Key Information

Full-time

4-5 years

Part-time

8 years

Typical Offer

BBB (120 UCAS Tariff points)

Campus

Brayford Pool

Validation Status

Validated

Fees

View

UCAS Code

G610

Course Code

CGPCMPUM

Key Information

Full-time

4-5 years

Part-time

8 years

Typical Offer

BBB (120 UCAS Tariff points)

Campus

Brayford Pool

Validation Status

Validated

Fees

View

UCAS Code

G610

Course Code

CGPCMPUM

MComp Games Computing MComp Games Computing

This course is accredited by The British Computer Society.

Key Information

Full-time

4-5 years

Part-time

8 years

Typical Offer

BBB (120 UCAS Tariff points)

Campus

Brayford Pool

Validation Status

Validated

Fees

View

UCAS Code

G610

Course Code

CGPCMPUM

Key Information

Full-time

4-5 years

Part-time

8 years

Typical Offer

BBB (120 UCAS Tariff points)

Campus

Brayford Pool

Validation Status

Validated

Fees

View

UCAS Code

G610

Course Code

CGPCMPUM

Teaching and Learning During COVID-19

The current COVID-19 pandemic has meant that at Lincoln we are making changes to our teaching and learning approach and to our campus, to ensure that students and staff can enjoy a safe and positive learning experience here at Lincoln.

From autumn 2020 our aim is to provide an on-campus learning experience. Our intention is that teaching will be delivered through a mixture of face-to-face and online sessions. There will be social activities in place for students - all in line with appropriate social distancing and fully adhering to any changes in government guidance as our students' safety is our primary concern.

We want to ensure that your Lincoln experience is as positive, exciting and enjoyable as possible as you embark on the next phase of your life. COVID-19 has encouraged us to review our practices and, as a result, to take the opportunity to find new ways to enhance the Lincoln experience. It has challenged us to find innovative new approaches to supporting students' learning and social interactions. These learning experiences, which blend digital and face-to-face, will be vital in helping to prepare our students for a 21st Century workplace.

Of course at Lincoln, personal tutoring is key to our delivery, providing every student with a dedicated tutor to support them throughout their time here at the University. Smaller class sizes mean our academic staff can engage with each student as an individual, and work with them to enhance their strengths. In this environment we hope that students have more opportunities for discussion and engagement and get to know each other better.

Course learning outcomes are vital to prepare you for your future and we aim to utilise this mix of face-to-face and online teaching to deliver these. Students benefit from and enjoy fieldtrips and placements and, whilst it is currently hard to predict the availability of these, we are working hard and with partners and will aspire to offer these wherever possible - obviously in compliance with whatever government guidance is in place at the time.

We are utilising a range of different digital tools for teaching including our dedicated online managed learning environment. All lectures for larger groups will be delivered online using interactive software and a range of different formats. We aim to make every contact count and seminars and small group sessions will maximise face-to-face interaction. Practicals, workshops, studio sessions and performance-based sessions are planned to be delivered face-to-face, in a socially distanced way with appropriate PPE.

We have won awards for our approach to teaching and learning, our partnerships and industry links, and the opportunities these provide for our students. Our aim is that our online and socially distanced delivery during this COVID-19 pandemic is engaging and that students can interact with their tutors and each other and contribute to our academic community.

As and when restrictions start to lift, we aim to deliver an increasing amount of face-to-face teaching and external engagements, depending on each course. Safety will continue to be our primary focus and we will respond to any changing circumstances as they arise to ensure our community is supported. More information about the specific approaches for each course will be shared when teaching starts.

Of course as you start a new academic year it will be challenging but we will be working with you every step of the way. For all our students new and established, we look forward to welcoming you to our vibrant community this Autumn. If you have any questions please visit our Coronavirus page or contact us on 01522 886644.

Phil Carlisle - Programme Leader

Phil Carlisle - Programme Leader

After spending nearly a decade in the games industry working on numerous multi-million selling games for several major publishers, Phil moved into academia to encourage the future prospects of the next generation of game developers. Phil remains an active game developer and is currently researching in the field of artificial intelligence for games, where he investigates the potential for advances in machine learning to be applied to the creative sector.

School Staff List

Welcome to MComp Games Computing

The MComp Games Computing is a four-year degree programme designed to enhance and extend the BSc (Hons) programme with an additional year of Master's level study. It provides the opportunity to study a range of modules in more detail and to complete a substantive project in an area of specific personal interest. Studying at Master’s level can enable students to both deepen and broaden their knowledge and understanding.

The MComp Games Computing programme at Lincoln aims to develop the skills and attributes required for roles in the competitive computing sector. The course is designed to help students develop as versatile professionals, capable of thriving in a wide range of post-university employment destinations. Students also have the opportunity to develop skills that lend themselves to the ever-growing, multi-billion pound video games industry.

The course aims to develop a skillset that is applicable to the wider spectrum of the digital sector. Beyond learning how to develop software, students can also develop an understanding of the interaction between the computer and its user, and how to design an engaging experience.

We aim to produce graduates who can adapt to quickly evolving technology and play key roles within the companies at the forefront of those advances. Beyond how to develop technology, a games computing student can also gain an understanding of how to make it engaging, playful, and fun.

The course explores computer science through the specific use-case of games. Students have the opportunity to develop programming skills, alongside specialist modules in topics including games design, 3D graphics, mathematics, and artificial intelligence.

The strong conceptual and methodological grounding in both games design and games development gives Lincoln’s Games Computing course a distinctive edge. Students are encouraged to recognise that software engineering is as important as creative design in the success of computer game products and software applications. The course will also explore the role of playful systems beyond the games industry, looking at how games have been applied to sectors such as education and fitness. While our graduates can target careers in the video games industry, their skills may also be applied to a number of different employment pathways, including systems and development roles in the NHS, automotive industry, education sector, and design roles across multiple industries.

Welcome to MComp Games Computing

The MComp Games Computing is a four-year degree programme designed to enhance and extend the BSc (Hons) programme with an additional year of Master's level study. It provides the opportunity to study a range of modules in more detail and to complete a substantive project in an area of specific personal interest. Studying at Master’s level can enable students to both deepen and broaden their knowledge and understanding.

The course aims to develop the skills and attributes required for roles in the competitive computing sector. It is designed to help students develop as versatile professionals, capable of thriving in a wide range of post-university employment destinations. Students also have the opportunity to develop skills that lend themselves to the ever-growing, multi-billion pound video games industry.

The course aims to develop a skillset that is applicable to the wider spectrum of the digital sector. Beyond learning how to develop software, students can also develop an understanding of the interaction between the computer and its user, and how to design an engaging experience.

We aim to produce graduates who can adapt to quickly evolving technology and play key roles within the companies at the forefront of those advances. Beyond how to develop technology, a games computing student can also gain an understanding of how to make it engaging, playful, and fun.

The course explores computer science through the specific use-case of games. Students have the opportunity to develop programming skills, alongside specialist modules in topics including games design, 3D graphics, mathematics, and artificial intelligence.

The strong conceptual and methodological grounding in both games design and games development gives Lincoln’s Games Computing course a distinctive edge. Students are encouraged to recognise that software engineering is as important as creative design in the success of computer game products and software applications. The course will also explore the role of playful systems beyond the games industry, looking at how games have been applied to sectors such as education and fitness. While our graduates can target careers in the video games industry, their skills may also be applied to a number of different employment pathways, including systems and development roles in the NHS, automotive industry, education sector, and design roles across multiple industries.

How You Study

Full-time or part-time study available.

In the first year of the degree, students have the opportunity to study fundamental areas including game design, mathematics for computing, programming, and problem-solving.

In your second year, there is in-depth study expected in areas of games computing, such as advanced programming, concept development, user experience design, and artificial intelligence.

As well as completing a games development project in the third year, students can choose from a range of specialist optional modules, including Parallel Programming, Autonomous Mobile Robotics, and Virtual and Augmented Reality.

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

What You Need to Know

We want you to have all the information you need to make an informed decision on where and what you want to study. To help you choose the course that’s right for you, we aim to bring to your attention all the important information you may need. Our What You Need to Know page offers detailed information on key areas including contact hours, assessment, optional modules, and additional costs.

Find out More

How You Study

In the first year of the degree, students have the opportunity to study fundamental areas including game design, mathematics for computing, programming, and problem-solving.

In your second year, there is in-depth study expected in areas of games computing, such as advanced programming, concept development, user experience design, and artificial intelligence.

As well as completing a games development project in the third year, students can choose from a range of specialist optional modules, including Parallel Programming, Autonomous Mobile Robotics, and Virtual and Augmented Reality.

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

Full-time or part-time study available.

What You Need to Know

We want you to have all the information you need to make an informed decision on where and what you want to study. To help you choose the course that’s right for you, we aim to bring to your attention all the important information you may need. Our What You Need to Know page offers detailed information on key areas including contact hours, assessment, optional modules, and additional costs.

Find out More

An Introduction to Your Modules

Module Overview

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.

Module Overview

This module explores the theoretical underpinning of the games design process, focusing on how design techniques can be employed to address a design brief or specific problem domain. Students can develop a first-hand understanding of how games concepts can be developed through a process of exploratory ideation. Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness, and game balance are all studied, using a range of games examples from both contemporary and traditional sources. Theories of game design are studied through practical work and experimentation using hands-on exercises such as paper prototyping. While the module is focused on the games context, the skills developed apply to a range of interactive software domains.

Module Overview

The module provides an introduction to game implementation in commercial engines, through this module students will gain knowledge of the process of how games are constructed, best practices for solving implementation challenges, and gain practical experience in creating games. This module will cover topics of how to construct games in the context of existing commercial engines, the core focus is on gaining a concrete understanding and practical experience of the approaches and solutions used in the creation of games. This includes aspects of gameplay programming, implementing mechanics, game systems, interactions, and user interfaces. This study will be completed in the form of workshops which will involve solving implementation challenges and working through creating a complete game suitable for a portfolio piece. This module is strongly practice driven focusing on building up the students’ skills and implementing game mechanics and features using a commercial game engine.

Module Overview

This module is designed to provide grounding and context to the Games Computing programme, encompassing historical, societal, aesthetic, and ethical aspects of games as cultural artefacts, and strongly reflects the international level research contributions into game studies ongoing within the School. This module covers 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 will be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Module Overview

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

Module Overview

This module extends the concepts and practice of simple computer programming, with attention paid to the essentials that constitute an object-oriented computer program including layout, structure, and functionality. The module aims to extend students' knowledge of computer programming and introduces them to the object-oriented paradigm and related concepts applied to algorithm and software development. There is also emphasis upon the use of version control and its role in archiving and facilitating software development.

Module Overview

This module introduces students to software constructs and the development of simple programs using a high-level programming language. Simple design concepts and standard programming practices are presented, and attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. Additionally, the fundamental computing data structures allowing the representation of data in computer programs are explored and implemented.

Module Overview

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 using the C++ programming language, however students will also be exposed to the principles and underlying theories pertaining to functional programming.

Module Overview

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.

Module Overview

This module aims to develop students’ applied design problem-solving and practical implementation skills. The module will be delivered over two terms in four week sprint-style engagements. At the beginning of each four week engagement, students will be provided with a brief, and prototyping methodology to employ. They will then have the chance to use the remaining workshop time to explore the problem-space and prototype a solution or artefact. Students will be expected to document their ongoing prototyping process as this will form part of their assessment. At the end of each sprint-like engagement students will be expected to critique each other's work and write a short reflection. This module provides students with the opportunity for significant games implementation practice, and the opportunity to develop their portfolio of design concepts.

Module Overview

This module introduces second year students to the fundamentals, theories, and techniques of games programming. It is designed to give students a grounding in the development of video games, predominantly targeting PC systems, but with some attention to games consoles, mobile, and web platforms. The module is focused at the lower levels of games programming. It will use C++ to support the understanding and application of computer science components and bring them together appropriately within a games programming context. The module considers games programming algorithms and techniques, whilst ensuring students have the chance to understand and apply the various programming aspects of games development. This includes the player interaction techniques, input devices, data handling (including loading and saving), rendering, and how sound and control interfaces make up a game and a game engine. Students will be encouraged to develop code and solutions that delivers complete gaming experiences.

Module Overview

This module explores the fundamental concepts of designing, implementing, and using database technologies and students are expected to develop a conceptual view of database theory and then transform it into a practical design of a database application. Alternate design principles for implementing databases for different uses, for example in social media or gaming contexts are also considered.

Module Overview

This module aims to provide students with experience of working as part of a team within a simulated commercial setting. Students have the chance to go through the key phases of software development from ideation through to development, testing, delivery, and publishing. Throughout the module students can learn how to manage and deliver commercial software development projects. This will include ethical, social and professional issues, project management, communication, time management, and team-working strategies. The module aims to further skills developed in the first year and places them in a simulated commercial setting. The final piece of work produced as part of the software development process should be suitable for inclusion within a professional portfolio.

Module Overview

This module provides students with the opportunity to develop knowledge of the processes and principles of Human-Computer Interaction (HCI) and User Experience Design (UXD) starting with a history and overview of the role HCI in furthering the field of computer science. The module will guide students through notions of usability and accessibility, user-centred design and requirements analysis, prototyping, statistical analysis, and qualitative evaluation using state of the art methods and techniques. The professional, ethical, social, and legal issues in designing and studying interactive technology will be considered throughout.

Module Overview

This module introduces the student to the theory, principles, methods, and techniques of 3D computer graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms commonly used in videogame development. The development of skills in implementing computer graphic applications with modern, standard graphics pipelines encourages students to develop their programming skills while observing the theory of 3D graphics in practice. This is delivered through a hands-on games programming context where students will be encouraged to develop interactive 3D graphics applications using industry standard tools and technologies. This module aims to develop students' awareness and ability to implement and utilise mathematical approaches commonly seen in real-time systems such as videogames. In addition, modern graphical techniques will be explored, with reference to current industry practice, and students will be expected to demonstrate an ability to analyse requirements, systematically appraise existing methods, and employ critical-thinking in the development of their own pieces of work.

Module Overview

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.

Module Overview

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.

Module Overview

This module offers students the chance to demonstrate their ability to work independently on a significant, in-depth project requiring the coherent and critical application of computer science theory and skills. Students must initially produce a project proposal and related materials to frame the work, specifying clear, specific, academically justified, and appropriately scoped aims and objectives, as well as feasible means for fulfilling those aims and objectives. Students then work independently to fulfil those project goals. Throughout this process students are expected to demonstrate the application of practical development and analytical skills, innovation and/or creativity, and the synthesis of information, ideas and practices to generate a coherent problem solution.

Module Overview

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.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can be exposed to core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

The module introduces the fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

Parallel Programming is an important modern paradigm in computer science, and a promising direction for keeping up with the expected exponential growth in the discipline. Executing multiple processes at the same time can tremendously increase computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. 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.

Module Overview

In this module, students can develop their understanding of how to design and develop and applications for Virtual and Augmented Reality (VR/AR) platforms. The module will start by introducing students to underpinning theoretical concepts of user experience in VR platforms, such as immersion, presence, fidelity, and embodiment. These will be used as a framework to explore a wide range of applications, primarily training and education, medical applications, therapy, and entertainment. Fundamental design aspects will be introduced, such as interfaces and interactions, interactions with non-human characters, locomotion, and object manipulations. Within the context of training/education, design considerations relating to learning outcomes, knowledge transfer, and retention will be discussed. Students are expected to consider the role of fidelity in relation to safety critical training, such as medical applications, and the advantages of VR over traditional displays will also be considered. Students can also learn how to assess user experience in VR using a variety of tools (primarily self-report measures). Students can also look at limitations such as simulator sickness, and accessibility of movement-based interfaces. The AR section of this module will mirror the VR topics mentioned, and compare and contrast AR platforms with VR, to enable students to make appropriate platform choices. Alongside theoretical aspects, students can engage in parallel practical workshops, during which they will put into practice some of the concepts discussed in lectures. This will involve the use of appropriate development tools and platforms, and consideration of design aspects. Students have the chance to build an application during workshops, and use this as a tool to conduct an evaluation related to user experience.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

This 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 are 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 Master's level, students can research the area in depth and produce critical reports of their findings.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can explore core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

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 Master's level module students are also encouraged to consider current research in the field of cyber security.

Module Overview

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.

Module Overview

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 are expected to be able to extract useful information from the raw image and interpret the image data. The techniques will be implemented using the mathematical programming language Matlab or OpenCV.

Module Overview

The module introduces fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

Parallel Computing is an important modern paradigm in computer science. Executing multiple processes at the same time can tremendously increase the computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. 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.

Module Overview

In this module student can develop and design applications for Virtual and Augmented Reality (VR/AR) platforms. Students can consider different areas of applications, including training, simulation, medical/therapeutic, games, and other interactive experiences. This will comprise theoretical aspects of design for VR/AR systems, including such topics as locomotion and control methods, representation of virtual worlds, and non-human characters. It will also cover practicalities of development and deployment using appropriate tools. Students can also look at limitations such as simulator sickness, and accessibility, and how to evaluate user experience. Students can build and test their own applications using VR and AR equipment.

† Some courses may offer optional modules. 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.

An Introduction to Your Modules

Module Overview

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.

Module Overview

This module explores the theoretical underpinning of the games design process, focusing on how design techniques can be employed to address a design brief or specific problem domain. Students can develop a first-hand understanding of how games concepts can be developed through a process of exploratory ideation. Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness, and game balance are all studied, using a range of games examples from both contemporary and traditional sources. Theories of game design are studied through practical work and experimentation using hands-on exercises such as paper prototyping. While the module is focused on the games context, the skills developed apply to a range of interactive software domains.

Module Overview

This module is designed to provide grounding and context to the Games Computing programme, encompassing historical, societal, aesthetic, and ethical aspects of games as cultural artefacts, and strongly reflects the international level research contributions into game studies ongoing within the School. This module covers 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 will be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Module Overview

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

Module Overview

This module extends the concepts and practice of simple computer programming, with attention paid to the essentials that constitute an object-oriented computer program including layout, structure, and functionality. The module aims to extend students' knowledge of computer programming and introduces them to the object-oriented paradigm and related concepts applied to algorithm and software development. There is also emphasis upon the use of version control and its role in archiving and facilitating software development.

Module Overview

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.

Module Overview

This module introduces students to software constructs and the development of simple programs using a high-level programming language. Simple design concepts and standard programming practices are presented, and attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. Additionally, the fundamental computing data structures allowing the representation of data in computer programs are explored and implemented.

Module Overview

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 using the C++ programming language, however students will also be exposed to the principles and underlying theories pertaining to functional programming.

Module Overview

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.

Module Overview

This module aims to develop students’ applied design problem-solving and practical implementation skills. The module will be delivered over two terms in four week sprint-style engagements. At the beginning of each four week engagement, students will be provided with a brief, and prototyping methodology to employ. They will then have the chance to use the remaining workshop time to explore the problem-space and prototype a solution or artefact. Students will be expected to document their ongoing prototyping process as this will form part of their assessment. At the end of each sprint-like engagement students will be expected to critique each other's work and write a short reflection. This module provides students with the opportunity for significant games implementation practice, and the opportunity to develop their portfolio of design concepts.

Module Overview

This module introduces second year students to the fundamentals, theories, and techniques of games programming. It is designed to give students a grounding in the development of video games, predominantly targeting PC systems, but with some attention to games consoles, mobile, and web platforms. The module is focused at the lower levels of games programming. It will use C++ to support the understanding and application of computer science components and bring them together appropriately within a games programming context. The module considers games programming algorithms and techniques, whilst ensuring students have the chance to understand and apply the various programming aspects of games development. This includes the player interaction techniques, input devices, data handling (including loading and saving), rendering, and how sound and control interfaces make up a game and a game engine. Students will be encouraged to develop code and solutions that delivers complete gaming experiences.

Module Overview

This module explores the fundamental concepts of designing, implementing, and using database technologies and students are expected to develop a conceptual view of database theory and then transform it into a practical design of a database application. Alternate design principles for implementing databases for different uses, for example in social media or gaming contexts are also considered.

Module Overview

This module aims to provide students with experience of working as part of a team within a simulated commercial setting. Students have the chance to go through the key phases of software development from ideation through to development, testing, delivery, and publishing. Throughout the module students can learn how to manage and deliver commercial software development projects. This will include ethical, social and professional issues, project management, communication, time management, and team-working strategies. The module aims to further skills developed in the first year and places them in a simulated commercial setting. The final piece of work produced as part of the software development process should be suitable for inclusion within a professional portfolio.

Module Overview

This module provides students with the opportunity to develop knowledge of the processes and principles of Human-Computer Interaction (HCI) and User Experience Design (UXD) starting with a history and overview of the role HCI in furthering the field of computer science. The module will guide students through notions of usability and accessibility, user-centred design and requirements analysis, prototyping, statistical analysis, and qualitative evaluation using state of the art methods and techniques. The professional, ethical, social, and legal issues in designing and studying interactive technology will be considered throughout.

Module Overview

This module introduces the student to the theory, principles, methods, and techniques of 3D computer graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms commonly used in videogame development. The development of skills in implementing computer graphic applications with modern, standard graphics pipelines encourages students to develop their programming skills while observing the theory of 3D graphics in practice. This is delivered through a hands-on games programming context where students will be encouraged to develop interactive 3D graphics applications using industry standard tools and technologies. This module aims to develop students' awareness and ability to implement and utilise mathematical approaches commonly seen in real-time systems such as videogames. In addition, modern graphical techniques will be explored, with reference to current industry practice, and students will be expected to demonstrate an ability to analyse requirements, systematically appraise existing methods, and employ critical-thinking in the development of their own pieces of work.

Module Overview

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.

Module Overview

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.

Module Overview

This module offers students the chance to demonstrate their ability to work independently on a significant, in-depth project requiring the coherent and critical application of computer science theory and skills. Students must initially produce a project proposal and related materials to frame the work, specifying clear, specific, academically justified, and appropriately scoped aims and objectives, as well as feasible means for fulfilling those aims and objectives. Students then work independently to fulfil those project goals. Throughout this process students are expected to demonstrate the application of practical development and analytical skills, innovation and/or creativity, and the synthesis of information, ideas and practices to generate a coherent problem solution.

Module Overview

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.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can be exposed to core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

The module introduces the fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

Parallel Programming is an important modern paradigm in computer science, and a promising direction for keeping up with the expected exponential growth in the discipline. Executing multiple processes at the same time can tremendously increase computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. 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.

Module Overview

In this module, students can develop their understanding of how to design and develop and applications for Virtual and Augmented Reality (VR/AR) platforms. The module will start by introducing students to underpinning theoretical concepts of user experience in VR platforms, such as immersion, presence, fidelity, and embodiment. These will be used as a framework to explore a wide range of applications, primarily training and education, medical applications, therapy, and entertainment. Fundamental design aspects will be introduced, such as interfaces and interactions, interactions with non-human characters, locomotion, and object manipulations. Within the context of training/education, design considerations relating to learning outcomes, knowledge transfer, and retention will be discussed. Students are expected to consider the role of fidelity in relation to safety critical training, such as medical applications, and the advantages of VR over traditional displays will also be considered. Students can also learn how to assess user experience in VR using a variety of tools (primarily self-report measures). Students can also look at limitations such as simulator sickness, and accessibility of movement-based interfaces. The AR section of this module will mirror the VR topics mentioned, and compare and contrast AR platforms with VR, to enable students to make appropriate platform choices. Alongside theoretical aspects, students can engage in parallel practical workshops, during which they will put into practice some of the concepts discussed in lectures. This will involve the use of appropriate development tools and platforms, and consideration of design aspects. Students have the chance to build an application during workshops, and use this as a tool to conduct an evaluation related to user experience.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

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.

Module Overview

This 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 are 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 Master's level, students can research the area in depth and produce critical reports of their findings.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can explore core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

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 Master's level module students are also encouraged to consider current research in the field of cyber security.

Module Overview

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.

Module Overview

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 are expected to be able to extract useful information from the raw image and interpret the image data. The techniques will be implemented using the mathematical programming language Matlab or OpenCV.

Module Overview

The module introduces fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

Parallel Computing is an important modern paradigm in computer science. Executing multiple processes at the same time can tremendously increase the computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. 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.

Module Overview

In this module student can develop and design applications for Virtual and Augmented Reality (VR/AR) platforms. Students can consider different areas of applications, including training, simulation, medical/therapeutic, games, and other interactive experiences. This will comprise theoretical aspects of design for VR/AR systems, including such topics as locomotion and control methods, representation of virtual worlds, and non-human characters. It will also cover practicalities of development and deployment using appropriate tools. Students can also look at limitations such as simulator sickness, and accessibility, and how to evaluate user experience. Students can build and test their own applications using VR and AR equipment.

† Some courses may offer optional modules. 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.

How you are assessed

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.

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.

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 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.

Fees and Scholarships

Going to university is a life-changing step and it's important to understand the costs involved and the funding options available before you start. A full breakdown of the fees associated with this programme can be found on our course fees pages.

Course Fees

For eligible undergraduate students going to university for the first time, scholarships and bursaries are available to help cover costs. The University of Lincoln offers a variety of merit-based and subject-specific bursaries and scholarships. For full details and information about eligibility, visit our scholarships and bursaries pages.

Going to university is a life-changing step and it's important to understand the costs involved and the funding options available before you start. A full breakdown of the fees associated with this programme can be found on our course fees pages.

Course Fees

For eligible undergraduate students going to university for the first time, scholarships and bursaries are available to help cover costs. The University of Lincoln offers a variety of merit-based and subject-specific bursaries and scholarships. For full details and information about eligibility, visit our scholarships and bursaries pages.

Entry Requirements 2020-21

United Kingdom

GCE Advanced Levels: BBB

International Baccalaureate: 30 points overall

BTEC Extended Diploma: Distinction, Distinction, Merit

Access to Higher Education Diploma: 45 Level 3 credits with a minimum of 120 UCAS Tariff points

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.

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.

International

Non UK Qualifications:

If you have studied outside of the UK, and are unsure whether your qualification meets the above requirements, please visit our country pages https://www.lincoln.ac.uk/home/st.../entryrequirementsandyourcountry/ for information on equivalent qualifications.

EU and Overseas students will be required to demonstrate English language proficiency equivalent to IELTS 6.0 overall, with a minimum of 5.5 in each element. For information regarding other English language qualifications we accept, please visit the English Requirements page https://www.lincoln.ac.uk/home/st...ort/englishlanguagerequirements/.

If you do not meet the above IELTS requirements, you may be able to take part in one of our Pre-sessional English and Academic Study Skills courses.

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

Entry Requirements 2021-22

United Kingdom

GCE Advanced Levels: BBB

International Baccalaureate: 30 points overall

BTEC Extended Diploma: Distinction, Distinction, Merit

Access to Higher Education Diploma: 45 Level 3 credits with a minimum of 120 UCAS Tariff points

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.

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.

International

Non UK Qualifications:

If you have studied outside of the UK, and are unsure whether your qualification meets the above requirements, please visit our country pages or information on equivalent qualifications.

https://www.lincoln.ac.uk/home/studywithus/internationalstudents/entryrequirementsandyourcountry/

EU and Overseas students will be required to demonstrate English language proficiency equivalent to IELTS 6.0 overall, with a minimum of 5.5 in each element. For information regarding other English language qualifications we accept, please visit the English Requirements page.

https://www.lincoln.ac.uk/home/studywithus/internationalstudents/englishlanguagerequirementsandsupport/englishlanguagerequirements/

If you do not meet the above IELTS requirements, you may be able to take part in one of our Pre-sessional English and Academic Study Skills courses.

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

Special Features

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.

Students have access to a specialist development laboratory, industry-standard software development environments, 3D modelling software and virtual reality systems. Software development environments such as Unreal Engine 4, Unity Pro, and Visual Studio play a major part in the practical elements of the course.

Accreditations and Memberships

This course is accredited by The British Computer Society. The University of Lincoln is also affiliated with The Institution of Analysts and Programmers.

Placements

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 may also be 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.

Career Opportunities

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 Games, Sumo Digital, BAE Systems, and Team 17.

“Lincoln’s diverse and relevant course content really let me specialise in the programming niches that interested me, providing me with the resources and guidance I needed.”

George Learmonth, BSc (Hons) Games Computing graduate

Virtual Open Days

While you may not be able to visit us in person at the moment, you can still find out more about the University of Lincoln and what it is like to live and study here at one of our live Virtual Open Days.

Book Your Place

Related Courses

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.
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