Everything you need to know...
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What is the fee?
Home: See fees section below
International/EU: £17,155 per year -
How long will I study?
4/5 Years
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Where will I study?
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What are the entry requirements?
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What is the UCAS code?
D049
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When do I start?
September 2025
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Placement year available?
Yes

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Course summary
- Learn skills needed for contemporary game development.
- Gain a deep understanding of a range of theories, techniques and ethical issues required to work in game development related fields.
- Learn how to develop computer games using rigorous methods and processes.
- Develop a portfolio of commercial-quality work in the computer games and related industries.
- Prepare for the degree with an extra foundation year at the start
You will be equipped with the skills required by industry to make computer games. Such games may be based on mobile platforms or work on traditional PC computers. You will work on the latest game development platforms, use the latest software, and work with like-minded people to achieve your career goals.
How you learn
The course is suitable if you don’t meet the entry requirements for our BSc (Hons) Computer Games Technologies course. You share the first year with other computing foundation year students, then move on to the degree. During the first year of study, you will enhance your skills to maximise your academic potential ready to start your learning against the content of the main degree.
This course is carefully structured to help you develop your skills and experience in the development of computer games. You’ll gain skills in critical thinking as well, so you can successfully reflect on your own work and appraise other people’s. This will give you the ability to evaluate your own progress and determine your own career goals.
We’ll begin by providing you with game development techniques – such as basic programming using C# and how to create games with 2D graphics. You’ll use industry-standard game development platforms including Unity and Unreal Engine, and you’ll explore game scripting and game development processes.
In your second year, you’ll apply your learning to solve the kinds of problems game developers face. Here you’ll learn about the technologies used to develop 3D games, as well as developing your own substantial game products. Then in your final year you’ll explore more advanced game development techniques and programming skills. You’ll also be encouraged to develop a substantial product that reflects your learning.
You learn through
- group work
- lectures and seminars
- technical workshops in computer labs
- independent learning
- practice-based learning and group work
You will be supported in your learning journey towards highly skilled, graduate level employment through several key areas. These include:
- access to specialist support services to help with your personal, academic and career development
- access to our Skills Centre with one to ones and online resources, where you can get help with planning and structuring your assignments
- industry-specific employability activities such as live projects, learning in simulated environments and networking opportunities
Course leaders and tutors

Paul Parry
Subject Group Leader for Applied ComputingAt present I teach C++ programming at final year undergraduate and masters levels. I also teach game software project management methods on the BSc Game Software De … Read more
Applied learning
Work placements
You’ll have the opportunity to complete a year-long work placement between your third and fourth year. A placement is widely recognised as the gold standard opportunity to gain personal and professional development through real-world experience.
You will be encouraged to take up this opportunity, as it will benefit your long-term career prospects and salary level, as well as your academic achievements and degree classification. Your course will prepare you to succeed in your placement and you will be supported throughout it.
Your placement will allow you to apply the knowledge and skills gained on your course in the areas of game development and gameplay programming.
Students from similar courses have worked with companies such as
- Sony (SIEE)
- Sumo Digital
- Team17
- SN Systems
- SI Games
- Autodesk
Your placement year will allow you to gain an Applied Professional Diploma in addition to your degree which will enhance your graduate profile and give you the edge with future employers.
You’ll also be supported to take advantage of work experience opportunities throughout your course, through access to a range of support activities, resources, and employer events from your Employability Team. This will further enhance your employability skillset, confidence, and opportunity-awareness to help you succeed in your career after graduating.
Live projects
The Steel Minions Development Studio is an in-house games publishing company run by course tutors and staffed by students. Here students release their own projects commercially and connect with external publishers, research and commercial clients.
Steel Minions provides commercial and research projects for you to work on – either internally or for external clients. Examples range from research projects in ballistics impact visualisation and educational games, through to commercial games on PlayStation 4, PC and mobile devices for companies like Sumo Digital, Sony and Owlerton Stadium.
Steel Minions also provides mentoring to students who decide to create their own game development company during their placement year – and gives feedback to students working on game projects throughout the course.
Networking opportunities
In addition to learning in classrooms and computer labs, you’ll be able to engage with industry professionals and practitioners. They’ll give a variety of live talks on technical topics, career building and employability advice.
Competitions
You’ll be encouraged and supported to enter your work into student competitions – such as the TIGA Games Industry Awards – where we have a proven track record of competition success. These competitions provide valuable experience in interacting with games industry professionals.
Future careers
This course prepares you for a career in
- game development
- game design
- gameplay programming
- quality assurance testing
Where will I study?
You study at City Campus through a structured mix of lectures, seminars and practical sessions as well as access to digital and online resources to support your learning.
City Campus
City Campus is located in the heart of Sheffield, within minutes of the train and bus stations.
City Campus map | City Campus tour

Adsetts library
Adsetts Library is located on our City Campus. It's open 24 hours a day, every day.
Learn moreEquipment and facilities
On this course you work with
- high-spec computers and graphics cards in our dedicated games laboratories
- PlayStation 4 and PlayStation 5 development kits
- State-of-the-art-machine software and application development environments
- modern Virtual Reality headsets
We’ve invested over £100m in new facilities to help you study how and when you want. This means 24-hour libraries and study spaces designed by our students.
Entry requirements
All students
UCAS points
- 80
This must include at least 32 points from one A level or equivalent BTEC qualifications. For example:
- CDD at A Level
- MMP in BTEC Extended Diploma
- Pass overall from a T level qualification with C from core
- A combination of qualifications, which may include AS levels, EPQ and general studies.
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
GCSE
- English Language or English Literature at grade C or 4
- Maths at grade C or 4
• Access - an Access to HE Diploma with at least 45 credits at level 3 and 15 credits at level 2. At least 15 level 3 credits must be at merit grade or above from a QAA-recognised Access to HE course, or an equivalent Access to HE certificate.
We may also accept you, if you have limited qualifications but can show evidence of ability and a genuine commitment to studying the subject.
Some applicants may be invited to attend an informal interview with the course leader to ensure that the programme is suitable for themselves and their aspirations.
UK students may be able to claim financial support for the course.
If English is not your first language, you will need an IELTS score of 6.0 with a minimum of 5.5 in all skills, or equivalent. If your English language skill is currently below IELTS 6.0 we recommend you consider a Sheffield Hallam University Pre-sessional English course which will enable you to achieve an equivalent English score.
Additional information for EU/International students
If you are an International or non-UK European student, you can find out more about the country specific qualifications we accept on our international qualifications page.
For details of English language entry requirements (IELTS), please see the information for 'All students'.
Modules
Important notice: The structure of this course is periodically reviewed and enhanced to provide the best possible learning experience for our students and ensure ongoing compliance with any professional, statutory and regulatory body standards. Module structure, content, delivery and assessment may change, but we expect the focus of the course and the learning outcomes to remain as described above. Following any changes, updated module information will be published on this page.
You will be able to complete a placement year as part of this course. See the modules table below for further information.
Year 1
Compulsory modules
This module introduces basic computing knowledge and skills to a level that will give you confidence you can study and practice computing at Honours level.
Indicative Content
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Essential concepts of computer programming
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Databases queries
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Web technologies
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Basics of how computers and computer networks operate
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Issues of Security
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Awareness of own pace of learning, and how to learn effectively.
The focus of the module is on helping you gain a well-rounded understanding of computing, on able to see common threads in development methods, and being able to apply your learning about computing, and your learning about study approaches into project work on other areas on the course.
This module extends on “Foundations in Computing 1” (and has study of that module as a prerequisite). You will explore computing to a greater depth - for example further program design and implementation, and explore wider uses of computing used in business, social contexts and embedded into other technologies. .
Indicative Content:
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Programming simple programs effectively
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Understanding example application areas (e.g. IoT, Games)
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Understanding how computing supports businesses
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Further practise of skills in a topic area you are considering selecting for Honours studies
The module maintains the ethos of its prerequisite (Foundations in Computing 1), by provide you with a broad but largely integrated understanding of computing. A further strong aim is to help you make a properly informed choice as to which branch(es) of computing you wish to follow for study at Honours level.
This module develops your mathematics skills relevant to the IT discipline. You choose whether to target an “Advanced” level (which includes topics relevant to degrees in the Computer Science area), or “Standard” level (which includes topics that can occur in any IT-related studies).
You’ll study topics such as:
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Fractions and decimals
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Percentages, rounding, estimations
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Standard form, metric units, indices, powers
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Algebra and solving linear equations
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Factorisations
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Matrices
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Logic gates and truth tables
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Binary number system
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Statistics
Indices and powers (advanced level)
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Factorising and solving quadratic equations (advanced)
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Simultaneous equations and matrices (advanced)
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Correlation and linear regression (advanced)
This module is specifically designed to help support students on the Foundation Year of a BSc Honours course in a computing area. You will develop an understanding of, and practise, skills needed for study at Honours level and for eventual employment.
Indicative Content
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Disability and Inclusiveness
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Understanding learning processes and its relationship to success in assessment
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Finding appropriate information
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Effective communication
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Effective use of IT Tools for clear communications and personal professional organisation
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Academic Integrity
An underlying theme of the module is to help you gain an ability to see for yourself where your study skills lie, and which areas you can make further improvements.
Year 2
Compulsory modules
The module introduces the fundamental concepts and principles of cyber security and digital forensics. It consolidates your understanding of numerical skills, providing a foundation of mathematical and statistical knowledge, skills and concepts for applications in cryptography and cyber security.
You’ll study topics such as:
- Confidentiality, integrity and availability in computer systems
- Authentication and identification schemes
- Malware and viruses
- Cryptography
- Network security threats and defences
- Security planning, policies and training
- Digital Forensics
- Cyber law and standards
- Numerical and algebraic processes and two-dimensional geometry
- Computer number systems, e.g. binary, hexadecimal, etc.
- Set theory and logic
- Symmetric block ciphers, e.g. DES (triple-DES), AES (Rijndael) and
- Public-key ciphers, e.g. RSA including prime numbers, modular arithmetic and exponentiation
- Classical ciphers, e.g. shift, substitution, transposition, poly-alphabetic
- Statistics and probability
This module will introduce concepts of computer architecture, discrete mathematics and numerical skills related to concepts for application in computer science. It will introduce the fundamental principles and features that underpin modern computing systems design and describe how the execution of software is influenced by the processor architecture being used.
You’ll study topics such as:
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Sets, relations, and functions
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Propositional and predicate logic
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Cardinality, combinatorics, recurrence, and modular arithmetic
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Proof techniques: structure, induction, counterexamples, contradiction
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Graphs and trees
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Discrete probability
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Data organisation: data structures, e.g., arrays, lists and trees
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Matrices
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Mathematics of cryptography
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Hexadecimal and binary number systems
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Floating point and other number systems
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Logic gates and circuits
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Boolean algebra
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Machine code and programming in a low-level assembler language
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The fetch-execute cycle
Module aim:
This module provides the theoretical underpinnings for future practical work by introducing fundamental principles of game design and critical analysis of existing digital games.
The module develops skills in ideation, abstract thinking, communication, collaborative learning and peer critique, as well as fundamental research skills. These skills will be essential for successful work on major projects in subsequent modules within the course.
Indicative content:
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Game design concepts and the fundamental process of game design
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Challenges, actions, risks and rewards
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Dramatic tension and gameplay tension
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Approaches to game narrative
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Interaction models and feedback elements
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Level design, atmosphere and pacing
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Understanding player psychology
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Virtual worlds
This is the Work Experience module for this level of study. The type of Work Experience students will do is an applied project.
Students will study varied, up-to-date and industry-standard game-making solutions, with due consideration given to LSEPI (Legal, Social, Ethical and Professional Issues). They will apply course relevant skills in team-based and individual project work, under staff supervision, where students are encouraged to form cross-disciplinary teams to work on course relevant projects. The projects’ aims will be selected to ensure they are appropriate for the students’ portfolio and directly relevant to graduate employment. Students will follow a project-based learning approach and have some control over the type of projects they work on with guidance from staff and the involvement of Steel Minions, a digital clinic within the department that works with research, industrial and student client projects for commercial release.
Year 3
Compulsory modules
In this module you will develop your programming skills, building on the material covered at Level 4. Here, you will learn and apply the OO programming paradigm for the development of larger-scale games software systems, using an appropriate and industry-oriented programming language.
This is the Work Integrated Learning module for this level of study. The type of Work Experience you will have the opportunity to do is an applied project (type 2), during which you will be given the opportunity to work with the commercial game studio ‘Steel Minions’. This studio is part of Sheffield Hallam University and has completed and published a series of commercially successful products, but is a wholly separate commercial entity and one that is contracted to undertake work for external and commercial clients. As such, you will be given the chance to work with an external client, understand and work towards fulfilling their requirements, and evaluating the appropriateness, performance and effectiveness of any resulting product. Such work will provide a critical opportunity to develop experience with working in a professional environment and working to tight deadlines with clients, and will provide an ideal platform for adding a potentially impressive project to your CV.
Indicative Content
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Fundamental OO programming techniques: Use of key software techniques like data hiding, inheritance, polymorphism, abstraction. Features available within an object-oriented language (such as C# or C++) to support software reuse.
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Evaluation of OO systems: Testing, evaluation and verification of simple OO components.
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Apply appropriate agile approaches to manage their own work, and that of colleagues, in a co-operative, focussed team.
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Professionalism: crafting a CV; applying for placements; interview techniques. Write a short report, critically reflecting on past and future performance based on a discussion with your academic advisor.
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Learn an appreciation of the complete iterative game development pipeline: code, art, design, testing.
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Use graphical terminology definitions, basic concepts and the characteristics and features of platforms to design and implement 2D and 3D games.
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Use game development platforms, such as DirectX 11, Unity or Unreal, to implement computer game systems.
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Discuss and apply Social, Legal, Ethical and Professional aspects of software development, with the aim of preparing you for your sandwich placement and employment when you complete your studies.
Module aim:
This module will enable you to prepare game concepts for development through application of advanced design theory and applied practical research methods.
You will be challenged with specific design problems, refine your attention to detail, learn vocabulary with which to talk about players’ motivations and develop skills in observing play testing sessions.
Indicative content:
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Playtesting methodologies
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Categories of player motivations
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Applying neuroscience to game design
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Onboarding, i.e., tutorial techniques
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Emotional design approaches
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Advanced design documentation practices
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Specialised design problems, such as economy design
Typically, students who enter the module have experience in designing and implementing simple procedural systems. In this module they will develop their programming skills further, using the object-oriented programming paradigm for the development of larger-scale software systems. Students also experience the design and development of games software using higher order tools like Unreal and Unity.
Indicative Content
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Object oriented key principles & concepts: encapsulation, classes, object- and message passing.
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Fundamental object-oriented programming techniques: Use of key software techniques like data hiding, inheritance, polymorphism, abstraction. Features available within an object-oriented language (such as C#) to support the software reuse.
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Evaluation of object-oriented systems: Testing, evaluation and verification of simple object-oriented components. Benefits and limitations of oriented programming.
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Apply appropriate agile approaches to manage their own work.
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Learn an appreciation of the complete iterative game development pipeline: code, art, design, testing.
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You will learn graphical terminology definitions, basic concepts and the characteristics and features of platforms to support and implement 2D and 3D graphics software systems.
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You will be introduced to standard 2D and 3D graphical implementation concepts such as vertices and primitives, vertex buffers, shading, lighting and texturing, and mesh handling techniques.
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How to use simple game development platforms for computer game systems.
Typically, students who enter the module have experience in designing and implementing simple procedural systems. In this module they will adapt their programming skills to a new scripting language; Python. Using Python, students will develop simple programs and games.
Indicative Content
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Python key principles & concepts: syntax and structure.
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Fundamental OO programming techniques: Use of key software techniques like data hiding, inheritance, polymorphism, abstraction. Features available within an object-oriented language (such as Python) to support the software reuse.
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Evaluation of applications: Testing, evaluation and verification of simple programs. Benefits and limitations of Python programming.
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Apply appropriate agile approaches to manage their own work.
Elective modules
This module is for undergraduate students to study abroad in their second year, Semester 2 (only for courses that offer this option). With this module, you can spend a semester at one of the University’s approved partner institutions worldwide – from Europe to the Americas, Australia or Canada.
Study Abroad plays an important role in the University's commitment to an engaging, challenging, and thriving learning culture. It offers opportunities to experience other academic cultures and foster intellectual maturity while enhancing co-curricular skills and students' long-term employability.
Study abroad for credit is permitted on existing university-approved courses only. Students are awarded credits and grades at the partner institution, which are converted into Sheffield Hallam credits and grades on return and included in the Sheffield Hallam degree classification.
Please check and refer to the webpage How study abroad works. You must submit a Learning Agreement outlining the modules you will be taking at the partner institution. The Learning Agreement will be signed off by your academic tutor to ensure that the Learning broadly covers the Learning Outcomes set out in your course curriculum during your study abroad.
Year 4
Optional modules
Module aim:
The aim of this module is to enhance students’ professional development through the completion of and reflection on meaningful work placement(s).
A work placement will provide students with opportunities to experience the realities of professional employment and experience how their course can be applied within their chosen industry setting. The placement will:
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Allow student to apply the skills, theories and behaviours relevant and in addition to their course
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Enable students to enhance their interpersonal skills in demand by graduate employers – communication, problem solving, creativity, resilience, team work etc.
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Grow their student network and relationship building skills.
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Provide student with insights into the industry and sector in which their placement occurs
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Help student make informed graduate careers choices.
Indicative Content:
In this module students undertake a sandwich placement (min 24 weeks / min 21 hours per week) which is integrated, assessed and aligned to their studies.
Their personal Placement Academic Supervisor (PAS) will be their key point of contact during their placement and will encourage and support students to reflect on their experience, learning and contribution to the organisation they work for.
To demonstrate gains in professional development, students will be required to share their progress, learning and achievements with their Placement Academic Supervisor and reflect on these for the summative piece of work.
Final year
Compulsory modules
This module is an applied project of work experience, enabling you to develop a successful game prototype – a ‘full vertical slice’ and a portfolio piece with industry-standard documentation. You’ll work with one or more game development platforms for handling real-time graphics rendering and simulation – using programming and scripting languages, editing tools, a viable asset pipeline and core gameplay code.
You’ll apply skills and learning such as:
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Rendering, collision management and particle systems
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Scene management and data-driven development
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Asset pipelines, shader technologies and gameplay
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Principles of design for contemporary computer games
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Creation and development of concept design documentation
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Designing and building a game prototype
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Evaluating design and evaluation paradigms and techniques
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Planning, testing, marketing, publishing and support
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Quality assurance, requirements engineering and configuration
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Version control, git-flow, agile methods, scrum and extreme programming
This module is a research project of your choice – you’ll identify a computer-based problem, investigate the requirements, analyse results of research undertaken and design, and develop and evaluate a solution to that problem. You’ll then evaluate the project’s success, your learnings and opportunities for further work.
You’ll apply skills and learning such as:
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Ideation and planning a larger-scale project
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Information gathering and literature reviews
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The selection of tools, techniques or methods
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Implementation, testing and user evaluation
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Critical reflection on project deliverables, success or failure
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Referencing and citation techniques
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Legal, social, and ethical considerations
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Security and confidentiality
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Sustainable development and deployment
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Employability skills and attributes
This module expands your experience of designing and creating gameplay prototypes for Windows-based PCs, using high-level commercial engines such as Unity and Unreal. You’ll build on your existing commercial engine skills to develop a gameplay prototype for a mobile platform.
You’ll study topics such as:
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Game development in a scripting language such as Lua and C#
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Researching and applying common design paradigms to mobile gaming
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Advanced techniques of a commercial games engine
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Particle systems, shader programming, post-processing effects and networking
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Monetisation of the mobile gaming platforms
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Common industry practices to mobile game financing
The focus of the module is on the direct design of a deliverable, applying specific XR design and development paradigms to tailor the application to the unique platform. This may constitute the creation of XR software, or a full project plan to facilitate future development.
The module offers an opportunity to gain an understanding of the alternate technical and design requirements that are presented from XR, which differ from traditional computing peripherals & systems.
Indicative content
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Developing knowledge and awareness of XR (virtual, augmented and mixed reality) software & hardware.
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Researching the ethical, social and health-related impacts of XR in modern applications.
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Applying current development methodologies to plan or create an XR deliverable.
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User-centric navigation in VR and best practices.
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XR distribution platforms and target audience
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Applications of XR for gaming, serious game, and simulation.
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Creating interactive environments in XR.
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Haptic technologies, and the future of XR.
Fees and funding
Home students
Our tuition fee for UK students on full-time undergraduate degree courses in 2025/26 is £9,535 per year (capped at a maximum of 20% of this during your placement year). These fees are regulated by the UK government and therefore subject to change in future years.If you are studying an undergraduate course, postgraduate pre-registration course or postgraduate research course over more than one academic year then your tuition fees may increase in subsequent years in line with Government regulations or UK Research and Innovation (UKRI) published fees. More information can be found in our terms and conditions under student fees regulations.
International students
Our tuition fee for International/EU students starting full-time study in 2025/26 is £17,155 per year (capped at a maximum of 20% of this during your placement year)
Financial support for home/EU students
How tuition fees work, student loans and other financial support available.
Additional course costs
The links below allow you to view estimated general course additional costs, as well as costs associated with key activities on specific courses. These are estimates and are intended only as an indication of potential additional expenses. Actual costs can vary greatly depending on the choices you make during your course.
General course additional costs
Additional costs for School of Computing and Digital Technologies (PDF, 131.3KB)Legal information
Any offer of a place to study is subject to your acceptance of the University’s Terms and Conditions and Student Regulations.