Computer Games Design and Programming BSc (Hons)

UCAS code I791

Duration

3 Years

4 Years

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.

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

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.

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.

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News

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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.

Year 1 compulsory modules
Year 1 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Games Development Project 40 credits
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Senior Collaborative Games Development 20 credits
Show 2 optional modules

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.

Year 1 compulsory modules
Year 1 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Dta Industrial Placement 120 credits
Year 4 compulsory modules
Year 4 compulsory modules
Games Development Project 40 credits
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Senior Collaborative Games Development 20 credits
Show 2 optional modules

Entry requirements

We use UCAS points in our offer making and welcome a wide range of qualifications.

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

We use UCAS points in our offer making and welcome a wide range of qualifications.

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

Computing and Digital Technologies blog

Blog

Read the latest blog from Games Design in Computing and Digital Technologies

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

Choose your country

Check our entry and English language requirements for your country.

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Careers

Graduates from our Computer Games Design and Programming award possess the skills to undertake a wide variety of industry jobs from small self-published titles to AAA blockbusters.

Recent graduates have worked in roles such as Unity/Unreal games developer, graphics programmer, senior functional tester, and augmented/virtual reality application developer.

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.

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 (including reading, note-taking and presentation skills); written English (including punctuation and grammatical accuracy); academic writing (including how to reference); research skills; critical thinking and understanding arguments; and revision, assessment and examination skills (including time management).

Additional support

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

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:

Year 1

22% of time in lectures, seminars or similar
78% of time in independent study
0% of time in work based learning

Year 2

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

Year 3

23% of time in lectures, seminars or similar
77% 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.

Year 1

0% practical assessments
100% coursework
0% written exams

Year 2

0% practical assessments
100% coursework
0% written exams

Year 3

0% practical assessments
100% coursework
0% written exams

Staff

Thomas Oliver

Senior Lecturer

Tom comes to education from an industry background running his own indie games company. He specialises in realising game mechanics through use of commercial engines but is also proficient in audio development and all things maths related.

Thomas'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 £9,250 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 £9,250 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 workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

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 workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

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.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

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.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

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 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.

Apply

Location Award Study option Start date Apply Link
Staffordshire University London 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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of Research Impact is ‘Outstanding’ or ‘Very Considerable’

Research Excellence Framework 2021

of Research is “Internationally Excellent” or “World Leading”

Research Excellence Framework 2021

Four Star Rating

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