MComp Games Computing

MComp Games Computing

100% of students on the BSc (Hons) Games Computing degree stated they are satisfied overall with their course. according to National Student Survey 2017.

The Course

The MComp is a four-year degree programme which enhances and extends the equivalent BSc (Hons) programme. It provides the opportunity to study a range of modules at Master’s level and to complete a substantive project in an area of specific personal interest. Studying at Master’s level enables you to both deepen and broaden your knowledge and understanding. This can provide you with a stronger CV and may give you a distinct edge in the job market.

The MComp Games Computing degree at Lincoln aims to develop the skills and attributes required for roles in the games and entertainment industries, including mobile, social media and console game development. Students can also learn skills relevant to work in broader technological environments.

The strong conceptual and methodological grounding in both games design and games development makes Lincoln’s Games Computing course distinctive. Students are encouraged to recognise that software engineering is as important as creative design in the success of computer game products, and to explore the role of games as contemporary cultural artefacts.

The course explores games design and games programming, 3D graphics, mathematics, games engine programming and other specialist topics such as artificial intelligence and social gaming. You have the opportunity to develop both the technical skills and critical conceptual skills that are much sought after in the video games industry.

The Course

The MComp is a four-year degree programme which enhances and extends the equivalent BSc (Hons) programme. It provides the opportunity to study a range of modules at Master’s level and to complete a substantive project in an area of specific personal interest. Studying at Master’s level enables you to both deepen and broaden your knowledge and understanding. This can provide you with a stronger CV and may give you a distinct edge in the job market.

The MComp Games Computing degree at Lincoln aims to develop the skills and attributes required for roles in the games and entertainment industries, including mobile, social media and console game development. Students can also learn skills relevant to work in broader technological environments.

The strong conceptual and methodological grounding in both games design and games development makes Lincoln’s Games Computing course distinctive. Students are encouraged to recognise that software engineering is as important as creative design in the success of computer game products, and to explore the role of games as contemporary cultural artefacts.

The course explores games design and games programming, 3D graphics, mathematics, games engine programming and other specialist topics such as artificial intelligence and social gaming. You have the opportunity to develop both the technical skills and critical conceptual skills that are much sought after in the video games industry.

This course is accredited by The British Computer Society.

The University of Lincoln is also affiliated with The Institution of Analysts and Programmers.

In addition, Lincoln’s School of Computer Science is a member of The British Interactive Media Association and The Independent Game Developers’ Association (TIGA).

Full-time or part-time study is available.

In your first year, you have the opportunity to study fundamental areas including introductory games studies, game design, computer architectures and mathematics for computing and programming.

In your second year, you have the chance to undertake an in-depth study in areas of games computing, such as computer graphics, games programming, human-computer interaction and artificial intelligence.

As well as completing a games development project in the third year, students are expected to complete an independent project and you can choose from a range of specialist optional modules, including Mobile Computing, Parallel Computing and Autonomous Mobile Robotics.

In the fourth year you can select further optional modules and will be expected to undertake a Master's level project.

Contact Hours and Reading for a Degree

Students on this programme learn from academic staff who are often engaged in world-leading or internationally excellent research or professional practice. Contact time can be in workshops, practical sessions, seminars or lectures and may vary from module to module and from academic year to year. Tutorial sessions and project supervision can take the form of one-to-one engagement or small group sessions. Some courses offer the opportunity to take part in external visits and fieldwork.

It is still the case that students read for a degree and this means that in addition to scheduled contact hours, students are required to engage in independent study. This allows you to read around a subject and to prepare for lectures and seminars through wider reading, or to complete follow up tasks such as assignments or revision. As a general guide, the amount of independent study required by students at the University of Lincoln is that for every hour in class you are expected to spend at least two to three hours in independent study.

Algorithms and Complexity (Core)
Find out more

Algorithms and Complexity (Core)

The module aims to introduce the concepts of Algorithms and Complexity, providing an understanding of the range of applications where algorithmic solutions are required.

Students will have the opportunity to be introduced to the analysis of time and space efficiency of algorithms; to the key issues in algorithm design; to the range of techniques used in the design of various types of algorithms. Students can also be introduced to relevant theoretical concepts around algorithms and complexity in the lectures, together with a practical experience of implementing a range of algorithms in the workshops.

Computer Architectures (Core)
Find out more

Computer Architectures (Core)

This module aims to introduce the fundamentals of computer hardware underpinning the key aspects of Computer Science. This knowledge is not only essential for deeper understanding of the governing processes behind computing but also for realising how hardware interacts with software.

By studying Computer Architecture, students can gain greater confidence in their study subject and future benefits when improving their programming skills. The module will study the individual components of a computer system, their function, main characteristics, performance and their mutual interaction. Examples of the practical application of the skills developed in this module are given utilising a range of computing applications, including but not restricted to the domains of Games and Social Computing applications.

Game Design 1 (Core)
Find out more

Game Design 1 (Core)

This module explores games as products of a design process, centred on how the mechanics of a game shape the experience of the players.

There is a strong focus on practical work and experimentation, to get a first-hand understanding of how the components of a game work together and the effects of various changes in context.

Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness and game balance are all studied, using examples of card games, board games and computer games from both contemporary and traditional sources.

The module will be broadly split between game design theory and game design practice. Level design (as an example of experience design in general) and its practical application via a commercial game development environment will be practically explored in detail. Theories of game design and design patterns will be studied using hands-on exercises such as paper prototyping and board game mock-ups as examples.

Introductory Games Studies (Core)
Find out more

Introductory Games Studies (Core)

This module aims to provide students with an introduction to the study, design and development of computer games.

The module provides a grounding and context for the Games Computing programme, encompassing the history of games technology and development of the industry, as well as societal, cultural and ethical aspects. Students can gain an appreciation of the production processes and analytical/technical skills required to work in industry. They will also have the opportunity to do some introductory development work during workshop sessions, set against a series of design challenges, using appropriate development tools.

Maths for Computing (Core)
Find out more

Maths for Computing (Core)

This module aims to equip students with mathematical knowledge and skills required to design and develop computer systems and software.

Problem Solving (Core)
Find out more

Problem Solving (Core)

Problems are a natural occurrence in an organisational context and this module aims to introduce students to problem solving from a mixture of theoretical and practical underpinnings.

The module examines the principles of abstraction, decomposition, modelling and representation as a means to frame and characterise problem scenarios, and as tools to understand potential solutions. The module concentrates on problem-solving strategies and in particular the vocabulary through which these strategies are articulated. This type of vocabulary is explored as representational device for capturing organisational behaviour and form.

Programming and Data Structures (Core)
Find out more

Programming and Data Structures (Core)

This module aims to introduce the concepts and practice of simple computer programming, with attention paid to the fundamentals that constitute a complete computer program including layout, structure and functionality.

The module aims to extend students' knowledge of computer programming and introduces them to fundamental computing data structures allowing the representation of data in computer programs.

Artificial Intelligence (Core)
Find out more

Artificial Intelligence (Core)

This module aims to provide a basic introduction to the field of Artificial Intelligence (AI).

The module first considers the symbolic model of intelligence, exploring some of the main conceptual issues, theoretical approaches and practical techniques. The module further explores knowledge-based systems such as expert systems, which mimic human reasoning performance by capturing knowledge of a domain and integrating it to deliver a performance comparable to that of a human practitioner. Modern developments such as artificial neural networks and uncertain reasoning are also covered using probability theory, culminating in a practical understanding of how to apply AI techniques in practice using logic programming.

Game Design 2 (Core)
Find out more

Game Design 2 (Core)

This module builds on previous study to explore the application of game design in commercial game development.

The tools and methodologies of commercial game design are introduced and exercised in appropriate contexts. This includes pitching, requirements gathering, documentation of game design and gameplay evaluation.

There is a broad focus on applications of game design, identifying special considerations and requirements, including in the context of video games, board games, role-playing games, war games, simulation and sports.

Students will be encouraged to critique both their own designs and others. Frequent constructive group critiques will give students feedback on their design and ideas.

Games Programming (Core)
Find out more

Games Programming (Core)

This module introduces the students to the fundamentals, theory, and techniques of Games Programming. The module gives the student a grounding in the development of games for predominantly, but not limited to, PC systems.

Consideration of games programming algorithms and techniques is given, whilst ensuring the student understands not only the programming aspect of games development but also the interaction techniques and devices and how sound and control interfaces make up a game.

Students will be encouraged to develop game code that delivers complete games.

Graphics (Core)
Find out more

Graphics (Core)

This module introduces the student to the fundamentals, theory, principles, methods, and techniques of 2D and 3D Computer Graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms. The development of skills in implementing and developing computer graphic applications with industry standard languages (such as C/C++) and standard graphics libraries (such as OpenGL) encourages the student to develop their programming skills while observing the theory of graphics in practice. The above will be delivered through a games programming context. Students will be encouraged to develop interactive graphics application, utilising the graphics algorithms and techniques.

This module develops the following mathematical concepts and techniques: coordinate systems, transformations (translation, rotation, and scaling), projection, vector additions and multiplications, matrix operations, dot and cross products, viewing conventions.

Group Project (Core)
Find out more

Group Project (Core)

This module aims to provide students with the experience of working as part of a team on a development project. Students will have the opportunity to produce a set of deliverables relevant to their programme of study, including a finished product or artefact. Final deliverables will be negotiated between the group and their supervisor, the module coordinator will be responsible for ensuring that each project covers the learning outcomes of the module.

Groups are expected to manage their own processes, and to hold regular meetings both with and without their supervisor. Groups will be allocated by the module coordinator and other members of staff. The process of development of the artefact and the interaction and management of group members underpins the assessment of skills in the module.

Human-Computer Interaction (Core)
Find out more

Human-Computer Interaction (Core)

In this module students will have the opportunity to form an appreciation of the importance of human factors and user-centred approaches in the development of technological systems (analysis, design, implementation and evaluation of technological systems).

Students will be introduced to the physiological, psychological and cognitive issues relevant to human computer interaction and user-interface design.

Object-Oriented Programming (Core)
Find out more

Object-Oriented Programming (Core)

This module aims to provide a comprehensive analysis of the general principles and practices of advanced programming with respect to software development. Notions and techniques of advanced programming are emphasised in the context of analysis, design and implementation of software and algorithms.

Great importance is placed upon the Object-Oriented paradigm and related concepts applied to algorithm and software development.

Professional Practice (Core)
Find out more

Professional Practice (Core)

Professional Practice aims to develop an understanding of the basic cultural, social, legal, and ethical issues inherent in the discipline of computing; and to promote personal professionalism in the workplace. Examples of topics covered include:

  • The special nature of technological ethics.
  • Ethical decision-making and case analysis.
  • Ethics of software development.
  • Legal issues in the field of technology.
  • Codes of computer ethics and professional practice.
  • Globalisation of professionalism.
  • Professional engagement with the job applications process.

Advanced Games Programming (Core)
Find out more

Advanced Games Programming (Core)

Students taking this module will have previously studied fundamentals of game programming, and also looked at some software components in more detail (for example, graphics rendering). This module will build on previous study and bring these components together: students will study more sophisticated implementations of commonly used algorithms, appropriate for modern games software, and explore how to use them to build a complete working game. This will include some topics related to software architecture, such as cross-platform support, multi-threading and distributed multi-player games. Students will also make use of existing available open-source or royalty-free code bases, such as light-weight game engines or middleware, where appropriate. Students will not only look at development topics, but also techniques for analysis and tooling, such as performance metrics.

Advanced Games Studies (Core)
Find out more

Advanced Games Studies (Core)

This module aims to builds and extend on previous theoretical and practical study of games from a high-level perspective. Content focuses on advanced theoretical aspects of games analysis and a deeper understanding of cultural aspects surrounding gaming communities, and strongly reflects the international level research contributions into game studies ongoing within the school.

Where previous study within games related modules focuses on the low level issues of game design and analysis (for example, designing mechanics, basic issues associated with the use of games, etc.), this module complements this by approaching games from the opposite angle, and treats them as artefacts rather than collections of parts.

This module covers advanced topics of understanding games in an academic context, focusing on a deeper understanding on the experience that players have when engaging with games, and emerging games communities that shape how different groups of players approach playful experiences. This includes methodologies and topics such as games user research, experience design, and understanding games in social, physical and cultural contexts. This study will be complemented in the form of reflective workshops where analytical techniques can be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Algorithms for Data Mining (Option)
Find out more

Algorithms for Data Mining (Option)

The module examines the mathematical fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will learn the fundamentals of data science, including basic terminology and concepts, core models, current technology landscape, and topical application scenarios using cloud platforms and open datasets. Students will be introduced to a basic data scientist toolkit that can be applied to design/build data-driven applications, and provide insights into diverse datasets.

Autonomous Mobile Robotics (Option)
Find out more

Autonomous Mobile Robotics (Option)

The module aims to introduce the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments.

Students will have the opportunity to be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.

Cross-Platform Development (Option)
Find out more

Cross-Platform Development (Option)

This module aims to provide students with knowledge on an alternative, and increasingly important, ‘platform agnostic’ approach for mobile development. This approach embraces the use of cross-platform methods by developing applications with a single code base that run efficiently across distinct mobile platforms, with maximum code reuse and interoperability.

Students will have the opportunity to investigate platform-dependent constraints by critiquing the emergent space of cross-platform tools and frameworks that aim to maximise code sharing between mobile platforms, whilst retaining common like-for-like sensor features such as geolocation, camera, storage and push notification’s without compromising performance or overall user experience. Contemporary cross-platform tools will be adopted throughout the module for the creation of applications that bridge multiple mobile platforms.

Cyber Security in Society (Option)
Find out more

Cyber Security in Society (Option)

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social and ethical implications of cyber security.

Data Science Tools and Techniques (Option)
Find out more

Data Science Tools and Techniques (Option)

The module introduces the fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will consider the societal, ethical and professional requirements for and uses of data science and be exposed to core concepts and models, the current technology landscape, and topical application scenarios using cloud platforms and open datasets.

Image Processing (Option)
Find out more

Image Processing (Option)

Digital image processing techniques are used in a wide variety of application areas such as computer vision, robotics, remote sensing, industrial inspection, medical imaging, etc. It is the study of any algorithms that take image as an input and returns useful information as output.

This module aims to provide a broad introduction to the field of image processing, culminating in a practical understanding of how to apply and combine techniques to various image-related applications. Students will have the opportunity to extract useful data from the raw image and interpret the image data — the techniques will be implemented using the mathematical programming language Matlab or OpenCV.

Mobile Computing (Option)
Find out more

Mobile Computing (Option)

This module provides students with the opportunity to develop knowledge in the specification and development of connected ‘data-driven’ mobile applications, using industry standard tools and guidelines.

Mobile device platforms, such as smartphones can provide a rich development experience with direct access to a number of pervasive sensors such as GPS, camera, proximity, NFC and multiple network connectivity channels. These sensors are used as building blocks for lifestyle-supporting mobile applications in areas such as health, fitness, social, science, and entertainment. Such applications are now seen as part of the everyday fabric of life. Students can learn how to develop topically-themed native mobile applications that consume RESTful web services. Data privacy and security issues are discussed throughout the module.

Parallel Computing (Option)
Find out more

Parallel Computing (Option)

Parallel Computing is a very important, modern paradigm in Computer Science, which is a promising direction for keeping up with the expected exponential growth in the discipline.

Executing multiple processes at the same time can tremendously increase the computational throughput, not only benefitting scientific computations but also leading to new exciting applications like real-time animated 3D graphics, video processing, physics simulation, etc. The relevance of parallel computing is especially prominent due to availability of modern, affordable computer hardware utilising multi-core and/or large number of massively parallel units.

Physics Simulation (Core)
Find out more

Physics Simulation (Core)

Realistic physics simulation is a key component for many modern technologies including computer games, video animation, medical imaging, robotics, etc. This wide range of applications benefiting from real-time physics simulation is a result of recent advances in developing new efficient simulation techniques and the common availability of powerful hardware.

The main application area considered in this module is computer games, but the taught content has much wider relevance and can be applied to other areas of Computer Science.

Procedural Content Generation (Core)
Find out more

Procedural Content Generation (Core)

This module builds and extends previous practical study of games development by exploring algorithmic approaches to the generation of in-game content. The content focuses on practical perspectives on game development and the applications of procedural content in the modern games industry. The theoretical content of the module will discuss a suite of approaches with a focus on critical perspectives regarding their application and implementation.

The practical aspect of this module covers the use of these methods in the development of in-game content which could be applied to commercial-level projects. This will include the role that procedural content plays as a tool to the modern games designer.

Project (Computer Science) (Core)
Find out more

Project (Computer Science) (Core)

This module provides students with an opportunity to demonstrate their ability to work independently on an in-depth project with an implementation element that builds on their established knowledge, understanding and skills.

Students will normally be expected to demonstrate their ability to apply practical and analytical skills, innovation and/or creativity, and to be able to synthesise information, ideas and practices to provide a problem solution. Self-management is a key concept here, as is the ability to engage in critical self-evaluation.

Software Engineering (Option)
Find out more

Software Engineering (Option)

The module covers advanced topics of Software Engineering, focusing on software methodologies, with respect to changes in the software development process including past and present techniques.

Key Software Engineering principles are explored in the context of real world software engineering challenges such as software evolution and reuse. Topics such as advanced testing, verification and validation, critical systems development, re-factoring and design patterns will be covered.

Advanced Artificial Intelligence (Option)
Find out more

Advanced Artificial Intelligence (Option)

This module aims to cover the theoretical fundamentals and practical applications of decision-making, problem-solving and learning abilities in software agents.

Search is introduced as a unifying framework for Artificial Intelligence (AI), followed by key topics including blind and informed search algorithms, planning and reasoning, both with certain and uncertain (e.g. probabilistic) knowledge. Practical exercises in AI programming will complement and apply the theoretical knowledge acquired to real-world problems.

Advanced Programming (Option)
Find out more

Advanced Programming (Option)

This module aims to explore advanced topics using a contemporary object-oriented programming language. The objective is to prepare students for professional-level programming in scientific and commercial computing, and to support programming tasks in other modules of this award.

Students can explore a range of programming topics through a series of lectures and practical workshops, and will work on producing an individual programming assignment.

Advanced Software Engineering (Option)
Find out more

Advanced Software Engineering (Option)

This module aims to provide students with advanced concepts of Software Engineering principles and practices. Students can explore up-to-date methodologies and their application to real-world products and services will be covered.

Indicative topics of study will include (but are not limited to):

  • Agile methods of software engineering;
  • Requirements engineering, design, software components, software reuse, verification and validation, maintenance and configuration management, software evolution;
  • Critical system development and the ethical implications of software engineering;
  • Fault Tree Analysis.

Computer Vision (Option)
Find out more

Computer Vision (Option)

This module aims to explore current methodologies in the field of computer vision, covering a range of aspects in capturing, processing, analysing and interpreting rich visual content.

The aim is to offer students with a deep understanding and to allow an exposure to the latest developments in computer vision, equipping them with knowledge in practical depth. The module will also provide the opportunity for training in programming skills (e.g. Matlab), tools and methods that are necessary for the implementation of computer vision systems.

The module will also cover applications of computer vision in various fields, such as in object recognition/tracking, medical image analysis, multimedia indexing and retrieval and intelligent surveillance systems, allowing the students the opportunity to establish a full awareness to the technology advance in this rapidly evolving field.

Machine Learning (Option)
Find out more

Machine Learning (Option)

This module aims to cover the theoretical fundamentals and practical application of machine learning algorithms, including supervised, unsupervised, reinforcement and evolutionary learning. Practical programming exercises complement and apply the theoretical knowledge acquired to real-world problems such as data mining.

Mobile and Connected Devices (Option)
Find out more

Mobile and Connected Devices (Option)

This module aims to explore the cutting-edge computing concepts and in-the-field deployment of emerging Internet of Things (IoT) platforms and devices.

The module will investigate, through practical implementation, the low-barrier capture, communication, and highly scalable consumption of data from geographically dispersed physical objects and sensors, with a view to creating novel end-user experiences.

Physical objects can now be easily connected to the internet and other objects through small, low-power, and inexpensive lightweight computing devices; creating hugely scalable networks of ‘things’ that can interoperate and stream data using simple web standards such as REST. IoT enabled objects and infrastructure can enable unforeseen opportunities for novel application scenarios, data collection and consumption, as well as create new markets around open data and third party applications. Additionally, the module will aim to cover how emerging capability such as locative and context aware technology can be exploited in cloud-connected prototypes and mobile applications. In terms of practical development, special attention is given to: creating data stream assets from sensor boards and smartphones, building a cloud information hub to store sensor data, and developing cloud services for consumption by mobile and other third party applications. Students will be given the opportunity to design and prototype IoT enabled applications, based on themed societal issues, using a combination of development boards and sensors, cloud computing services, and mobile applications.

Research Methods (MSc Computer Science) (Core)
Find out more

Research Methods (MSc Computer Science) (Core)

This module is designed to cover the fundamental skills and background knowledge that students need to undertake research related to the title of the award being studied, including: surveying literature; selecting and justifying a research topic; planning of research; selection of appropriate research methods; evaluation of research; presentation and reporting of research; and legal, social, ethical and professional considerations.

Advanced Graphics (Core)
Find out more

Advanced Graphics (Core)

This module aims to enhance students understanding of concepts and theory around computer graphics, as well as enhancing their practical techniques. Advanced techniques available for graphics processing units (GPUs) are explored along with their practical implementation.

Algorithms for Data Mining (M) (Option)
Find out more

Algorithms for Data Mining (M) (Option)

The module examines the mathematical fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will learn the fundamentals of data science, including basic terminology and concepts, core models, current technology landscape, and topical application scenarios using cloud platforms and open datasets. Students will be introduced to a basic data scientist toolkit that can be applied to design/build data-driven applications, and provide insights into diverse datasets.

Autonomous Mobile Robotics (M) (Option)
Find out more

Autonomous Mobile Robotics (M) (Option)

The module introduces the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments. Students will be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.
Working at Masters level, students will research the area in depth and produce critical reports of their findings.

Cyber Security in Society (M) (Option)
Find out more

Cyber Security in Society (M) (Option)

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social and ethical implications of cyber security. As a Masters level module students are also encouraged to consider current research in the field of cyber security.

Data Analytics and Visualisation (Option)
Find out more

Data Analytics and Visualisation (Option)

This module aims to develop students' understanding of contemporary approaches to data analysis and visualisation. The module places particular emphasis on making sense of large datasets such as those generated from social media interactions or other web sources. It delivers material on the fundamental understanding of human visual perception and the political and persuasive power of data, and develops this alongside the use of standard tools for data collection, processing, manipulation, analysis and visual presentation. The practical role of data analytics and visualisation in media and business contexts is a core thread running through the module.

Data Science Tools and Techniques (M) (Option)
Find out more

Data Science Tools and Techniques (M) (Option)

The module introduces the fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will consider the societal, ethical and professional requirements for and uses of data science and be exposed to core concepts and models, the current technology landscape, and topical application scenarios using cloud platforms and open datasets.

Game Design Methods and Approaches (Core)
Find out more

Game Design Methods and Approaches (Core)

This module explores the various conceptual tools that can be applied to the games design process. The module will be broadly split between theory and practical applications, contextualised against both commercial and academic applications. Students will be encouraged to develop as reflective design practitioners, through critiquing their own designs and those of their peers.

There is a specific focus on the design pipeline, starting from requirements gathering, through conceptualisation and prototyping, to evaluation and iteration. Students will learn various methods to help them tackle the specific challenges at each stage in this process. The module is grounded in practical experimentation, and student-centered exploration of the module themes. Through this module students will develop an understanding of the interplay between the different components and mechanics of a game, and how small changes can impact the gameplay experience.

MComp Research Project (Core)
Find out more

MComp Research Project (Core)

The MComp Research Project is an individual piece of work that expects students to apply and integrate theoretical knowledge and practical skills from the breadth of their experience with computer science sub-disciplines, in order to address a specific research question or questions formulated with support from academic staff.

The form and nature of this project is negotiable, but at MComp Level 4 there are typically three types of Project that are undertaken:

  • Industrial Based Project work (typically engaged with through a work placement)
  • Client-based project delivery (typically with an approved client in either public, private or third sector partners, and with a clearly articulated delivery)
  • A research based project (typically done in conjunction with a member of academic staff in the School and with a clear linkage to research activity of the staff member but which could include collaborative projects with research groups at other Universities)

The student can undertake work that is predominantly relevant to the ongoing research in one of the established research centres within the School of Computer Science. In all cases the Project supervisor will ensure that the study undertaken is suitably grounded within the programme title of each student.

Software Engineering (M) (Option)
Find out more

Software Engineering (M) (Option)

The module covers advanced topics of Software Engineering, focusing on software methodologies, with respect to changes in the software development process including past and present techniques. Key Software Engineering principles are explored in the context of real world software engineering challenges such as software evolution and reuse. Topics including advanced testing, verification and validation, critical systems development, re-factoring and design patterns will be covered.
Current research in Software Engineering will be discussed with the expectation of researching recent software engineering concepts. Working at Masters level, students will research the area in depth and produce critical reports of their findings.

†The availability of optional modules may vary from year to year and will be subject to minimum student numbers being achieved. This means that the availability of specific optional modules cannot be guaranteed. Optional module selection may also be affected by staff availability.

The programme is assessed through a variety of means, including in-class tests, coursework, projects and examinations. The majority of assessments are coursework based, reflecting the practical and applied nature of games computing science.

The way students will be assessed on this course will vary for each module. It could include coursework, such as a dissertation or essay, written and practical exams, portfolio development, group work or presentations to name some examples.

Assessment Feedback

The University of Lincoln's policy on assessment feedback aims to ensure that academics will return in-course assessments to students promptly – usually within 15 working days after the submission date (unless stated differently above)..

Methods of Assessment

The way students are assessed on this course may vary for each module. Examples of assessment methods that are used include coursework, such as written assignments, reports or dissertations; practical exams, such as presentations, performances or observations; and written exams, such as formal examinations or in-class tests. The weighting given to each assessment method may vary across each academic year. The University of Lincoln aims to ensure that staff return in-course assessments to students promptly.

Students have the opportunity to be part of a vibrant community of active researchers and take part in extracurricular activities such as performance and games workshops, game jams and national competitions. Lincoln’s Games Research Group undertake projects in crowd simulation in games, the metrics of first-person shooters and pervasive and mobile gaming.

Overseas Study Visits

Overseas study visits have been a feature of our courses in recent years. Visits aim to provide students with a unique insight into games development issues in overseas territories. Recently, students had the opportunity to attend a summer school in China with our partner, Sichuan University, and work alongside students from a number of countries to develop skills in Mobile App Development as well as having free time to visit the local panda breeding centre. (total cost to each student was approximately £300 based on 2015 costs).

Student as Producer

Student as Producer is a model of teaching and learning that encourages academics and undergraduate students to collaborate on research activities. It is a programme committed to learning through doing.

The Student as Producer initiative was commended by the QAA in our 2012 review and is one of the teaching and learning features that makes the Lincoln experience unique.

There is the opportunity to take a work placement year between the second and third years of study. Students are academically supported throughout their placement, which can be overseas. There are opportunities to take shorter work placements and overseas study visits. Students on the placement year and on study visits are required to pay for their own travel, accommodation and general living costs. There is no tuition fee for the placement year.

Placement Year

When students are on an optional placement in the UK or overseas or studying abroad, they will be required to cover their own transport and accommodation and meals costs. Placements can range from a few weeks to a full year if students choose to undertake an optional sandwich year in industry.

Students are encouraged to obtain placements in industry independently. Tutors may provide support and advice to students who require it during this process.

Tuition Fees

2018/19UK/EUInternational
Full-time £9,250 per level £15,600 per level
Part-time £77.00 per credit point†  N/A
Placement (optional) Exempt Exempt

 

2019/20UK/EUInternational
Full-time £9,250 per level £15,900 per level
Part-time £77.00 per credit point†  N/A
Placement (optional) Exempt Exempt


†Please note that not all courses are available as a part-time option.

The University undergraduate tuition fee may increase year on year in line with government policy. This will enable us to continue to provide the best possible educational facilities and student experience.

Fees for enrolment on additional modules

Tuition fees for additional activity are payable by the student/sponsor and charged at the equivalent £ per credit point rate for each module. Additional activity includes:

- Enrolment on modules that are in addition to the validated programme curriculum

- Enrolment on modules that are over and above the full credit diet for the relevant academic year

- Retakes of modules as permitted by the Board of Examiners

Exceptionally tuition fees may not be payable where a student has been granted a retake with approved extenuating circumstances.

For more information and for details about funding your study, please see our UK/EU Fees & Funding pages or our International funding and scholarship pages. [www.lincoln.ac.uk/home/studyatlincoln/undergraduatecourses/feesandfunding/] [www.lincoln.ac.uk/home/international/feesandfunding/]

Additional Costs

For each course students may find that there are additional costs. These may be with regard to the specific clothing, materials or equipment required, depending on their subject area. Some courses provide opportunities for students to undertake field work or field trips. Where these are compulsory, the cost for the travel, accommodation and meals may be covered by the University and so is included in the fee. Where these are optional students will normally (unless stated otherwise) be required to pay their own transportation, accommodation and meal costs.

With regards to text books, the University provides students who enrol with a comprehensive reading list and our extensive library holds either material or virtual versions of the core texts that students are required to read. However, students may prefer to purchase some of these for themselves and will therefore be responsible for this cost. Where there may be exceptions to this general rule, information will be displayed in a section titled Other Costs below.

GCE Advanced Levels: BBB

International Baccalaureate: 30 points overall

BTEC Extended Diploma: Distinction, Distinction, Merit

Access to Higher Education Diploma: A minimum of 45 level 3 credits at merit or above will be required.

We will also consider extensive, relevant work experience; please email admissions@lincoln.ac.uk with full details for further advice.

In addition, applicants must have at least 3 GCSEs at grade C or above in English and Maths. Level 2 equivalent qualifications such as BTEC First Certificates and Level 2 Functional Skills will be considered

For international students who do not meet criteria for direct entry to this degree we offer the International Year One in Computer Science. Depending on your English language level you will study three or four terms then progress directly to the second year of this degree.

If you would like further information about entry requirements, or would like to discuss whether the qualifications you are currently studying are acceptable, please contact the Admissions team on 01522 886097, or
email admissions@lincoln.ac.uk.

This course is accredited by The British Computer Society.

The University of Lincoln is also affiliated with The Institution of Analysts and Programmers.

In addition, Lincoln’s School of Computer Science is a member of The British Interactive Media Association and The Independent Game Developers’ Association (TIGA).

Full-time or part-time study is available.

In your first year, you have the opportunity to study fundamental areas including introductory games studies, game design, computer architectures and mathematics for computing and programming.

In your second year, you have the chance to undertake an in-depth study in areas of games computing, such as computer graphics, games programming, human-computer interaction and artificial intelligence.

As well as completing a games development project in the third year, students are expected to complete an independent project and you can choose from a range of specialist optional modules, including Mobile Computing, Parallel Computing and Autonomous Mobile Robotics.

In the fourth year you can select further optional modules and will be expected to undertake a Master's level project.

Contact Hours and Reading for a Degree

Students on this programme learn from academic staff who are often engaged in world-leading or internationally excellent research or professional practice. Contact time can be in workshops, practical sessions, seminars or lectures and may vary from module to module and from academic year to year. Tutorial sessions and project supervision can take the form of one-to-one engagement or small group sessions. Some courses offer the opportunity to take part in external visits and fieldwork.

It is still the case that students read for a degree and this means that in addition to scheduled contact hours, students are required to engage in independent study. This allows you to read around a subject and to prepare for lectures and seminars through wider reading, or to complete follow up tasks such as assignments or revision. As a general guide, the amount of independent study required by students at the University of Lincoln is that for every hour in class you are expected to spend at least two to three hours in independent study.

Algorithms and Complexity (Core)
Find out more

Algorithms and Complexity (Core)

The module aims to introduce the concepts of Algorithms and Complexity, providing an understanding of the range of applications where algorithmic solutions are required.

Students will have the opportunity to be introduced to the analysis of time and space efficiency of algorithms; to the key issues in algorithm design; to the range of techniques used in the design of various types of algorithms. Students can also be introduced to relevant theoretical concepts around algorithms and complexity in the lectures, together with a practical experience of implementing a range of algorithms in the workshops.

Computer Architectures (Core)
Find out more

Computer Architectures (Core)

This module aims to introduce the fundamentals of computer hardware underpinning the key aspects of Computer Science. This knowledge is not only essential for deeper understanding of the governing processes behind computing but also for realising how hardware interacts with software.

By studying Computer Architecture, students can gain greater confidence in their study subject and future benefits when improving their programming skills. The module will study the individual components of a computer system, their function, main characteristics, performance and their mutual interaction. Examples of the practical application of the skills developed in this module are given utilising a range of computing applications, including but not restricted to the domains of Games and Social Computing applications.

Game Design 1 (Core)
Find out more

Game Design 1 (Core)

This module explores games as products of a design process, centred on how the mechanics of a game shape the experience of the players.

There is a strong focus on practical work and experimentation, to get a first-hand understanding of how the components of a game work together and the effects of various changes in context.

Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness and game balance are all studied, using examples of card games, board games and computer games from both contemporary and traditional sources.

The module will be broadly split between game design theory and game design practice. Level design (as an example of experience design in general) and its practical application via a commercial game development environment will be practically explored in detail. Theories of game design and design patterns will be studied using hands-on exercises such as paper prototyping and board game mock-ups as examples.

Introductory Games Studies (Core)
Find out more

Introductory Games Studies (Core)

This module aims to provide students with an introduction to the study, design and development of computer games.

The module provides a grounding and context for the Games Computing programme, encompassing the history of games technology and development of the industry, as well as societal, cultural and ethical aspects. Students can gain an appreciation of the production processes and analytical/technical skills required to work in industry. They will also have the opportunity to do some introductory development work during workshop sessions, set against a series of design challenges, using appropriate development tools.

Maths for Computing (Core)
Find out more

Maths for Computing (Core)

This module aims to equip students with mathematical knowledge and skills required to design and develop computer systems and software.

Programming and Data Structures (Core)
Find out more

Programming and Data Structures (Core)

This module aims to introduce the concepts and practice of simple computer programming, with attention paid to the fundamentals that constitute a complete computer program including layout, structure and functionality.

The module aims to extend students' knowledge of computer programming and introduces them to fundamental computing data structures allowing the representation of data in computer programs.

Web Authoring (Core)
Find out more

Web Authoring (Core)

This module aims to provide students with the knowledge to design and implement interactive client-side web technologies. Students have the opportunity to learn key concepts in web markup languages; notably the features and capabilities that are part of the HTML5 specification standard including multimedia elements, the canvas element, and local web storage.

Additionally students will have the opportunity to develop technologies that are part of the wider HTML5 family such as CSS3, geolocation, drag and drop, and javascript. A standards driven approach will be adopted throughout the module using web page validation techniques, with emphasis on the importance of separating web page style and structure.

Artificial Intelligence (Core)
Find out more

Artificial Intelligence (Core)

This module aims to provide a basic introduction to the field of Artificial Intelligence (AI).

The module first considers the symbolic model of intelligence, exploring some of the main conceptual issues, theoretical approaches and practical techniques. The module further explores knowledge-based systems such as expert systems, which mimic human reasoning performance by capturing knowledge of a domain and integrating it to deliver a performance comparable to that of a human practitioner. Modern developments such as artificial neural networks and uncertain reasoning are also covered using probability theory, culminating in a practical understanding of how to apply AI techniques in practice using logic programming.

Game Design 2 (Core)
Find out more

Game Design 2 (Core)

This module builds on previous study to explore the application of game design in commercial game development.

The tools and methodologies of commercial game design are introduced and exercised in appropriate contexts. This includes pitching, requirements gathering, documentation of game design and gameplay evaluation.

There is a broad focus on applications of game design, identifying special considerations and requirements, including in the context of video games, board games, role-playing games, war games, simulation and sports.

Students will be encouraged to critique both their own designs and others. Frequent constructive group critiques will give students feedback on their design and ideas.

Games Programming (Core)
Find out more

Games Programming (Core)

This module introduces the students to the fundamentals, theory, and techniques of Games Programming. The module gives the student a grounding in the development of games for predominantly, but not limited to, PC systems.

Consideration of games programming algorithms and techniques is given, whilst ensuring the student understands not only the programming aspect of games development but also the interaction techniques and devices and how sound and control interfaces make up a game.

Students will be encouraged to develop game code that delivers complete games.

Graphics (Core)
Find out more

Graphics (Core)

This module introduces the student to the fundamentals, theory, principles, methods, and techniques of 2D and 3D Computer Graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms. The development of skills in implementing and developing computer graphic applications with industry standard languages (such as C/C++) and standard graphics libraries (such as OpenGL) encourages the student to develop their programming skills while observing the theory of graphics in practice. The above will be delivered through a games programming context. Students will be encouraged to develop interactive graphics application, utilising the graphics algorithms and techniques.

This module develops the following mathematical concepts and techniques: coordinate systems, transformations (translation, rotation, and scaling), projection, vector additions and multiplications, matrix operations, dot and cross products, viewing conventions.

Group Project (Core)
Find out more

Group Project (Core)

This module aims to provide students with the experience of working as part of a team on a development project. Students will have the opportunity to produce a set of deliverables relevant to their programme of study, including a finished product or artefact. Final deliverables will be negotiated between the group and their supervisor, the module coordinator will be responsible for ensuring that each project covers the learning outcomes of the module.

Groups are expected to manage their own processes, and to hold regular meetings both with and without their supervisor. Groups will be allocated by the module coordinator and other members of staff. The process of development of the artefact and the interaction and management of group members underpins the assessment of skills in the module.

Human-Computer Interaction (Core)
Find out more

Human-Computer Interaction (Core)

In this module students will have the opportunity to form an appreciation of the importance of human factors and user-centred approaches in the development of technological systems (analysis, design, implementation and evaluation of technological systems).

Students will be introduced to the physiological, psychological and cognitive issues relevant to human computer interaction and user-interface design.

Object-Oriented Programming (Core)
Find out more

Object-Oriented Programming (Core)

This module aims to provide a comprehensive analysis of the general principles and practices of advanced programming with respect to software development. Notions and techniques of advanced programming are emphasised in the context of analysis, design and implementation of software and algorithms.

Great importance is placed upon the Object-Oriented paradigm and related concepts applied to algorithm and software development.

Professional Practice (Core)
Find out more

Professional Practice (Core)

Professional Practice aims to develop an understanding of the basic cultural, social, legal, and ethical issues inherent in the discipline of computing; and to promote personal professionalism in the workplace. Examples of topics covered include:

  • The special nature of technological ethics.
  • Ethical decision-making and case analysis.
  • Ethics of software development.
  • Legal issues in the field of technology.
  • Codes of computer ethics and professional practice.
  • Globalisation of professionalism.
  • Professional engagement with the job applications process.

Advanced Games Programming (Core)
Find out more

Advanced Games Programming (Core)

Students taking this module will have previously studied fundamentals of game programming, and also looked at some software components in more detail (for example, graphics rendering). This module will build on previous study and bring these components together: students will study more sophisticated implementations of commonly used algorithms, appropriate for modern games software, and explore how to use them to build a complete working game. This will include some topics related to software architecture, such as cross-platform support, multi-threading and distributed multi-player games. Students will also make use of existing available open-source or royalty-free code bases, such as light-weight game engines or middleware, where appropriate. Students will not only look at development topics, but also techniques for analysis and tooling, such as performance metrics.

Advanced Games Studies (Core)
Find out more

Advanced Games Studies (Core)

This module aims to builds and extend on previous theoretical and practical study of games from a high-level perspective. Content focuses on advanced theoretical aspects of games analysis and a deeper understanding of cultural aspects surrounding gaming communities, and strongly reflects the international level research contributions into game studies ongoing within the school.

Where previous study within games related modules focuses on the low level issues of game design and analysis (for example, designing mechanics, basic issues associated with the use of games, etc.), this module complements this by approaching games from the opposite angle, and treats them as artefacts rather than collections of parts.

This module covers advanced topics of understanding games in an academic context, focusing on a deeper understanding on the experience that players have when engaging with games, and emerging games communities that shape how different groups of players approach playful experiences. This includes methodologies and topics such as games user research, experience design, and understanding games in social, physical and cultural contexts. This study will be complemented in the form of reflective workshops where analytical techniques can be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Algorithms for Data Mining (Option)
Find out more

Algorithms for Data Mining (Option)

The module examines the mathematical fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will learn the fundamentals of data science, including basic terminology and concepts, core models, current technology landscape, and topical application scenarios using cloud platforms and open datasets. Students will be introduced to a basic data scientist toolkit that can be applied to design/build data-driven applications, and provide insights into diverse datasets.

Autonomous Mobile Robotics (Option)
Find out more

Autonomous Mobile Robotics (Option)

The module aims to introduce the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments.

Students will have the opportunity to be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.

Cross-Platform Development (Option)
Find out more

Cross-Platform Development (Option)

This module aims to provide students with knowledge on an alternative, and increasingly important, ‘platform agnostic’ approach for mobile development. This approach embraces the use of cross-platform methods by developing applications with a single code base that run efficiently across distinct mobile platforms, with maximum code reuse and interoperability.

Students will have the opportunity to investigate platform-dependent constraints by critiquing the emergent space of cross-platform tools and frameworks that aim to maximise code sharing between mobile platforms, whilst retaining common like-for-like sensor features such as geolocation, camera, storage and push notification’s without compromising performance or overall user experience. Contemporary cross-platform tools will be adopted throughout the module for the creation of applications that bridge multiple mobile platforms.

Cyber Security in Society (Option)
Find out more

Cyber Security in Society (Option)

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social and ethical implications of cyber security.

Data Science Tools and Techniques (Option)
Find out more

Data Science Tools and Techniques (Option)

The module introduces the fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will consider the societal, ethical and professional requirements for and uses of data science and be exposed to core concepts and models, the current technology landscape, and topical application scenarios using cloud platforms and open datasets.

Image Processing (Option)
Find out more

Image Processing (Option)

Digital image processing techniques are used in a wide variety of application areas such as computer vision, robotics, remote sensing, industrial inspection, medical imaging, etc. It is the study of any algorithms that take image as an input and returns useful information as output.

This module aims to provide a broad introduction to the field of image processing, culminating in a practical understanding of how to apply and combine techniques to various image-related applications. Students will have the opportunity to extract useful data from the raw image and interpret the image data — the techniques will be implemented using the mathematical programming language Matlab or OpenCV.

Mobile Computing (Option)
Find out more

Mobile Computing (Option)

This module provides students with the opportunity to develop knowledge in the specification and development of connected ‘data-driven’ mobile applications, using industry standard tools and guidelines.

Mobile device platforms, such as smartphones can provide a rich development experience with direct access to a number of pervasive sensors such as GPS, camera, proximity, NFC and multiple network connectivity channels. These sensors are used as building blocks for lifestyle-supporting mobile applications in areas such as health, fitness, social, science, and entertainment. Such applications are now seen as part of the everyday fabric of life. Students can learn how to develop topically-themed native mobile applications that consume RESTful web services. Data privacy and security issues are discussed throughout the module.

Parallel Computing (Option)
Find out more

Parallel Computing (Option)

Parallel Computing is a very important, modern paradigm in Computer Science, which is a promising direction for keeping up with the expected exponential growth in the discipline.

Executing multiple processes at the same time can tremendously increase the computational throughput, not only benefitting scientific computations but also leading to new exciting applications like real-time animated 3D graphics, video processing, physics simulation, etc. The relevance of parallel computing is especially prominent due to availability of modern, affordable computer hardware utilising multi-core and/or large number of massively parallel units.

Physics Simulation (Core)
Find out more

Physics Simulation (Core)

Realistic physics simulation is a key component for many modern technologies including computer games, video animation, medical imaging, robotics, etc. This wide range of applications benefiting from real-time physics simulation is a result of recent advances in developing new efficient simulation techniques and the common availability of powerful hardware.

The main application area considered in this module is computer games, but the taught content has much wider relevance and can be applied to other areas of Computer Science.

Procedural Content Generation (Core)
Find out more

Procedural Content Generation (Core)

This module builds and extends previous practical study of games development by exploring algorithmic approaches to the generation of in-game content. The content focuses on practical perspectives on game development and the applications of procedural content in the modern games industry. The theoretical content of the module will discuss a suite of approaches with a focus on critical perspectives regarding their application and implementation.

The practical aspect of this module covers the use of these methods in the development of in-game content which could be applied to commercial-level projects. This will include the role that procedural content plays as a tool to the modern games designer.

Project (Computer Science) (Core)
Find out more

Project (Computer Science) (Core)

This module provides students with an opportunity to demonstrate their ability to work independently on an in-depth project with an implementation element that builds on their established knowledge, understanding and skills.

Students will normally be expected to demonstrate their ability to apply practical and analytical skills, innovation and/or creativity, and to be able to synthesise information, ideas and practices to provide a problem solution. Self-management is a key concept here, as is the ability to engage in critical self-evaluation.

Software Engineering (Option)
Find out more

Software Engineering (Option)

The module covers advanced topics of Software Engineering, focusing on software methodologies, with respect to changes in the software development process including past and present techniques.

Key Software Engineering principles are explored in the context of real world software engineering challenges such as software evolution and reuse. Topics such as advanced testing, verification and validation, critical systems development, re-factoring and design patterns will be covered.

Advanced Artificial Intelligence (Option)
Find out more

Advanced Artificial Intelligence (Option)

This module aims to cover the theoretical fundamentals and practical applications of decision-making, problem-solving and learning abilities in software agents.

Search is introduced as a unifying framework for Artificial Intelligence (AI), followed by key topics including blind and informed search algorithms, planning and reasoning, both with certain and uncertain (e.g. probabilistic) knowledge. Practical exercises in AI programming will complement and apply the theoretical knowledge acquired to real-world problems.

Advanced Programming (Option)
Find out more

Advanced Programming (Option)

This module aims to explore advanced topics using a contemporary object-oriented programming language. The objective is to prepare students for professional-level programming in scientific and commercial computing, and to support programming tasks in other modules of this award.

Students can explore a range of programming topics through a series of lectures and practical workshops, and will work on producing an individual programming assignment.

Advanced Software Engineering (Option)
Find out more

Advanced Software Engineering (Option)

This module aims to provide students with advanced concepts of Software Engineering principles and practices. Students can explore up-to-date methodologies and their application to real-world products and services will be covered.

Indicative topics of study will include (but are not limited to):

  • Agile methods of software engineering;
  • Requirements engineering, design, software components, software reuse, verification and validation, maintenance and configuration management, software evolution;
  • Critical system development and the ethical implications of software engineering;
  • Fault Tree Analysis.

Computer Vision (Option)
Find out more

Computer Vision (Option)

This module aims to explore current methodologies in the field of computer vision, covering a range of aspects in capturing, processing, analysing and interpreting rich visual content.

The aim is to offer students with a deep understanding and to allow an exposure to the latest developments in computer vision, equipping them with knowledge in practical depth. The module will also provide the opportunity for training in programming skills (e.g. Matlab), tools and methods that are necessary for the implementation of computer vision systems.

The module will also cover applications of computer vision in various fields, such as in object recognition/tracking, medical image analysis, multimedia indexing and retrieval and intelligent surveillance systems, allowing the students the opportunity to establish a full awareness to the technology advance in this rapidly evolving field.

Machine Learning (Option)
Find out more

Machine Learning (Option)

This module aims to cover the theoretical fundamentals and practical application of machine learning algorithms, including supervised, unsupervised, reinforcement and evolutionary learning. Practical programming exercises complement and apply the theoretical knowledge acquired to real-world problems such as data mining.

Mobile and Connected Devices (Option)
Find out more

Mobile and Connected Devices (Option)

This module aims to explore the cutting-edge computing concepts and in-the-field deployment of emerging Internet of Things (IoT) platforms and devices.

The module will investigate, through practical implementation, the low-barrier capture, communication, and highly scalable consumption of data from geographically dispersed physical objects and sensors, with a view to creating novel end-user experiences.

Physical objects can now be easily connected to the internet and other objects through small, low-power, and inexpensive lightweight computing devices; creating hugely scalable networks of ‘things’ that can interoperate and stream data using simple web standards such as REST. IoT enabled objects and infrastructure can enable unforeseen opportunities for novel application scenarios, data collection and consumption, as well as create new markets around open data and third party applications. Additionally, the module will aim to cover how emerging capability such as locative and context aware technology can be exploited in cloud-connected prototypes and mobile applications. In terms of practical development, special attention is given to: creating data stream assets from sensor boards and smartphones, building a cloud information hub to store sensor data, and developing cloud services for consumption by mobile and other third party applications. Students will be given the opportunity to design and prototype IoT enabled applications, based on themed societal issues, using a combination of development boards and sensors, cloud computing services, and mobile applications.

Research Methods (MSc Computer Science) (Core)
Find out more

Research Methods (MSc Computer Science) (Core)

This module is designed to cover the fundamental skills and background knowledge that students need to undertake research related to the title of the award being studied, including: surveying literature; selecting and justifying a research topic; planning of research; selection of appropriate research methods; evaluation of research; presentation and reporting of research; and legal, social, ethical and professional considerations.

Advanced Graphics (Core)
Find out more

Advanced Graphics (Core)

This module aims to enhance students understanding of concepts and theory around computer graphics, as well as enhancing their practical techniques. Advanced techniques available for graphics processing units (GPUs) are explored along with their practical implementation.

Algorithms for Data Mining (M) (Option)
Find out more

Algorithms for Data Mining (M) (Option)

The module examines the mathematical fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will learn the fundamentals of data science, including basic terminology and concepts, core models, current technology landscape, and topical application scenarios using cloud platforms and open datasets. Students will be introduced to a basic data scientist toolkit that can be applied to design/build data-driven applications, and provide insights into diverse datasets.

Autonomous Mobile Robotics (M) (Option)
Find out more

Autonomous Mobile Robotics (M) (Option)

The module introduces the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments. Students will be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.
Working at Masters level, students will research the area in depth and produce critical reports of their findings.

Cyber Security in Society (M) (Option)
Find out more

Cyber Security in Society (M) (Option)

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social and ethical implications of cyber security. As a Masters level module students are also encouraged to consider current research in the field of cyber security.

Data Analytics and Visualisation (Option)
Find out more

Data Analytics and Visualisation (Option)

This module aims to develop students' understanding of contemporary approaches to data analysis and visualisation. The module places particular emphasis on making sense of large datasets such as those generated from social media interactions or other web sources. It delivers material on the fundamental understanding of human visual perception and the political and persuasive power of data, and develops this alongside the use of standard tools for data collection, processing, manipulation, analysis and visual presentation. The practical role of data analytics and visualisation in media and business contexts is a core thread running through the module.

Data Science Tools and Techniques (M) (Option)
Find out more

Data Science Tools and Techniques (M) (Option)

The module introduces the fundamentals of data science: an emergent specialised area of computer science that is concerned with knowledge on ‘BigData’ mining and visualization, including state of the art database platforms, development toolkits, and industrial and societal application scenarios. Students will consider the societal, ethical and professional requirements for and uses of data science and be exposed to core concepts and models, the current technology landscape, and topical application scenarios using cloud platforms and open datasets.

Game Design Methods and Approaches (Core)
Find out more

Game Design Methods and Approaches (Core)

This module explores the various conceptual tools that can be applied to the games design process. The module will be broadly split between theory and practical applications, contextualised against both commercial and academic applications. Students will be encouraged to develop as reflective design practitioners, through critiquing their own designs and those of their peers.

There is a specific focus on the design pipeline, starting from requirements gathering, through conceptualisation and prototyping, to evaluation and iteration. Students will learn various methods to help them tackle the specific challenges at each stage in this process. The module is grounded in practical experimentation, and student-centered exploration of the module themes. Through this module students will develop an understanding of the interplay between the different components and mechanics of a game, and how small changes can impact the gameplay experience.

MComp Research Project (Core)
Find out more

MComp Research Project (Core)

The MComp Research Project is an individual piece of work that expects students to apply and integrate theoretical knowledge and practical skills from the breadth of their experience with computer science sub-disciplines, in order to address a specific research question or questions formulated with support from academic staff.

The form and nature of this project is negotiable, but at MComp Level 4 there are typically three types of Project that are undertaken:

  • Industrial Based Project work (typically engaged with through a work placement)
  • Client-based project delivery (typically with an approved client in either public, private or third sector partners, and with a clearly articulated delivery)
  • A research based project (typically done in conjunction with a member of academic staff in the School and with a clear linkage to research activity of the staff member but which could include collaborative projects with research groups at other Universities)

The student can undertake work that is predominantly relevant to the ongoing research in one of the established research centres within the School of Computer Science. In all cases the Project supervisor will ensure that the study undertaken is suitably grounded within the programme title of each student.

Software Engineering (M) (Option)
Find out more

Software Engineering (M) (Option)

The module covers advanced topics of Software Engineering, focusing on software methodologies, with respect to changes in the software development process including past and present techniques. Key Software Engineering principles are explored in the context of real world software engineering challenges such as software evolution and reuse. Topics including advanced testing, verification and validation, critical systems development, re-factoring and design patterns will be covered.
Current research in Software Engineering will be discussed with the expectation of researching recent software engineering concepts. Working at Masters level, students will research the area in depth and produce critical reports of their findings.

†The availability of optional modules may vary from year to year and will be subject to minimum student numbers being achieved. This means that the availability of specific optional modules cannot be guaranteed. Optional module selection may also be affected by staff availability.

The programme is assessed through a variety of means, including in-class tests, coursework, projects and examinations. The majority of assessments are coursework based, reflecting the practical and applied nature of games computing science.

The way students will be assessed on this course will vary for each module. It could include coursework, such as a dissertation or essay, written and practical exams, portfolio development, group work or presentations to name some examples.

Assessment Feedback

The University of Lincoln's policy on assessment feedback aims to ensure that academics will return in-course assessments to students promptly – usually within 15 working days after the submission date (unless stated differently above)..

Methods of Assessment

The way students are assessed on this course may vary for each module. Examples of assessment methods that are used include coursework, such as written assignments, reports or dissertations; practical exams, such as presentations, performances or observations; and written exams, such as formal examinations or in-class tests. The weighting given to each assessment method may vary across each academic year. The University of Lincoln aims to ensure that staff return in-course assessments to students promptly.

Students have the opportunity to be part of a vibrant community of active researchers and take part in extracurricular activities such as performance and games workshops, game jams and national competitions. Lincoln’s Games Research Group undertake projects in crowd simulation in games, the metrics of first-person shooters and pervasive and mobile gaming.

Overseas Study Visits

Overseas study visits have been a feature of our courses in recent years. Visits aim to provide students with a unique insight into games development issues in overseas territories. Recently, students had the opportunity to attend a summer school in China with our partner, Sichuan University, and work alongside students from a number of countries to develop skills in Mobile App Development as well as having free time to visit the local panda breeding centre. (total cost to each student was approximately £300 based on 2015 costs).

Student as Producer

Student as Producer is a model of teaching and learning that encourages academics and undergraduate students to collaborate on research activities. It is a programme committed to learning through doing.

The Student as Producer initiative was commended by the QAA in our 2012 review and is one of the teaching and learning features that makes the Lincoln experience unique.

There is the opportunity to take a work placement year between the second and third years of study. Students are academically supported throughout their placement, which can be overseas. There are opportunities to take shorter work placements and overseas study visits. Students on the placement year and on study visits are required to pay for their own travel, accommodation and general living costs. There is no tuition fee for the placement year.

Placement Year

When students are on an optional placement in the UK or overseas or studying abroad, they will be required to cover their own transport and accommodation and meals costs. Placements can range from a few weeks to a full year if students choose to undertake an optional sandwich year in industry.

Students are encouraged to obtain placements in industry independently. Tutors may provide support and advice to students who require it during this process.

Tuition Fees

2018/19UK/EUInternational
Full-time £9,250 per level £15,600 per level
Part-time £77.00 per credit point†  N/A
Placement (optional) Exempt Exempt

 

2019/20UK/EUInternational
Full-time £9,250 per level £15,900 per level
Part-time £77.00 per credit point†  N/A
Placement (optional) Exempt Exempt


†Please note that not all courses are available as a part-time option.

The University undergraduate tuition fee may increase year on year in line with government policy. This will enable us to continue to provide the best possible educational facilities and student experience.

Fees for enrolment on additional modules

Tuition fees for additional activity are payable by the student/sponsor and charged at the equivalent £ per credit point rate for each module. Additional activity includes:

- Enrolment on modules that are in addition to the validated programme curriculum

- Enrolment on modules that are over and above the full credit diet for the relevant academic year

- Retakes of modules as permitted by the Board of Examiners

Exceptionally tuition fees may not be payable where a student has been granted a retake with approved extenuating circumstances.

For more information and for details about funding your study, please see our UK/EU Fees & Funding pages or our International funding and scholarship pages. [www.lincoln.ac.uk/home/studyatlincoln/undergraduatecourses/feesandfunding/] [www.lincoln.ac.uk/home/international/feesandfunding/]

Additional Costs

For each course students may find that there are additional costs. These may be with regard to the specific clothing, materials or equipment required, depending on their subject area. Some courses provide opportunities for students to undertake field work or field trips. Where these are compulsory, the cost for the travel, accommodation and meals may be covered by the University and so is included in the fee. Where these are optional students will normally (unless stated otherwise) be required to pay their own transportation, accommodation and meal costs.

With regards to text books, the University provides students who enrol with a comprehensive reading list and our extensive library holds either material or virtual versions of the core texts that students are required to read. However, students may prefer to purchase some of these for themselves and will therefore be responsible for this cost. Where there may be exceptions to this general rule, information will be displayed in a section titled Other Costs below.

GCE Advanced Levels: BBB

International Baccalaureate: 30 points overall

BTEC Extended Diploma: Distinction, Distinction, Merit

Applicants will also need at least three GCSEs at grade 4 (C) or above, which must include English and Maths. Equivalent Level 2 qualifications may also be considered.

EU and International students whose first language is not English will require English Language IELTS 6.0 with no less than 5.5 in each element, or equivalent http://www.lincoln.ac.uk/englishrequirements

The University accepts a wide range of qualifications as the basis for entry and will consider applicants who have a mix of qualifications.

We also consider applicants with extensive and relevant work experience and will give special individual consideration to those who do not meet the standard entry qualifications.

If you would like further information about entry requirements, or would like to discuss whether the qualifications you are currently studying are acceptable, please contact the Admissions team on 01522 886097, or email admissions@lincoln.ac.uk

Learn from Experts

Throughout this degree, students may receive tuition from professors, senior lecturers, lecturers, researchers, practitioners, visiting experts or technicians, and they may be supported in their learning by other students.

Expert Image - Chris Headleand

Dr Chris Headleand

Programme Leader

After graduating in 2009 Dr Chris Headleand founded a number of software companies including an enterprise specialising in Virtual Reality(VR) games which has been internationally successful.


Your Future Career

This degree aims to equip graduates with the skills necessary for a technical career. Graduates can work across the games industry as developers, tools programmers, artificial intelligence programmers, level designers, mission scripters, games testers and in many other roles in the wider IT industry.

Lincoln graduates have gone on to work for computer games industry giants and other specialist companies in the sector. These include Electronic Arts (EA Games), Criterion Games, Rockstar, Sumo Digital, BAE Systems and Team 17.

Careers Service

The University Careers and Employability Team offer qualified advisors who can work with students to provide tailored, individual support and careers advice during their time at the University. As a member of our alumni we also offer one-to-one support in the first year after completing a course, including access to events, vacancy information and website resources; with access to online vacancies and virtual resources for the following two years.

This service can include one-to-one coaching, CV advice and interview preparation to help you maximise our graduates future opportunities.

The service works closely with local, national and international employers, acting as a gateway to the business world.

Visit our Careers Service pages for further information http://www.lincoln.ac.uk/home/campuslife/studentsupport/careersservice/.

This degree aims to equip graduates with the skills necessary for a technical career. Graduates can work across the games industry as developers, tools programmers, artificial intelligence programmers, level designers, mission scripters, games testers and in many other roles in the wider IT industry.

Lincoln graduates have gone on to work for computer games industry giants and other specialist companies in the sector. These include Electronic Arts (EA Games), Criterion Games, Rockstar, Sumo Digital, BAE Systems and Team 17.

Careers Service

The University Careers and Employability Team offer qualified advisors who can work with students to provide tailored, individual support and careers advice during their time at the University. As a member of our alumni we also offer one-to-one support in the first year after completing a course, including access to events, vacancy information and website resources; with access to online vacancies and virtual resources for the following two years.

This service can include one-to-one coaching, CV advice and interview preparation to help you maximise our graduates future opportunities.

The service works closely with local, national and international employers, acting as a gateway to the business world.

Visit our Careers Service pages for further information http://www.lincoln.ac.uk/home/campuslife/studentsupport/careersservice/.


Facilities

At Lincoln, we constantly invest in our campus as we aim to provide the best learning environment for our undergraduates. Whatever the area of study, the University strives to ensure students have access to specialist equipment and resources, to develop the skills, which they may need in their future career.

Technical resources for Computer Science include research facilities and laboratories, a computer engineering workshop, workstations with full development software platforms and a range of equipment for loan including, Raspberry Pi, Oculus Rift and HTC Vive virtual reality kit, smartphones and robots.

Students also make the most of the University's award-winning Great Central Warehouse Library, which provides access to more than 250,000 printed books and over 400,000 electronic books and journals, as well as databases and specialist collections. The Library has a range of different spaces for shared and individual learning.


The University intends to provide its courses as outlined in these pages, although the University may make changes in accordance with the Student Admissions Terms and Conditions.