Computer Games Programming BSc (Hons)

UCAS code I6K7

Duration

3 Years

4 Years

4 Years

Location

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Aimed at aspiring programmers, our Computer Games Programming degree will show you how to create exciting games with professional hardware and software tools.

As members of the PlayStation® First Academic Program run by Sony, we have access to professional development hardware and software tools. Our labs will help you to develop for multiple platforms, including consoles, phones, tablets and PCs. We also have a usability lab for testing how people interact with games. Staffordshire University is also a member of TIGA, the games industry body, which demonstrates the course adheres to industry requirements.

Our academics have experience in the industry and are engaged in research, so course content is always relevant. You’ll also get to hear our guest speakers discuss cutting-edge game development tools and processes.

As members of the PlayStation® First Academic Program run by Sony, we have access to professional development hardware and software tools. Our labs will help you to develop for multiple platforms, including consoles, phones, tablets and PCs. We also have a usability lab for testing how people interact with games. Staffordshire University is also a member of TIGA, the games industry body, which demonstrates the course adheres to industry requirements.

Our academics have experience in the industry and are engaged in research, so course content is always relevant. You’ll also get to hear our guest speakers discuss cutting-edge game development tools and processes.

As members of the PlayStation® First Academic Program run by Sony, we have access to professional development hardware and software tools. Our labs will help you to develop for multiple platforms, including consoles, phones, tablets and PCs. We also have a usability lab for testing how people interact with games. Staffordshire University is also a member of TIGA, the games industry body, which demonstrates the course adheres to industry requirements.

Our academics have experience in the industry and are engaged in research, so course content is always relevant. You’ll also get to hear our guest speakers discuss cutting-edge game development tools and processes.

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

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

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

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Course content

As soon as you start the course, you’ll begin to develop a portfolio. This will include creating games, studying game artificial intelligence and physics, computer graphics using DirectX and OpenGL, and network programming for multiplayer game development. You’ll learn programming languages such as C++ and C# as well as the software engineering skills needed to develop large, efficient programs.

During Year 2, you’ll work in a team to develop a game from an initial concept to a finished product and in your final year you will work in a group to create your own framework on which you will develop a game. Additionally, you can specialise in your own area of interest in your final year modules (Graphics, AI or Mobile) and can work towards a research project in any games / software development related field for your Games Technology Research Project.

As soon as you start the course, you’ll begin to develop a portfolio. This will include creating games, studying game artificial intelligence and physics, computer graphics using DirectX and OpenGL, and network programming for multiplayer game development. You’ll learn programming languages such as C++ and C# as well as the software engineering skills needed to develop large, efficient programs.

During Year 2, you’ll work in a team to develop a game from an initial concept to a finished product and in your final year you will work in a group to create your own framework on which you will develop a game. Additionally, you can specialise in your own area of interest in your final year modules (Graphics, AI or Mobile) and can work towards a research project in any games / software development related field for your Games Technology Research Project.

As soon as you start the course, you’ll begin to develop a portfolio. This will include creating games, studying game artificial intelligence and physics, computer graphics using DirectX and OpenGL, and network programming for multiplayer game development. You’ll learn programming languages such as C++, Java and C# as well as the software engineering skills needed to develop large, efficient programs.

During Year 2, you’ll work in a team to develop a game from an initial concept to a finished product. We’ll also give you the opportunity to pitch your games to commercial games studios such as Matmi, Team 17 and Media Molecule.

You’ll complete a one-year placement in industry after your second year.

In your final year, you can specialise in your own area of interest. You’ll work in a group to complete a game development project that simulates game industry working practices. You’ll also undertake an individual final year project. This could involve developing a complete game, or researching and implementing an advanced topic in game development.

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.

Professional body accreditation

Accredited by BCS, the Chartered Institute for IT on behalf of the Engineering Council for the purposes of fully meeting the academic requirement for Incorporated Engineer and partially meeting the academic requirement for a Chartered Engineer.

Accredited by BCS, the Chartered Institute for IT for the purposes of fully meeting the academic requirement for registration as a Chartered IT Professional.

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.

BCS: The Chartered Institute for IT TIGA logo

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.

BCS: The Chartered Institute for IT TIGA logo

Professional body accreditation

Accredited by BCS, the Chartered Institute for IT on behalf of the Engineering Council for the purposes of fully meeting the academic requirement for Incorporated Engineer and partially meeting the academic requirement for a Chartered Engineer.

Accredited by BCS, the Chartered Institute for IT for the purposes of fully meeting the academic requirement for registration as a Chartered IT Professional.

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.

BCS: The Chartered Institute for IT TIGA logo

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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 where available.

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 where available.

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 where available.

Year 3 compulsory modules
Year 3 compulsory modules
Dta Industrial Placement 120 credits

Entry requirements

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

All applicants need GCSE minimum grade C Mathematics and English Language, or recognised equivalent.

  • Typical UCAS Offer: 48 points
  • A levels: A, DD, EEE
  • BTEC: PPP

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

All applicants need GCSE minimum grade C Mathematics and English Language, or recognised equivalent.

We understand that you might have experienced a challenging run up to higher education and may have not met the entry requirements as listed. If this is the case don’t worry, contact us and our team of expert advisors can guide you through the next stages of application, or help you find the perfect course for your needs.

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For equivalent entry requirements in your home country, please see the information on our country pages.

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Facilities

Games Programming Lab

Our labs offer development facilities for multiple platforms, including PS4, Xbox360, Xbox One, phones, tablets and PCs. Underpinning the console specific solutions are development environments for languages including C, C++, C# and Java.

Software Development Tools

You'll have access to development environments for desktop, mobile and enterprise applications. Plus access to our mobile/smart devices development lab, with a variety of mobile devices for testing.

Usability Testing

Observations, eye-tracking data and recorded usability video footage can be used to analyse how people interact with software systems such as games, web and mobile applications.

PlayStation Academic Development Programme

Our membership of this programme means you will have access to cutting edge professional PlayStation software (SDK) and development hardware, including PS4 dev kits.

Careers

Many graduates have secured games programming roles in companies such as Codemasters, Activision, EA, TT Games, Exient, SEGA, Radiant Worlds and Rockstar Games. We also have graduates working in software development for companies such as Thomson Reuters, Transport for London, CERN, BAE Systems, BMW and IBM.

Teaching and assessment

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

Assessment

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Learning support

In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include:

  • study skills such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.

Feedback

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements.

Year 1

30% of time in lectures, seminars or similar
70% of time in independent study
0% of time in work based learning

Year 2

26% of time in lectures, seminars or similar
74% of time in independent study
0% of time in work based learning

Year 3

11% of time in lectures, seminars or similar
89% of time in independent study
0% of time in work based learning

Independent learning

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

Year 1

13% practical assessments
80% coursework
8% written exams

Year 2

13% practical assessments
80% coursework
8% written exams

Year 3

0% practical assessments
80% coursework
20% written exams

Staff

You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes senior academics and professional practitioners with industry experience. Postgraduate research students who have undertaken teaching training may also contribute to the teaching of seminars under the supervision of the module leader.

Davin Ward

Interim Course Director

Davin brings the knowledge and understanding of running an indie games company into his teaching. Davin is also responsible for supporting placements opportunities for all students within the department of Games and Visual Effects.

Davin's profile

Dr David White

Senior Lecturer

Course leader for PhDs. Senior lecturer in Computer Games Programming – 3D graphics programming and AI.

David's profile

Craig Weightman

Senior Lecturer

Craig is a lecturer in Games Programming and has an active research interest in gamification and its uses in developing society.

Craig's profile

James Vickers

Lecturer

Jay is the module leader for Game Engine Creation and lecturer for various other modules across programming and development. Jay has a background in computer science and quantum computing as well as graphical programming.

James's profile

Peter Cooper

Lecturer

Peter has taught software engineering, web development, games development and computer science. He is commencing a research MSc in Computer Science, developing areas of interest such as Artificial Intelligence, Cloud Gaming and Gamification.

Peter's profile

Fees

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 per year of study £16,750 per year of study

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 for your first year subsequent years will be charged at the University standard rate £16,750 for your first year subsequent years will be charged at the University standard rate

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,535 per year of study £16,750 per year of study

UK and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.

**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.

Included in tuition fees
Included in the fees:

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all laboratories, workshops and specialist facilities relating to the course of study.

Heavily discounted tuition fees during the (optional) placement year.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all laboratories, workshops and specialist facilities relating to the course of study.

Heavily discounted tuition fees during the (optional) placement year.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all laboratories, workshops and specialist facilities relating to the course of study.

Heavily discounted tuition fees during the (optional) placement year.

Not included in tuition fees
Not included in the fees:

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

Dependent on a student’s choice of final year project, some additional costs may be incurred for materials to support the development and delivery of the project.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

Dependent on a student’s choice of final year project, some additional costs may be incurred for materials to support the development and delivery of the project.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

Dependent on a student’s choice of final year project, some additional costs may be incurred for materials to support the development and delivery of the project.

Accommodation and living costs
Accommodation and living costs

Accommodation and living costs are not included in our fees. 

Sources of financial support

If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by reading our additional funding web pages, or visiting www.gov.uk.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Our students

I found a few sources that ranked Staffordshire University as one of the best places to study Games Programming

From very early on in my education, I had a fascination towards programming - being able to solve problems using code felt great. While I was looking for courses, I found a few sources that ranked Staffordshire University as one of the best places to study Games Programming. 

I managed to land a 12-month placement at Red Kite Games. I was able to learn so much and make great connections, by working alongside some really experienced people in the industry. The best part was working on games like Hogwarts Legacy, Sackboy: A Big Adventure, Fall Guys. 

Now I've graduated I’m currently still working for Red Kite Games, and I see myself continuing to work here for the foreseeable future working as a gameplay programmer. 

Abhiroop Basak

Graduate, BSc (Hons) Computuer Games Programming

The best parts of my time at the University have been the lecturers and the insight from industry.

Before starting at university, I had always had an interest in games and learned software development in C# at college. I knew I wanted to do games and after attending a few open days the lecturers and course content at Staffordshire University looked to be the best. The best parts of my time at the University have been the lecturers and the insight from industry, as well as the great facilities that are open 24/7.

I did a placement year at Playground Games and I learned so much. It ended up landing me a job when I graduated. Being a student and getting to see directly inside a real AAA games studio for 12 months was very cool. At the end of my placement the University were able to change me to a part-time course which enabled me to stay in the games industry whilst finishing my degree.

Now I've graduated, I’m still working at Playground Games and I’m planning on just keeping going making great games!

John Whiles

Graduate, BSc (Hons) Computer Games Programming

The people were the best part of my time at Staffs.

The people were the best part of my time at Staffs. All the lecturers and most of the students were people who had a passion for games as well as thoroughly enjoy programming, and a majority of the assignments reflected this, with even the classically less enjoyable areas of programming like networking being made more enjoyable with gamification.

The computers at the University are up-to-date with multiple monitors which makes it very nice to use them for programming. The University also has things like VR Kits that are useable if you request. 

Jamie Coogan

Graduate, BSc (Hons) Computer Games Programming

I managed to get hired straight after final year thanks to the job opportunities the University helped to provide.

I went to Bavaria for a year to work at Airbus, helping create the helicopter software and ensuring it passed every test they could throw at it. It was an absolutely fantastic experience, I got to work at a huge company and live in Europe for a year, even went to Oktoberfest with the other placement students!

I now work at Codemasters. I managed to get hired straight after final year thanks to the job opportunities the University helped to provide and I’ve been enjoying it ever since. 

Isaac Hudd

BSc (Hons) Computer Games Programming

Apply

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time 22 September 2025 Apply now

Rules and regulations

If you are offered a place at University of Staffordshire, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.

Students of University of Staffordshire enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations.

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