Computer Games Technology

BSc (Hons)

2018 entry

Our BSc Computer Games Technology course allows you to apply your technical skills and creativity within the growing computer games industry and beyond.

We like slick, first-person shooters but we also like ‘serious games’ – we’re interested in how games technology can be used for rehabilitation and therapy, training and education, as well as how it can inform other creative disciplines such as film and architecture.

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Length of study:

Three years full-time

Starts:

September 2018

Campus:

UCA Farnham

UCAS code:

G450

UCAS institution code:

C93

UCAS campus code:

F

Course overview:

Founded on the principle of User-Centred Design (UCD), you’ll learn how to consider users throughout every stage of the design and development process.

This ethos differs from other design approaches in that you’ll explicitly set out to design outcomes for how users can, want or need to use the games – we don’t force them to change their behaviour to accommodate us.

Our Computer Games Technology course sits alongside the established and highly regarded BA Computer Games Arts course – this provides you with extra opportunities to collaborate with your peers on Computer Games Arts through linked projects that mirror industry team development.

The computer games industry requires individuals with a high level of practical skills, technical knowledge and experience, and our BSc Computer Games Technology course creates graduates who go above and beyond.

Career routes are plentiful in the computer games industry, which is growing at a record pace – with London and the South East hosting 48% of the UK gaming industry, our Farnham campus is ideally located at the centre of this exciting industry.

Course content - 2018 entry

This year will take you through fundamental games design processes and the technical foundations of 2D and 3D programming, as well as planning. You’ll share theoretical units with students on the Computer Games Arts course.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change.

Course modules

  • Games Design

    This unit introduces you to key digital art and design skills to compliment your technical skills with which you’ll develop ideas into assets for computer games. You'll learn how to approach problems creatively using a range of sources for inspiration and reference. Your outcomes will demonstrate your conceptual approach, a range of design skills and technical understanding.

  • Games Programming

    This unit introduces you to the fundamentals of digital systems and programming for computer games; it is explicitly technical and specialist being specific to the BSc (Hons) Computer Games Technology course. You will gain a solid grounding in gaming systems and platforms, the system architecture of these platforms and the similarities between these. You'll be introduced to fundamental mathematics for computing before moving on to Procedural and Object-Orientated Programming. You'll also demonstrate your technical understanding through this unit by producing simple games.

  • Interaction

    This unit introduces you to interaction through the fundamental concepts of gameplay, computer games design, and computer games scripting and coding. You'll produce outcomes that demonstrate your technical and conceptual skills through exploration of game interaction.

  • Moving Image Culture: Understanding and Interpretation

    You'll be introduced to a range of key concepts central to an understanding of historical and contemporary moving image culture, from celluloid film to computer games and digital media. Exploring influential artworks and relevant theoretical and critical writings, you will analyse some of the cultural and artistic contexts of the moving image and become familiar with technical innovations and conceptual transformations, before and after the so called digital shift. The unit provides an introduction to formal analysis and the aesthetic interpretation of the moving image, as well as to narrative and genre. It also considers the ideologies, institutions and cultural practices that shape the production and experience of cinema, computer games and networked media.

Year 2 will build upon your planning, design and prototyping skills. You’ll start to specialise in a defined area, and continue to undertake shared units with students on the Computer Games Arts course.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change.

Course modules

  • Creative Coding

    Through this unit you will further build on your knowledge of digital systems and the programming skills you gained in Year 1. Specifically, you will be introduced to C++ gaining understanding of its key concepts and features and demonstrating your understanding in response to briefs. Complementing the explicitly technical focus of this unit you are encouraged to be creative – your work may be entrepreneurial or speculative, you might look beyond gaming for entertainment to areas like ‘serious games’ or ‘games as art’.

  • Games Production

    This unit introduces you to contemporary games production practices and workflows. The first part introduces the process of making a game environment and the roles of those involved, specifically you will learn game environment production techniques and workflows. In groups and in response to the unit brief you will create a prototype, you will do this in an iterative fashion as you would in contemporary game production practice. The second part challenges the group to successfully pitch a game concept, then develop a game prototype or ‘vertical slice’. Each member of your group will need to specialise in a specific area appropriate to their skills and interests, however all members should be involved in the production.

  • Gaming in Contemporary Culture

    This unit explores concepts and issues central to the historical, theoretical and aesthetic dimensions of the gaming practice. It critically examines the position of computer games and gamers within culture and society, exploring gaming's relationship to gender, ethnicity, conflict and capital, before turning a critical eye inwards to discuss ludology and its attendant concepts, including immersion, procedural rhetoric and cyber-individualism.

Your third year will introduce you to the economics and management of the industry, as well as copyright, patents and legal concerns. You’ll work as part of a team to produce a prototype game, and you’ll also write a practice-based dissertation.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change.

Course modules

  • Final Major Project: Pre-production

    You will begin this unit by developing a project proposal through which you will define the concept, scope, audience, and purpose of your Final Major Project, you will present this through a pitch to your tutors and peers. Alongside this proposal you will produce a detailed production schedule committing to project milestones.

  • Final Major Project

    In this unit you will build upon the work you have undertaken in the previous unit to produce a fully resolved body of work, you will do this either individually or as part of a team. This unit represents the culmination of your study of Computer Games Technology at UCA. Through it you will demonstrate your creativity, skill, knowledge and understanding of recognised games industry practices and pipelines producing outcomes to a professional standard.

  • Dissertation

    You'll undertake a substantial period of sustained, individually negotiated research on a subject related to the contextual and/ or theoretical concerns of your discipline or chosen area of practice, towards the provision of structured written argument.

Please note, syllabus content indicated is provided as a guide. The content of the course may be subject to change.

Course modules

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International study

Find out more about studying in the UK, or studying part of your course abroad at one of our partner institutions (study abroad option not available on all courses).

Course connections

On this course, you'll be exposed to a world of opportunities

Farnham is ideally located ten miles west of Guildford, described as ‘the Hollywood of video games’ by the Guardian. We value our links to local AAA studios, including Lionhead and Electronic Arts (EA), but also value and nurture an entrepreneurial indie attitude through which we can challenge convention and inform the future of gaming.

  

Career routes are plentiful in the computer games industry, which is growing at a record pace. According to The Independent Games Developers Association (TIGA), the UK video games industry contributed £1.11 billion to the UK economy in 2014, up from £1.01 billion in 2013. The number of UK games companies is growing at a rate of 22% per annum – London and the South East comprise 48% of the UK games industry, and Farnham is located at the centre of this exciting industry.

 

 

You may also like to consider further study at postgraduate level.

How to apply - 2018 entry

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I am not a UK or EU citizen ...

Entry requirements - 2018 entry:

Entry requirements

The standard entry requirements* for this course are:

One of the following:

  • 112 new UCAS tariff points (equivalent to 280 old UCAS tariff points), see accepted qualifications
  • Pass at Foundation Diploma in Art & Design (Level 3 or 4)
  • Distinction, Merit, Merit at BTEC Extended Diploma
  • Merit at UAL Extended Diploma
  • 112 new UCAS tariff points from an accredited Access to Higher Education Diploma in appropriate subject.

And five GCSE passes at grade A-C or above, including English Language, Mathematics (grade B) and Science or Physics (grade B).

Other relevant and equivalent Level 3 UK and international qualifications are considered on an individual basis, and we encourage students from diverse educational backgrounds to apply.

*We occasionally make offers which are lower than the standard entry criteria to students who have faced difficulties that have affected their performance, and who were expected to achieve higher results.

 

Your portfolio

While a portfolio is not required for this course, if you choose to bring supporting material to your interview it should it be on a USB stick and contain work that demonstrates your interest in, and aptitude for, computer games and technology. Be prepared to talk about your interests and why you wish to pursue this course with us.

Fees & finance

Uncover all the costs involved, as well as the grants, loans and other financial support you may be entitled to.

Student regulations

Find out more about the operation of our courses, student conduct, assessments and examinations.

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