Computing for Games BSc(Hons)
Begin shaping the games of the future by learning the skills to create and drive computational technologies. This course is designed in collaboration with the industry to meet the technical needs of game developers.
|Course Duration||3 years|
You’ll approach games from a computer science perspective, gaining experience in a range of programming languages like Python and C++, exploring game engines like Unity and Unreal, working with novel and emerging technologies, and looking into specialisms like user interfaces, networking, graphics, and artificial intelligence. Working in a studio-based environment mirroring the industry, you’ll create original games in multi-skilled teams using industry-standard processes, like Agile with Scrum.
What our students do
What our graduates do
While our graduates typically work towards careers in sectors like digital games and software development, we also help them set up their own businesses, or take on incubation programmes like Launchpad
What you'll learn
You’ll concentrate on programming in multiple languages, including C++, as well as software engineering, project management and technology. By studying industry-level software development methods, and focusing on collaboration, creativity and enterprise, you’ll equip yourself to make and sell original games.
Beginning with an introduction to programming, you’ll learn the basics of computing using Python. We’ll support complete beginners as we go through the standards for collaborative software development, helping you apply what you’ve learned to a small team-based exercise.
You’ll then embark on your first multi-disciplinary game development project alongside artists, animators, composers, designers, and writers. This project gives you a practical understanding of game engineering processes and game engine architecture - typically, using either C++ in Unreal 4, or C# in Unity.
Throughout the year, you'll work individual creative computing projects into your games. These projects typically involve procedural content generation and physical computing, reflecting our research strengths.
Principles of Computing
Individual Creative Computing Project
Multidisciplinary Development Practice
You’ll develop a game in collaboration with students from other disciplines, develop a portfolio of specialist game components for current and future projects, and explore specialist fields in modern gaming.
Specialisms in Creative Computing
Mathematics for Virtual Worlds
World Creation Project: Pre-Production
World Creation Project: Production
Interfaces & Interaction
Graphics & Simulation
Working with team members from different disciplines, you’ll turn your skills and expertise into an original game as part of a year-long major development project. You’ll also research a specialism as part of your final year project - applying cutting-edge computing technology to your game’s development. At the end of the year, you'll pitch your game to industry professionals as part of our annual Show & Tell day.
You’ll also study advanced topics like low-level programming in assembly, techniques for optimising code for console architectures like Sony PlayStation 4, and learn statistical computing for game analysis in R. You’ll also set up a portfolio website using HTML and CSS.
Major Game Development Project: Pre-Production
Major Game Development Project: Production
Research & Development: Practice
Research & Development: Dissertation
The modules above are those being studied by our students, or proposed new ones. Programme structures and modules can change as part of our curriculum enhancement and review processes. If a certain module is important to you, please discuss it with the Course Leader.
How you'll learn
You’ll learn in an environment mirroring the industry, with technical workshops and tuition boosted by collaborative, studio-based projects. Individual and group projects with students from other disciplines will be key to your development. You’ll create software, devise new applications for computing, generate solutions to technical problems, and develop novel and appealing games.
How you'll spend your time
Timetabled teaching and learning activity
Guided independent study
How you'll be assessed
- Coursework assessment with no formal examinations.
- Portfolios, projects, pitches and papers.
With a range of commercial titles to their names and strong creative computing research profiles, our staff provide both experience and expertise.
Some members of staff only teach on specific modules, and your course might not feature every member shown here.
Dr Douglas Brown
Formerly employed by international games developer and publisher Square-Enix and credited on...
Dr Michael Scott
Dr Michael Scott is the Head of Computing at Falmouth University's Games Academy, leading...
Brian McDonald is a senior lecturer on the BA(Hons) Game Development and BSc(Hons)...
Professor Tanya Krzywinska
Tanya started playing computer-based games on Usenet when working at the Digital Equipment...
Alcwyn Parker is programmer, interactive artist and educator with a passion for technology and...
Andy joined Falmouth University in 2013 to after completing his undergraduate studies in...
Dr Edward Powley
Edward Powley is an associate professor in the Games Academy. His research interests as a...
Dr Jamie White
After graduating with first class honours, I worked within the software development industry,...
Gareth is a veteran of the video games industry having spent some 25 years working as programmer...
- Large studio equipped with state-of-the-art game development studio
- Specialised computing hardware for game development, deep learning projects, motion capture, and immersive experiences
- Standard packages used in software development for the games and visual effects industries, including Adobe and Autodesk suites
- Attached lab committed to staying at the cutting edge - featuring AR/VR/MR (XR) equipment including HoloLens, Vive Pro, and Oculus Rift
- XSens motion capture suits
- Attached lab with access to PS4 Development and Testing kits
- Access to a variety of game engines including Unity and Unreal
- Studios open late during term time
- Access to free software via Microsoft Imagine
How to apply
GCSE Mathematics Grade 4 (C), or equivalent.
104 - 120 UCAS points, primarily from Level 3 qualifications like A-Levels, a BTEC Extended Diploma, or a Foundation Diploma.
We’ll also consider you based on your individual merit and potential. So get in touch if:
- You’re predicted points below our requirements
- You’re thinking about transferring from another institution
- You have other qualifications or professional experience
GCSE English Language Grade 4 (C), or equivalent.
We also accept qualifications equivalent to the IELTS Academic 6.0 overall score, with at least 5.5 in Reading, Writing, Speaking and Listening.
If you need a Tier 4 student visa to study in the UK, you’ll need to take an approved Secure English Language Test (SELT).
Apply via UCAS
Enter these codes at UCAS Apply and Track
University code F33
Course code I610
UK/EU applications: 15 January
Late applications will be considered if there are places available.
International fee payers can apply after the deadline. But we recommend applying as early as possible, to make time for visa and travel arrangements.
Once you’ve applied, you’ll receive a Falmouth Applicant Portal login, where you’ll find more details about these requirements.
What we're looking for
We want someone who:
- Is passionate about digital games
- Wants to work as a programmer or technology specialist in either the AAA or indie context
- Passionately follows current video game technologies
- Likes to experiment and tinker with code and technology
- Wants to develop real games in multidisciplinary teams in a studio mirroring the industry
- Enjoys finding out how things work
- Is comfortable with mathematics and problem solving
Fees, costs & funding
Tuition fees 2019-20
£9,250 - full-time UK/EU
£15,000 - full-time international
Typical course costs
- £100 - Recurring annual costs
- £1500 - Optional laptop or desktop capable of running appropriate software
If you need to bring equipment or materials with you, these will be outlined in your Welcome Letter
The figures above don't include accommodation and living costs
For information about funding available, please visit our undergraduate funding page