Introduction
Games Computing explores the analysis, design and implementation of computer games and graduates from this programme are prepared for employment as games developers.
The programme also includes a broad foundation in system analysis, design and programming, thus creating wider opportunities in software development and computing in general.
This programme 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 curriculum provides 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 recognise that software engineering methodologies and principles are as important as creative design in the success of a computer game product. Mathematics and programming activities form a firm base upon which to develop these principles. Opportunities to develop software within computer games console environments, such as the Xbox360™ as well as within desktop and mobile environments, are designed to encourage students to further demonstrate their skills.
Course Content
Level One
Introductory Games Studies
Computer gaming now cuts through many social dimensions and is continually evolving in its sophistication. This module introduces the fundamental principles which underpin computer gaming. Broad aspects of the contemporary computer game industry are explored, including an overview of the game development process as a whole, the societal view of gaming and its cultural implications. In addition, fundamental skills are developed via the investigation of introductory mathematical principles relating to computer games development, and the development of simple visual game design and development skills.
Computer Systems
This module introduces students to computer hardware, the history of computing, 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 more popular hardware architectures and provides a basic introduction to microcontrollers.
Operating Systems
This module continues the foundations in computer science and investigates 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 the opportunity to practically implement concepts and techniques at the basis of the various operating systems.
Software Development
The Software Development module introduces the concepts and practice of computer programming, with attention paid to quality and testing issues. Following on from this fundamental base, the module extends students' knowledge of computer programming enabling them to create systems consisting of multiple classes and objects. Fundamental principles of discrete mathematics are explored and developed.
Data, Networks and the Web
This module provides students with an introduction to the techniques for representing data. It also considers issues in the structure and usage of computer networks by exploring their basic structure, operation and application. Students are provided with an introduction to the development and application of web technologies from first principles.
Level Two
Games Computing Group Project
As the development of team working 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.
Computer Graphics and Games Programming
This module introduces 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 C/C++ and standard graphics libraries (such as OpenGL) encourages students to develop their programming skills while observing the theory of 3D graphics in practice. Games programming is developed with particular attention to memory management, game states and loops, as well as other relevant factors.
Game Design
This key module explores the process by which a game concept is first germinated and its subsequent development via a process of design and documentation to a prototype stage. Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture 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. Theories of game design and design patterns are studied using hands-on exercises such as paper prototyping and board game mock-ups. Practical analysis deconstruction of existing games encourage debate and comparisons of design styles principles. Students are encouraged to critique both their own designs and others. Frequent constructive group critiques will give students feedback on their design and ideas.
Optional Modules
Optional modules available at level two include:
• 3D Modelling
• Artificial Intelligence
• Business Processes
• Database Systems
• Human-Computer Interation
• Networks and Network Systems
• Software Engineering and Advanced Programming
• Web and Server Technologies
• Project Management.
Placement Year (optional)
The BSc (Hons) Games Computing degree is optionally available in a sandwich mode variant. If you take the sandwich mode degree, you take a year out in industry between levels two and three, gaining invaluable industrial experience. Sandwich students, in general, tend to do well at the final level, and may find they have enhanced job prospects. Students must apply specifically for the sandwich variant – if they join via the standard route the University may not allow a transfer to the sandwich variant, as places are limited.
Level Three
Game Engines
Game engines are the core software components of computer games. They provide the underlying technologies upon which a game can be developed. The architecture and component design of a game engine dictates its core functionality and hence the features of the game which can be built from it. This module investigates the architecture of game engines and the functionality of typical engine components, such as a renderer, a physics or collision management component and a scene graph. In addition, the practical use of existing game engines and development of engine components is explored.
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 level project.
Project
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.
Professional Practice
The module aims to develop an understanding of the basic cultural, social, legal, and ethical issues inherent in the discipline of computing, and promote personal professionalism in the workplace.
Optional Modules
Optional modules available at level three include:
• Mobile and Social Computing
• Content Creation and Management
• Computer Vision and Robotics
• Business Intelligence
• Advanced Software Engineering
• Entrepreneurship and Innovation.
Level four (MComp)
MComp Project
This module presents students with the opportunity to evaluate theory and its application in a practical context through the development of a report and normally a substantive implementation. The research project is an individual piece of work, which enables the students to apply and integrate elements of study from a range of modules.
Research Methods
This module supports students in their individual task of a research-led project, and enables them to pursue independent reasoning and be conscious of the difficulties and challenges of research in modern social and scientific contexts.
Industrial Project
This module integrates the skills and knowledge students will have gained so far in their programme of study. It provides an opportunity for students to gain confidence in working independently on a substantive real world project. The Industrial Project is conducted in conjunction with a (usually external) client, and focuses on the production of a deliverable appropriate to students’ programme of study.
Optional modules available at level four include:
- Mobile and Social Computing
- Content Creation and Management
- Computer Vision and Robotics
- Business Intelligence
- Advanced Software Engineering
- Entrepreneurship and Innovation.
How You Study
Full-time or part-time study available.
Special Features
Students have access to specialised development laboratory provision, with industry-standard software development environments, three-dimensional modelling software and game distribution platforms, such as the Steam Café. Console development environments include Xbox360™ systems and PlayStation™ Linux development kits. A motion capture research system is available for project work.
Overseas study visits have been a feature of the programme in recent years. For example, visits to locations within the United States provide a unique insight into games development issues in overseas territories.
How You Are Assessed
The programme is assessed through a variety of means, including in-class tests, coursework and examinations, although the majority of assessments are coursework based.
What Will I Gain From The Course?
BSC (Hons)/MComp 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 recognise 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 Xbox360™ as well as within desktop and mobile environments, are designed to encourage students to further demonstrate their skills.
Careers
This award is designed to prepare students for employment in the games industry, as a game developer, or more widely in the computing industry. The games industry is extremely competitive, with a high demand for available jobs, and the project elements of the programme provides an opportunity for students to develop their portfolio. This programme also offers a strong foundation in creative technologies and wider computing skills. An excellent grounding in problem-solving, oral presentation, time management, career planning and management, business awareness, team cooperation and presentation skills, is excellent preparation for whichever career students choose.
Case study
Chris Rowe graduated in 2007, and is employed as an Associate Producer with Pivotal Games in Bath. When asked about working in this role, Chris said, “Working in the games industry as an Associate Producer is fantastic and everything I pretty much expected it to be. I am involved in managing the game development team throughout the course of the project. Meeting deadlines and hitting milestones is extremely important in the games industry so the majority of my time is spent working with the Senior Producer creating and updating schedules for the staff, whilst also sorting out any problems that occur during the production of the game. I liaise with the different departments (Design, Art, Code etc), monitor staff progress, flag any risks or issues that can affect production and generally facilitate the needs of the team to get the work done on time and to the high quality expected.”
Fees
| 2012 Entry | UK/EU | International |
|---|---|---|
| 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 |
For further information and funding your study please see our Fees & Funding pages.







