Bachelor of Software Engineering Game Programming
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

Jointly badged program with Media Design School, accredited, delivered and conferred by Torrens University Australia Ltd, ABN 99 154 937, RTO 41343, CRICOS 03389E.

Code BASEGP19 | CRICOS 093341J

What is a Bachelor of Software Engineering in Game Programming?

A Bachelor of Software Engineering (Game Programming) teaches the coding and crafting skills required to create commercially viable games. It covers topics such as C++, OpenGL, AI and Networking Programming, providing the knowledge required to work with Unity and Unreal, the two main engines for game development.

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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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Start making games from day one
Collaborate with other designers, artists and programmers to bring your game concepts to life.  

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
7 Core subjects
  • Maths 1 | MAT101
    This subject introduces students to foundational mathematical concepts necessary for specialisation subjects in their degree. Main topics covered are – Linear Algebra, Discrete Maths and Geometry. The delivery consists of theoretical elements, a demonstration, and then the lecturers allow students to put these skills into practice. The students collaborate and share mathematical problem-solving approaches during frequent in-class discussions and are expected to provide these solutions for class reviews.
  • 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.
  • 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.
  • Algorithms and Data Structures (Pre-requisite ISE102) | ADS103
    Students learn the fundamental data structures and algorithms that are needed to solve common software engineering problems. Lecturers show examples of data structures and algorithms, and use analogies to explain. Students improve their learning throughout this subject by working on a large number of projects. They solve common problems by designing, developing, implementing, testing, and enhancing a collection of data structures and algorithms.
  • Maths 2 | MAT102
    Students learn how to construct mathematical solutions to common gaming problems. They design, develop, test, and enhance a game that requires a significant degree of mathematics. Analytic geometry, matrices, transformations, quaternions, fractals, curves and splines as taught to cover the entire spectrum for 3D games. Software engineering models and notations are used to represent mathematical problems and students learn to write these for all mathematical code. Mathematics used in 3D games are introduced (vectors and matrices) and the more challenging mathematical problems are solved as a team. Lecturers encourage in-class discussions to assist students in their understanding of the concepts.
  • 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.
  • Computer Architecture and Operating Systems (Pre-requisite MAT101 & ISE102) | CAO107
    This subject examines the design, organisation, and operation of modern computer systems from both a hardware and software perspective. The first half of this subject explores the five classic components of a computer system; input, output, memory, datapath, and control, with the last two making up the processor. We explore the history of computer systems, highlighting the recent change in trend from increasing clock speeds to increasing processor/core counts. We describe how the performance of a computer system can be evaluated, how it has been the driving factor behind progress and why this recent change in trend was necessary. Each of the five classic components are examined in both an abstract sense and by looking at specific real-world examples. We put particular emphasis on the structure, design and operation of modern CPUs, how CPUs differ in design and operation from GPUs, and how memory hierarchies are used to improve performance. The second half of this subject examines how operating systems bring all of these computer system components together in a cohesive way, to allow user programs to interact with these components without needing to know about the low-level details. Students will learn about the structure of a modern operating system, with particular emphasis on processes & threads, memory management, file systems and I/O.
Choose 1 elective subject from the electives tab.
8 Core subjects
  • Introduction to Computer Graphics | ICG202
    Students are introduced to the fundamental topics of core computer graphics, 3D graphics programming and the rendering pipeline. Topics included are the transformation pipeline, device states, primitive rendering, basic camera systems, lighting, texturing, alpha techniques as well as software engineering design principles and testing strategies. By the end of the subject, students create a game utilizing 3D graphics concepts as introduced in the class.
  • Artificial Intelligence and Physics for Games | AIP201

    AIP201 introduces students to the fields of Physics & Artificial Intelligence (AI) within the context of software development for digital games. Students will learn to build simple physics & artificial intelligence systems for games. These systems will extend the students’ knowledge in software engineering process skills, modelling techniques and validation by applying these concepts to games physics & AI development.

    AIP201 will explore modern techniques and theory for making efficient interactive agents and intelligent systems by exploring the concepts of game theory, path-finding, state driven design and autonomous decision making. Students will also understand the application of Newtonian mechanics in game engines through the use of physics programming, middleware and mathematics.

  • Project Based Learning Studio: Technology | PBT205
    This subject provides students with an opportunity to work collaboratively on a series of projects, enhancing skills such as project management, time management, prioritisation, resilience and a gamut of interpersonal skills within a team of people across multiple specialisations. Additionally, students will be challenged to find creative solutions to product development and small-scale rapid prototypes. Students will engage in peer learning through agile development and processes. This learning experience will enhance self-development and enable continuous learning.
  • 3D Graphics Programming | GPR202
    Complex graphical programming topics are explored, and tool construction is introduced. The analysis requirements for tools are discussed to increase the likelihood of designing a useful tool. Students expand on already existing libraries and create plug-ins for pre-existing technologies. Additionally, students will design, construct, test, and evaluate a 3D scene - drawing on a collection of human-computer interaction, visual design, and game design elements to enhance it. Visual and non-visual elements that enable the creation of the 3D scene are evaluated.
  • Networking and Database Systems | NDS203
    This subject introduces students to core concepts of Networking and Database Systems. Students learn fundamentals of Database Management Systems and network topology including network architecture. They are introduced to relational database models and learn fundamentals of structured query language (SQL). Students will apply these concepts through completing multiple software engineering projects.
  • 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.
  • 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.
  • Creative Enterprises | CEN207
    This subject introduces students to the fundamentals of entrepreneurship and the concept of entrepreneurial mindset in the technology sector. It stimulates new ways of thinking about enterprising behaviour in a multi-disciplinary manner. Students will learn to identify opportunities, creatively solve problems, network, communicate persuasively and work effectively in a team. In addition, this subject will empower students to propose new ventures that focus on social change for good.
4 Core subjects
  • Data Mining and Visualisation | DMV302
    The aim of this subject is to teach students data mining techniques for both structured and unstructured data. Students will be able to analyse moderate-to-large sized datasets, data preparation, handling missing data, modelling, prediction and classification. Students will also be able to communicate complex information in results of data analytics through effective visualisation techniques.
  • 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 2 elective subject from the electives tab.
Electives available to students may be chosen from the elective bank below. Choose 3 electives:
  • 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 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.
  • 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.
  • Concepts in Artificial Intelligence | CAI104
    The goal of this subject is to familiarise the student with the basic concepts of artificial intelligence and the problems AI is used to solve. The course content is organised around the three main areas of AI: Search, Logic and Learning. Topics covered include basic search, heuristic search, adversarial search, constraint satisfaction, logical agents, logic and inference, knowledge representation, probabilistic reasoning, knowledge in learning, learning probabilistic models, reinforcement learning and ethics of AI.
  • Introduction to Cloud Computing | ICC104
    In this subject students learn the fundamental elements of Cloud Computing. They identify the building blocks of Cloud Computing including essential characteristics, different service models and how these models differ from each other. In addition, students also develop an understanding of resource pooling and virtualisation in Cloud. They learn about various deployment models in cloud computing and how these deployment models differ from traditional IT deployment models.
  • Introduction to DevOps | IDO107
    In this subject students learn the definition, history, value, building blocks, and scope of DevOps. They also learn the process of unification and collaboration between development and operations. Students are introduced to key concepts, benefits, tools, and practices of implementing Continuous Integration, Continuous Testing, and Continuous Deployment. They also analyse the process of automation in DevOps.
  • Microservices Architecture (Pre-requisite ISE102) | MSA106
    In this subject students learn the fundamentals and core concepts of Service Oriented Architecture and characteristics of microservices. They compare microservice architecture with monolithic style, emphasising why the former is better for continuous delivery. They also deal with operational complexities that are created while managing, monitoring, logging and updating microservices, and learn about the tools used to successfully manage, deploy and monitor applications based on microservice.
  • 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.
  • Probabilities and Statistics | PST107
    This subject provides an elementary introduction to probability and statistics with applications. In probability, students will learn about probability and distribution theory by defining probability and then studying its key properties. The subject will also introduce concepts of random variables, outcomes of random experiments and data analysis techniques using the statistical computing package R or SPSS. In statistics, students will study data and uncertainty. Students will learn how to use statistics in the design of effective experiments and in determining the type of data collected. Underlying these techniques is the assumption that these data are samples of a random variable that follows a probability distribution describing their behaviour.
  • Interface Development 1 | DID200A
    This subject introduces the practical and conceptual skills and knowledge required to design and produce online user interfaces. Students learn how to use compliant standards-based markup and scripting language to develop interfaces. The subject covers concept development, prototyping, development, testing and troubleshooting concepts and techniques typical to interface development. Students also learn how to produce animated elements suitable for online interactive media.
  • Design Studio 3 | DSO201
    The subject introduces business practices such as costing, time management, value engineering and general models of monetising and valuing output typical of a variety of design industries. Case study analyses’ of a typical design industry business practices, domestic and international, acquaint students with the differences and similarities that exist. Students learn about contractual agreements, and where appropriate become familiar with international shipping and distribution terms as well as an introduction to design copyright laws. Initial overview of time allocation practices and the creation and understanding costing terms such as: Bill Of Material (BOM) /Scope of Work / Deliverables used in typical projects is followed by application. Students plan a project from start to finish through to the development of an appropriate project management plan for their particular industry such as time management charts with typical dependencies highlighted and costed.
  • Applications of Artificial Intelligence | AAI202
    This subject builds on the skills and knowledge students acquired from Concepts of Artificial Intelligence (AI). The subject begins by exploring different classifications of AI (e.g. Expert Systems, Planning and Robotics, Natural Language Processing (NLP) and Speech Recognition, Machine Learning, and Computer Vision) and their current applications. Students will be presented with case studies focusing on the overview of the development of NLP, Speech Recognition and Computer Vision (most commonly used applications of AI and Machine Learning). This subject also covers the AI for Good movement and how AI is being used to address economic and socially relevant problems.
  • Introduction to Data Science | IDS201
    The aim of this subject is to provide students with fundamental knowledge of data, questions, and tools that a data scientist deals with. Students will not only be introduced to the ideas behind turning data into information but will also be introduced to the data scientist's toolbox. Topics include: data scientist skills and responsibilities in a business including planning, performing and presenting projects; data science code of ethics; data manipulation tools and techniques.
  • Human Centred Design | HCD402
    This subject helps students explore several important fields of general inquiry pertaining to significant intellectual issues related to human beings so they can view everyday problems and formulate solutions in new ways. Broadly, the subject covers the theory of knowledge, human cognition, ethical and moral values, analysis of human history, critical analysis, appreciation of literature and arts and social interaction among human beings through a technological context. Human Centred Design is to give students an appreciation of the factors that influence human behaviour and interactions so that they can apply specialised skills to help solve problems that affect diverse societies.
  • 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.

  • 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.
  • 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.
  • Tools for DevOps | TDO301
    In this subject students learn and review key best practices and tool chains used to set up automated workflows for development and operations. Students increase their knowledge around DevOps and are able to minimise the manual tasks of code merge, code commits, branching, code reviews, builds, tests, code quality matrices, integration with repository, analytics and deployment. The subject also covers an overview of scaling and monitoring across various environments.

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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Gain professional experience
Work on an industry brief in conjunction with an industry client or immerse yourself in an industry internship as part of your course.
Tarik Tabet - Bachelor of Game Programming student testimonial
Tarik Tabet
Graduate, Bachelor of Software Engineering (Game Programming)
As a lifelong gamer I asked myself, ‘Why not make games?’ Torrens University offers the opportunity to make games for Sony Playstation, which played a huge part in my decision.

Learning outcomes

  • Learn C++ and other game industry-standard coding languages
  • Acquire skills in engine development and collaborative game creation.
  • Research and explore advances in software engineering techniques and technology such as AI and procedural world-building
  • Learn the algorithms, data structures and techniques that underpin an expertise in software engineering and game programming

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.

Simone Scouller
Graduate, Bachelor of Software Engineering (Game Programming)
My favourite part of the course was learning how to code a variety of different types of games, from the beautiful tic-tac-toe, to 2D platformers and 3D racing car games with AI opponents.

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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
  • SACE Mathematical Methods or Mathematical Studies or equivalent, or an above average score in the Torrens University Math Test; 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.
  • 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.

    View our fees

  • Fee payment

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

    View our fees

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 are the admissions requirements for international students?
    Overseas Year 12 equivalent applicants who have completed a secondary school qualification from an overseas institution, will have their application assessed by the International Admissions team to determine equivalency with the Australian secondary school certificate.  International students will also have to satisfy minimum English language proficiency requirements. To find out more, visit Admissions Criteria.
  • 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.
  • 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 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.

  • I don’t have a portfolio and I want to study a degree. What can I do?

    If you have met the entry requirement for the course, you do not need to submit a design portfolio.

    If you can’t meet the entry requirement and don’t have a portfolio, you will need to show evidence of prior industry/work experience OR have completed or partially completed study from an accredited institution to gain entry into the course.

    If you would like to talk through the entry requirements, please contact one of our Course and Careers Advisors.

  • I have a portfolio but haven’t completed a Higher School Certificate or equivalent. How can I gain entry into a degree?

    We offer several pathway options for students who have not completed a Higher School Certificate or equivalent.

    For some courses, entry can be achieved by undertaking a diploma course first (pathway criteria applies), and on successful completion of the diploma you can credit this study towards completion of a degree. Mature-aged students (21 and over) are also welcome to apply directly based on work experience and/or an existing portfolio. To find out more about Recognition of Prior Learning (RPL) or applying directly, please contact a Course and Careers Advisor.

  • What makes a good portfolio?

    A good portfolio should include 6-10 pieces of original creative work and provide evidence of both your creativity and skill.

    To find out more, visit portfolio and interviews for guidance on what to include in your application portfolio or speak to a Course and Careers Advisor.

  • 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.

  • 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.
  • How can I contact Torrens University Australia?
    The best way to get in contact with Torrens University Australia is to fill out the Contact us form or call 1300 575 803.
  • How do I apply for a scholarship?

    To find out how to apply for scholarships in Australia, visit Scholarships.

    All faculties of Torrens University Australia offer scholarships for both undergraduate and postgraduate courses. Depending on the scholarship type, we don’t just look at your academic record, we want to know what makes you unique in terms of things such as activities, leadership skills and hobbies. When you speak to one of our Course and Career Advisors, let them know you wish to be considered for a scholarship in your application form. They will show you how to apply for a scholarship.

  • What type of scholarships do you offer?

    We offer scholarships in different areas. These include Alumni, Industry, Indigenous, International, Business, Hospitality, Hotel Management, Nursing, Health, and Design, and Creative Technology.

    To find out more, visit Scholarships or let one of our Course and Career Advisors know you wish to be considered for a scholarship in your application.

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