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BSc (Hons) Games Computing

BSc (Hons) 3 - 4 Years Lincoln School of Computer Science Lincoln 280 Points G401

Introduction

An emphasis is placed on game programming, mathematics, graphics and game engine programming, game design and other specialist areas such as artificial intelligence and computer vision during this degree.

The curriculum is closely matched to industry standards and trends. As well as specialising in computer games development, you will gain a thorough grounding in all aspects of software development and computer project management.

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Course Content

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Level One

Introductory Games Studies

This module considers different aspects of the contemporary computer game industry, including an overview of the game development process, introductory ideas on games design, and cultural aspects.

Software Development

This module provides a comprehensive analysis of the general principles and practices of advanced programming with respect to software development. Software development issues and techniques are considered from a high-level perspective and notions of advanced programming are emphasised in the context of analysis, design and implementation. Great importance is placed upon the Object-Oriented paradigm and related concepts applied to software development.

Computer Systems

This module introduces the student to computer hardware, the history of computer, data representation and manipulation at the byte level, basic machine instructions, the operation of the fetch-execute cycle, the characteristics of main and cache memory, I/O control and the inner working of disk storage. This module also presents the most popular hardware architectures and provides a basic introduction to microcontrollers.

Operating Systems

This module continues the foundations in computer science and investigates both the theoretical design concepts which underpin all operating systems and, through case-studies, the practical implementation techniques of current operating systems. Special attention will be given to shell programming languages and examples to practically implement concepts and techniques at the basis of the various operating systems.

Maths for Computing

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

Data structures

The module provides students with an introduction to the techniques for representing data, and fundamental data structures. No particular programming language is adopted to support the module, exemplars are given using a range of common languages to further the broad application of the principles discussed.

Level Two

Group Project

Good teamworking and project management skills are essential for any aspiring games developer. This module aims to provide students with the experience of working as part of a team on a development project. Students will produce a set of deliverables including a finished product or artefact. Groups are expected to manage their own processes, and to hold regular meetings both with and without their supervisor.

Games Design

This module covers theory and practice of game design, including level design. Students engage in a range of group-based practical exercises, including the design of paper-based and computer-based games. The relationship between game mechanics and player experience is considered and investigated.

Computer Graphics and Games Programming

This module introduces the student to the fundamentals, theory, principles, methods, and techniques of 2D and 3D Computer Graphics and Computer Generated Imagery which will be delivered through a games programming context. Students will be encouraged to develop game code to utilise the graphics algorithms and techniques.

Placement Year (Optional)

The BSc (Hons) Games Computing degree is optionally available in a sandwich mode variant. If students take the sandwich mode degree, they take a year out in industry between levels two and three, gaining invaluable industrial experience. Sandwich students, in general, tend to do well in the final year, and may find they have enhanced job prospects. They must apply specifically for the sandwich variant; if they join via the standard route we may not allow a transfer to the sandwich variant, as places are limited.

Level Three

Game Engines

This module is concerned with the structure of game engine design, and other components of engines including physics simulation and artificial intelligence. Students will learn about current physics programming techniques, developing controlled non-player characters, and the structure and development of contemporary game engine software.

Project Preparation

This module provides students with the skills necessary to conduct an independent study project. The output of this module will form the foundation for the Project module. At the conclusion of this project the student should have formed a clear understanding of the aims and objectives of their final year project.

Project

The project 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 are 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.

Professional Practice

This module provides students with a bridge between University and the workplace. The module 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. It also allows students to develop essential skills in CV writing, applying for jobs and presenting themselves at interview.

Optional modules available at Level Three include:

  • Social Applications Development
  • Software Engineering
  • Computer Vision and Robotics

How You Study

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Full-time or part-time study available.

How You Are Assessed

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The course is assessed through a variety of means, including in-class tests, coursework and examinations, although the majority of assessments are coursework based.

Special Features

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Students have access to specialised development laboratory provision providing access to industry standard software development environments, 3D modelling software and game distribution platforms, such as the Steam Café.

In addition, console development environments are provided such as Xbox 360 systems and PlayStation 2 Linux development kits. A motion capture research system is available for project work.

Overseas study visits have been a feature of our courses in recent years. Visits to locations within the United States provide students with a unique insight into games development issues in overseas territories.

What Will I Gain From The Course?

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BSc (Hons) Games Computing specifically aims to develop professional and transferable skills in the selection and deployment of a range of methods, techniques and practices appropriate for a games computing professional.

The course is distinctive in that it provides strong conceptual and methodological groundings in game software design and development, as well as the contemporary approaches to more general software development.

In particular, the Games Computing curriculum gives students exposure to, and the opportunity to develop skills in, core areas of game development. Students are encouraged to develop their own creativity and advanced computing skills, and to recognize that software engineering methodologies and principles are as important as creative design in the success of a computer game product.

Mathematics and programming activities give a firm base on which to develop these principles. Opportunities to develop software within computer games console environments, such as the Xbox 360 as well as within desktop and mobile environments, are designed to encourage students to further demonstrate their skills.

Careers

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Graduates go on to work as game, tools and physics/AI programmers, level designers, mission scripters, games testers, web designers and IT project managers.

Student Quotation

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Chris Rowe graduated from the University of Lincoln in 2007 with a first class degree in Games Computing. He has since gone on to work for a number of different game development studios in the UK, including Pivotal Games, Midway Games and Ninja Theory. He is currently working as a creative Producer for Capcom Vancouver – the studio behind Dead Rising 2.

When asked about his role, Chris said, "My role as a Producer is to provide studio wide direction and support, pushing the team and quality bar in an effort to ensure we deliver a memorable gaming experience to the consumer, and a great overall product to the publisher. I am responsible for developing the vision of the game alongside the directors, and ensure that our development decisions stay true to that vision across all areas of the product. My day to day activities involve working with the designers to brainstorm and document game designs, as well as collaborating with the art and tech teams in order to bring those designs to life – a great opportunity to find all the problems!."

Fees

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2012 Entry UK/EUInternational
Full-time £9000 £12033
Part-time £75 per credit point £100 per credit point
Placement (optional) Exempt Exempt
Assessment Only £38 per credit point £50 per credit point

 

2013 Entry UK/EUInternational
Full-time £9000 £12755
Part-time £75 per credit point £106 per credit point
Placement (optional) Exempt Exempt
Assessment Only £38 per credit point £53 per credit point

For further information and funding your study please see our Fees & Funding pages.

Fees and Funding