Interested in the idea of making the next best-selling games app? Want to create cross-platform games and learn about every area of their production? This course helps you master the diverse range of skills required from the indie developer working on your own or in small teams. You’ll have the opportunity to develop an area of specialism and generate a portfolio of work to show potential employers and backers.
As well as learning about game design, 2D and 3D asset creation, drawing and programming, we will also look at how to make money from your creations, how to manage your business and successfully market your games.
A growing sector
As media and computing advances, so too do the careers in this sector. The growth is being fuelled by the availability of inexpensive commercial grade development tools, and simple third party digital marketing options. Combined with an increase in demand for a wider variety of games, the opportunities for independent game developers are increasing.
Every element of the game development process
During this course, you’ll develop game assets from conception through to production. You’ll tackle the design issues faced when building games for mobile and discover how to implement game play through scripts.
As the course progresses, you’ll build on your creative skills and improve your programming ability. As you master new technologies used within Artificial Intelligence, you’ll implement advanced game design techniques into your games projects.
Working on both individual and team based projects, you’ll be given the opportunity to specialise in an area of particular interest. Beyond the creation of exciting new games, you’ll also take business and marketing modules. The entrepreneurial skills acquired in these modules will ensure you have the knowledge to exploit your creative talents to the full.
UCAS CODE: I610
We have a strong computing department at Bucks and we are members of TIGA, the trade association representing the UK’s games industry.
A wealth of experience
Our lecturing team have a great depth of experience working in the industry and the course benefits from regular visits from professional artists, game designers and developers. These guests provide a great context for the material being taught.
Be involved with some of the biggest gaming companies in the world
We are a member of the PlayStation® Vita Academic Development Programme run by Sony Computer Entertainment Europe (SCEE), which provides access to professional development hardware and software tools for both staff and students.
Work with the best equipment in the industry
In this fast moving industry, equipment and software is constantly evolving. Our course reflects this development and we have invested significantly in our new games lab and in staff with games industry experience. We have established close links with a number of household names within the sector and introduced more specialised games modules within the course.
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 1: 35 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||423 hours|
|Independent learning:||777 hours|
Year 2: 39 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||465 hours|
|Independent learning:||735 hours|
Year 3: 31 percent of your time is spent in timetabled teaching and learning activity
|Teaching, learning and assessment:||369 hours|
|Independent learning:||831 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.
|100 percent coursework||0 percent written exams||0 percent practical|
|100 percent coursework||0 percent written exams||0 percent practical|
|90 percent coursework||0 percent written exams||10 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?
A typical offer will be a UCAS Tariff score of 80. A minimum of two full A-levels (or equivalent) is required. Every application is considered on an individual basis.
For further details of our international English entry requirements, please visit our international pages.
Applicants who do not meet the minimum requirements for the three-year undergraduate programme, or those who do not feel fully prepared for a degree course, can apply for a four-year programme including a Foundation Year; find out more.
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:
Year 1 Modules
- 2D Asset Development
- Audio and Special Effects
- Concept Visualisation 1
- Game Design Theory
- Maths for Games
- Mobile Game Development
- Practical Game Design
- Programming Concepts
Year 2 Modules
- 3D Asset Development
- Advanced Game Design
- AI for Games
- Character Animation
- Character Modelling
- Indie Team Project
- Level Scripting
- Mobile Game Project
Year 3 Modules
- Advanced Indie Project
- Advanced Scripting
- Business Essentials for Start-ups
- Concept Visualisation 2
- Individual Project
- Marketing Games
How much does it cost
Full Time Home and EU: £9,250 per year
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