Computing for Games BSc(Hons)

UCAS Code
I610
Location
Penryn Campus
Length
3 years full-time
Direct line
01326 213730

Computing technology has changed our lives; not only in the way we work and communicate but also in the way we play games.

The course harnesses elements of computer science and applies them to the particular challenges and opportunities presented by digital games. Designed in close collaboration with the games industry, BSc(Hons) Computing for Games will help you to develop the programming skills that you need to make games. You'll receive practical experience as a member of our creative community, collaborating with students from every discipline of game development in our Games Academy studios.

Benefits

  • Practical and practice-orientated, with 100% coursework
  • Learn highly desirable technical skills including Python, SQL, C++, GLSL, Java, R, Assembly, as well as the Agile philosophy
  • Make games collaboratively with artists, animators, composers, designers, and writers
  • Specialist modules in artificial intelligence, distributed systems, interface technology, as well as graphics and simulation
  • Unique insight of cutting-edge games industry veterans and researchers

How the course is taught

A full-time, applied course, BSc(Hons) Computing for Games reflects industry practice, offering technical workshops and tuition paired with collaborative, studio-based projects. Here, you'll create software, devise new applications for computing, and generate solutions to technical problems.

Course outline

Programming, software engineering, project management and technology provide the main thematic nodes of the course. You'll study software development methods drawn directly from industry, while our focus on collaboration, creativity, and enterprise ensures that you're equipped to innovate and take products to market.

Throughout the degree you'll apply learning and develop skills by working on a range of individual and group projects. You'll collaborate with students from other disciplines to develop novel and appealing games.

What you'll do

Year 1

Your first year combines an introduction to programming with the fundamentals of computing using Python, focused on supporting complete beginners and establishing standards for collaborative software development. You'll then apply this knowledge practically through a small team-based design and development project in PyGame.

You'll then transition to C++, SQL, and Unreal 4. Embarking on your first multi-disciplinary game development project, you'll work alongside artsists, animators, composers, designers, and writers in the Games Academy. Throughout this project, you'll gain a practical understanding of the processes and pipelines used to engineer games in addition to the architecture of game engines.

Throughout your first year, you'll integrate individual creative computing projects into your games. Typically, such projects will involve procedurally-generated graphics and sound effects, database-driven level design tools, and physical game controllers.

  • Principles of computing
  • Game development practice
  • Game engineering & architecture
  • Creative computing: Tinkering
  • Creative computing: Codecraft

Year 2

In your second year, your studies will broaden to enable you to explore specialist fields crucial to contemporary games. Throughout the year, you'll develop a game in collaboration with the other disciplines in the Games Academy. This will enable you to leverage your specialist computing skills to develop a portfolio of game components to potentially integrate into your current and future game projects.

Specialist topics will challenge you to explore emerging interface technologies, such as augmented reality and virtual reality, in parallel with graphics and simulation technologies. You'll learn how to use equipment such as the HTC Vive and how to use shader languages such as GLSL. Examples of portfolio pieces include terrain generation using Perlin noise and bespoke game controllers for use in virtual reality environments.

Further specialist topics will challenge you to explore artificial intelligence and distributed systems. You'll learn about cutting-edge techniques such as Monte Carlo Tree Search and how to develop client-server multiplayer games in C++ and Java. Examples of portfolio pieces include a Companion AI library and creating a MUD.

  • Artificial Intelligence
  • Interfaces and interaction
  • Distributed systems
  • Graphics and simulation
  • Game development

Year 3

Your final year allows you to leverage the skills and expertise that you have gathered throughout the course by producing a substantial game in collaboration with the other disciplines. Unlike the previous year, however, you'll define a specialism (eg artificial intelligence) and conduct research in that field. This will form part of your final year project, where you'll integrate cutting-edge computing technology into a game that you are working on.

Supplementing this are advanced topics in computing including legacy game systems and algorithms, as well as professional skills support for setting up a portfolio website from scratch in HTML/CSS.

  • Legacy game systems
  • Algorithms & optimisation
  • Research practice
  • Research dissertation
  • Game development

Facilities

Our state-of-the-art game development studios house the latest technology and professional facilities:

  • Modern i7 machines
  • Industry-standard game engines such as Unity and Unreal 4
  • Virtual reality headsets including the Oculus Rift and HTC Vive

Staff

You'll be taught by staff with extensive experience in the games industry and a range of commercial titles to their names, as well as by those with strong research profiles in creative computing.

Assessment

Assessments are designed to reflect professional practice:

  • Coursework assessment with no formal examinations
  • Portfolios, projects, pitches and papers

Careers

Our graduates have a broad range of careers open to them. The practical software development skills and computing knowledge are both highly transferrable. Typical destinations are in digital games, software development, and related spheres. The Games Academy also helps students to set up their own small development companies, or move forward to incubation programmes such as Launchpad.

  • Hello Games
  • Spider Eye
  • TT Games
  • Media Molecule

Student Mentor Scheme

Falmouth's Student Mentor Scheme matches new starters with a second year student, to help you settle in and find your feet. Our student mentors are now on Facebook. To chat to a mentor about the course, living in Cornwall or what to expect at Falmouth, check out the Games group. You'll need to join the group before you can post.

If you don't have access to Facebook please email your name and proposed course to: studentmentors@falmouth.ac.uk

For more information about the application process, portfolios, interviews and selection days, please contact our admissions team using our enquiry form