Computer Games Programming (Virtual Reality)*

BSc (Hons)

Key facts

Location:

Stoke-on-Trent Campus

Mode of attendance: Full-time / Placement
Duration: 3 years, 4 years (with a foundation year) full-time; 4 years placement
UCAS code: G610, G611 (with a placement year), G612 (with a foundation year)
Academic year: 17 September 2018 – 7 June 2019

Introduction

Learn the graphics, mathematics, physics, data representation and simulation concepts that will make you stand out as a VR specialist in the games industry.

*The BSc (Hons) with a foundation year is subject to validation.

This course will prepare you for employment as a software developer in the  specialised field of virtual and augmented reality, as well as in the general games and computing industry.

You’ll develop games from an initial concept to a finished product. Our industry links provide the opportunity for you to pitch these games to commercial studios, including Matmi, Team 17 and Media Molecule. You’ll also have the chance to spend a placement year creating vehicle displays, visualising scientific data, developing immersive systems, or working in our very own commercial games studio.

Our staff have published papers on topics such as image and video processing, speech processing, pattern recognition, and computer graphics and animation.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Programming (Virtual Reality)

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Course content

The first year is in common with BSc (Hons) Computer Games Programming, and BSc (Hons) Computer Games Development, so you can transfer between these if you wish. You’ll learn the fundamentals of computing, programming in Java and C++, and develop 2D and 3D systems.

In the second year, you’ll learn the technical graphics, mathematics, physics, data representation and simulation concepts that mark you out as a VR specialist.

The second year module Technical Games Production gives you real-world experience in developing games from an initial concept to finished product. You will develop several games in teams of varying sizes, using industry-standard development practices. In the second semester you will pitch your games to, and get feedback from, commercial games studios. In previous years these have included Matmi, Team 17 and Media Molecule.

With our sandwich degree, you can undertake a one-year placement in industry between Years 2 and 3. You’ll gain technical software development and employability skills. You might spend your year creating vehicle displays, visualising scientific data, developing immersive systems, or working in our very own commercial games studio.

In your final year, you will take modules in advanced virtual and augmented reality concepts, including image processing, machine vision and graphics technology. You will also research and develop an aspect of virtual or augmented reality for your final year project.

Modules

This module map provides an indicative list of the modules that make up your course. Each module is worth a specified number of credits: you take a combination of compulsory and optional modules, enabling you to cover key subject knowledge while developing your own interest. You must take modules worth a total of 120 credits at each level of the course. The number of optional modules you can take depends on the number of compulsory modules at a given level, you may have more choice in later parts of the course.

Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. You can always find the most up-to-date information about your modules and who is teaching them in our module catalogue. We aim to ensure that all optional modules run as scheduled. If for any reason an optional module cannot be run we will advise you as soon as possible and help you choose an alternative module.

Before you can register on some optional modules, you may be required to have undertaken prerequisite modules. Some module combinations may not be allowed.

Foundation Year

Semester 1
Module title
Introduction to Professional and Academic Skills Compulsory
Introduction to Web Technologies and Database Systems Compulsory
Introductory Mathematics Compulsory
Introduction to Software Development and Computer Systems Compulsory
Semester 2
Module title
Introduction to Professional and Academic Skills Compulsory
Introduction to Web Technologies and Database Systems Compulsory
Introductory Mathematics Compulsory
Introduction to Software Development and Computer Systems Compulsory

Year 1

Semester 1
Module title
Introduction to Software Development Compulsory
Fundamentals of Computing and Mathematics Compulsory
Computing Professional and Business Skills Compulsory
Fundamentals of Game and Graphical System Development Compulsory
Semester 2
Module title
Introduction to Software Development Compulsory
Fundamentals of Computing and Mathematics Compulsory
Computing Professional and Business Skills Compulsory
Fundamentals of Game and Graphical System Development Compulsory

Year 2

Semester 1
Module title
Further Games and Graphics Concepts Compulsory
Further Mathematics and Algorithmics Compulsory
Technical Games Production Compulsory
Virtual and Augmented Reality Compulsory
Semester 2
Module title
Further Games and Graphics Concepts Compulsory
Further Mathematics and Algorithmics Compulsory
Technical Games Production Compulsory
Virtual and Augmented Reality Compulsory

Year 3

Semester 1
Module title
Final Year Project Compulsory
Low-Level Game Programming Compulsory
Advanced Graphics and Real-Time Rendering Compulsory
Advanced Virtual and Augmented Reality Compulsory
Semester 2
Module title
Final Year Project Compulsory
Advanced Graphics and Real-Time Rendering Compulsory
Advanced Virtual and Augmented Reality Compulsory

Teaching staff

You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes senior academics and professional practitioners with industry experience. Postgraduate research students who have undertaken teaching training may also contribute to the teaching of seminars under the supervision of the module leader. Our teaching is research-informed and 72% of our full-time staff are Fellows of the Higher Education Academy.