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computer games design and programming staffordshire university

Excellence in University / Industry Collaboration: 2021

TIGA UK Games Education Awards 2021

Industry recognised

Accredited by TIGA, the video games industry body

Excellent facilities

Including the Epic Games sponsored Design Centre, dedicated games lab & PlayStation Academic Development Programme

90% student satisfaction

National Student Survey 2019

Optional modules

Personalise your course to suit your interests

Excellent facilities

Including dedicated games lab & PlayStation Academic Development Programme

Excellence in University / Industry Collaboration: 2021

TIGA UK Games Education Awards 2021

Industry recognised

Accredited by TIGA, the video games industry body

Excellent facilities

Including the Epic Games sponsored Design Centre, dedicated games lab & PlayStation Academic Development Programme

Excellence in University / Industry Collaboration: 2021

TIGA UK Games Education Awards 2021

Industry recognised

Accredited by TIGA, the video games industry body

Excellent facilities

Including the Epic Games sponsored Design Centre, dedicated games lab & PlayStation Academic Development Programme

As a Computer Games Design and Programming student, you'll learn how to take your game ideas from concept, through production to final release using industry-standard design and development techniques. You will also learn how to develop or modify the technologies used in game engines.

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming.

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming.

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming.

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design and Programming

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Course content

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you'll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You'll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you'll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You'll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you'll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You'll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you'll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You'll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

Academic year

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Games and Visual Effects Showreel 2021

Games and Visual Effects Showreel 2021

Video

Student work from our Games and Visual Effects courses.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module.

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