Computing for Games BSc(Hons)

Computing for Games_Main
Penryn Campus
3 years full-time
Direct line
01326 254350

Get ready to shape the games of the future by building the skills you'll need to create and drive computational technologies. You'll join a course designed in collaboration with the industry and established to meet the technical needs of game developers.

During your degree, you'll become familiar with industry-standard software development practices and a range of programming languages. You'll also learn research methods in computer science, meaning you can leverage our internationally recognised expertise to explore the future of gaming. 


  • 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.

How you'll spend your time 

YearTime spent in timetabled teaching and learning activityTime spent in guided independent studyTime spent on placements
138%62% 0% 
236%64% 0% 
336%64% 0% 

How you'll be assessed 

Year   Assessment by written exams                                                        Assessment by practical exams                           Assessment by coursework     
10%0% 100% 
20%0% 100% 
30%0% 100% 

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 One

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 Two

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 Three

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


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


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.


Assessments are designed to reflect professional practice:

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


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 mentors can be reached on the Computing for Games BSc(Hons) Facebook group.

They'll help with topics like living in Cornwall, what to expect at Falmouth, and the course itself.

Also worth a look are additional groups that offer assistance for disabled students, LGBTQ+ studentsmature students, international students, and Cornish locals

You'll need to join the groups before you can post. If you don't have access to Facebook, please email your name and proposed course to