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Students
Tuition Fee
USD 21,576
Per year
Start Date
Medium of studying
On campus
Duration
73 months
Program Facts
Program Details
Degree
Bachelors
Major
Arboriculture | Dance Education | Editing | Museum Studies | Music Theory
Area of study
Information and Communication Technologies | Manufacturing and Processing
Education type
On campus
Timing
Full time
Course Language
English
Tuition Fee
Average International Tuition Fee
USD 21,576
Intakes
Program start dateApplication deadline
2023-09-18-
2023-05-02-
2023-09-262023-07-17
2024-01-16-
About Program

Program Overview


Course overview

Please note, this programme is closed for 2023 entry.

Whether you’re interested in indie games or AAA console game development, this course prepares you for a creative career in the games industry.





Why study BSc Computer Games

  • You’ll be developing mobile, casual, indie, and AAA console games from day one. We’ll help you harness your creativity, expand your technical programming skills, and get to grips with the software and working practices used in the games industry.
  • You’ll learn how to program games using industry-specific tools, study game design processes, and explore how games reflect and affect contemporary society. You'll also learn to build games to professional briefs, as well as to invent and build games from your own imagination.
  • You don’t need to know how to code before you start. We begin from the basics and bring you to a professional level over the course of your degree. You'll have the option of taking an industrial placement year between the second and final year - an invaluable experience which enhances your career prospects.
  • By your final year you will have developed a portfolio of games you can present to potential employers. The skills taught on this programme are also applicable to other areas of computing such as mainstream programming jobs, mobile app development, or web development.
  • We will teach you the technical skills you need to create games. You’ll program in multiple languages, use industry-standard tools, learn about graphics programming, physics for games, and procedural content generation. You’ll also develop professional working practices such as design documentation, testing cycles, issue tracking and version control.
  • You’ll also learn how to think creatively about game design, studying skills such as interaction design and games aesthetics. You will become a well-rounded addition to any professional game design team within a highly competitive industry.




  • Contact the department

    If you have specific questions about the degree, contact

    William Latham

    .

    Program Outline


    Overview

    From the start of your degree, you’ll be creating your own games, and these projects will increase in scale and ambition as you progress. By the end of your degree, you will have built a portfolio of work to kick start your career in the games industry.

    As your degree progresses you’ll personalise your studies via our wide range of optional modules which include many games specialisms such as artificial intelligence, VR and AR, machine learning, and pervasive gaming.


    Year 1

    Module title Credits

    Introduction to Programming


    Introduction to Programming

    15 credits

    This module will introduce you to the fundamentals of programming and object orientation, including the following basic ideas of programming:

  • variables
  • memory and assignment statements
  • control through conditional statements, loops
  • functions and procedures
  • objects and classes
  • instance variables and methods
  • arrays
  • user interaction
  • interaction between objects.
  • 15 credits

    Generative Drawing


    Generative Drawing

    15 credits

    This module will allow you to develop an intuitive understanding of the expressive power of computation and reinforce important mathematical and programming concepts through engaging and creative work.

    You'll be introduced to a variety of generative techniques by analysing the work of other artists and studying code examples. Possible techniques include phase modulation, uses of the sine function, additive synthesis, stochasticism, perlin noise, and extensive variation through parameterization.

    You'll then develop a deeper understanding of these topics through a number of challenging creative exercises using a suitable programming environment.

    15 credits

    Numerical Mathematics


    Numerical Mathematics

    15 credits

    This module introduces fundamental numerical tools to support computational and algorithmic inquiry, and to enable effective computational experimentation.

    You will:

  • explain the need for different number systems
  • understand what a prime number is and perform arithmetic modulo prime bases
  • appropriately use combinations of trigonometric or special functions
  • represent abstract locations in vector coordinate systems, and derive and apply transformation matrices
  • 15 credits

    Symbolic Mathematics


    Symbolic Mathematics

    15 credits

    This module introduces fundamental logical tools to support computational and algorithmic inquiry and to assist effective computational reasoning.

    15 credits

    Graphics 1


    Graphics 1

    15 credits

    In this module, you'll explore the perceptual and technical fundamentals of graphics computing.

    Topics include:

  • fundamentals of visual perception: basic colour theory, perspective, and animation
  • manipulating images for creative contexts
  • image processing
  • the application of 2D and 3D geometry for animation and interaction
  • creating simple physics simulations.
  • You'll apply this knowledge through a series of practical and creative exercises undertaken throughout the module using an appropriate programming environment with supporting graphics libraries.

    15 credits

    Front End Web


    Front End Web

    15 credits

    This module will introduce you to the basic concepts essential in the design and implementation of client-side web-based applications. We'll cover a basic introduction to the Web, followed by more detailed lectures and labs on current good practice with technologies such as HTML5, CSS3 and JavaScript.

    15 credits

    Games Design and Development


    Games Design and Development

    15 credits

    This module gives students the opportunity to design and develop simple board and computer games in an environment that mirrors industry practice. It enables students to combine specialist technical skills acquired in other modules to create their own games.

    Students are introduced to i) industry standard tools for game development, such as game engines, and ii) the process of game development, including prototyping and playtesting. Students will undertake two game development projects, each with a specific brief and lasting a set number of weeks, as deemed appropriate by the module leader. For each project, students propose a game that fits the brief and then implement it.

    Projects must be appropriate in scope. Students are expected to deliver the proposed game and document it fully. This documentation takes the form of images, video, commented source code, executables, websites, and written evaluation, following the method indicated in the project brief. Students are expected to demonstrate the ability to develop games appropriately. In addition, student’s projects must demonstrate coherence and uniformity with respect to the agreed brief, showing awareness of intended audiences, and using media appropriately.

    15 credits

    Games Project 1


    Games Project 1

    15 credits

    This module gives students the opportunity to design and develop a simple computer game in an environment that mirrors industry practice.

    Students are introduced to industry-standard tools for game development such as game engines. They are also shown the process of game development, including prototyping and playtesting.

    Over the course of the module, students will practice this knowledge through designing and developing a playable game.

    15 credits

    Year 2

    Module title Credits

    C++ for Creative Practice


    C++ for Creative Practice

    15 credits

    This module will introduce you to C++ for the first time whilst building on the programming techniques covered at level 4. Through the use of a framework designed with creative practice in mind, you'll learn the rudiments of C++ through a multi-media-driven approach.

    Topics include:

    Types, Arrays and Control Flow, Functions, Vectors, I/O, 3D graphics with primitives, object orientation, constructors, passing by reference, pointers and inheritance.

    15 credits

    Algorithms 1


    Algorithms 1

    15 credits

    This module will introduce you to the analysis and design of algorithms. In particular, you'll learn how to classify algorithms in terms of their computational resource consumption, how to solve efficiently classical problems from computer science and how to apply design techniques to build new algorithms.

    15 credits

    Perception and Multimedia Computing


    Perception and Multimedia Computing

    15 credits

    This module aims both to build on the skills and competences developed in the technical modules in the Creative Computing Programme at Level 4, as well as the critical and creative awareness fostered in the Introduction to Creative Practice module. Providing knowledge and skills to be used in exploratory fashion in the Creative Projects, this module will also allow you to develop your own creative practice in general. It will provide you with a detailed appreciation of human visual and audio perception, allowing you to explain the limitations of your own sensory gamut, and to be able to exploit similarities and differences between observers perceptual systems.

    You will learn the fundamentals of signal processing and systems, including a programming language suited to the signal processing domain, and how they are applied in typical multimedia applications; andwill then be shown how to combine these signal processing techniques with an understanding of perception to produce multimedia information retrieval systems.

    Topics include:

  • Visual perception: cones, rods and the eye; optical illusions; colour vision; colour spaces and
  • profiles; motion perception and Gestalt psychology.
  • Animation: approaches to animation; perception in video and film; making animations; visualisation.
  • Sound, hearing and music: sound and the ear; frequency, pitch and harmony; melody; rhythm;
  • digital audio formats and compression.
  • Signals: the nature of signals; special signals; audio signals and sampling; frequency, amplitudend phase; the Fourier representation.
  • Systems: linearity and time-invariance; impulse responses and convolution; spectral analysis;
  • convolution by spectrum multiplication.
  • Audio and image filtering: EQ; filter design; subtractive synthesis; echo and reverberation; resampling; image representation; two-dimensional convolution and image effects.
  • Multimedia information retrieval: retrieval, fingerprinting
  • 15 credits

    Games Project 2


    Games Project 2

    30 credits

    This module gives students the opportunity to work in a group on a substantial game development project, including its technical, creative and social aspects.

    It takes students through the entire games development process, from pre-production and the creation of design documents through to production and testing, with a particular focus on player-centred design. It develops abilities in project planning, management, critical awareness and design that students need in order to create digital games.

    Students will learn a range of advanced techniques relevant to games programming.

    Students will produce and document a complete and playable game using industry-standard tools such as game engines.

    30 credits

    You will also study 45 credits of credits from the following list.

    Module title Credits

    Physical Computing


    Physical Computing

    15 credits

    Physical Computing is of increasing interest to artists, musicians, choreographers, and other creative practitioners for the creation of novel artworks and for forms of computational interaction between these objects and people.

    There are many other applications of Physical Computing, for example in museums, ubiquitous and embedded computing, robotics, engineering control systems and Human Computer Interaction. A physical environment may be sonic, tangible, tactile, visually dynamic, olfactory or any combination of these.

    The module will provide a starting point for you to build an understanding of microcontrollers, and how they fit into a wider computing and artistic context. It will cover basic physics, electronics, programming, and software engineering; alongside practical knowledge of tools such as laser cutting and 3D printing which are very commonly used in physical computing. This module will culminate in an extended project which will also give you an opportunity to plan a project over time, and make decisions as your project develops.

    15 credits

    Graphics 2


    Graphics 2

    15 credits

    Students will study advanced topics in generative graphics with a focus on understanding and applying effects using shaders:

  • Generating 3D environments from 2D perspective models with matrix transforms
  • Understanding Geometry, Textures, Lighting
  • Complete OpenGL pipeline
  • Frag Shaders
  • Vertex shaders
  • Procedural rendering methods
  • In doing this they will apply perceptual knowledge acquired in Perception and Multimedia and mathematical skills acquired in Numerical Maths.

    15 credits

    Extended C++


    Extended C++

    15 credits

    This module builds on the knowledge developed in C++ for Creative Practice by introducing you to a variety of specialist topics relevant to creative practice. This will be done through a project developed in weekly stages covering topics such as Networking with OSC, Event-driven programming with lamdas, memory management and smart pointers, developing GUIs, error handling, and test-driven development.

    Through this grounded and practical work, students build greater knowledge of C++ syntax and techniques.

    15 credits

    Algorithms 2


    Algorithms 2

    15 credits

    This module aims to expose students to standard data structures and algorithms for manipulating them. In particular, it will give students the chance to learn to choose appropriate data structures for solving problems.

    15 credits


    Optional placement year

    Our degrees include an optional industrial placement year between the second and final year of study. You will be responsible for securing a placement, but we can support you through this process.

    Although we encourage you to take the opportunity of a placement year, you can also complete your degree in a straight three years.


    Year 3 (or Year 4 with placement)

    You will take the following two compulsory modules, as well as 45 credits of option modules from a list annually approved by the department.

    Module title Credits

    Final Project in Games Programming


    Final Project in Games Programming

    60 credits

    Final Project in Games Programming is an opportunity for students to apply the skills, knowledge and expertise that they have acquired whilst studying Games Programming to a single and coherent body of work. Students will undertake a large scale, independent piece of software development work that is applied to the computer games industry. In most cases, this will be the independent development of a game but could also be the development of middleware, development tools or other games related software. The project outcomes will serve as a showcase for student’s talents and could launch a professional career in industry. Students will have to manage their own time and set regular objectives, undertaking project analysis, design, implementation and evaluation.

    60 credits

    Expressive Game Design


    Expressive Game Design

    15 Credits

    Games exist within an ecosystem of interactive and expressive technology. It is important that anyone aiming to work within this industry understands the context within which games exist and the opportunities for using knowledge from other related disciplines.

    This module aims to teach you the foundations of game design practice with a particular view of how game design can be influenced by and take advantage of other forms of expression. You'll focus on how literature, comic writing, cinema, architecture, photography and other arts can influence and change the game design process. In this module, game design will be framed as a language and you'll be encouraged to use a broader vocabulary in order to create more interesting game mechanics. You'll also explore emotions and the ways that games are able to empower/evoke a particular kind of emotion.

    Throughout the module, you'll be taught how to take a critical approach to playing games and will be encouraged to analyse how mechanics can improve certain feelings. This critical mindset will be paired with practical game design exercises to aid your understanding of the critical approach.

    15 Credits

    Teaching style

    Our approach at Goldsmiths emphasises the creative side of programming and how programming relates to the creative aspects of game development. Most importantly of all, from the very beginning, you will be developing games in an environment that mirrors industry working practices as closely as possible. This will give you the experience you need as well as helping you develop a portfolio of work to present to potential employers.

    This programme is taught through a mixture of lectures, tutorials, workshops and laboratory sessions. You’ll also be expected to undertake a significant amount of independent study. This includes carrying out required and additional reading, preparing topics for discussion, and producing essays or project work.

    The following information gives an indication of the typical proportions of learning and teaching for each year of this programme*:

  • Year 1 - 19% scheduled learning, 81% independent learning
  • Year 2 - 24% scheduled learning, 76% independent learning
  • Year 3 - 21% scheduled learning, 79% independent learning

  • How you’ll be assessed

    You’ll be assessed by a variety of methods, depending on your module choices. These include coursework, examinations, group work and projects. If you opt for an industrial placement year, your placement tutor will assess your work. If you complete the placement year successfully, you earn the endorsement 'with work experience' on your degree certificate.

    The following information gives an indication of how you can typically expect to be assessed on each year of this programme*:

  • Year 1 - 80% coursework, 20% written exam
  • Year 2 - 75% coursework, 25% written exam
  • Year 3 - 88% coursework, 13% written exam
  • *Please note that these are averages are based on enrolments for 2022/23. Each student’s time in teaching, learning and assessment activities will differ based on individual module choices. Find out more about

    how this information is calculated

    .


    Credits and levels of learning

    An undergraduate honours degree is made up of 360 credits – 120 at Level 4, 120 at Level 5 and 120 at Level 6. If you are a full-time student, you will usually take Level 4 modules in the first year, Level 5 in the second, and Level 6 modules in your final year. A standard module is worth 30 credits. Some programmes also contain 15-credit half modules or can be made up of higher-value parts, such as a dissertation or a Major Project.

    Download the

    programme specification

    . If you would like an earlier version of the programme specification, please contact the

    Quality Office

    .

    Please note that due to staff research commitments not all of these modules may be available every year.

    For 2021-22 and 2020–21, we have made some changes to how the teaching and assessment of certain programmes are delivered. To check what changes affect this programme, please visit the

    programme changes page

    .




    Industrial placement year

    Our degree programmes include an optional Industrial Placement Year between the second and third year of study. This offers you an invaluable opportunity to gain real world experience and form valuable relationships with employers.

    Some of the companies our students have worked at during their work placement year have recently included:

  • Feral Interactive Ltd

  • Stink Studios

  • Yoke

  • IBM
  • Wieden and Kennedy

  • Random International
  • Accenture

  • Where do Computer Games graduates work?

    Our graduates have gone on to develop careers in the following areas:

  • Games industry
  • Film/TV special effects and post-production
  • Machine Learning
  • Music technology
  • VR
  • User interface/ user experience design
  • Mobile development
  • Full stack web development
  • Software Engineering
  • Digital theatre
  • E-learning
  • You can find out more about career options after you graduate on our

    Computing careers page

    . Find out more about

    employability at Goldsmiths

    .


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