapt to emerging technologies.
You could find yourself working in areas such as event management, broadcast and production, marketing, games design, event production, or in a role as an analyst, streamer, observer, shoutcaster or consultant.