This course is offered as a four year programme, including an initial Foundation Year. You may also be interested in our three year BSc (Hons) Games Development course.
The Foundation Year will allow you to develop your academic study skills and build confidence in your abilities, identifying your own strengths and development needs for progression onto an undergraduate degree.
During your first year, we will help you identify what employers are looking for from their future recruits, including practical and transferrable skills, personal qualities and business awareness. This new knowledge will lay an excellent foundation for you when you graduate, enabling you to present yourself effectively to employers using a CV, application form and during interviews.
We will also encourage you to develop your entrepreneurial skills. We'll show you how to formulate a plan for a new idea or product, showing who your customers are and how their needs will be met. You' ll also learn how to pitch your ideas in a range of ways.
Other modules in the Foundation Year include Computing Essentials, covering web design and mobile apps, networking and programming, and also Digital Media which will give you the basic processing skills needed to manage content such as images, animations and audio.
The BSc (Hons) Games Development focuses on how to program games, from traditional software design and coding to the latest techniques employed within graphics and AI. The course also provides an insight into other disciplines within the industry (design, modelling, animation and business), to ensure you can appreciate the roles of others within a diverse team.
What will this course cover?
You will develop your programming skills (C#) and apply them to the development of 2D mobile and console games and 3D levels within a commercial games engine. Additional modules will provide a taste of other disciplines within the games industry including an introduction to games design and 3D modelling. Further modules provide a theoretical and practical understanding of the hardware on which games are deployed.
Throughout the course you will continue to develop your programming skills (C++) and apply them to the development of realistic AI and graphical applications using a graphics library. You'll be taught about the processes involved in managing the development of complex games within large teams and as member of your own team, develop a game in collaboration with students on other courses, such as BA (Hons) Audio and Music Production and BA (Hons) Animation and Visual Effects.
During your final year you will develop a physics engine and integrate it into a games engine. Extend your understanding of the more complex AI techniques used within games and given an insight into how games companies operate, along with invaluable tips on how to start a career in the industry, either as an employee of an established games studio or as an indie developer. A major component of the final year is the project, which provides you with an opportunity to draw on the knowledge and skills gained in the previous years, to develop a game or related software application.
Where the Foundation Year is taught at University Campus Aylesbury Vale all subsequent years will be taught at High Wycombe Campus.
UCAS CODE: G46G
The lecturing team includes experienced professionals and there are regular visits from expert guest lectures who provide a context for the material being taught.
We are a member of the PlayStation® Vita Academic Development Programme run by Sony Computer Entertainment Europe (SCEE), which provides access to professional console development hardware and software tools.
We are an NVIDIA CUDA Teaching Centre. This is in recognition of the adoption of the CUDA parallel programming technology within the BSc (Hons) Games Development curriculum.
We are also a member of TIGA. The trade association representing the UK's games industry.
Teaching and Learning
Your course consists of a combination of structured learning and teaching activities and independent learning. The programme specification will provide more information on the specific learning and teaching activities on this course.
Your overall workload will include your learning and teaching activities and independent learning with total study time of around 10 hours being worth 1 credit. While your actual contact hours will depend on any option modules you choose.
Year Foundation: 27 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||330 hours|
|Independent learning:||870 hours|
Year 1: 32 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||387 hours|
|Independent learning:||813 hours|
Year 2: 35 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||420 hours|
|Independent learning:||780 hours|
Year 3: 32 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||387 hours|
|Independent learning:||813 hours|
You will be given opportunities to test your understanding of the subject informally before you complete the formal assessments that count towards your final mark. This may take the form of practice or ‘formative’ assessments for which you will receive feedback from your tutor. Formative assessments are developmental and any marks you receive do not count towards your overall module mark. There is at least one formal or ‘summative’ assessment towards the end of each module. The marks from summative assessments do count towards your overall module mark.
Assessment methods vary, but your programme specification will provide more information on the specific methods used on this course. You can find out more about the assessment methods used across the University in the assessment guide on the Academic Advice pages.
Balance of assessment
The balance of assessment will vary depending on any option modules you choose. Assessments are broken down into coursework, written exams or practical. Coursework covers both written work such as essays and reports and practical work such as the preparation of a portfolio and project outputs completed on many art and design programmes. Exams include both formal written exams and in-class time-constrained assessments or TCAs. Practical assessments largely consist of oral presentations and contributions to seminars, and competency-based activities such as clinical or lab skills.
|75 percent coursework||5 percent written exams||20 percent practical|
|75 percent coursework||25 percent written exams||0 percent practical|
|95 percent coursework||5 percent written exams||0 percent practical|
|95 percent coursework||0 percent written exams||5 percent practical|
Please note: The percentages above do not include any pass/fail elements as these do not contribute to the overall degree classification. All modules must be successfully completed for credit to be awarded.
You will receive feedback on all assessed coursework and practical assignments and we aim to provide this within three weeks. Feedback on examinations is also available on request.
Assessment feedback is intended to help you learn and you are encouraged to discuss it with your module leader.
What are the course entry requirements?
If you do not meet the minimum requirements for the three-year programme, or do not feel fully prepared for a Level 4 course, this four-year programme including a Foundation Year could be for you.
You'll need to hold GCSE English and Mathematics at grade C or above, and will usually have achieved a minimum of 90 credits from a Level 3 qualification such as A Levels or BTECs.
International students should hold an IELTS of 5.5 (minimum of 5.5 in all areas).
Applicants will also be invited to attend an interview.
For further details of our international English entry requirements, please visit our international pages.
This module map provides a list of the modules that make up your course.
Each module is worth a specified number of credits (typically either 15 or 30 credits for undergraduate courses). Compulsory (or ‘core’) modules cover key subject knowledge, while ‘option’ modules enable you to develop your own interests. For a full-time course you must take modules worth a total of 120 credits at each level of the course. The number of option modules you can take depends on the number of compulsory modules at each level. You can find more information about how your course is structured via the Academic Advice pages.
Our teaching is informed by research and employer requirements, and modules change periodically to reflect developments in the subject area. In addition, where we have insufficient numbers of students interested in an option module, this may not be offered. If an option module does not run, we will advise you as soon as possible and help you choose an alternative module.
The modules available on this course are as follows:
Foundation Year Modules
- Digital Media
- Computing Essentials
- Preparing for Success Knowledge and Creativity
- Preparing for Success Self-development and Responsibility
Year 1 Modules
- 3D Modelling
- Computer Architectures
- Console Game Development
- Game Design
- Level Design
- Maths for Games
- Programming Concepts
Year 3 Modules
- Advanced Programming
- Advanced AI for Games
- Physics Engine Programmer
- Data Structures & Algorithms
- Game Engine Development
- The Game Business
How much does it cost
Full Time Home and EU: Year Zero - £7,800, Year One - £9,250, Year Two - £9,250, Year Three - £9,250
Full Time International: £10,500 per year
Most courses will involve some additional costs that are not covered by your fees.
Fees quoted are for the next intake and are subject to change. Fee costs for subsequent years may rise in line with inflation, course delivery costs or subject to government regulations.
For information on financial assistance to support your learning, visit our Undergraduate Fees and Funding section.
How do I apply?
For application details please visit bucks.ac.uk/applynow
Mr Wayne Palmer