Bachelor of Game Design and Development
Student Domestic International
Study mode Online On campus Blended
Campus locations Sydney Melbourne Online
Duration3 years full-time, up-to 6 years part-time, 2 years accelerated
Start date

31 May 2021

13 Sep 2021

01 Nov 2021

Billy Blue College of Design Logo | Torrens University

Billy Blue College of Design at Torrens University Australia Ltd, ABN 99 154 937, RTO 41343, CRICOS 03389E.

Code BGDD19 | CRICOS 095346K

What Is a Bachelor of Game Design and Development?

A Bachelor of Game Design and Development expands on design, artistic and technical skills for creating modern games and interactive projects. It covers the creation of elements such as environments, characters and stories for immersive experiences, and provides hands-on experience with industry-standard software under the guidance of experts.

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Master industry-standard software
Learn the tools and game development processes used by leading studios.

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Study local, work global
A bachelor-level qualification can help open career doors at AAA studios around the world. 

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Develop commercial awareness
Understand how to build a sustainable and ethical brand.

Subjects and units

Each subject involves 10 hours of study per week, comprising 3 hours of facilitated study and 7 hours self-directed study.

International students must not enrol in more than one-third (33%) of online subjects over their course and must study at least one face-to-face subject each study period. Most face-to-face courses are also available online. Please note that due to COVID-19 pandemic, authorities have provided exceptions to the usual face-to-face learning requirements.

  • Year 1
  • Year 2
  • Year 3
  • Electives
6 Core subjects
  • 2D Asset Creation | ACR101
    2D Visual Asset Generation utilises traditional art foundation theories and contextualises these practices for the digital domain. Students will create artefacts in digital formats for a variety of uses including concept art, pixel art, in-game assets, colour keys, user interface flow diagrams and more. Practical applications of art specifically for games will also be covered such as the basics of 2D digital animation. Students will receive critique from lecturers and learn to evaluate their own artwork with a critical eye.
  • Game Design Principles | GDP102
    Game Design Principles introduces students to game design foundations, techniques and paradigms through a series of lecture-led and student-led activities. Students will explore game design principles through the analysis of existing game artefacts, applying those findings to the development of their own games. Students are introduced to a variety of analysis, development and presentation techniques encouraging discussion, creation and dissemination of their design choices through prototyping and documentation.
  • Design Context | DCX101
    This introductory subject places design process and practice within the context of a chronological survey of major historical eras of influence. Students are encouraged to engage with the historical socio-political movements influencing design trends of each era through research and reflection. Academic skills (research, referencing, essay writing, and sentence structure) and design software skills are taught in weekly lessons. Students use the academic and software skills to document historical research and generate creative responses to the themes of historical eras.
  • 3D Asset Creation | ACR103
    3D Asset Creation expands on the knowledge gained in the 2D Asset Creation (ACR101) and allows the students to utilise industry standard 3D modelling tools and techniques to communicate complex ideas and emotions. Students will critique artefacts which utilise the concepts or form, function, and silhouette learned through the underpinning knowledge gained in the previous components.
  • Design Studio 1 | DSO102
    The subject introduces the student to various aspects of the elements of design, e.g. materiality, form and shape, colour, positive and negative space etc. utilised in creative problem solving. Initially students are introduced to a design development process, from the tangible to the digital; through paper model making with its inherent skills development and risk taking, then on to further digital development using newly introduced software. Concurrent, weekly, individual homework tasks focus on understanding and appreciation of materials, their many varied uses, properties and the manufacturing processes related to them. Students will make incremental progress towards choosing a material in which their individual design can be realised. The submission will include a material and colour folio. The final submission will be a model executed in an appropriate material with its function/usage contextualised with all relevant information gleaned throughout the trimester.
  • Game Production Foundation | GPF104
    Game Production Foundation combines art assets and basic scripting, enabling students to recognise how user experience is affected through art, design, and code. Utilising game development techniques and tools, students will create their own games, which requires a multifaceted approach including the following: project management, art and design theory, user interaction, menu systems, audio integration, scripting, game design and release. These trans-disciplinary artefacts scaffold the student’s knowledge for when they will interact with other disciplines in a professional development environment.
Choose 2 elective subjects from the electives tab.
7 Core subjects
  • Game Studies | GST201

    Game Studies introduces students to the study of video games as texts situated within wider cultural and theoretical settings. Students will explore histories of video games as creative technologies and as cultural artefacts. These ideas will be framed through critical analysis of specific case studies, informed by a wider reading of contemporary games scholarship.

    Through a series of lecture and seminar-based talks, discussions, and play sessions, students are encouraged to critically analyse the wider context of the game industry in relation to the economic, social, & cultural determinants surrounding the production & consumption of games & game technology.

    This look into society develops scholarly skills by encouraging students to research and debate contemporary issues surrounding the production, dissemination, and consumption of interactive media.

  • Advanced 3D Asset Creation | AAC202

    This subject builds and expands upon the 3D asset creation techniques explored and practiced in ACR103.

    Students will explore more advanced methodologies used in professional practice and integrate them into their existing workflows. This includes the areas of modelling, sculpting, texturing, shading and other 3D processes. With these principles and techniques, students will be able to achieve even greater artistic results with better efficiency.

  • Problem Based Learning Studio | PBL202
    Problem-based learning (PBL) is a pedagogical approach that enables students to learn while engaging actively with meaningful problems. Students are given the opportunities to problem-solve in a collaborative setting, create mental models for learning, and form self-directed learning habits through practice and reflection. The underpinning philosophy of PBL is that learning can be considered a “constructive, self-directed, collaborative and contextual” activity. The principle of construct positions students as active knowledge seekers and co-creators who organise new relevant experiences into personal mental representations with the help of prior knowledge. This is further reinforced by social theories of learning that advance the merits of social interaction in cognitive development. The aim of this subject is to trigger student learning with a problem which needs resolution. Students make connections to the challenge by activating their individual and collective prior knowledge and finding resources to make sense of the phenomenon; they also engage in peer learning through small-group discussions and consolidate their learning through reflective writing. Beyond enabling students to make sense of the concepts and subject matter, this learning experience will also help students develop an understanding of themselves and their contexts, and the ways and situations in which they learn effectively.
  • Animation | ANI203
    This subject provides students with foundational and core skills in rigging and animating characters and 3D elements in industry pipelines. The principles in animation, kinematics, rigging mechanics, animation direction and performance are explored, to inform the processes involved. Students will investigate industry techniques and practices and apply these in common scenarios in the field of game development and interaction.
  • Rapid Game Prototype | RGP204
    The goal of this subject is to provide the students with an opportunity to collaborate on a series of projects, and enhance collaborative skills working within a team of people across multiple disciplines. Additionally, the assignments in this subject will challenge the student in finding creative solutions to project management and small scale rapid game creation. In teams, students will be asked to create and present various game prototypes over the duration of the subject.
  • Discover, Define, Develop, Deliver | DDD203
    The myth of innovation is that brilliant ideas leap fully resolved from the minds of geniuses. The reality is that most innovation comes from a process of rigorous examination through which great ideas are identified and developed before being realised as new offerings and capabilities.

    This subject introduces Problem Based Learning (PBL), mapped out as the 'Double Diamond’, the collaborative process by which the designer’s sensibilities and methods are employed to integrate the needs of people, the possibility of technology and the requirement for business success. In short, Double Diamond approach converts need into demand. It’s a human-centred approach to problem-solving that focuses thinking about meanings instead of features, searching for radical changes instead of improvements and proposing visions instead of satisfying existing needs.

    Today, designers across many disciplines share some similar approaches to the creative process. Every design specialist has a different approach and way of working, but there are some commonalities in their creative process. Divided into four distinct phases – Discover, Define, Develop and Deliver – the Double Diamond is a simple visual map which illustrates the PBL approach.

    In this subject, students examine a range of possible ideas – divergent thinking; before refining and narrowing down to the best idea – convergent thinking. To discover which ideas are best, the creative process is iterative. Ideas are developed, tested and refined many times, with weak ideas dropped in the process. This cycle is an essential part of a good design strategy.

    Students are introduced to practical design methods – like user journeys, empathy mapping, character profiles – and how they can be used to move a project through the four phases of the Double Diamond.

    Discover – The first quarter of the Double Diamond model covers the start of the project. Students look at the world from a fresh perspective; notice new things and gather insights.

    Define – The second quarter represents the definition stage, in which students analyse and synthesise all of the possibilities identified in the Discover phase. Which matters most? Which should we act upon first? What is feasible? The goal here is to develop a clear creative brief that frames the fundamental design challenge.

    Develop – The third quarter marks a period of development where solutions or concepts are created, prototyped, tested and iterated. This process of trial and error helps students to improve and refine their ideas.

    Delivery – The final quarter of the Double Diamond model is the delivery stage, where the resulting project (a product, service or environment, for example) is finalised, produced and launched.
    Thinking like a designer can transform the way you develop products, services, processes – and even strategy.
     
  • Game Development PlayStation | GDP204
    Students specialise in developing games for the Sony PlayStation® platform utilising available game engines for input, graphics, sound and physics. Topics covered include the theory of PlayStation® architecture including SDK installation and network neighbourhood. Students will also learn how to port a project to the platform.
Choose 1 elective subject from the electives tab.
4 Core subjects
  • Social Enterprise | SEN301
    Social Enterprise is an exciting theoretically-based subject that is driven by the desire to create positive change through entrepreneurial activities. These activities harness design thinking and problem-solving processes in the realisation of pragmatic, viable project proposals from initiation to client presentation. By providing students with a framework to understand business model generation and the skills to source, evaluate, and measure opportunities through systematic research and competitor analysis, Social Enterprise empowers students to conceptualise, develop and propose new ventures and products that focus primarily upon social change for good. In addition, this subject will help students understand and address the practical challenges of working within this environment; to analyse different entrepreneurial business strategies, to explore diverse funding strategies, as well as incorporate theoretical discussions on major trends and issues in the social economy. Social Enterprise enables students to appreciate the power of creativity in problem-solving and the importance of the designer’s role in making a difference and precipitating change.
  • Work Integrated Learning | WIL302

    This subject is designed to provide students with professional experience in an area related to their field of study or the career they are working towards. The aim of providing industry-specific opportunities is to enable students to develop skills that will enhance their prospects of gaining meaningful employment and building their career for the future.
    Much of the benefit of work integrated learning comes from observation, practicing under supervision and reflection. Work Integrated Learning is an excellent way to broaden the students learning environment while they are studying. It allows them to see first-hand how what they are learning in their degree translates into practice, as well as how ‘real world’ practice relates to what they are learning at University.
    This subject will develop work ready skills and boost students’ employability while they are studying.

    There are two work integrated learning options available to students:
    Option 1: Internship
    Students are offered the opportunity to work within a professional design environment for an extended period of time. It encourages students to build long-term relationships with the design industry and exposes them to the rigour of applied design practice while building their confidence in adapting to new environments. It also provides a context in which to enhance their communication skills and work collaboratively in a professional arena. Students will undertake a series of research tasks, conducting interviews and gathering data in order to understand the key concepts in managing a professional design practice with emphasis placed on the operation of the professional design environment.

    Option 2: Industry Live Brief 
    This subject requires students to respond to criteria set within the context of an Industry Live Project. An understanding of research methodologies appropriate to professional practice and the documentation of personal creative investigation will be explored. Students will also further investigate and examine entrepreneurial and commercial opportunities through collaborative work practice. The subject is delivered from a cross discipline perspective and draws on both discipline specific and common design practices.
    Students are required to work both independently or as part of a collaborative team in order to conduct research, analyse and define project parameters and deliver innovative solutions that expand the notion of an industry live brief.

     
  • Pre-Production Capstone 1 | PPR301
    Students develop game project documentation to be used in the development of a game, enhancing their skills in the areas of industry procedures and game design principles. Students draw on learning from previous materials to debate and justify the contents of their design. Teams need to communicate the project, ideas and scope through presentation, documentation, and playable prototypes. During this preproduction period, the environment is studio based, helping students prepare for industry realities.
  • Production Capstone 2 | PRD302

    This subject focusses on developing and producing an industry-ready creative technology project. In the pre-requisite subject (PPR301 Pre-Production Capstone 1), students addressed the pre-production components of a digital game. During this subject, students move from pre-production planning, to product development.

    Students will work collaboratively to manage the processes surrounding production, design and development of their projects. They will formulate strategies that can be used to solve problems and adapt to changes and modifications so that the final product aligns with agreed outcomes.

    Additionally, students will be required to explore developing technologies that can be incorporated into a digital project, and to reflect on, communicate and document their experiences.

Choose 3 elective subjects from the electives tab.
Electives available to students may be chosen from the elective bank below. Choose 5 electives:
  • Thinking Visually | CDC100A
    This subject serves as an introduction to communicating with imagery, from initial concepts and quick sketches through to more sophisticated visual responses, utilising a variety of media. With an emphasis on exploration within historical, practical, and technical parameters, 'Thinking Visually' aims to enable the student to effectively articulate ideas through both drawing and photography. Students will develop skills in observation, idea generation, and effective visual communication through a combination of theoretical studies, observational drawing and material experimentation.
  • Introduction to Software Engineering | ISE102
    This subject provides an introduction to the information and skills needed to begin working in software engineering. This subject will cover the concepts of object-oriented programming with a particular focus on learning to use the C++ programming language. An understanding of C++ will form the basis of the necessary skills needed for developing professional and complex software packages such as video games.
  • Motion Design | DIG104A
    This subject introduces the foundational theory and practice of motion graphic design and live action camera production. Students will explore basic skills in concept development, asset creation, 2D animation and compositing suitable for motion graphic production. Additionally, the process of developing a live action video piece is introduced, from pre-production through to post-production, including fundamental sound design principles. Students will gain basic skills in camera-based production including basics of lighting, sound recording and editing.
  • Interaction Design | DIG103A
    This subject explores the groundwork theory and practice of user experience (UX), user interface (UI) and interaction design for digital media. The subject covers the core research phases of UX before enabling students to create UI and web-based solutions to identified problems. Students will focus on interpreting and structuring information architecture and focus on the visual aspects of UI design – how visual design affects end-user experience.
  • Design Studio 2 | DSO103
    Design Studio 2 offers an introduction to the building blocks of creating and developing brands and is designed to give students a broad understanding of the stages and methodologies adopted in the brand development process. The subject draws on the theory and practice that sits behind brand creation. It covers the broad spectrum of brand development, values, trends and branding techniques, as well as fundamentals such as brand positioning and brand architecture. The subject also explores the relationship between branding and audiences, cross-cultural influences and shifts in consumer behaviour. Students must first understand and apply the fundamentals of branding and then go on to use that knowledge as the basis for developing and progressing a brand. This theoretical and practical subject.
  • 2D Game Programming | GPR103
    In this subject, introductory programming concepts and software engineering management methods are introduced within the context of game development. Through practical project-based learning and a foundational introduction to development through industry standard video game engine tools and associated programming languages, students will explore how to break complex development problems down into smaller tasks that can be planned, managed and implemented. This process will enable them to respond to game design briefs with appropriate programming and development solutions.
  • Message, Meaning, Media | CDC200A
    This subject expands the understanding of symbols, signs and semantic conventions within communication systems and media. Students are introduced to the history and application of semiotics and encouraged to review, relate and re-evaluate design and communication strategies within the context of de-constructing conventional thinking and design practices. There is particular reference to the cultural shift from words to pictures and the role of meaning in an evolving creative and technological environment. Students present individual and group solutions for the development of a system of symbols and information graphics.
  • Emerging Design Technologies (Commercial) | IDC206A
    Emerging Design Technologies: Commercial examines the technology focused theories affecting the experiential nature of design for commercial and public environments in both the physical and digital arena. It examines how technology is influencing the experience of retail, exhibition, workplace, hospitality and any activity associated with the commercial experience. It also examines a global context of changing perceptions of ‘commerce’ and how the commercial environment is being redefined by environmental and technological trends. This subject also explores the emerging factors influencing the experience of virtual worlds, film and animation.
  • Character Modelling (Pre-requisite DIG105A) | D3D200A
    This subject focuses on the design and modelling of characters suitable for 3D visualisation and animation. The subject explores organic and inorganic modelling principles and techniques for character body and face creation. Students learn how to create surface and subcutaneous anatomy, and how to create 3D textures by manipulating original source imagery. Throughout the subject, students learn how to apply concepts and principles of character creation to visualise personality, emotion and affect in 3D virtual characters.
  • Character Animation (Pre-requisite DIG105A) | D3D201A
    This subject introduces the core theory and practice of 3D character animation. Students learn the creative and technical skills needed to rig props and characters for keyframe and performance capture animation. Fundamental character animation theory concepts and principles including character design, narrative, weight and timing are explored in order to inform animation design and development. The subject also introduces particle and rigid body dynamics as means of creating and augmenting animated sequences and content.
  • Modelling and Visualisation (Pre-requisite DIG105A) | D3D202A
    This subject focuses on the development of modelling and 3D design skills suitable for the creation of photorealistic and animated visualisations. Students will learn 3D design principles and techniques specific to the creation of photorealistic 3D imagery, including texture creation, lighting and photo-real rendering toolsets. In addition to learning about photorealist approaches, students will also have the opportunity to design and develop bespoke stylistic visual approaches as alternatives to photorealism. The subject also explores the creation of animated 3D simulations in order to visualise processes and systems.
  • Motion Graphic Design 1 (Pre-requisite DIG104A) | DMD201A
    This subject explores the theory and practice of motion graphic design. Idea generation and concept development techniques for motion graphic sequences are explored and practical and conceptual skills in asset creation, kinetic typography, 2D animation and compositing are developed. The history of motion graphic traditions such as broadcast and film title design are investigated as a means of enriching the design process.
  • Compositing and Visual Effects (pre-requisite DIG105A) | DMD203A
    This subject introduces the theory and practice of compositing and visual effects (VFX). A history of visual and special effects in film and TV production is covered as a means of exploring both the technical developments in this field and the new storytelling possibilities accompanying these developments. Students develop practical skills in fundamental compositing techniques such as chromakeying, rotoscoping, tracking, stabilisation and matchmoving. Students are also introduced to the challenges of balancing the creative and technical aspects of visual effects work by undertaking a project in response to a brief.
  • Portfolio Development | DIG301A
    In this subject students will research and develop self-promotion materials in preparation for employment. Students will be expected in this unit to review, revise and edit their existing body of design work. They will be expected to frame and deliver this work with an emphasis on self-reflection and identification of a personal brand and value proposition in relation to a chosen design industry sector.
  • Emerging Practice in Motion Design | DMD302A
    This subject addresses new and emerging technologies, methods and practice within the motion design field. Students investigate specific current examples of emerging practice within the field, assess their potential applications and appraise their creative and commercial potential. Students gain practical experience in the adoption of new concepts, processes and techniques through the completion of a research project. The subject also requires students to critically reflect on, document and communicate a research process and findings to a motion design community of practice.
  • Motion Graphic Design 2 (pre-requisite DMD201A) | DMD300A
    This subject develops further practical and conceptual skills in motion graphics, reinforcing and extending skills in idea generation, asset creation, kinetic typography, animation, compositing and sound integration for motion graphic design. The subject also focuses on the design and development of 3D assets and animation for motion graphics, and the integration of motion graphics elements with live action footage, as a means of expanding students’ motion design vocabulary.
  • Compositing and Visual Effects 2 (pre-requisite DMD203A) | DMD301A
    This subject develops practical and conceptual skills in compositing and visual effects. The subject focuses on managing and working within a small visual effects production team. Students are required to design and manage the production of their own original effects sequence, and also to contribute as a team member to a project led by another student. The subject also expands on compositing methodologies suitable for the integration of live action and computer-generated 3D imagery.
  • 3D Visualisation, Compositing and Effects (pre-requisite D3D202A) | D3D300A
    This subject covers the design and creation of 3D environments suitable for integration with live action and photographic imagery, and the fundamental knowledge and skills required in order to create successful composites of 3D and live action elements. Students will learn the essential compositing techniques required by 3D artists and animators, including tracking techniques for integrating 3D elements into moving camera shots. Students also learn how to prepare, render and deliver 3D design and animation assets in formats suitable for a range of compositing and visual effects uses and applications.
  • Business by Design | CDC301A
    This subject focuses on defining the value of design in modern business. It embeds a systematic process for leveraging relationships between design and business processes and encourages students to think through design to exceed user’s needs. Students must understand and influence how people give meaning to things, by transforming ideas from conception to innovative business strategies. Students can generate unique user- centered offerings, build emotional brand engagements and gain insight into all aspects of establishing a unique and viable business. Students are required to conduct research, analyse and define an entrepreneurial and commercially viable opportunity.

Industry partners

The big difference at Billy Blue College of Design at Torrens University Australia is that you’ll start working in the design industry from day one – gaining valuable experience, learning from industry professionals and making industry connections. We have a strong network of partners and are always welcoming opportunities to build new relationships in the design world.
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Work placement hours
Approximately 90 hours
Sheree Falia - Bachelor of Game Design and Development student testimonial
Sheree Fiala
Graduate, Bachelor of Game Design and Development
I’ve been passionate about games since I was really young. Torrens University offered great lecturers and really awesome facilities. It’s no longer just a dream – it’s my career choice.

Learning outcomes

  • Gain practical industry insights from working professionals
  • Develop your artistic style and technical skills at the same time
  • Work with other game artists and programmers towards a common goal
  • Operate within a games studio, in a real-world context

Why study with us?

With dynamic, cutting-edge courses, Billy Blue College of Design at Torrens University Australia fosters the next generation of innovative, independent thinkers. Our passionate experts equip you with the tools to thrive and prepare you for the creative industry. Thanks to our partnerships, you will collaborate with some of the most influential brands in the world, building a portfolio that will help you secure your dream career.

Connected to industry

Industry professionals and entrepreneurs founded Billy Blue, and today it remains an active creative hub where friendly lecturers teach and mentor students. Our strong relationships with the design industry means you will work on live projects with real industry clients.

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Future-proof your career
Whichever course you take at Billy Blue College of Design at Torrens University Australia, you’ll be prepared for rapid change by having next-generation technology at your disposal.

Student showcase

Students and graduates are strongly recognised and constantly sought out by the design and creative tech industries. Work-ready, incredibly talented and always prepared to push the boundaries, they are creative problem-solvers.

Imogen Frost - Diploma of Graphic Design student testimonial
Imogen Frost
Graduate, Diploma of Graphic Design
Studying at Billy Blue was a true turning point in my career, as I was surrounded by lecturers and classmates who I believe truly wanted me to succeed.

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Choose your student type for entry requirements, fees and scholarships


  • Domestic
  • International

Admissions criteria and pathways: Domestic students

Before you begin your course application, check that you meet the requirements listed below.
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Year 12 (Australian secondary school certificate) or equivalent.
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OR successful completion of a Vocational qualification (AQF Level 4), or above OR Successful completion of a Higher Education qualification.
OR work life experience demonstrating the ability to undertake study at the required level. 

Guaranteed pathway and Recognition of Prior Learning

If you have already completed a qualification you may be able to credit this against your degree with us, even if it’s from another institution. This is called Recognition of Prior Learning. We also offer pathway opportunities to further your learning.

Fees: Domestic students

Domestic fees
Check the Domestic Course Fee Schedule for the cost of your course.
FEE-HELP
Eligible Australian students may choose to defer some, or all, of their tuition fees through FEE-HELP, a loan scheme repaid through the tax system based on income.
  • Domestic fees

    Check the Domestic Course Fee Schedule for the cost of your course.

    View our fees

  • FEE-HELP
    Eligible Australian students may choose to defer some, or all, of their tuition fees through FEE-HELP, a loan scheme repaid through the tax system based on income.

    View our fees

Scholarships: Domestic students

We're serious about supporting your studies from start to success, which is why we offer the opportunity to earn a reduction in your course fees, so you can focus on getting into a career you'll love. The scholarships below span all our courses in Design and Creative Technology and are your chance to work into your chosen field as well as become one of our networked ambassadors.

How to apply: Domestic students

Get started
Read through the admissions criteria and ensure you meet the entry requirements.
Apply
It’s easy! Apply online below or contact us and we can help on 1300 575 803.
Offer
We’ll contact you shortly after to confirm your details and help you through the rest of the process.

Admissions criteria and pathways: International students

Before you begin your course application, check you meet all the requirements listed below

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Australian Year 12 or equivalent; and
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Academic IELTS 6.0 (no band less than 5.5) or equivalent.

OR alternative entry requirement may be available. Contact the International Admissions team for more information.

Guaranteed pathway and Recognition of Prior Learning

If you have already completed a qualification you may be able to credit this against your degree with us, even if it’s from another institution. This is called Recognition of Prior Learning. We also offer pathway opportunities to further your learning. Learn more about study pathways.

Fees: International students

International fees

Check the International Course Fee Schedule for the cost of your course. Onshore international students requiring a student visa should choose campus-based / blended options.
Fee payment
Course fees can be paid in 3 instalments, each instalment to be paid before the beginning of the academic stage census date.
  • Fees for each trimester

    Check the International Course Fee Schedule for the cost of your course. Fees for each trimester must be paid before the trimester commences. Onshore international students requiring a student visa should choose campus-based / blended option.

    International course fee schedule

  • How to pay

    Course fees can be paid in 3 instalments, each instalment to be paid before the beginning of the academic stage census date.

    International course fee schedule

Scholarships: International students

We want you to have the best possible chance to succeed, which is why we offer a range of financial scholarships to support our international students during their study journey.

How to Apply: International students

Get Started
Read through the admissions criteria and ensure you meet the entry requirements.
Apply
It’s easy! You can apply online below or contact our International team on 1300 575 803.
Offer
We’ll contact you shortly after to confirm your details and help you through the rest of the process.

Key intake dates

31 May 2021 | 13 September 2021 | 14 February 2022

Frequently asked questions

  • What does admissions criteria mean?

    Admissions criteria is a set of criteria that must be met to be eligible to apply for a chosen course.

    To gain entry to an accredited undergraduate course at Torrens University Australia, applicants must both satisfy general admissions criteria and meet any additional course requirements where specified.

    All admissions criteria and course-specific requirements apply consistently across campus locations and study modes. To find out more, visit admissions criteria.

  • What if I don’t meet the entry criteria for a degree?

    Torrens University Australia has recognised pathways to help you gain entry into our bachelor degrees based on different criteria.

    To find out more, visit Study pathways or contact one of our knowledgeable Course and Careers Advisors.

  • Can I get course credit for previous experience?

    Yes, course credit is available upon application and academic approval.

    If you have already completed a qualification or have relevant work experience, you may be able to receive credits towards your degree. This credit can take the form of credit transfer, block credit or Recognition of Prior Learning (RPL).

    Our Program Directors will carefully review the learning gained from your previous qualification and/or experience to ensure we provide you with credit towards our degrees whenever appropriate. Review our course credits page or chat to one of Course and Careers Advisors.

  • What are course credits?

    Course credits are credits that can be applied to your course based on your prior experience or qualifications. To find out more, visit course credits

    .

  • What are Torrens University Australia’s courses’ ATAR requirements?
    Torrens University Australia no longer considers ATAR (Australian Tertiary Admission Rank) as our primary entry requirement. We have removed ATAR as the key admissions criteria for applicants aiming to study at Torrens University Australia. We strongly believed an alternative to the ATAR system should be found, which more broadly assesses students, especially when soft skills are emerging as important employability attributes. So, students with a recent secondary school education are now considered for admission if they have a Year 12 (Australian secondary school) certificate.
  • Am I a domestic or an international student?

    Domestic students are Australian and Permanent Residents. International students are those who hold citizenship or Permanent Resident status of all other countries.

    International students from countries whose first official language is one other than English need to provide evidence of English Language Proficiency.

  • How do Torrens University Australia fees charge?

    Torrens University Australia is a full-fee paying institution. To find out more, visit Tuition Fees.

    Domestic students may be eligible for FEE-HELP. For more information on FEE-HELP, please visit: https://www.studyassist.gov.au/.

    Please note we do not currently offer any full fee waivers for international students. We do not offer stipends or living allowances.

  • How much are Torrens University Australia courses?

    For a full list of tuition fees, visit Tuition Fees.

    Remember, if you're an Australian citizen or permanent resident, your fees can be covered by FEE-HELP. You can find out more information on FEE-HELP on the StudyAssist website at https://www.studyassist.gov.au/fee-help or contact us and we can guide you through the process.

  • Am I eligible for FEE-HELP?

    To get a FEE-HELP loan, you must:

    • be an Australian citizen and study at least part of your course in Australia, or
    • be a New Zealand Special Category visa (SCV) holder or permanent humanitarian visa holder and meet the residency requirements.
    • be enrolled in a fee-paying place at a provider that offers FEE-HELP loans
    • be enrolled in an eligible course at your provider by the census date (your provider can tell you if your course is eligible)
    • submit the Request for FEE-HELP form to your provider by the census date
    • not have already borrowed up to your HELP loan limit.

    Permanent residents can only get FEE-HELP for approved bridging studies.

    If you are studying at a non-university, you will also need to meet the ‘pass rate’ requirements.

    You can find out more information on the StudyAssist website at https://www.studyassist.gov.au/fee-help or speak to a Course and Careers Advisor and we can guide you through the process.

  • Can I apply for FEE-HELP?

    To be eligible for FEE-HELP you need to be an Australian citizen , and have a tax file number. You must also be studying at an approved higher education provider, such as Torrens University Australia.

    You can find out more information on the StudyAssist website at https://www.studyassist.gov.au/fee-help or contact us and we can guide you through the process.

  • How do I apply for FEE-HELP?

    If you receive an offer from Torrens University Australia, and you meet the eligibility requirements, you may be eligible for FEE-HELP. You will need to complete a Commonwealth Assistance Form if you want to defer payment of some, or all, of your tuition fees. You will need to quote your tax file number or provide a Certificate of Application for a Tax File Number. The form must be completed before the due date.

    You can find out more information on the StudyAssist website at https://www.studyassist.gov.au/fee-help or speak to our Course and Careers Advisors and we can guide you through the process.

  • Is there a FEE-HELP limit?

    For 2020, the HELP loan limit is $106,319 for most students. The Australian Government publishes the HELP Loan limit on their website.

    FEE-HELP is a loan scheme that assists eligible fee-paying students to pay their tuition costs. Eligible students can borrow up to the FEE-HELP limit to pay their tuition fees. Note: Any loan fees that were applied to study prior to January 1, 2019 will not count towards your FEE-HELP limit.

    Students repay the loan to the Australian Government through the tax system once a student reaches the minimum income threshold level for repayment, which for 2019-20 is $45,881.

    You can find out more information on the StudyAssist website at https://www.studyassist.gov.au/fee-help or Contact Us and we can guide you through the process.

  • What courses are available for FEE-HELP?
    To find out more, visit How to Apply.
  • What is FEE-HELP?

    FEE-HELP is a loan scheme that assists eligible full-fee-paying students pay their tuition costs.

    You must be studying at an approved FEE-HELP provider in order to access a FEE-HELP loan, such as Torrens University Australia.

    A FEE-HELP loan does not cover costs like accommodation, laptops or textbooks, and must be repaid once you start earning above a certain income threshold.

    To find out more, visit the Study Assist website: https://www.studyassist.gov.au/help-loans/fee-help.

  • Is there anything I can do to prepare for Torrens University Australia?

    There are lots of resources to help you prepare for university life. Attend one of our workshops or events and get some tips firsthand from our industry-focused lecturers and current students.

    The events programs range in topic and delivery mode, so there should always be one to suit your needs. At any time you can contact one of our Course and Careers Advisors to talk through your career goals. They can guide you on what to expect and how you can get prepared earlier. If you know exactly which course you want to enrol in, you could take advantage of the early entry program.

  • What is the Early Entry Program?

    The Torrens University Australia Early Entry Program has been created to allow you to apply and secure your place for your chosen course before you finish your Year 12 exams.

    To find out more, visit Early Entry Program or email enquiries@tua.edu.au or phone 1300 575 803.

  • How do I apply?

    Applying is easy and can be done online by filling out the apply form. If you have any difficulty, please contact a Course and Careers Advisor, who can talk you through the process.

    ALL SA/SACE and Victorian high school students must apply through SATAC and/or VTAC. Search for Torrens University Australia, Billy Blue College of Design or Blue Mountains International Hotel Management School. International applicants may also need to demonstrate compliance with relevant legislative requirements, for example, requirements for student visas (this does not apply for online study outside of Australia).

  • How will I know if my application has been processed?
    Our Course and Careers Advisors will help you through every step of the application process and provide you with updates. If your application is successful, you will receive an offer letter via email.
  • I am having trouble with my application. Who can help?
    Our friendly Course and Careers Advisors are available to answer all your questions and guide you through the application process. Fill out the contact us form and one of them will reach out to you.
  • What are pathways?

    All Torrens University Australia courses have specific entry requirements, but we also offer multiple pathways into courses when you don’t meet those entry requirements.

    There are different pathways for different courses. For example, we offer a range of diploma courses which pathway into bachelor degrees in Business, Design and Creative Technology, Health and Hospitality. We also have graduate certificate and graduate diploma courses which pathway into masters courses in Business, Global Project Management, Sports Management, Health, Education, Design and Hospitality. 

    For more information on different types of pathways available, visit study pathways.

  • How can I pay for my course?

    Payment information will be outlined in your offer letter but there are a couple of different options:

    1. Upfront payment via credit card, BPAY, cheque or overseas bank account transfer
    2. Full or partial payment via FEE-HELP Government Assistance (domestic students only)
  • What are the key dates for 2021?
    To find out more, visit Key Dates.
  • What are the semester and term dates?

    Torrens University Australia has three main intakes each year, usually during February, June and September. There are also a range of accelerated intake dates available, meaning if you just miss the start date, you don’t have to wait until the next intake.

    You can apply any time throughout the year for the next intake start date – or a future start date if you are planning ahead. Different semester dates apply for Blue Mountains International Hotel Management School as well as some of our other courses.

    To find out more, visit key dates.

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