Module descriptions

Digital, Technology, Innovation and Business / undergraduate

202 published undergraduate courses use the following 590 modules:

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Code Title Level Credits School Module description
GAME30504 2D FOUNDATIONS 3 20 Digital, Technology, Innovation and Business Students will learn how to look and observe with artistic intent to reproduce using traditional methods. They will learn to assess light and shadow, capturing shape and form through observational drawing, whilst also learning how to self-critique and evaluate their progress.
GDEV50002 2D GAMES CREATION 5 20 Digital, Technology, Innovation and Business 2D Games Creation looks at both the artistic side of games design as well as the mechanical side. This module looks to create gameplay experiences using 2d art integration into 3d engines, mixing classic art styles with new engine techniques.
GDEV40001 3D ASSET DEVELOPMENT 4 20 Digital, Technology, Innovation and Business Games Art and Concept Art both make extensive use of 3D modelling, texturing and rendering. This module will introduce you to the techniques used in industry to produce assets for a variety of uses.
GDEV50003 3D CHARACTER MODELLING FOR GAMES 5 20 Digital, Technology, Innovation and Business This is your chance to study character creation with a primary focus on developing an understanding of the games pipeline towards producing your first game ready character. Walking the line between using realistic references and creating stylised art works, you will develop a strong foundation of skills to work towards a career as a games character artist.
GAME30505 3D GAME ASSET FOUNDATIONS 3 20 Digital, Technology, Innovation and Business This Module builds upon knowledge from the first term, introducing more game-ready modelling techniques. You will continue to learn how to model and texture assets using the latest industry techniques and software that become progressively more advanced.
GDEV40011 3D GAME PROPS: PIPELINE AND PRODUCTION 4 20 Digital, Technology, Innovation and Business This module provides students with a grounding of 3D Modelling and texturing. Students will learn about the fundamentals modelling and texturing process used in the production of Game Art assets and Concept design workflows. The module allows students to produce a variety of models in different artistic stylisations and photo realistic game props. The focus of the module is on good modelling techniques and on producing visual accuracy in proportions, forms and smoothing.
GAME30506 3D MODELLING FOUNDATIONS 3 20 Digital, Technology, Innovation and Business This module introduces students to 3D modelling for games. Using industry-standard 3D modelling software, students will learn the foundational approaches and techniques required to create game-ready 3D assets.
FILM60625 72 HOUR FEATURE FILM PRODUCTION 6 40 Digital, Technology, Innovation and Business 72 Hour Feature Film Production will cover:Feature film development and managementScriptwriting for feature filmProfessional crew roles, responsibilities and set etiquettePre-production processes and studio testsAdvanced cinematography and audio recording
ACCT40325 ACADEMIC AGILITY AND ENTREPRENEURIAL THINKING 4 20 Digital, Technology, Innovation and Business Academic Agility and Entrepreneurial Thinking bridges academic study with industry-focused enterprise development. This module empowers students to harness academic practice and digital literacy skills, transforming them into actionable strategies for innovative business solutions. Through a blend of interactive lectures, practical workshops, and creative assessments, students are equipped to excel in both scholarly and professional environments.
ANIM50562 ADVANCED ANIMATION PRACTICE 5 30 Digital, Technology, Innovation and Business What does it take to produce polished, professional character animation for the screen? In this module, you’ll develop refined narrative animation performances by designing, building, and animating original characters and scenes using industry-focused production pipelines. You’ll specialise in two animation routes across 2D, 3D, or stop motion, strengthening your skills in movement, performance, and lip-sync. The module supports your progression towards advanced animation practice and prepares you for professional, production-ready workflows within your degree.
GDEV60002 ADVANCED CHARACTER AND CREATURE SCULPTURE 6 20 Digital, Technology, Innovation and Business As a concept artist wanting to specialise in creature design it is important that you develop a keen understanding in animal anatomy and how to implement it in your designs. This module will introduce you to advanced sculptural techniques and observational skills that will allow you to produce professional creature designs that are grounded in realism.
GDEV60003 ADVANCED CHARACTER ART 6 20 Digital, Technology, Innovation and Business This module provides you with advanced techniques in the production of Game ready character art, whilst developing upon your fundamental knowledge of sculpting, retopology, and texturing. The content of this module will be focused heavily towards a more technical approach to character art.
ELEC63068 ADVANCED COMMUNICATION SYSTEMS 6 20 Digital, Technology, Innovation and Business This module will provide you with a systematic understanding of Wired and Wireless Telecommunication Systems and Networks, including Long Term Evolution (LTE) and Multimedia traffic and relevant protocols. You will create a complex model of the communication channel and simulate the methods employed to overcome this harsh environment, these include equalisation, diversity, Smart Antennae and Forward Error Correction. The module will discuss the use of modern communication methods in a diverse range of real-world applications. At the end of the module, you will prepare a formal report based on your solution to a real-life problem. You will also develop the ability to assess engineering risks and design resilient communication systems capable of operating reliably in real-world environments.
COMP60042 ADVANCED CYBER OPERATIONS AND NETWORK SECURITY 6 20 Digital, Technology, Innovation and Business Today's organizations are challenged with rapidly detecting cybersecurity breaches and effectively responding to security incidents. Teams of people in Security Operations Centers (SOC’s) keep a vigilant eye on security systems, protecting their organizations by detecting and responding to cybersecurity threats. This module also looks at the CCNA Cyber Ops certification which will help prepare students in beginning a career working with associate-level cybersecurity analysts within security operations.
COMP60057 ADVANCED DATA SCIENCE 6 20 Digital, Technology, Innovation and Business This module addresses a combination of tools, arithmetic, algorithms,¿and machine learning approaches that contribute and make up the area of data science. Through this combination, we can discover hidden patterns or penetrations in unprocessed data that can be applied to important judgments in a business. You need to be knowledgeable in computer science, statistical analysis, mathematics, and information science to become a data scientist, and this module will address all key aspects applying them to business contexts.
ARCH60000 ADVANCED DESIGN - STUDIO 5 6 60 Digital, Technology, Innovation and Business
ELEC63069 ADVANCED DIGITAL ELECTRONICS 6 20 Digital, Technology, Innovation and Business The advantages of digital systems make them a preferred choice to be used for a variety of applications. This module will cover advanced techniques for the design and analysis of digital systems. Several real-world applications will be considered and design solutions will be obtained. Issues related to circuit timing will be considered and different methods to avoid these issues will be discussed. Hardware Description Language will be used for digital logic design and advanced simulation. The module will enable you to learn skills which are essential for the design and analysis of advanced digital systems.
GDEV60005 ADVANCED ENVIRONMENT ART 6 20 Digital, Technology, Innovation and Business This module builds on what you have learned from the level 5 environment art pathways, but with more complex techniques to help push your projects to a higher quality. You will create an environment that features both modular and organic elements, and use several advanced techniques such as uv manipulation, rgb masks, triplanar, speedtree, houdini, substance and megascans to support your project’s development.
ACCT67002 ADVANCED FINANCIAL REPORTING 6 20 Digital, Technology, Innovation and Business You will build on the financial reporting knowledge apply accounting standards, theoretical frameworks and principles to business combinations financial statements which conforms with international accounting standards.
GDEV60009 ADVANCED GAME ARTIFICIAL INTELLIGENCE 6 20 Digital, Technology, Innovation and Business Advanced Game Artificial Intelligence explores game AI from an architectural perspective. How do you develop systems that bring together many simpler techniques into a larger complex architecture. Studying this module will give an appreciation for the field of AAA AI game development and practical insight into how to chieve similar results.
GDEV60004 ADVANCED GAME CREATURE PRODUCTION 6 20 Digital, Technology, Innovation and Business This module provides you with advanced techniques in the production of Game ready creature art, with a focus on animal physiology and anatomy. The module will introduce new methods for tackling industry standard creature production challenges, whilst supporting already established knowledge
GDEV60006 ADVANCED HARD SURFACE VEHICLE PRODUCTION 6 20 Digital, Technology, Innovation and Business This module focuses on expanding students’ skills and experience with producing hard surface models exploring advanced techniques and hard surface sculpting. Students will focus on designing, producing and implementing their own models into provided games frameworks, ensuring their work is compatible with gameplay systems to ensure functionality as well as artistic quality
GDEV60007 ADVANCED HARD SURFACE WEAPON PRODUCTION 6 20 Digital, Technology, Innovation and Business This module forms part of the hard surface pathway building on knowledge from the level 5 Hard Surface weapon module. Within this module students will learn the most up to date and relevant hard surface modelling techniques enabling them to create multifaceted geometry to produce game ready weapons. On completion of this module students will demonstrate an excellent technical understanding of hard surface development techniques and be able to produce a weapon representative of a design reference as a portfolio piece.
COMP50056 ADVANCED MACHINE LEARNING 5 20 Digital, Technology, Innovation and Business This module establishes a fundamental understanding of Artificial Neural Networks (ANN) characteristics, techniques, and algorithms that are inherent in the solution of complex, real-world problems. As a student on this module, you will learn to design and implement ANN for real-world applications using professional ML tools. The assessment is specifically focused on exploration of algorithms in the real world and will use a case study for which you must investigate and find solutions for.
ACCT50542 ADVANCED MANAGEMENT ACCOUNTING 5 20 Digital, Technology, Innovation and Business This module builds on your previous study of management accounting and begins by distinguishing between strategic, managerial and financial planning and controls. The module will introduce you to control theory; particularly aspects of information systems and control, including internal and external sources of information. Focusing on managing the costs of creating value and capital investment decision-making. You will study investment appraisal and planning, as well as control and performance evaluation.
ENGG51007 ADVANCED MECHANICAL PRINCIPLES 5 15 Digital, Technology, Innovation and Business A mechanical engineer is required to have an advanced knowledge of most of the machinery used within the engineering industry and should understand the physical laws that influence their operation.The aim of this unit is to continue covering the topics discussed in Unit 9: Mechanical Principles. It will provide you with advanced knowledge of the mechanical theories associated with engineering applications.Topics included in this unit are: Poisson’s Ratio and typical values of common materials; the relationship between the elastic constants such as Bulk Modulus, Modulus of Elasticity, Modulus of Rigidity; the relationship between bending moment, slope and deflection in beams; calculating the slope and deflection for loaded beams using Macaulay’s method; analysing the stresses in thin-walled pressure vessels; and stresses in thick-walled cylinders, flat and v-section belt drive theory.On successful completion of this unit you will be able to have more advanced knowledge of mechanical principles to determine the behavioural characteristics of materials subjected to complex loading; assess the strength of loaded beams and pressurised vessels; determine specifications of power transmission system elements; and examine operational constraints of dynamic rotating systems.
GDEV50004 ADVANCED MECHANICS DESIGN 5 20 Digital, Technology, Innovation and Business You will explore how adding a dimension to gameplay adds to the possibilities of what can be created. On completion of this module, you will be able to design complex mechanics with an understanding of how the end user will interact with them.
GDEV60008 ADVANCED MODELLING SHOWCASE 6 20 Digital, Technology, Innovation and Business Students will work towards the creation of industry standard 3D art pieces. You'll work with a variety of industry standard software with the goal to create stunning portfolio ready pieces.
COMP50057 ADVANCED NETWORKING 5 20 Digital, Technology, Innovation and Business On this module you will learn why routing and switching are considered as part of the core of networking. Once the network is designed well for these technologies other features such as security can then be built upon this. This course will look in detail at the choices within routing and switching to see why design decisions are made and for you to understand these choices. The switching will look at multi-layer switching which is now increasingly being used inside of networks due to the throughput and additional features which can be offered over the traditional layer 2 technology. The emphasis of this course will be from the viewpoint of a medium to large scale organisation, which will need to make informed decisions in the design choices
ELEC63066 ADVANCED POWER ELECTRONICS 6 20 Digital, Technology, Innovation and Business This module will provide you with a systematic understanding of how power semiconductors are used in power electronics applications such as rectifiers, inverters, DC-DC converters, cycloconverters in both medium and high voltage industries. You will also be exposed to high performance converters, motor drivers, smart control systems and energy management solutions tailored to meet cutting-edge renewable energy systems. Power up your future with our comprehensive power electronics module. Explore the possibilities today!
COMP50058 ADVANCED PROGRAMMING 5 20 Digital, Technology, Innovation and Business In this module, you will build on the foundation laid in Level 4 of your award by learning some of the advanced features of programming. This will add a degree of sophistication to the coding skills you have already gained. You will also learn how to use these skills in a server-based application development scenario.
GDEV60010 ADVANCED REAL-TIME GRAPHICS 6 20 Digital, Technology, Innovation and Business Having learned the fundamentals of graphics programming, Advanced Real-Time Graphics will delve deeper into the rendering techniques we experience in most modern 3D computer games. You will learn and develop a series of rendering techniques using the functionality of the complete set of programmable shaders.
COMP60041 ADVANCED ROUTED AND SWITCHED ARCHITECTURES 6 40 Digital, Technology, Innovation and Business Routing and switching are considered as part of the core of networking. Once the network is designed well for these technologies other features such as security can then be built upon this. This course will look in detail at the choices within routing and switching to see why design decisions are made and for the student to understand these choices. The switching will look at layer 3 switching which is now increasingly being used inside of networks due to the throughput and additional features which can be offered over the traditional layer 2 technology. The emphasis of this course will be from the viewpoint of a medium to large scale organisation. This course will introduce aspects of Cisco CCNP SWITCH and CCNP ROUTE academy certifications for those wishing to pursue these further.
ESPO50018 ADVANCED STRATEGIES IN ESPORTS COACHING AND MANAGEMENT 5 20 Digital, Technology, Innovation and Business The "Advanced Strategies in Esports Coaching and Management" module offers an in-depth exploration of the intricate and dynamic world of coaching professional Esports teams. This module goes beyond foundational coaching techniques, delving into sophisticated strategies, advanced analytics, and holistic team management within the competitive gaming industry. Students will gain a comprehensive understanding of evolving game dynamics across various Esports titles, enabling them to analyse complex gameplay elements, devise innovative strategies, and make real-time decisions in high-pressure competitive scenarios.
DSMM40003 ADVERTISING AND MARKETING COMMUNICATIONS 4 20 Digital, Technology, Innovation and Business You will learn how to produce a tactical plan for a marketing campaign and explore how to identify your target audience. You will learn how to create a customer persona, how to plan and schedule a campaign and how to use a range of digital tools to deliver your message.
TRAN53017 AERODYNAMICS AND PROPULSION 5 20 Digital, Technology, Innovation and Business This module covers the concepts related to both aerodynamics and propulsion. In addition to the theoretical principles and their numerical applications, experimental techniques such as wind tunnel simulation and the basics of computational techniques such as Fluent and GasTurb will also be taught in this module.
TRAN63019 AEROSPACE ENGINEERING APPLICATIONS 6 20 Digital, Technology, Innovation and Business In this module you will gain an in-depth understanding of the operation and design of drones including legal and ethical issues. You will learn about helicopter controls and aerodynamics, as well as the development and design of rocket engines and systems. You will also study aspects of commercial aviation and aircraft operation including fuel planning and mass and balance calculations.
TRAN43004 AEROSPACE ENGINEERING PRINCIPLES 4 20 Digital, Technology, Innovation and Business In this module you will gain an in-depth understanding of aircraft systems and flight. Features such as aircraft instruments, controls and engines will be covered in depth. The multiple mechanisms of aircraft lift and drag will be studied, and human factors and decision-making errors will also be looked at in depth. Some significant air crashes and incidents will also be forensically reviewed in detail.
TRAN63018 AIRCRAFT DESIGN GROUP PROJECT 6 20 Digital, Technology, Innovation and Business In this module, you will attempt to solve modern design challenges faced in the aviation industry. By implementing the aerodynamics, aircraft propulsion, aircraft performance, aircraft stability and control-related concepts, students will design a new aircraft model and evaluate its improved performance when compared to the existing aircraft models in the field. Additionally, this group project will enhance the students’ teamwork, leadership and communication skills.
COMP40048 ALGORITHMS AND PROGRAMMING CONCEPTS 4 20 Digital, Technology, Innovation and Business In this module, you will begin an exciting journey of discovery that will lay the programming foundation for both your academic and professional career. You will focus on designing and developing programs in Python. On the way, you will also learn about algorithms, data structures, analysing problems, modeling solutions, and testing programs.
BIAE50002 AN ENTREPRENEURIAL MINDSET 5 20 Digital, Technology, Innovation and Business In today’s business environment, large businesses harness individual entrepreneurial streaks. In this module, you will leverage the concepts of entrepreneurship and intrapreneurship to understand how businesses grow in both large and small/medium enterprise.
ESPO60018 ANALYTICS FOR INDUSTRY 6 20 Digital, Technology, Innovation and Business Data drives decisions. Learn how Esports and adjacent industries identify and use key performance metrics within data, and the key principles of analysis that contribute to an employable skillset. Develop your understanding in data collection, big data development, statistical analysis, presenting findings and how these all contribute to decision making in your desired discipline.
ANIM40220 ANIMATED CHARACTERS & SCENES 4 30 Digital, Technology, Innovation and Business How do animated characters express personality, emotion, and story for different audiences? In this module, you’ll design, develop, and animate characters for short narrative performance scenarios. You’ll explore character design, storyboarding, movement, environments, sound, and lip-sync across 2D, 3D, and stop motion workflows. By focusing on audience-led storytelling and performance, you’ll build practical and creative skills that strengthen your progression through the course and prepare you for character-driven animation practice in professional contexts.
ANIM50563 ANIMATION PITCH & PROOF 5 30 Digital, Technology, Innovation and Business Dreaming of being a showrunner on your own animated series in the future? This module gives you the skills and knowledge to start that journey by teaching you how to professionally develop and present original animation concepts. You’ll explore story, character, world-building, and visual style through industry-standard pre-production and previs methods, using digital and physical tools to test ideas and communicate them clearly. The module supports your creative progression across the course and prepares you for professional pitching, portfolio, and industry-facing practice.
ANIM40219 ANIMATION PRINCIPLES & PROCESSES 4 30 Digital, Technology, Innovation and Business Ever wondered how animated characters come to life across 2D, 3D, and stop motion? In this module, you’ll explore the core principles and production processes that underpin animation practice. You’ll develop skills in drawing, sculpture, timing, movement, camera, lighting, and digital workflows, while working with industry-standard tools and software. Through hands-on experimentation and analysis, you’ll learn how ideas move from concept to screen. This module builds essential creative and technical foundations that support your progression across the course and towards professional animation practice.
COMP40055 APPLICATIONS OF AI 4 20 Digital, Technology, Innovation and Business If you’re eager to explore the frontiers of technology, this module explores the world of C++ programming on the Windows platform. You’ll master some key concepts like classes, objects, methods, and more, plus you’ll use tools like MATLAB to dig deep into how we communicate with AI bots like Pepper, Alexa, and Siri too.
ELEC43013 APPLICATIONS OF ELECTRICAL AND ELECTRONIC ENGINEERING 1 4 20 Digital, Technology, Innovation and Business Applications of electrical and electronic devices and circuits are continuously growing. This module will be a great opportunity for engineering students to understand how electrical and electronic circuits, components, and devices are applied to support cross discipline applications.
ELEC43014 APPLICATIONS OF ELECTRICAL AND ELECTRONIC ENGINEERING 2 4 20 Digital, Technology, Innovation and Business Applications of electrical and electronic devices and circuits are continuously growing. This module will be a great opportunity to learn about the application of fundamental theories in the analysis of DC and AC circuits. This module will provide learners with an ability to design and evaluate practical circuits using analogue and digital electronics.
TRAN63017 APPLIED AUTOMOTIVE AND ACOUSTICS ENGINEERING 6 20 Digital, Technology, Innovation and Business This module will enable you to work on a range of areas related to automotive and motorsport powertrains, data analysis and connectivity. These are key areas of understand for an automotive or motorsport professional and push the field of knowledge further.
MECH63055 APPLIED COMPUTATIONAL FLUID DYNAMICS 6 20 Digital, Technology, Innovation and Business This module will provide students with sufficient knowledge of CFD tools (including Ansys Fluent and Ansys Design Modeller and Ansys Mesher) and techniques to tackle engineering problems.
MECH33024 APPLIED ENGINEERING STUDIES 3 20 Digital, Technology, Innovation and Business The Applied Engineering Studies module will provide you with a range of taster projects based on real-world problems, these will focus around different areas to enable you to gain a flavour of the wide range of specialisms within Engineering.
MKTG40325 APPLIED MARKETING 4 0 Digital, Technology, Innovation and Business In this module, you will learn about the role of marketing in the organisation and the key concepts that underpin the activities of the marketer. You will explore the marketing environment, customer behaviour in the digital age, market research and the marketing planning process. This will include the marketing mix and a tactical planning framework to aid marketing effectiveness.
GDEV50017 APPLIED MATHEMATICS FOR GAMES 5 20 Digital, Technology, Innovation and Business Modern computer games are often required to demonstrate a close approximation of the physics of the real world. At the very least, games need to be internally consistent. In Applied Mathematics for Games students will learn the mathematics and physics of the real world and learn how they can be adapted for in-game simulation.
GDEV50006 ARCADE GAMES DEVELOPMENT 5 20 Digital, Technology, Innovation and Business This module follows on from the C# For Games Designers module and continues to develop scripting skills and points them towards creation of arcade games. This module will focus on the practicalities of scripting as well as the documentation required.
ESPO50019 ARENA PRODUCTION 5 20 Digital, Technology, Innovation and Business This module explores the complexities of a production studio in a multi-million, industry standard broadcast arena. This module will provide the opportunity for students to develop within the professional pre-production to post-production workflow, building upon knowledge and fundamentals from your previous year of study to utilising more advanced equipment, such as Video Wall Technology, EVS Replay Workflows, content sharing platforms, Dante Audio Technology and the SMPTE 2110 Broadcast Environment.
GDEV50007 ART OF LIGHTING 5 20 Digital, Technology, Innovation and Business This module will prepare you for lighting multiple mediums of work based on various styles of cinematography, video game lighting, and general lighting theory such as exposure, composition, and mood. You will apply these skills to content inside a game engine using a mixture of metahumans, megascans and free marketplace assets.
GAME30507 ART THEORY AND 2D SKILLS 3 20 Digital, Technology, Innovation and Business This module aims to give the student an overview of basic art and design principles, an introduction to fundamental art theories and their usage in contemporary media and cultural development, as well as supporting development in observational life drawing.
CCIF50864 ART TRAIL 5 30 Digital, Technology, Innovation and Business This module will provide work-related experiences that enable students to acquire the skills and qualities that will enhance their career prospects, horizons, and personal success, preparing the student for the expectations of employers in the visual art sector. The module will facilitate close contact with a real-world context, to experience the planning and delivery of a public art project.
COMP50059 ARTIFICIAL INTELLIGENCE 5 20 Digital, Technology, Innovation and Business Artificial intelligence (AI) is one of the oldest fields of computer science that strives to understand the essence of intelligence to compose a new intelligent machine that responds like human intelligence. In recent years, AI in modern business has not only made operations faster and more efficient but has also produced increasingly competitive products. This module establishes a solid understanding of the characteristics and implications which are inherent in the solution of complex, real-world data science and AI-oriented problems. As a student on this module, you will learn to critically evaluate and apply different ML and DM techniques for exemplifying data patterns, as well as using professional ML tools to build your AI software solution.
HRMG60055 ASPIRATIONAL LEADERSHIP 6 20 Digital, Technology, Innovation and Business The enthusiasm and engagement of members of staff can make a difference to the visitor experience. To ensure visitors are receiving a good experience it is essential managers are aware of how to motivate members of staff. The module introduces you to different motivation theories and models which can be applied within visitor attraction. Interactive face to face delivery, case studies and guest lecturers will contribute towards you developing your skills in preparation for managing motivation within the workplace
TOON50104 AUDIENCES AND NARRATIVE IN COMICS 5 30 Digital, Technology, Innovation and Business Who are you telling your story to and how does that shape what you write?In this module, you’ll explore the relationship between narrative, meaning, and audience in comics and sequential storytelling. Through short, focused projects, you’ll experiment with tone, structure, style, and point of view, using audience research to inform creative decisions. You’ll analyse how stories communicate across different contexts and develop confidence in shaping clear, purposeful narratives, building a strong foundation for later collaborative and public-facing work.
GDEV50009 AUDIO DEVELOPMENT 5 20 Digital, Technology, Innovation and Business You will explore how to create audio through synthesis and use it to make game experiences better, how audio can be generated and filtered to create different virtual instruments along with how we can use audio in games as either a focal mechanic or as a supportive element. On completion of this module, you will understand how to enhance experiences with audio and create sounds for any given situation from raw waveforms and understand their effects on game feel.
GDEV60014 AUDIO PROGRAMMING 6 20 Digital, Technology, Innovation and Business This module will introduce you to the low-level processes and structures at the heart of game audio. You will explore a variety of different tools and approaches, then identify, select, and refine and industry-relevant problem related to real-time generation, processing, and/or mixing, and/or audio integration for games. You will implement a functional audio tool or system to address your chosen problem and communicate your work to specialist and non-specialist audiences.
ACCT67003 AUDITING AND ASSURANCE 6 20 Digital, Technology, Innovation and Business You will develop your knowledge and understanding of the Legal and Regulatory Framework within which the audit is conducted. You will explore the application of technical knowledge and professional judgement to identify and critically appraise audit issues.
BUSM60010 AUTHENTIC LEADERSHIP 6 20 Digital, Technology, Innovation and Business Authentic leadership brings together the concept of authenticity with positive psychology. You will learn how to make confident and effective leadership interventions and to be aware of the impact of these interventions in wider organisational settings. You will explore the theory and process of leadership and explore your own preferred style.
BUSM60024 AUTHENTIC LEADERSHIP (DL) 6 20 Digital, Technology, Innovation and Business Authentic leadership brings together the concept of authenticity with positive psychology. You will learn how to make confident and effective leadership interventions and to be aware of the impact of these interventions in wider organisational settings. You will explore the theory and process of leadership and explore your own preferred style.
COMP50060 AUTOMATION 5 20 Digital, Technology, Innovation and Business Computing has now become an essential element of any corporate environment. As the technology is increasingly rolled out it is changing to the point where it is difficult to manually carry out changes to the environment. This module will look at various strategies and tools which can be used to automate this procedure within computing. Any changes which are made now need to meet the same requirements as continuous integration and development which we see in software such as Repeatable, Rollback, Reliable and Predictable. Using automation tools, we are reducing the likelihood of downtime and the associate loss of income. We will look at various tools, from ones which automate and monitor, computing, networking, infrastructure, and cloud environments.
ENGG40011 AUTOMATION, ROBOTICS AND PROGRAMMABLE LOGIC CONTROLLERS (PLCs) 4 15 Digital, Technology, Innovation and Business The word automation was not used until the 1940s and it originated in the automotive manufacturing sector as a method designed to reduce labour costs and improve the quality, accuracy and precision of the finished products. We are all now very familiar with the sight of dancing robots, not only in the production of cars but in everything from washing machines to pharmaceuticals. As a result of this technology the products we purchase may have never been touched by human hands and we all benefit from a reduction in costs and improvement in quality.The aim of this unit is for you to investigate how Programmable Logic Controllers (PLCs) and industrial robots can be programmed to successfully implement automated engineering solutions.Among the topics included in this unit are: PLC system operational characteristics, different types of programming languages, types of robots and cell safety features. On successful completion of this unit you will be able to program PLCs and robotic manipulators to achieve a set task, describe the types and uses of PLCs and robots available, write simple PLC programs, and program industrial robots with straightforward commands and safety factors
TRAN53016 AUTOMOTIVE TECHNOLOGY AND AERODYNAMICS 5 20 Digital, Technology, Innovation and Business The Vehicle Technology module will enhance your understanding of the vehicle and introduce you to new areas such as Crash Protection, Thermodynamics of combustion and Hydrogen combustion engines. The module will also refresh your understanding of fluid dynamics and introduce you to the fundamental principles of vehicle aerodynamics. You will consider devices that can improve the aerodynamic performance of a vehicle, including aerofoils, wings, spoilers, and fairings.
BUSS40004 BALANCE OF POWER 4 20 Digital, Technology, Innovation and Business In this module, you will explore how markets have evolved and how they will continue to evolve, and the role businesses and governments have in ensuring the sustainability of our planet for future generations.
GDEV40003 BESPOKE PLATFORM DEVELOPMENT 4 20 Digital, Technology, Innovation and Business This module will challenge your ability to identify the operational and functional characteristics of a simple game and systemically take this product from conception to implementation with a theoretical backing in project formulation, planning and execution. Implementation will be performed using suitable game development frameworks, sound programming principles, for a proprietary gaming platform.
GDEV60011 BODY MECHANICS FOR ANIMATORS 6 20 Digital, Technology, Innovation and Business This module introduces main body-mechanic theory for a variety of organic character rigs, and will pose challenges for recreating physically accurate animation in an animation package that can be brought into a game engine for context.
MECH43029 BUILDING SERVICES AND ENVIRONMENTAL SCIENCE 4 20 Digital, Technology, Innovation and Business
MECH53035 BUILDING SURVEYING AND INSPECTION 5 40 Digital, Technology, Innovation and Business
BIAE50001 BUSINESS CREATIVITY AND INNOVATION 5 20 Digital, Technology, Innovation and Business Succeed in creating something new in future business. In this module, you will develop your capability for creativity and innovation, exploring the boundaries typical of modern business and how they can be overcome to position organisations for future growth.
BUSM50017 BUSINESS DEVELOPMENT 5 20 Digital, Technology, Innovation and Business In this module students take on the role of a business entrepreneur. The students will be pushed to fully explore the skills and abilities to be able to manage their creative, teamwork, passion and problem-solving skills. Students will cover all areas of setting up a new business, from concept ideas, straight through to opening season. Students will work in teams to present their business idea and produce a feasibility report.
COMP60026 BUSINESS INTELLIGENCE 6 20 Digital, Technology, Innovation and Business This module looks at Business Intelligence from multiple angles, so you as a student get to develop a wide knowledge related to it as a discipline. You will examine Big Data concepts, and data-mining tools such as Orange, as well as compliment your learning with legal and social aspects of the discipline.
LAWS51943 BUSINESS LAW AND COMMERCIAL AWARENESS 5 20 Health, Education, Policing and Sciences
BUSS30007 BUSINESS PERFORMANCE 3 20 Digital, Technology, Innovation and Business In this module You will learn to use the metrics for ascertaining how well you are doing in business and explore the different types of KPIs that help you understand the performance of your organisation or department. The module is aimed at giving you the skills and tools to measure the success of an organisation.
BUSS30002 BUSINESS PERFORMANCE 3 20 Digital, Technology, Innovation and Business In this module, you will learn the fundamental mathematical tools used in business and economics and how these are critical for business success.
MKTGP0043 BUSINESS PLACEMENT P 120 Digital, Technology, Innovation and Business
ACCT50543 BUSINESS RESEARCH METHODS 5 20 Digital, Technology, Innovation and Business You will identify and justify an appropriate research topic of relevance to the broad area of accounting and finance and produce a research proposal which reflects a critical awareness of a range of research philosophies, strategies, and methodologies and evaluate their relevance to your proposed topic.
ESPO30009 BUSINESS SIMULATION 3 20 Digital, Technology, Innovation and Business Business strategy is a key area which students will be able draw upon throughout their professional lives. In this module, you will learn the basics of ideating, creating and managing businesses using business planning models, strategies and processes to better understand a potential pathway into carving out your own space in the esports ecosystem and how you can bring the business of your dreams into reality.
BUSS30008 BUSINESS SIMULATION PROJECT 3 40 Digital, Technology, Innovation and Business In this module, you will use business simulation tools to explore the dynamics of a modern enterprise and learn about your capacity to manage and innovate in your chosen field. You will see how your business decisions will impact the day to day running of the business and how they will affect the long-term strategy. The digital learning resource provides in-depth learning of how a company operates from start-up to the first few years of a company's life. Working through various scenarios allows you to understand the inter-dependence of each business functions, HR, Operations, Sales and Marketing and Finance. This module is the culmination of your foundation year and will equip you with the skills required for you to manage in business or proceed onto further academic study.
BUSS30005 BUSINESS SIMULATION PROJECT 3 40 Digital, Technology, Innovation and Business In this module, you will use business simulation tools to explore the dynamics of a modern enterprise and learn about your capacity to manage and innovate in your chosen field. You will see how your business decisions will impact the day to day running of the business and how they will affect the long-term strategy. The digital learning resource provides in-depth learning of how a company operates from start-up to the first few years of a company's life. Working through various scenarios allows you to understand the inter-dependence of each business functions, HR, Operations, Sales and Marketing and Finance. This module is the culmination of your foundation year and will equip you with the skills required for you to manage in business or proceed onto further academic study.
ACCT50538 BUSINESS TAXATION 5 20 Digital, Technology, Innovation and Business You will develop your knowledge and understanding of the UK taxation policy as applicable to single companies, and groups of companies with the latest United Kingdom Finance Act which received Royal Assent. You will explore the application of technical knowledge and professional judgement to identify and critically appraise alternative tax treatments to business taxation issues.
COMP40034 BUSINESS, SYSTEMS AND DATA ANALYSIS 4 40 Digital, Technology, Innovation and Business The discipline of Business Analysis is associated with Requirements Analysis but focuses on helping organisations to achieve their strategic goals by understanding their strengths, weaknesses and capabilities, and using them to improve their policies, processes, and information systems. Business analysis helps organisations to understand and describe their functions and activities with a view to improving them to reduce overall costs, use resources more efficiently and provide better support to customers. This module introduces the notion of process orientation and gives experience of modelling business processes as activities that create value for customers. It will give students the potential to work as business analysts and to improve business processes in a range of organisations in the public or private sectors. Following investigation work carried out, students will analyse a business function/s using techniques such as SWOT, PESTLE, GAP analysis, DFD, Use Case, etc., to identify and suggest possible improvement in the form of a Feasibility Study. The study of data and databases will enable students to model data solutions using conceptual data modelling techniques and to implement a database solution using an industry standard database management system (DBMS). You will learn how to perform key database administration tasks. The module also looks into the legislation relevant to data collection and storage, and the ethics involved in data gathering.
GDEV50034 C# FOR GAMES DESIGNERS 5 20 Digital, Technology, Innovation and Business This module considers an introduction to the fundamentals of scripting in C#. Scripting is an important tool in developing interactive and fun experiences for players. You will learn how to leverage the power of C# scripting to technically design and build interactive gameplay solutions.
GDEV40008 C# SCRIPTING FOR GAMES ENGINES 4 20 Digital, Technology, Innovation and Business This module considers an introduction to the fundamentals of scripting in C#. Scripting is an important tool in developing interactive and fun experiences for players. You will learn how to leverage the power of C# scripting to technically design and build interactive gameplay solutions.
GDEV50010 C++ FOR ENGINES 5 20 Digital, Technology, Innovation and Business You will explore how to make truly efficient systems within a commercial engine structure utilising both C++ and visual scripting. Completing this module will give you a keen understanding of how programmers can make systems that designers can easily work with without tangling your code.
GDEV60012 C++ FOR GAME DESIGNERS 6 20 Digital, Technology, Innovation and Business This module prepares you for work with Technical Designers and Programmers. You will be introduced to C++ terminology, basic programming techniques, and how to integrate Blueprints and C++ together. The aim of the module is to help you create simple gameplay features in C++, enhancing your portfolio with new skills. Intended for students who are confident with Blueprints and want to take their first steps into C++. The module provides a starting point for C++ development and encourages further learning into programming techniques.
PROD40110 CAD MODELLING & VISUALISATION 4 30 Digital, Technology, Innovation and Business This module introduces you to CAD (computer-aided design) and digital visualisation, showing how digital tools are used to create and develop design ideas. You’ll learn different 3D modelling techniques, including NURBS, polygon and subdivision modelling, to create high-quality vehicle concepts. The module helps you develop smooth surfaces, good proportions, and clear design ideas through rendering, animation, and presentation, while also preparing models for 3D printing. You’ll also learn how car brands use design to show their identity and how their style changes over time.
PROD50118 CAR DESIGN STUDIO 5 30 Digital, Technology, Innovation and Business This module builds on your existing design skills and takes your car design work further. You’ll explore how proportion, form, and visual language shape the look and feel of cars on an exciting industry aligned brief. Through sketching, research, clay modelling, and digital workflows, you’ll develop ideas from early concepts through to refined forms. Working with greater independence, you’ll learn to communicate and justify your design decisions clearly. This module supports your overall course by strengthening the creative, technical, and professional skills needed for future roles in automotive design.
BUSM50024 CAREER ADVANCEMENT PRACTICE WITH MICROPLACEMENT, VOLUNTEERING, SELF-EMPLOYMENT OR PART-TIME JOB OPTION 5 20 Digital, Technology, Innovation and Business This module will enable participants to move forward in your graduate career, providing individuals with the tools and knowledge to effective plan your career using Graduate Labour Market information and allowing them to identify their strengths, weakness, interests, values and skills. Participants delve into exploring career options, industries, and job roles, they gain insights into different professions, emerging trends and the graduate labour market as well as the competencies required for specific career paths. This course helps individuals to set achievable and realistic career goals aligned to their aspiration’s, skills, and values. Participants learn to create short- and long-term career plans outlining steps to reach their goals and gain practical experience through a microplacements, volunteering, self-employment or part-time job. They will also develop skills including crafting CVs, cover letters and developing an online professional presence. Individuals learn to highlight their skills and experience relevant to their target careers. Techniques for successful job interviews, networking strategies and effective job searching methods are covered. Understanding the significance of continuous learning and skill development is emphasised to upgrade skills necessary for career advancement.
GDEV40002 CHARACTER CONCEPT DESIGN 4 20 Digital, Technology, Innovation and Business This module has been designed to provide a solid foundation for the fundamentals of character design. With an emphasis on visual shape language, nonverbal communication and narrative ques, this module will allow students to tackle character design for a variety of industries.
GDEV60013 CHARACTER DESIGN FOR PRODUCTION 6 20 Digital, Technology, Innovation and Business Do you want to find your own voice and expand on your previous character and creature design knowledge? On this module you will delve into cultivating your creativity, individual workflow, and style to create immersive and believable characters and creatures with an awareness for the worlds that they live in.
GDEV50011 CINEMATICS FOR GAMES DESIGNERS 5 20 Digital, Technology, Innovation and Business You will hand craft and design real time cinematics in a chosen game engine, this will be taught over a collection of face-to-face lectures which will cover the theory and practical elements of working with real time cinematic solutions as well as motion capture to create immersive sequences.
ELEC53120 CIRCUIT DESIGN, MODELLING AND MANUFACTURING 5 20 Digital, Technology, Innovation and Business Virtually all electronic products use Printed Circuit Boards (PCBs). This module will give you practical experience of how to design and assemble PCBs. The module will also introduce the topic of electromagnetic compatibility and how to design circuits to minimise its effects. The simulation of electrical, electronic or telecommunication systems using industry standard software will also be included. This module uses a highly practical approach to enable you to learn skills which are essential for anyone wishing to pursue a career in circuit design.
COMP60058 CLEAN CODING 6 20 Digital, Technology, Innovation and Business In this module, you will learn and practice the principles of clean code, clean testing and clean architecture. This will add a degree of professionalism to the coding and testing practices you have already gained during your studies. You will also experience industry-standard methods, tools, and frameworks to develop server-side web applications.
COMP40049 CLOUD AND CYBER 4 20 Digital, Technology, Innovation and Business Computing infrastructure and the data which is stored upon this is essential to businesses from the smallest through to global enterprises. In this module we will be looking at how corporations have adapted to this changing landscape with the increased reliance on the data which is stored. As data is becoming more important, we need to ensure that everything is stored in a manner which makes it accessible within the timeframe defined by the company and to ensure that it remains secure from people both outside and inside of a company. We will look at the transition which is taking place of moving corporate data and infrastructure to a Cloud based environment and ensuring that this meets the requirements of local legalisation and locally defined security requirements. This module will make use of the Amazon Web Services (AWS) Academic Learning environment to allow students to build confidence in Cloud computing and cyber security. Additionally, we will focus on the essential concepts of cyber security through understanding Cybersecurity principles applied to services, applications, servers, Cloud, and network devices, the module will also cover incident response management, Access control, basic concepts of network security, Backup, and recovery basics, how to identify vulnerabilities and put in place safeguards, Concepts of confidentiality, integrity, and availability.
COMP60059 CLOUD ARCHITECTURE 6 20 Digital, Technology, Innovation and Business This module will further enhance the students' knowledge and confidence in virtualisation and Cloud computing. We will in this module look at how a company uses these technologies for day-to-day operations and to understand the needs of a corporate environment. In this module we will build on previous modules looking at how to maintain a cloud infrastructure to meet performance and legislative requirements. We will be using the Amazon Web Services (AWS) environment for the practical work to enhance the student's confidence.
COMP60060 CLOUD BASED SOFTWARE DEVELOPMENT 6 20 Digital, Technology, Innovation and Business In this module you will learn Cloud Computing is an area of increasing importance for software applications. This module will look at the usage of Cloud Computing using Amazon Web Services (AWS) or other suitable cloud solutions as a base for the practical work. You will also learn how to create software applications on the cloud. You will learn the benefits and pitfalls of this approach compared to traditional approaches. You will also learn the benefits and limitations of serverless computing applications. For students studying this module in the UK, you will be learning how to use the Amazon Web Services cloud environment as a member of the AWS Academy program.
COMP60040 CLOUD DEVELOPMENT 6 20 Digital, Technology, Innovation and Business In choosing this module as a student you will develop knowledge in mobile app design, development and testing. You will cover mobile design as a broader domain to address architecture and practical planning for web design and development by using current technologies such as HTML5, CSS and JavaScript. You will also be introduced to current development environments and frameworks on both the client and server side. You will also use the latest API's and other emerging technologies.
COMP50061 CLOUD INFRASTRUCTURE AND DESIGN 5 20 Digital, Technology, Innovation and Business The world of computer operations and networking is an ever-evolving field with new technology being developed and rapidly introduced into corporations. One of the disruptor technologies is the introduction of Cloud computing into the cooperate environment. Initially we will teach concepts of on-site infrastructure using VMWare and Open-Source Software, grounding your knowledge in infrastructure before introducing Amazon Web Services (AWS) as an environment to further your understanding. The developments within Cloud have allowed for changes and companies are now adapting to these new models of usage. Any graduate needs to be able to evaluate current and near future technology in context of the requirements of the industry they are working within. This module will look at current and near future technologies and provide the information so that you can further develop lifelong learning skills with being able to evaluate innovative technology in relation to their current understanding. This is relevant in the field of Cloud computing as the technology is changing at a very rapid rate.
COMP60033 CLOUD, VIRTUALISATION AND COMMUNICATIONS 6 20 Digital, Technology, Innovation and Business The world of computer operations and networking is an ever evolving field with new technology being developed and rapidly introduced into corporations. Additionally, the use of technologies is adapting as new models of usage change. Any graduate needs to be able to evaluate current and near future technology in context of the requirements of the industry they are working within. This module will look at current and near future technologies and provide the information so that students can further develop lifelong learning skills with being able to evaluate new technology in relation to their current understanding.
GDEV60015 CLOUD-BASED MULTIPLAYER GAMES DEVELOPMENT 6 20 Digital, Technology, Innovation and Business Practically every game has networking functionality and some of the most popular games allow for 100s of players to interact with each other. In this module you will design and develop a networked game that utilises cloud services to allow players to connect and interact over the internet.
CCIF50863 COLLABORATIVE CREATIVE INDUSTRIES PROJECT 5 30 Digital, Technology, Innovation and Business How do creative teams tackle real-world problems together? In this module, you’ll collaborate in interdisciplinary teams to explore themed, problem-based projects that respond to contemporary social and cultural challenges. You’ll develop collaborative, reflective and creative thinking skills through teamwork, co-design and professional-style project processes. By engaging with diverse perspectives and working across creative disciplines, you’ll gain insight into your own strengths and contributions, supporting your development as a confident, adaptable creative practitioner within your overall qualification and future career.
ARCH50000 COLLABORATIVE PRACTICE - STUDIO 3 5 20 Digital, Technology, Innovation and Business
CCIF40847 COLLABORATIVE WORKING 4 20 Digital, Technology, Innovation and Business How do today's art practitioners navigate practical constraints and ethical considerations? In this module, you’ll explore a case study relevant to your field, analysing key factors and presenting your findings to an audience. You’ll gain insights into the challenges of reaching audiences, the role of legislation, and ethical requirements. You'll also plan an event or activity, reflecting on your progress and considering how to expand your skills for future academic or vocational goals. This module bridges theory with real-world application, preparing you for a career in the creative industries.
CCIF50865 COLOUR & SURFACE: PRINT, TEXTURE & MATERIAL EXPLORATION 5 30 Digital, Technology, Innovation and Business How can print, colour, and surface transform the way you communicate ideas? In this hands-on module, you’ll explore creative printmaking and surface techniques, including screen print, relief print, monoprint, colour mixing, and 3D materials processes such as surface and structural manipulation. You’ll experiment with colour, texture, and form across flat and dimensional surfaces, developing confident material and visual thinking. Designed for students across art and design, this module supports your progression towards a distinctive creative practice and professional visual outcomes.
ANIM50129 COMIC NARRATIVE & ART 5 30 Digital, Technology, Innovation and Business
ANIM40135 COMICS FOR THE 21ST CENTURY 4 30 Digital, Technology, Innovation and Business
TOON40137 COMICS IN CONTEXT 4 30 Digital, Technology, Innovation and Business How can comics extend beyond the page as a form of visual storytelling? This module introduces comics within a wider creative context, exploring how narrative is constructed through images, space, and materials. You will develop storytelling skills through drawing, storyboarding, and layout, considering how characters, environments, and visual choices shape meaning. You will also experiment with digital and physical processes, including 3D making and fabrication, to expand sequential storytelling. Studio-based projects support creative problem solving and help you develop confidence in narrative, spatial design, and visual communication.
TOON40135 COMICS IN MOTION 4 20 Digital, Technology, Innovation and Business This module aims to present basic methods of creating a motion comic and to introduce you to a range of technology to help enhance your traditional drawing skills by using digital media.
PROD50120 COMMERCIAL DESIGN PRACTICE 5 30 Digital, Technology, Innovation and Business Develop your skills as a commercially aware designer or maker. In this module, you will explore how creative ideas are shaped by client briefs, market expectations and professional considerations. You will develop design solutions that balance creativity with commercial viability, investigating production methods, materials, and professional workflows. Through studio-based project work, tutorials and critiques, you will refine your ability to communicate ideas visually, verbally and in writing. This module prepares you to engage confidently with clients and customers, supporting your development as a professional designer or maker ready for contemporary design practice.
BUSS30009 COMMUNICATION IN THE DIGITAL AGE 3 20 Digital, Technology, Innovation and Business In this module, you will develop the oral, written, visual and digital communication skills required in modern business. You will investigate why communication is vital for effective entrepreneurship, no matter the size of the business.
BUSS30003 COMMUNICATION IN THE DIGITAL AGE 3 20 Digital, Technology, Innovation and Business In this module, you will develop the oral, written, visual and digital communication skills required in modern business. You will investigate why communication is vital for effective entrepreneurship, no matter the size of the business.
GRAP50114 COMMUNICATION: FACT AND FICTION 5 30 Digital, Technology, Innovation and Business How can illustration communicate powerful ideas drawn from both fact and fiction?At Level 5, this module asks you to apply and share your developing illustration practice through clear intent and audience-focused visual storytelling. You’ll explore how imagery can advocate, inform, and add meaning to written content, working across factual and fictional narratives. Through research-led experimentation using digital and analogue media, you’ll develop professional outcomes that demonstrate strong visual literacy, ethical awareness, and effective communication for diverse audiences, supporting your progression within contemporary illustration practice.
GRAP50115 COMMUNICATION: ILLUSTRATION FOR IMPACT 5 30 Digital, Technology, Innovation and Business How can illustration influence, inform, and inspire real audiences?In this Level 5 module, you’ll apply your illustration skills to convey meaning and create impact through powerful visual communication. Working on industry-relevant briefs, you’ll explore how imagery can advocate and inform, creating illustrations that matter. Through research-led experimentation across digital and analogue media, you’ll develop professional, audience-focused outcomes that strengthen your visual language to prepare you for contemporary illustration practice and creative careers.
COMP30023 COMMUNICATIONS AND CYBER 3 20 Digital, Technology, Innovation and Business This module will prepare students to understand communications principles and implement a small network using industry grade equipment. Once this is completed you will be able to define the term Cybersecurity, identify attacks and threat attackers allowing you to understand data privacy and how to protect the user and organisation. This module will contain Theory and Practical implementations ensuring you have a well-rounded knowledge.
ESPO50015 COMMUNITY MANAGEMENT 5 20 Digital, Technology, Innovation and Business Community managers are often the front face of most esports organisations, teams, publishers and even brands. It’s vital that we understand the challenges faced by community managers working in esports and beyond and how they can capture the potential value their communities hold. At any point these communities can be engulfed by discourse, so avoiding any potential crisis situations that might endanger them is key to the role. You will consider what a community is and why their engagement is crucial to the success of the stakeholder and develop an innovative response to an hypothetical emerging crisis.
GDEV40015 COMPUTATIONAL METHODS 4 20 Digital, Technology, Innovation and Business Computer games systems need to solve computational problems very quickly, in order to deliver the best experience possible. In Computational Methods, students will learn the kinds of techniques, developed through computer science, that can help to solve computational problems in the most efficient ways possible. Students will also learn to appreciate just how long problems can take if the more efficient techniques are not employed.
ENGG51008 COMPUTATIONAL MODELLING IN VIRTUAL ENGINEERING 5 15 Digital, Technology, Innovation and Business The work of an engineer increasingly involves the use of powerful software modelling tools (virtual modelling). These tools allow us to predict potential manufacturing difficulties, suggest how a product or component is likely to behave in service, and undertake rapid and low cost design iteration and optimisation, to reduce costs, pre-empt failure and enhance performance.This unit introduces you to the application of relevant Computer Aided Design (CAD) and analysis engineering tools in contemporary engineering. They will learn about standards, regulations and legal compliance within the context of engineering.Topics included in this unit are: dimensioning and tolerances, standardisation and regulatory compliance (BS, ASTM, ISO, etc.), material properties and selection, manufacturing processes, 2D, 3D, CAD, solid modelling, one-dimensional and multidimensional problems, meshing and boundary conditions, and the finite volume method.On successful completion of this unit you will be able to consider how to perform computational fluid dynamics (CFD) simulations, develop finite element product and system models, explain the identification of faults in the application of simulation techniques and discuss the modelling method and data accuracy.
COMP40050 COMPUTER ARCHITECTURE AND OPERATING SYSTEMS DESIGN 4 20 Digital, Technology, Innovation and Business This module explores the different areas of technology within computing and identifies core elements within the field to make an informed choice for purchasing, designing, and developing systems. In addition to these core skills you will consolidate your understanding of an operating system and will be able to commission and program typically Windows and Unix derivative OS as used within your chosen field. Considering Operating Systems outside of traditional x86 computing is also a key skill for fundamental computing decision making.
COMP40036 COMPUTER ARCHITECTURE, NETWORKS AND CYBER 4 40 Digital, Technology, Innovation and Business This module is intended to equip you with not only the knowledge but also the practical skills to be able to create and understand an enterprise grade computing system. Starting with the Client Access Layer, understanding fundamental computer principles to exampling computer hardware. The module incorporates the content of associate level vendor qualifications for example Cisco CCNA. It covers Cybersecurity, in which different stakeholders are involved ranging from individuals up to organisations and governments. The module is designed to teach you the essential concepts of hardware, networks and cybersecurity, considered to be a gateway for more advanced topics related to information and system security.
COMP60061 COMPUTER GRAPHICS 6 20 Digital, Technology, Innovation and Business The focus of this module is to provide students with a solid understanding of the principles of how objects are created and manipulated in multi-dimensional space using computer graphics. You will gain exposure to modern libraries and tools used for rendering and transforming simple and complex objects to both enhance applications and enable state-of-the-art technologies such as virtual and augmented realities.
COMP30024 COMPUTER SYSTEMS AND DATA 3 20 Digital, Technology, Innovation and Business This module will prepare students to create a solution using computer systems and basic data required to enable a start-up business to research and access its computing needs, which will provide a service to a local community. The business can be any reasonable enterprise that a high street shop would have. The module develops and uses problem solving throughout so that students explore problems and create sound solutions to them.
COMP63040 COMPUTER VISION 6 20 Digital, Technology, Innovation and Business This module allows you to explore how to teach robots to interpret and understand their surroundings for effective operation. You’ll become an advanced programmer gaining the necessary skills for a successful career with AI, robotics, computer engineering, software engineering and embedded real-time systems.
PROD40109 CONCEPT TO PROTOTYPE 4 30 Digital, Technology, Innovation and Business Bring your ideas to life through hands-on making and experimentation. In this module, you’ll move from concept to prototype as you explore a wide range of workshop practices used across the creative industries. You’ll work with materials such as wood, ceramics, metal, automotive clay, and resins, alongside digital processes including 3D printing and laser cutting. By testing, refining, and evolving your ideas through prototyping, you’ll gain the confidence and practical skills needed to turn creative concepts into realised designs.
PROD50117 CONCEPT VEHICLE DESIGN FOR GAMES & FILM 5 30 Digital, Technology, Innovation and Business In this module, you’ll explore how creative sketching, CAD, game engines and VR support the design process. You’ll engage with game and film content for inspiration, before creating your own exciting vehicle concept for a virtual world. Through practical work, you’ll build your creative and technical skills, learning about narrative and storytelling to visualise and present exciting concept vehicles through video content. You’ll learn about the responsible use of AI in design and broaden your understanding of careers for Automotive and Transport Designers.
TOUR40134 CONFERENCE AND EVENTS MANAGEMENT 4 20 Digital, Technology, Innovation and Business During this module you will begin to think on behalf of the visitor and as a manager. After completion will have a greater understanding of events and conference industry including the complexities of all aspects of the event planning process from conception and delivery through to evaluation. Altogether it will give you the confidence to stand out as a candidate with the transferable business skills – benefiting you throughout your career.
MECH53034 CONSTRUCTION INFORMATION MANAGEMENT 5 40 Digital, Technology, Innovation and Business
MECH53033 CONSTRUCTION PRACTICE 5 20 Digital, Technology, Innovation and Business
MECH43030 CONSTRUCTION TECHNOLOGY AND MATERIALS 4 40 Digital, Technology, Innovation and Business
MECH53032 CONSTRUCTION TECHNOLOGY MANAGEMENT 5 20 Digital, Technology, Innovation and Business
BUSS60001 CONSULTANCY PROJECT 6 40 Digital, Technology, Innovation and Business This module provides the opportunity to take learning from your degree and create implementable recommendations for your selected organisation. You will build a report of your project activity and evaluate the project, followed by a critical reflection on practical experiences gained, and the impact on your continued professional development. You will be investigating real local, national and international organisations.
BUSM60026 CONSULTANCY/MANAGEMENT PROJECT (DL) 6 40 Digital, Technology, Innovation and Business In the first part of the module, you will learn about research, research process and differences between quantitative and qualitative research. In the second part of the module, you will develop collaborative consultancy/management project with an organisation of your choice to identify an area of research beneficial to both you and the organisation. You will be involved in real-time problem solving, develop a set of recommendations based on your research findings and present those findings to the organisation.
BUSM60011 CONSULTANCY/MANAGEMENT PROJECT IN SPECIALISM 6 40 Digital, Technology, Innovation and Business In the first part of the module, you will learn about research, research process and differences between quantitative and qualitative research. In the second part of the module, you will develop collaborative consultancy/management project with an organisation of your choice to identify an area of research beneficial to both you and the organisation. You will be involved in real-time problem solving, develop a set of recommendations based on your research findings and present those findings to the organisation.
DSMM50006 CONSUMER AND ORGANISATIONAL BEHAVIOUR 5 20 Digital, Technology, Innovation and Business This module increases your understanding of the theoretical models and practical implications of consumer behaviour to business and society. You will able to understand and evaluate aspects of consumers values, personality, learning, buying decision-making, gender, lifestyles, social class and consumption culture.
TOUR60230 CONTEMPORARY ISSUES IN TOURISM AND EVENTS 6 20 Digital, Technology, Innovation and Business Why do we study contemporary issues? Studying current events will help you better understand the importance of people and places. Contemporary issues are relevant to present day and provide us with opportunities to better ourselves and the environments we operate in. This module includes social, environmental, economic, technological changes and ethical instances evolving from vast and varied societies, ecosystems, lifestyles and cultures all of which characterise the world today. By the end of the module, you will better understand how to live, work and operate effectively in the global marketplace.
ESPO40018 CONTEMPORARY MARKETING APPLICATIONS 4 20 Digital, Technology, Innovation and Business How do consumers decide what event to attend, which product to buy or media to consume? Marketing is a key part of not only esports, but everyday life. In our Contemporary Marketing Applications module students learn the most effective ways of marketing to the newly formed, highly critical audiences that dominate the digital landscape. Covering the history of marketing, basic implementations and analysing the forefront of emerging contemporary approaches, students will not only discover how to reach their audience, but how to innovate and create lasting impact while doing so.
PERF50032 CONTEMPORARY PERFORMANCE 5 40 Digital, Technology, Innovation and Business In this module you will be given the opportunity to work collaboratively with a professional creative team on a contemporary musical theatre performance. Using skills and techniques learned throughout the course you will bring a musical from page to stage.
CCIF61057 CONTEXTUAL AND CRITICAL INVESTIGATION 6 30 Digital, Technology, Innovation and Business Is there an area of cultural production that you are passionate about, and you want to find out more? This module gives you that opportunity to conduct a significant critical investigation to explore an aspect of creative practice and culture more deeply than you have before. Whether you produce a written report, an audio essay, or an interactive digital publication, the process that you follow in this module will enable you to further enhance your critical thinking, communication, and problem-solving skills, and ultimately help you to gain a better understanding of your specialist field.
ELEC53119 CONTROL SYSTEM ANALYSIS 5 20 Digital, Technology, Innovation and Business The theory and principles of control systems have gained attention recently due to its increasing applications. This module will cover principles of feedback control and techniques that allow evaluation of a given system. Performance of control systems in several real-world applications will be covered. Computational methods used to analyse, interpret, and inform about a given control system will be studied. Simulation exercises and group work will be conducted to analyse practical systems considered a range of quality of services criterion.
ACCT67004 CORPORATE FINANCE 6 20 Digital, Technology, Innovation and Business You will build on the financial management knowledge to examine the development of financial strategy within an organisation. The starting point is the main financial objective of a company, which is to maximise shareholder wealth. We look at various financial and non-financial strategies to achieve this objective as well as ensure organisation goal congruence through effective decision making.
ACCT67005 CORPORATE GOVERNANCE 6 20 Digital, Technology, Innovation and Business You will learn the impact of ethics and corporate governance on corporations. The module will present the theoretical and practical implications of using ethics and effective governance methods for better monitoring which can, in turn, enhance firm performance.
FILM50635 CORPORATE PRODUCTION 5 20 Digital, Technology, Innovation and Business Corporate Production covers:Principles and practices of contemporary corporate videoWork-based learning with a production companyDevelop, manage, and produce client projectsProfessional practiceProduction company business practicesPre-production, production, and post-production techniques Problem solving
DSMM60001 CORPORATE REPUTATION 6 20 Digital, Technology, Innovation and Business In the digital age, corporate reputation can be damaged in minutes as news spreads across digital platforms. In this module, you will learn how to manage corporate reputation including planning for contingencies, crises and disasters. You will also learn how to develop strategies and plans to manage corporate communications to address a reputational crisis.
MKTG60356 CORPORATE REPUTATION AND ETHICS 6 20 Digital, Technology, Innovation and Business Understanding and managing the corporate reputation is critical to successful marketing in the digital age. In this module, you will investigate a broad range of new and emerging ethical issues faced by modern marketers which impact on corporate reputation. In the digital age, corporate reputation can be damaged in minutes as news spreads across digital platforms. In this module, you will learn how to plan for contingencies, crisis and disaster as well as how to manage and sustain the corporate reputation through creating a range of corporate communications to stakeholders following the tenets of corporate social responsibility.
ESPO60017 CORPORATE SOCIAL RESPONSIBILITY 6 20 Digital, Technology, Innovation and Business With high profile scandals from publishers such as Riot Games and Blizzard Entertainment, social responsibility is becoming a pressing issue for esports. This module will look at key areas such as: equality diversity and inclusion, sustainability, working conditions, consumer protection, ethical marketing and business and reputation management. As potential employees in this sector, it is vital that students of esports understand how and why social responsibility is important to the future sustainability of the sector. By the end of this module, students will be able to identify improvements, to innovate the approach to social responsibility for esports.
FILM60626 CRAFT SKILLS SHOWCASE 6 20 Digital, Technology, Innovation and Business Craft Skills Showcase will cover:Film and television careers Market analysisWhere to find film and television jobsNetworkingShowreels and brandingAdobe training for certification
COMP60035 CREATING MOBILE WEB APPS 6 20 Digital, Technology, Innovation and Business In choosing this module as a student you will develop knowledge in mobile app design, development and testing. You will cover mobile design as a broader domain to address architecture and practical planning for web design and development by using current technologies such as HTML5, CSS and JavaScript. You will also be introduced to current development environments and frameworks on both the client and server side. You will also use the latest API's and other emerging technologies.
PERF60022 CREATIVE COMPANY 6 40 Digital, Technology, Innovation and Business Pitch your project and let’s get creative! This module calls for innovation and teamwork as you apply your skills in a company setting from the initial concept to final realisation of a performance-based project.
CCIF40851 CREATIVE CULTURES: MAKING, RESEARCH & REFLECTION 4 30 Digital, Technology, Innovation and Business This introductory contextual module enables you to explore diverse cultural identities and examine how they influence creative expression. You will choose a topic related to your discipline and undertake guided research that informs the development of a creative artefact or technical output using materials and processes of your choice. Through investigating and celebrating cultural identities, you will develop a stronger understanding of the relationship between culture and creative practice, supporting your transition into higher-level study.
CCIF61045 CREATIVE ENTERPRISE 6 20 Digital, Technology, Innovation and Business This module will introduce you to working within the creative industries on a shoestring budget, guiding you through the design and implementation of a market-researched product or service. You’ll develop a viable business plan, and learn to promote, market, and retail your idea while maintaining financial records and summarising your project outcomes. Your project must align with your chosen specialism, helping you build valuable skills for both employment and self-employment. Throughout this module, you’ll enhance your organisational, networking, and communication skills, among others, while keeping an electronic blog to reflect on your weekly activities and experiences. This hands-on experience will add significant value to your CV, providing real-world business acumen to leverage in job applications, funding proposals, and interviews.
TOUR60231 CREATIVE ENTERPRISE 6 20 Digital, Technology, Innovation and Business Economies are powered by innovation. Much of that innovation derives from forward-thinking individuals who possess the drive, skills, and background to turn a business vision into reality. The importance of entrepreneurs extends beyond the effect those individuals have on their own companies as they impact broader communities, and, in some cases, even the world. This module will spur you into action and will guide you to create a company whose strengths match the prominent characteristics, skill set, knowledge and experience of its founder.
FILM50646 CREATIVE FILMMAKING 5 30 Digital, Technology, Innovation and Business Develop your filmmaker’s artistic identity within the Creative Filmmaking module. You will explore the boundaries of what filmmaking can be by exploring alternative filmmaking techniques and expanding your creativity. The module aims to broaden your filmmaking knowledge and understanding by blurring the lines between art and cinema. You will create a personal audio-visual project for your filmmaking portfolio that helps you stand out from the crowd and showcase your creativity.
CCIF50859 CREATIVE FUTURES (LIFE AFTER UNIVERSITY 1) 5 20 Digital, Technology, Innovation and Business In this module, you’ll delve into professional responsibilities, teamwork, and strategic planning. Reflect on how your skills have evolved throughout your Foundation degree and plan the next steps to achieve your personal aspirations. A key component of this module is working collaboratively to organise an activity or event that showcases your accomplishments to a broader audience. You’ll navigate professional considerations such as health and safety, permissions, funding, and information dissemination, equipping you with essential skills for a successful career in the creative industries.
CCIF61046 CREATIVE FUTURES AFTER UNIVERSITY 2 6 20 Digital, Technology, Innovation and Business This module offers you a unique opportunity to engage directly with career professionals to enhance your employability and focus on your career potential. You’ll explore various routes such as work practice, conducting case study research, visiting studios or commercial venues, and interviewing practitioners. You’ll conduct primary research relevant to your career aspirations and consolidate your findings with insights from industry and academic sources. Through this research, you’ll gain a deeper understanding of career and postgraduate opportunities, helping you set realistic career goals and prepare for entry into the creative industries. You will compile a comprehensive portfolio demonstrating your knowledge of the contemporary job market, including: - Evidence of professional interaction, such as case studies, industry reports, or work practice journals. - Interview skills and techniques. - Strategies for finding and responding to job advertisements. - CV preparation and personal promotion. - Professional presentation of your work. - Development and maintenance of industry contacts, including networking through online platforms like LinkedIn and professional groups. This module is designed to equip you with the necessary skills and insights to navigate the job market and secure employment in the creative industries, significantly enhancing your career prospects.
CCIF50866 CREATIVE HERITAGE 5 30 Digital, Technology, Innovation and Business Do you think about the ways that different arts and creative practices create our understanding of the past? What relevance do they have today and how do different audiences interpret our cultural history? What relevance does historical artefacts have today in creating our sense of place and identity? What are the issues facing creative practitioners when they represent the past? This module allows you to explore how historical stories have been represented within different creative practices and will allow you to analyse, interpret and create your own artefact to represent the past and impact on an audience.
FILM40242 CREATIVE MEDIA IN CONTEXT 4 30 Digital, Technology, Innovation and Business How have popular media shaped the way we see and understand the world? In this module, you will explore how genres such as drama, soap operas, documentaries, comedy, and children’s media are created, produced, and consumed. Through case studies, you will examine the creative, industrial, and economic factors that influence media production and audience engagement. You will also investigate representation, including LGBTQ+ and diverse cultural perspectives, and analyse how media texts are constructed to attract and sustain audiences, developing your research and critical analysis skills.
CCIF30169 CREATIVE PROJECT: MATERIALS, METHODS & MEANING 3 30 Digital, Technology, Innovation and Business This project-based module encourages you to experiment with materials, processes, and creative methods to produce a resolved piece of work. You will explore how meaning, narrative, and intention can be communicated through creative practice, supported by workshops and tutorials. Sustainability and ethical awareness are introduced as part of decision-making. This module helps you develop independence, problem-solving skills, and confidence in managing a creative project in preparation for final major work.
GDEV50012 CREATURE CONCEPT DESIGN 5 20 Digital, Technology, Innovation and Business On this module you will explore the fundamentals of creature design, study animal anatomy and delve into key aspects for crafting visually compelling and believable creatures. Additionally, you will learn to identify technical aspects of the creature design pipeline to ensure your designs successfully translate from 2D concepts to 3D sculpts.
ARCH60001 CRITICAL RESEARCH 6 20 Digital, Technology, Innovation and Business
GDEV60020 CROSS PLATFORM ENGINE DEVELOPMENT 6 40 Digital, Technology, Innovation and Business Working in a group you will design and develop a complex game engine that will be able to deploy game builds to different platforms. This module will allow you to showcase all you have learned throughout your time on the course whether that is graphics, AI, optimisation, architecture, etc and take ownership of a feature set within a large codebase.
COMP60062 CRYPTOGRAPHY AND AI 6 20 Digital, Technology, Innovation and Business You will learn about the cryptographic technologies that secure all modern digital communications and systems – how they work, what can go wrong and how they are implemented in the world around us. You will also learn about the wider context of these issues and how they carry ethical and legal weight. You will also learn about AI technologies and how they interact with cryptography, as well as how they are changing the cyber security landscape.
COMP50037 CYBER OPERATIONS 5 20 Digital, Technology, Innovation and Business This module will teach you about how computer networks can be secured in addition to securing computer operating systems. All organisations are challenged with rapidly detecting cybersecurity breaches and effectively responding to security incidents. Teams of people in Security Operations Centres (SOC’s) keep a vigilant eye on security systems, protecting their organizations by detecting and responding to cybersecurity threats. This module covers cyber security including information/infrastructure security. This module aligns in topics to vendor qualifications for example the Cisco CyberOps Associate (CBROPS 200-201) qualification.
COMP50062 CYBER SECURITY 5 20 Digital, Technology, Innovation and Business This module has been designed to provide students with the necessary information about the fundamentals of cyber security and help them develop a comprehensive approach to security practices. The module introduces students to a variety of security topics including fundamental concepts of security engineering, the significance of security protocols and frameworks and consideration of legal, ethical and standardisation requirements in information systems security. Students will learn and apply extensive theoretical and advanced technological skills in cyber security for solving real-world problems.
DSMM50002 DATA ANALYSIS AND VISUALISATION 5 20 Digital, Technology, Innovation and Business Utilising data and real-time adaptation of strategies is a modern business and marketing method. In this module, you will explore how analytics is used within and beyond social media, using powerful software to design your own data-based visualisations including dashboards and reports to inform business decision-making.
COMP50063 DATA ANALYTICS 5 20 Digital, Technology, Innovation and Business This module will enable students to apply their knowledge in small close-to-real world projects emulating real work scenarios which require using domain-specific techniques for applying Data Science to different domains. The module will also focus on why Big Data cannot be simply processed by using standard database management systems.
BUSM60012 DATA AND DECISION MAKING 6 20 Digital, Technology, Innovation and Business Data is of great importance of modern organisations. This module will explore the role and importance of information and data within organisations, tools and techniques for analysing and interpreting the data for the purposes of decision making, and tools and techniques for data presentation and visualisation. In addition, the module will cover the concepts and principles in business statistics.
BUSS40002 DATA AND DECISION MAKING 4 20 Digital, Technology, Innovation and Business Data is the currency of the 21st century. In this module, you will explore the increasingly pervasive role of data in society, and how organisations can capture and leverage data to better understand consumer preferences, tailor communication, anticipate changes in external environments and manage risk and uncertainty.
BUSM60025 DATA AND DECISION MAKING (DL) 6 20 Digital, Technology, Innovation and Business Data is of great importance of modern organisations. This module will explore the role and importance of information and data within organisations, tools and techniques for analysing and interpreting the data for the purposes of decision making, and tools and techniques for data presentation and visualisation. In addition, the module will cover the concepts and principles in business statistics.
COMP40051 DATA AND DISTRIBUTED SYSTEMS 4 20 Digital, Technology, Innovation and Business Relational databases are extremely common in the IT industry. This module will teach students how to manage a relational database and will provide and discuss issues relating to the management and control of replicated and distributed databases. This module will take both a theoretical and practical focus with assessment requiring you to work on two case studies to explore problems and identify solutions.
COMP50064 DATA MINING AND WAREHOUSING OLAP 5 20 Digital, Technology, Innovation and Business This module will focus on data mining and data structures to establish a strong infrastructure so that Business Intelligence and Data Analytics can be successfully deployed to improve an organisations ability to gain knowledge from its existing databases. The module will specifically focus on Data Warehousing and the techniques of handling data. Within the assessment students will look at case study examples to implement proposals around data harvesting and mining.
COMP60063 DATA SCIENCE AND DATABASES 6 20 Digital, Technology, Innovation and Business This module covers databases and data science, and the intersection that exists for commercial advantage. The module will examine core elements of data science, practical case studies, before moving into advanced databases. Related to databases the module will address – architectures, design, security, design models, and implementation approaches. In terms of assessment students will create an advanced database solution to a problem, and also investigate future database technologies.
COMP50065 DATA STRUCTURE AND ALGORITHMS 5 20 Digital, Technology, Innovation and Business As a student on this module, you will learn theory behind and about fundamentals of data structures and algorithms as these are two of the most important parts in AI required to understand and therefore solve problems algorithmically. Without this knowledge it is impossible to work in the field to any beneficial level, or with any efficiency being shown. The module also teaches the practical side of the discipline through the key principles of algorithms and data structures and how to specifically code for these.
ARCH40000 DESIGN AND REPRESENTATION 1 4 20 Digital, Technology, Innovation and Business
ARCH50001 DESIGN AND REPRESENTATION 2 5 20 Digital, Technology, Innovation and Business
MECHP0071 DESIGN AND TECHNOLOGY PLACEMENT P 120 Digital, Technology, Innovation and Business
ARCH40001 DESIGN CULTURES 1 4 20 Digital, Technology, Innovation and Business
ARCH50002 DESIGN CULTURES 2 5 20 Digital, Technology, Innovation and Business
GRAP40114 DESIGN EXPLORATION 4 30 Digital, Technology, Innovation and Business This 30-credit module introduces you to the practical application of graphic design across contemporary digital and print platforms. You will build on core creative and technical skills while exploring how design communicates ideas, builds brands, and engages audiences in real-world contexts. Through project-based learning, you’ll gain hands-on experience with industry-standard tools and processes, including layout, typography, image-making, branding, moving image and digital design. The module encourages experimentation, problem-solving, and critical thinking, helping you translate creative concepts into effective visual outcomes.
PROD50119 DESIGN FOR PRODUCTION 5 30 Digital, Technology, Innovation and Business This module develops your understanding of designing for production within professional and commercial contexts. You will explore how creative ideas are translated into resolved outcomes for product, furniture and ceramics, responding to manufacturing processes, materials and market expectations. Through studio-Based project work, you will consider style, form, function and perceived quality while refining your research, communication and reflective skills.
GRAP40117 DESIGN FUNDAMENTALS 4 30 Digital, Technology, Innovation and Business Unleash your creative potential and redefine visual communication in our future facing Design Fundamentals 30 credit module. Master essential design principles, fundamentals of typography, hierarchy and visual communication language, cutting-edge digital tools, and innovative problem-solving techniques to transform your bold ideas into impactful reality. Join a collaborative community of creative visionaries where your unique voice will be nurtured, preparing you for an exciting role in a dynamic of design.
ARCH40002 DESIGN PROCESS - STUDIO 2 4 40 Digital, Technology, Innovation and Business
ARCH50003 DESIGN RESOLUTION - STUDIO 4 5 40 Digital, Technology, Innovation and Business
GRAP50113 DESIGN WITH IMPACT 5 30 Digital, Technology, Innovation and Business This module explores how meaning and information are communicated through visual language, with a particular focus on contemporary, planet-centred approaches to design. You will investigate practical methods of visual problem-solving across a broad range of media, developing an understanding of how different formats shape the messages they convey. Through hands-on experimentation, you will learn to express information in dynamic, engaging and innovative visual forms.
COMP60064 DEVELOPING DISTRIBUTED APPLICATIONS 6 20 Digital, Technology, Innovation and Business In this module you will further your programming skills to include concurrent programming. You will write client-server applications that are distributed over a network. You will also look at consuming data from real time and other APIs in a secure manner. The applications you write will be distributed across different tiers, and will be available to many users at the same time.
MUSI40638 DEVELOPING MUSIC AND SOUND PRACTICE 4 30 Digital, Technology, Innovation and Business Refine your workflow. Elevate your sound. Produce like a pro. Take your production skills to the next level with advanced DAW techniques, professional recording practices, creative sound design, and industry-standard mixing and effects. Learn how top records are made while developing polished, professional projects ready for the real world.
PHOT50663 DEVELOPING PHOTOGRAPHIC PRACTICE 5 30 Digital, Technology, Innovation and Business How can you construct a coherent photographic project?This module enables you to develop a self-directed body of work through one of three thematic pathways. You will refine conceptual aims, undertake contextual research and apply intermediate photographic methods to build a coherent visual enquiry. This prepares you for advanced, independent practice in your final year.
COMP60065 DEVELOPING WITH FRAMEWORKS 6 20 Digital, Technology, Innovation and Business This module will show you how to use current client and server frameworks to build applications. You will evaluate the most appropriate framework for a given situation and assess the impact this has on developers and end-users. You will also look at how frameworks and libraries can help you access data from a variety of sources.
DSMM40001 DIGITAL CONTENT CREATION 4 20 Digital, Technology, Innovation and Business Digital content creation is becoming ultra-valuable in a world where content is key. In this module, you will develop skills to help you create, plan and schedule effective digital marketing content, including writing techniques for different media formats such as blogging, digital storytelling and podcasting.
DSMM50009 DIGITAL CUSTOMER EXPERIENCE 5 20 Digital, Technology, Innovation and Business Customer behaviour has dramatically changed with the digital revolution. This module provides you with insights into the digital customer experience and highlights ways to adapt to this changing market, allowing you to fulfil customers’ strategic needs. It will provide the knowledge and skills to select appropriate channels to market to meet objectives. It will also help to ensure you provide the desired customer experience, by understanding the customer’s journey while complying with relevant legislation and regulation.
ELEC53121 DIGITAL ELECTRONICS PRINCIPLES AND APPLICATIONS 5 20 Digital, Technology, Innovation and Business The module will comprehensively cover the principles of digital systems design and implementation, exploring their diverse applications. Through engagement with this module, students will develop the skills to investigate real-life challenges, enabling them to adeptly design digital-based system solutions tailored for practical applications.
FILM50636 DIGITAL FEATURE FILM PRODUCTION 5 40 Digital, Technology, Innovation and Business Digital Feature Film Production allows you to examine the principles and practices of feature film production and the different film crew roles and responsibilities. It also considers some of the working on a film set professional practice and the ways in which different genres are explored through cinematography, sound, and editing. Pre-production and studio tests will enable you to consider the ways of creating films and the advanced post-production techniques needed to realise a final short film.
FILM40235 DIGITAL FILM AND TV PRACTICAL SKILLS 4 40 Digital, Technology, Innovation and Business You will develop your theoretical, practical and technical understanding of filmmaking practice to engage in the development, pre-production, production and post-production aspects of fiction filmmaking. You will develop a range of entrepreneurial skills that will support your future career aspirations and consider the practices and processes of professional practitioners use these to inform the production of your own short film. You will learn key aspects of scriptwriting, pitching, budgeting and developing film branding. Positioning your film in context, you will consider the distribution strategy and create marketing materials for your film.
COMP50038 DIGITAL FORENSICS 5 20 Digital, Technology, Innovation and Business A digital forensic investigation is a special case of a forensic investigation where the procedures and techniques are used to make the use of target digital artefacts while allowing the findings to be presented in a Court of Law. The analysis of digital evidence is a very structured and formal process. The module will allow students to develop knowledge and understanding of digital forensics, focusing on different platforms (including computers, mobile phones, and smartphones/tablets).
COMP50066 DIGITAL FORENSICS FUNDAMENTALS 5 20 Digital, Technology, Innovation and Business A digital forensic investigation is a special case of forensic investigation where the procedures and techniques allows findings to be presented in a Court of Law. The analysis of digital evidence is a very structured and formal process. This course will allow learners to develop knowledge and understanding of digital forensics, focusing on different platforms (computers, mobile phones, smartphones, and vehicles). The objectives of this course are to introduce the principles of digital forensic investigation both theoretically and practically to students.
GRAP50112 DIGITAL FUTURES 5 30 Digital, Technology, Innovation and Business How are emerging digital technologies reshaping the way we communicate visually? In this module, you’ll explore how digital and emerging technologies influence contemporary visual communication. Through practical, research-informed projects, you’ll tackle visual problems in multiple ways, experimenting with creative thinking, digital tools, and screen-based media. You’ll consider design fundamentals, semiotics, and audience communication to develop professional visual solutions. Building on skills from Level 4, the module supports your progression towards confident, industry-aware visual communication practice.
CCIF50867 DIGITAL JOURNEYS: UX & UI DESIGN 5 30 Digital, Technology, Innovation and Business Designing intuitive and engaging digital experiences is central to today’s creative industries. You’ll explore user experience (UX), user interface (UI) and digital design through industry-informed creative briefs. You’ll investigate user behaviour, journeys and emotional responses, applying principles of psychology, flow and interaction design. Through hands-on prototyping and workshops, you’ll develop digital concepts across a range of contexts.
DSMM50001 DIGITAL MARKETING STRATEGY 5 20 Digital, Technology, Innovation and Business Effective planning and strategies are key to success in marketing. In this module, you will explore the role of digital technology in business and how to develop and implement impactful digital marketing strategies to achieve the ambition and growth of organisations.
MKTG40327 DIGITAL MARKETING TECHNIQUES 4 20 Digital, Technology, Innovation and Business This module focuses on the importance of the ever-evolving, dynamic digital landscape. You will develop skills to improve digital marketing performance and explore the challenges and opportunities within the digital environment. You will also use a range of tools to plan how to enhance an organisation’s effectiveness in the digital age.
ESPO40017 DIGITAL MEDIA PLATFORMS 4 20 Digital, Technology, Innovation and Business Esports thrives on the media platforms that make up the digital ecosystem. Dive into the research that directs platforms to govern users in the ways they do, and the ways to make the most of the algorithms they operate upon. Understand the importance of platform responsibility in a budding industry and how it all ties together to propel your presence in esports to the front of the digital landscape.
MKTG60344 DIGITAL OPTIMISATION 6 0 Digital, Technology, Innovation and Business
GAME30508 DIGITAL PAINTING FOUNDATIONS 3 20 Digital, Technology, Innovation and Business Students will learn how to look and observe with artistic intent to reproduce using digital painting techniques. They will learn to assess light and shadow, capturing shape and form through observational study, whilst also learning how to self-critique and evaluate their progress.
GDEV40004 DIGITAL PAINTING THEORY AND PRACTICE 4 20 Digital, Technology, Innovation and Business This module will help you to build a solid theoretical foundation to expand upon and refine your digital painting skills and intuition, allowing you to visually communicate and present concepts in a more compelling way.
FILM60627 DIGITAL POST PRODUCTION AND EXHIBITION 6 20 Digital, Technology, Innovation and Business Digital Post Production and Exhibition brings a digital film product to market and considers the commercialisation of your art. The module will examine key factors that influence (and measure) a successful exhibition strategy, including marketing, timing, competition, and width of release. You can personalise learning by extending your knowledge and craft skills in the pursuit and implementation of either the post-production or launch of the 72-hour digital feature film.
GDEV40005 DIGITAL SCULPTING AND STYLISED ASSETS 4 20 Digital, Technology, Innovation and Business From The Legend of Zelda to Fortnite the world of stylised game art is vast, but what exactly is stylised game art? In this module you will not only find that out but be introduced to industry level digital sculpting and asset creation techniques. By the end of this module, you will be modelling stylised game ready models ready for today’s PC and console games.
GDEV50013 DIGITAL SCULPTING HUMAN ANATOMY 5 20 Digital, Technology, Innovation and Business This module will provide you with additional Knowledge of human anatomy, form, volume, whilst developing strong organic sculpting skills. The content will also be focused heavily on functionality of musculature and means of achieving realistic surface tension within digital sculpting packages
GDEV50014 DIGITAL SCULPTING TECHNIQUES 5 20 Digital, Technology, Innovation and Business This module has been developed to provide student with a solid foundation in digital sculpting. Utilised by a variety of industries, a proficient digital sculptor can open career pathways in games, film, practical effects and product design. Digital sculpting is the crossover between artistic expression and technological fluency, as such, this module has been designed to develop a student’s artistic progression in the medium and to navigate the technical considerations for the use of industry software.
ESPO30007 DIGITAL SKILLS AND PRACTICE 3 20 Digital, Technology, Innovation and Business Every course and workplace has certain skills that people need to flourish in that environment. These are skills that everybody is expected to know but people don’t always get taught. This module will take you through the basic skills you need to begin to thrive at university and beyond into the professional world, and teach you why they are so important.
PROD40112 DIGITAL TOOLS FOR DESIGN PRACTICE 4 30 Digital, Technology, Innovation and Business A designer’s ability to visually communicate a concept is fundamental. In this module you’ll be introduced to software that allows you to successfully develop, communicate and represent your ideas. You will learn to utilise visualisation tools to produce high-quality communication material. You will model and render 3D objects and learn how to export digital models for 3D printing and technical drawings. You’ll follow on-screen demonstrations contribute to workshops and develop the ability to apply learning to other design projects.
COMP60066 DISSERTATION 6 40 Digital, Technology, Innovation and Business This is your opportunity to create something totally unique as the culmination of your course. It is your chance to define your difference, no two projects are ever the same. You will begin by developing an idea into a proposal, outlining the intention of the work. You will then develop this into an artefact suitable for your course, such as a piece of software, a specification or a code of practice by undertaking rigorous, professional academic research techniques and applying the summation of your knowledge and skills from your course, work experience, if possible, and personal development. All of this work will be presented in a professionally produced, academic report detailing your finding and reflections on your achievement. Ultimately, it will give you the opportunity to participate in our end of course Graduate Exhibition where you can showcase your work to industry leaders, offering tremendous career opportunities and maximising your exit velocity as well as being your opportunity to join in a fabulous celebration and maybe join our honour roll of prize winners.
TOON40114 DRAWING FOR COMICS 4 20 Digital, Technology, Innovation and Business This module will introduce you to a wide range of approaches to drawing including analytical, expressive, observational, mark-making, perspective, scale, composition and life drawing.
ANIM40114 DRAWING FOR ILLUSTRATION 4 15 Digital, Technology, Innovation and Business
PLAC00003 DTA INDUSTRIAL PLACEMENT P 120 Digital, Technology, Innovation and Business
PLAC00002 DTIB INDUSTRIAL PLACEMENT P 120 Digital, Technology, Innovation and Business
ACCT40310 ECONOMICS AND LAW FOR MANAGERS 4 20 Digital, Technology, Innovation and Business You will learn how to apply economics to make informed business decisions through the study of key microeconomic and macroeconomic principles. You will learn to apply economic analysis to different personal, business and societal situations. The knowledge you will gain will be your most reliable guide in the understanding market and firm behaviour, and government decisions.
ELEC53122 ELECTRIC VEHICLES 5 20 Digital, Technology, Innovation and Business The module allows you to explore various electric vehicle propulsion systems. You will develop an awareness of various energy storage techniques and the charging infrastructure available to each vehicle. Additionally, using Computational Fluid Dynamics, you will also study a typical vehicle battery cell and evaluate its performance against a given criteria. You will also have the opportunity to investigate critical components practically in our Electric Vehicle workshop.
ELECP0001 ELECTRICAL & ELECTRONIC PLACEMENT P 120 Digital, Technology, Innovation and Business
ENGG40013 ELECTRICAL AND ELECTRONIC PRINCIPLES 4 15 Digital, Technology, Innovation and Business Electrical engineering is mainly concerned with the movement of energy and power in electrical form, and its generation and consumption. Electronics is mainly concerned with the manipulation of information, which may be acquired, stored, processed or transmitted in electrical form. Both depend on the same set of physical principles, though their applications differ widely. A study of electrical or electronic engineering depends very much on these underlying principles; these form the foundation for any qualification in the field and are the basis of this unit.The physical principles themselves build initially from our understanding of the atom, the concept of electrical charge, electric fields, and the behaviour of the electron in different types of material. This understanding is readily applied to electric circuits of different types, and the basic circuit laws and electrical components emerge. Another set of principles is built around semiconductor devices, which become the basis of modern electronics.
ELEC53118 ELECTRICAL MACHINES 5 20 Digital, Technology, Innovation and Business This module will provide you with a thorough understanding of electric machines, their operating principles and enable you to design, develop, test, and validate them using mathematical and simulation models and provide you with some hands-on experience.
ENGG40014 ELECTRICAL MACHINES 4 15 Digital, Technology, Innovation and Business Electrical machines can be found in manufacturing, transport, consumer appliances and hospitals. People will come across them every day in their home and at work. They convert energy in three ways: transformers which change the voltage level of an alternating current; motors which convert electrical energy to mechanical energy; and generators which convert mechanical energy to electrical energy. Transducers and actuators are also energy converters, and can be found in a wide range of industrial and domestic applications.This unit introduces you to the characteristics and operational parameters of a range of electromagnetic powered machines that are used in a variety of applications. Among the topics included in this unit are: principles underlying the operation and construction of transformers, induction motors, synchronous machines, electromagnetic transducers, actuators, and generators; and operating characteristics of electrical machines such as voltage, current, speed of operation, power rating, electromagnetic interference (EMI) and efficiency.On successful completion of this unit you will be able to identify the constructional features and applications of transformers; investigate the starting methods and applications of three-phase induction motors and synchronous machines; investigate the types of generator available in the industry by assessing their practical application; and analyse the operating characteristics of electromagnetic transducers and actuators.
ENGG51014 EMBEDDED SYSTEMS 5 15 Digital, Technology, Innovation and Business An embedded system is a device or product which contains one or more tiny computers hidden inside it. This ‘hidden computer’, usually a microcontroller, is used to control the device and give it added ‘intelligence’. Embedded systems are a key aspect of modern engineering and are applied in areas as diverse as automotive, medical, and industrial, and in the home and office. In many cases, embedded systems are linked together in networks. Embedded systems are the basis of a new wave of engineering design and practice, notably in machine-to-machine communication and in the Internet of Things.This unit builds on introductory knowledge you have already gained in electronic circuits. It develops your knowledge of computer hardware, focussing on the small, low-cost type of computer (i.e. a microcontroller), usually used in embedded systems. It then develops skill in devising circuits which operate external to the microcontroller and interface with it; generally, these relate to sensors, actuators, human interface or data transfer. In parallel with this, you will be developing programming skills, writing programmes which download straight to the microcontroller and cause it to interact with its external circuit. You will also explore the wider context of embedded systems, learning how they are applied in ‘hi-tech’ applications, in many cases revolutionising our ability to undertake certain activities.Unit assessment will require the design, development, construction and commissioning of an embedded system, meeting a given design brief; this will develop skills which are in much demand in industry. A written assignment, exploring one or more of the many fast-moving embedded system applications in use today, will also be completed.
ELEC53117 EMBEDDED SYSTEMS: PROGRAMMING AND APPLICATIONS 5 20 Digital, Technology, Innovation and Business This module will enable you to design, develop, and implement programs in an embedded environment as well as evaluate the environmental and societal impacts of the systems. This will include learning how to program in C, choosing appropriate hardware and implementing timers, counters, interrupts initially. This will then be used in conjunction with suitable hardware to enable you to communicate this data to another device. You will consider and evaluate the security risks for such systems and suggest ways in which this can be mitigated.
GDEV60016 EMERGENT GAMES TECHNOLOGIES 6 20 Digital, Technology, Innovation and Business Innovation often comes from experimentation, and innovations within the game space are no different. With the constant evolution of game technologies, engines and physical devices, often game engines are being used as solutions to design problems in unconventional ways. This module allows you to explore emergent game technologies to create unique, innovative solutions to a wide range of potential design problems. You will perform some research into new game technologies, devise and develop innovative solutions to these design problems through an iterative development cycle, offering you an alternative perspective on traditional emergent games technologies.
COMP60067 EMERGING DATA SCIENCE TECHNOLOGY 6 20 Digital, Technology, Innovation and Business On this module you will be expected to undertake independent guided research in order to address a contemporary Data Science issue. This will extend your knowledge in a particular field to give you cutting-edge advantage in the workplace. You will determine the path of the investigation and topics to consider. You will research these and then present your finding.
ESPO60015 EMERGING MEDIA & TECHNOLOGIES 6 20 Digital, Technology, Innovation and Business The decision makers in Esports are always looking for the ‘next big thing’ to captivate their audiences, bring a new technique to their team or revolutionise their workflow. Finding it before your competitors will give you a big edge in the battle for growth in a well-populated space and help you stand out amongst the crowd. In this forward focussed module, you will analyse esports and adjacent industries to identify disruptive and emergent techniques, technologies, ideas and concepts that could be the key to success and how to appropriately respond to those found by competitors. Students will judge how effective they are, discuss how they could produce their own content featuring one of these concepts, or even propose some entirely new ideas to drive innovation in the esports industry forward.
COMP60034 EMERGING TECHNOLOGIES 6 20 Digital, Technology, Innovation and Business For this module you will be expected to undertake independent guided research in order to address an identified emerging technology area / challenge and present your findings as both a research paper and seminar presentation. This will extend your knowledge in a particular computing field to give you a cutting-edge advantage in the future workplace.
HRMG58631 EMPLOYEE VOICE AND REPRESENTATION 5 20 Digital, Technology, Innovation and Business You will learn about the key and contemporary issues associated with managing people in the workplace. Calling upon literature and research from across the fields of Human Resource Management, Organisational Behaviour and Employment Relations, you will learn the issues relating to managing and developing people in the modern workplace
ELEC33001 ENGINEERING COMMUNICATIONS AND STUDY SKILLS 3 20 Digital, Technology, Innovation and Business This module aims to equip you with the professional world of communication and reflection. The focus here will be on teamwork, reflection and communication skills. You will gain the ability to follow professional team forming theories in order to firstly, understand the strengths of your team and how best to utilise them for your organisation’ requirements. Topics covered include, teamwork, communication, reflection, presentation skills, report writing skills and group dynamics.
ENGG40004 ENGINEERING DESIGN 4 15 Digital, Technology, Innovation and Business The tremendous possibilities of the techniques and processes developed by engineers can only be realised by great design. Design turns an idea into a useful artefact, the problem into a solution, or something ugly and inefficient into an elegant, desirable and cost effective everyday object. Without a sound understanding of the design process the engineer works in isolation without the links between theory and the needs of the end user.The aim of this unit is to introduce you to the methodical steps that engineers use in creating functional products and processes; from a design brief to the work, and the stages involved in identifying and justifying a solution to a given engineering need.Among the topics included in this unit are: Gantt charts and critical path analysis, stakeholder requirements, market analysis, design process management, modelling and prototyping, manufacturability, reliability life cycle, safety and risk, management, calculations, drawings and concepts and ergonomics.On successful completion of this unit you will be able to prepare an engineering design specification that satisfies stakeholders’ requirements, implement best practice when analysing and evaluating possible design solutions, prepare a written technical design report, and present your finalised design to a customer or audience
MECH43024 ENGINEERING DESIGN AND PRACTICE 4 20 Digital, Technology, Innovation and Business This module will provide you an opportunity to understand the advantages of design processes, research, analyse and develop potential design solutions that can be realised from concept through to prototyping. You will document the stages of the design and development process demonstrating methodology and project management skills to achieve the set aims and objectives of the project.
ENGG40005 ENGINEERING MATHEMATICS 4 15 Digital, Technology, Innovation and Business The mathematics that is delivered in this unit is that which is directly applicable to the engineering industry, and it will help to increase your knowledge of the broad underlying principles within this disciplineThe aim of this unit is to develop your skills in the mathematical principles and theories that underpin the engineering curriculum. You will be introduced to mathematical methods and statistical techniques in order to analyse and solve problems within an engineering contextOn successful completion of this unit you will be able to employ mathematical methods within a variety of contextualised examples, interpret data using statistical techniques, and use analytical and computational methods to evaluate and solve engineering problems.
MATH43022 ENGINEERING MATHEMATICS 1 (A-LEVEL) 4 20 Digital, Technology, Innovation and Business Mathematical tools play a crucial role in engineering to solve real-world problems. As an engineer, you are expected to have extensive problem-solving skills for the design, innovation, optimisation, precision, and accuracy of systems. In this module, you will encounter a wide variety of mathematical techniques including algebra, trigonometry, complex numbers, matrices, probability theory, and basic and advanced calculus techniques to develop your analytical ability and problem-solving skills essential for engineering study.
MATH43021 ENGINEERING MATHEMATICS 1 (NON A-LEVEL) 4 20 Digital, Technology, Innovation and Business This module will provide you with the mathematical concepts required to support your degree level learning, including Algebra, Trigonometry, Complex Numbers and Calculus.
MATH53012 ENGINEERING MATHEMATICS 2 5 20 Digital, Technology, Innovation and Business This module will provide students with sufficient mathematical tools and techniques to tackle a variety of engineering problems.
MECH43023 ENGINEERING MECHANICS 4 20 Digital, Technology, Innovation and Business Mechanics is applied in many areas of engineering including aeronautical, automotive, electrical & electronics, mechanical and so on. This module covers the concepts related to mechanics. In addition to the theoretical principles and their numerical applications, students will also get an opportunity to verify the bending moment principles in the mechanics lab.
MECH33021 ENGINEERING PRINCIPLES 3 20 Digital, Technology, Innovation and Business Fundamentals concepts and Principles are indispensable in the field of engineering, serving as essential instruments for tackling practical challenges. Engineers are required to possess problem-solving abilities to design and develop systems and ensure their efficiency, precision, and accuracy. Throughout this module, you will explore a diverse range of Fundamental Engineering Principles, such as Vectors Analysis, Equations of Motion, Statics and Dynamics, Fluid Mechanics and Circuit Analysis, and Digital Electronics. These tools are designed to enhance your fundamental understanding and analytical capabilities and increase your problem-solving skills, equipping you with the necessary expertise for engineering tasks.
ENGG53006 ENGINEERING PRODUCT COMMERCIALISATION 5 20 Digital, Technology, Innovation and Business This module equips you with the commercialisation aspect of Engineering and products. This module will give you knowledge of business and customer requirements before indulging in R&D or improvement of currently available products in the market. How and why is marketing important? What do you find out from a PESTLE analysis and a TOWS analysis? You will develop an understanding of Project Management, Change Management and Quality Management.
ENGG43003 ENGINEERING PROFESSIONAL DEVELOPMENT 4 20 Digital, Technology, Innovation and Business It’s never too early to start preparing for a professional career in engineering. Placements and graduate opportunities require you to demonstrate your potential. This module will support you in reflecting and developing your communicating skills and to be aware of goal setting and networking. You will also apply techniques and knowledge, analyse and evaluate problems and create solutions through a variety of activities using industry standard software to communicate your abilities.
ENGG63031 ENGINEERING PROJECT 6 40 Digital, Technology, Innovation and Business The Engineering Project module will provide an opportunity to design and implement your own large-scale project of investigation, experimentation and analysis. By using the wide-ranging skills you have developed during your course, you will be able to use practical measurement, design, implementation and, above all, creativity to devise and develop a solution based on sound engineering principles. It’s going to be an integrative project that allows you to deploy and extend the range of skills and knowledge you have previously and concurrently developed in your chosen course.
MECH43025 ENGINEERING THERMOFLUIDS 4 20 Digital, Technology, Innovation and Business This module will provide students with sufficient thermo-fluid fundamental knowledge and practical to understand and tackle thermo-fluid concepts for engineering applications
BIAE50006 ENTERPRISE IN PRACTICE 5 20 Digital, Technology, Innovation and Business In this module you will use business simulation tools and immerse yourself in a modern business environment, exploring functional team dynamics to execute business strategy
BIAE50004 ENTERPRISE IN PRACTICE 5 20 Digital, Technology, Innovation and Business In this module you will use business simulation tools and immerse yourself in a modern business environment, exploring functional team dynamics to execute business strategy
BUSM60013 ENTREPRENEURIAL STRATEGY 6 20 Digital, Technology, Innovation and Business Strategy is key in business planning and entrepreneurial success. In this module, you will explore the strategic concepts required to identify, explore and exploit entrepreneurial opportunities and create and sustain competitive advantage.
BIAE60002 ENTREPRENEURIAL STRATEGY 6 20 Digital, Technology, Innovation and Business Strategy is key in business planning and entrepreneurial success. In this module, you will explore the strategic concepts required to identify, explore and exploit entrepreneurial opportunities and create and sustain competitive advantage.
GDEV40006 ENVIRONMENT CONCEPT DESIGN 4 20 Digital, Technology, Innovation and Business Learn the fundamental skills and industry practises that inform the skills required to produce Environment Concept designs. You will produce design sheets and the necessary callout sheets that convey the visual characteristics of the design.
GDEV60017 ENVIRONMENT DESIGN FOR PRODUCTION 6 20 Digital, Technology, Innovation and Business This is an exciting opportunity to learn real-world practical skills in high demand in the creative industries to create outstanding Environment design for production. This class is designed to develop your skill in creating outstanding concept art aimed at emulating real-world briefs and focused on delivering exceptional work at a high standard fit to be your opening page of your portfolio. This module will take you through setting up your creative tools, building 3D asset libraries and finally, creating 3D renders to be finalised in 2D art packages ready to be presented in your portfolio. You will develop an in-depth understanding of the highly sought-after industry skill of environment design and for production.
ESPO40014 ESPORTS IN CONTEXT 4 40 Digital, Technology, Innovation and Business What is esports and why is it important? On this module, students will develop an introductory understanding of esports in relation to its history, key concepts and ideas, its culture, and current pressing topics/issues. From here, students will begin to speculate on esports’ future to consider where the next big development could come from to further revolutionise the industry. Students will also be introduced to the discipline of academic writing, including an introduction to research and Harvard referencing.
ESPO50021 ESPORTS POLICY IN ACTION 5 20 Digital, Technology, Innovation and Business The governing bodies and regulatory authorities who lay down the laws in esports are many and varied, but who are they, and what do they really do? Identify areas of research to inform ourselves about traditional governance methods in sport to ensure stakeholders in professional esports are fully protected, and justify how approaches should be changed to appropriately cater for the unique needs surrounding esports. How is the government treating our sector, and what could they be doing more or less of to assist us in innovating and driving forward?
MUSI40637 ESTABLISHING MUSIC AND SOUND PRACTICES 4 30 Digital, Technology, Innovation and Business Discover how professional music and audio are made as you learn the fundamentals of Digital Audio Workstations and studio practice. From microphones and recording techniques to MIDI, beat-making, and effects, this module gives you the essential skills to start producing with confidence.
COMP50039 ETHICAL HACKING 5 20 Digital, Technology, Innovation and Business The wide development of technologies has further destabilised the already fragile balancebetween the defenders and the attackers of computing infrastructures. Human society is dependent onvulnerable computers controlling priceless information. In this information environment, organizations havebeen forced to allocate considerable resources for protecting their information assets. Unfortunately,worldwide statistics are indicating that things do go wrong, with catastrophic results most of the time. In thelast 34 years we have learned that most risks cannot be avoided. Instead we should try to control them, tosome extent, in a practical and cost-effective manner. One tool in the arsenal of the defenders of computinginfrastructures, Hacking! To secure a system it is essential for computer security professionals to understand the structure, configuration, tools and techniques that hackers rely upon to successfully commit their act. On this module you will study computer systems and network infrastructure as an attractive target to attackers.
COMP50067 ETHICAL HACKING 5 20 Digital, Technology, Innovation and Business On this module you will study computer systems and network infrastructure as an attractive target to attackers. Hackers often manipulate software vulnerabilities and poor configuration to successfully gain access and steal information. To secure a system it is essential for computer security professionals to understand the structure, configuration, tools and techniques that hackers rely upon to successfully commit their act. It is also important to test the network regularly and discover any vulnerability due to miss configuration or poor patching.
ESPO50020 EVENT DEVELOPMENT WORKFLOWS 5 20 Digital, Technology, Innovation and Business Compounding on your knowledge gained so far, you’ll familiarise yourself with industry workflows to execute an event production aligned with a brief guided by industry figures. This module will have a strong emphasis on team collaboration in a workshop environment, allowing for persistent personal reflection for self-development in one or more areas of specialised roles. You and your event team will work through each stage of the pre-production process using project management models, broadcasting knowhow and marketing application.
CCIF50860 EXHIBITING SHOWCASE 5 40 Digital, Technology, Innovation and Business In this module, you’ll undertake a major brief that showcases your understanding of how arts practitioners achieve success within national and international contexts. You’ll work independently to identify projects that fulfil a specific need or aspiration, which could range from industry-directed tasks to significant academic research. Potential projects include revitalising a cultural venue, organising a major event, or conducting in-depth research on a cultural subject. You’ll be responsible for managing all aspects of your project, including client engagement, creative execution, and professional considerations like financial management, legal requirements, and ethical standards. This module prepares you for a successful career by developing your project management skills and your ability to work independently in the creative industries.
CCIF50868 EXPERIMENTAL FORMATS 5 30 Digital, Technology, Innovation and Business Experimentation is crucial for creativity; it's the engine that drives innovation, helps you discover new possibilities, learn from failures, break norms, and develop a unique voice by testing ideas, exploring different methods, and refining your approach beyond initial assumptions. It transforms ideas into tangible progress, preventing stagnation and leading to fresh, groundbreaking work.Experiential formats take many forms and is so much more than traditional media. It's a multi-disciplinary approach to building an environment that evokes emotions and tells a story. In this module you’ll discover the meaning of ‘Design without Boundaries’ - breaking free from conventional limits to foster innovation, cross-pollinate ideas, and create more holistic, personalised, and globally resonant solutions.
GDEV50015 EXPERIMENTAL GAMEPLAY 5 20 Digital, Technology, Innovation and Business
GDEV50016 EXPERIMENTAL GAMES PRODUCTION 5 20 Digital, Technology, Innovation and Business The history of game design is full of experimentation and innovation, and most game designers love to explore new territories. Recently, there has been a movement toward the design of games that are deliberately experimental, underpinned by a clear and interesting idea. This module will encourage you to attempt to do something new with games. It will help you push forward the frontiers of game design by revealing new mechanics, new patterns of play, and, in the case of a particularly successful game design experiment, reveal entirely new game genres. You will try new ideas, playtest new mechanics, and explore what can be done with games as an art-form.
GDEV60018 EXPERIMENTAL LEVEL DESIGN 6 20 Digital, Technology, Innovation and Business In experimental level design you will craft a single player experience focused on a specific existing game mechanic. You will develop a range of skills including 2D map making, greyboxing, understanding fundamental level design knowledge, and other industry techniques that will develop are applicable to making fun and interesting levels for a range of games.
CCIF50869 EXPERIMENTAL MUSIC AND SOUND ART 5 30 Digital, Technology, Innovation and Business Break the rules. Explore sound. Find your voice.This module invites you to experiment beyond traditional music-making, exploring sound as art through creative technology, listening, collaboration, and bold ideas. You’ll analyse influential experimental works, play with unconventional tools and techniques, and develop your own artistic practice while working with others in a supportive, creative environment. Perfect for students who want to push boundaries and discover new ways of thinking about music and sound.
GDEV50018 EXPERIMENTAL SYSTEMS 5 20 Digital, Technology, Innovation and Business This module will explore mixed reality and experimental technology for games, critically understanding the theoretical backing of mixed reality interactions, risks and techniques. Implementation will be performed using suitable game development engine, appropriate tools and hardware, for a mixed reality platform.
GRAP40115 EXPLORATION: MARK MAKING 4 30 Digital, Technology, Innovation and Business Ready to discover your visual voice as an illustrator? This Level 4 module introduces you to the foundations of illustration and its place within the creative industries. Through a series of practical briefs, you’ll experiment with drawing, mark making, printmaking, life drawing, and both traditional and digital image-making. You’ll develop observation, research, and visual problem-solving skills while building confidence in your own visual language. The module supports your progression into visual communication study and creative practice.
GRAP40116 EXPLORATION: VISUAL STORYTELLING 4 30 Digital, Technology, Innovation and Business How do images tell stories and communicate meaning across platforms? In this module, you’ll build on your illustration practice by exploring visual storytelling and sequential image-making. Through experimental briefs, you’ll develop narrative, character, composition, colour, and pacing while working across traditional, digital, and hybrid media. You’ll explore how different media shape meaning, including animation principles and storyboarding, to expand your visual language. The module strengthens your creative thinking and problem-solving skills, supporting your progression in illustration and visual communication practice.
CCIF50861 EXPLORATIVE PRACTICE 5 40 Digital, Technology, Innovation and Business This module empowers you to create a project tailored to your career or academic aspirations. You’ll develop a comprehensive proposal for an industry-related or academic project, conducting detailed research on relevant opportunities, costs, and potential funding. Your project should include a realistic timeline, defined outcomes, and demonstrate how it will impact your professional growth. By aligning your work with industry standards, you’ll enhance your prospects for further study or a successful career in the Creative Arts, supported by guidance from academic and industry experts.
ARCH40003 EXPLORATORY DESIGN - STUDIO 1 4 20 Digital, Technology, Innovation and Business
CCIF30170 EXPLORING CONTEXT & CULTURE 3 30 Digital, Technology, Innovation and Business This module introduces you to the cultural, historical, and social contexts that influence creative work. Through lectures, discussions, and research activities, you will explore themes such as identity, representation, subcultures, and creative movements. Early in the module, you will take part in a short team challenge to build confidence and connections with peers. The module develops essential research, writing, and study skills needed for higher education and creative practice.
MUSI50648 EXPLORING MUSIC AND SOUND PRODUCTION PRACTICES 5 30 Digital, Technology, Innovation and Business Record with confidence. Mix with precision. Work like a professional.This module takes your studio skills to the next level, preparing you to work independently in modern recording environments. You’ll master multi-track recording, advanced editing, and industry-standard mixing techniques using professional DAWs, analogue desks, and outboard gear. By combining hands-on studio practice with an understanding of the technology and history behind modern production, you’ll develop the technical control and creative confidence needed to deliver polished, commercial-quality mixes.
BUSM50015 EXPLORING THE EVENTSCAPE 5 20 Digital, Technology, Innovation and Business This module appraises current and future practices and trends that impact and influence the events industry. In so doing, the module evaluates global events and their fundamental interrelationships with the socio-cultural and political condition of contemporary society.
BUSS30010 EXTERNAL BUSINESS ENVIROMENTS 3 20 Digital, Technology, Innovation and Business In this module you will consider the external business environment and the impact of competition, cultural demographics, environmental issues, and concepts of free and fair trade and what this means for business.
BUSS30004 EXTERNAL BUSINESS ENVIROMENTS 3 20 Digital, Technology, Innovation and Business In this module you will consider the external business environment and the impact of competition, cultural demographics, environmental issues, and concepts of free and fair trade and what this means for business.
FASH50011 FASHION FUTURES 5 30 Digital, Technology, Innovation and Business This module supports you in developing an independent, industry-facing project that reflects your personal interests, emerging professional identity and career ambitions. You will shape the direction of your work with tutor support, integrate research with creative practice, and build a focused body of work aligned to your chosen specialism. Through reflection, presentation and critical engagement, you’ll strengthen your confidence, clarify your goals and prepare for progression into higher-level study and future fashion careers.
FASH40011 FASHION IN CONTEXT 4 30 Digital, Technology, Innovation and Business In this module, you will explore how fashion trends are created, communicated and shaped across global markets, from avant-garde design to high-street and digital platforms. Through primary and secondary research, you will investigate the fashion industry from concept to consumer while developing creative responses to briefs. You will also gain early awareness of fashion roles, professional practice and transferable skills, building a strong foundation for progression into higher-level fashion study and future creative careers.
FILM40244 FICTION FILMMAKING 4 30 Digital, Technology, Innovation and Business The modules provide you with an opportunity to learn about fiction filmmaking by making a short fiction film. You will develop your theoretical, practical and technical understanding of fiction filmmaking practice. Building on your previous filmmaking experience you will engage in the development, pre-production, production and post-production aspects of fiction filmmaking. You will develop confidence through working with actors and build production skills through crewing for each other on location and in the studio environment.
GAME30509 FIGURE DRAWING DEVELOPMENT 3 20 Digital, Technology, Innovation and Business Students will learn how to look and observe with artistic intent to reproduce using traditional methods. They will learn to assess light and shadow, capturing shape and form through observation, and creating interesting concepts based on their observations. They will also learn how to self-critique and evaluate their progress.
FILM50637 FILM AND TELEVISION EMPLOYMENT PROJECT 5 20 Digital, Technology, Innovation and Business Film and Television Employment Project explores:Personal promotion for a career in film and television Job opportunities in film and television Rates of pay Conditions of employment and tax Starting a production company Creating an engaging showreel
FILM40237 FILM AND TELEVISION RESEARCH PROJECT 4 20 Digital, Technology, Innovation and Business Film and Television Research Project provides you with an opportunity to explore in depth an area of the film and television media industries which interests you. Whether you choose to disseminate your work through a traditional written output, a video essay.
CCIF61049 FINAL MAJOR PROJECT IN DESIGN CRAFT 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61050 FINAL MAJOR PROJECT IN FASHION 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61052 FINAL MAJOR PROJECT IN FINE ART 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61054 FINAL MAJOR PROJECT IN GRAPHIC DESIGN 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61055 FINAL MAJOR PROJECT IN ILLUSTRATION 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61053 FINAL MAJOR PROJECT IN MOVING IMAGE 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61056 FINAL MAJOR PROJECT IN PERFORMING ARTS 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61051 FINAL MAJOR PROJECT IN PHOTOGRAPHY 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
CCIF61047 FINAL MAJOR PROJECT IN TEXTILES AND SURFACE PATTERN 6 60 Digital, Technology, Innovation and Business In this module, you'll execute your Final Major Project, refining your initial proposal through practical implementation. Align your project with professional standards—whether it's a client brief, a marketable product, or exhibition work—and conduct comprehensive research to substantiate your approach. Ethical considerations have been addressed through prior submission to the University Ethics Panel. Regular tutorials and seminars will guide you as you document your progress and present your evolving strategies to peers and tutors. This module equips you with essential project management skills and strengthens your professional portfolio, enhancing your readiness for career advancement in your chosen field.
ANIM60165 FINAL MAJOR PROJECT OF ANIMATION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved output. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
PROD60107 FINAL MAJOR PROJECT OF AUTOMOTIVE & TRANSPORT DESIGN 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
TOON60134 FINAL MAJOR PROJECT OF CARTOON AND COMIC ARTS 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FILM60630 FINAL MAJOR PROJECT OF CREATIVE MEDIA PRODUCTION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FASH60018 FINAL MAJOR PROJECT OF FASHION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FASH60015 FINAL MAJOR PROJECT OF FASHION AND TEXTILES 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills within Fashion & Textiles, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FASH60016 FINAL MAJOR PROJECT OF FASHION DESIGN & TECHNOLOGY 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills within Fashion Design & Technology, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FASH60017 FINAL MAJOR PROJECT OF FASHION MARKETING & COMMUNICATION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills within fashion marketing & communication, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FILM60631 FINAL MAJOR PROJECT OF FILM PRODUCTION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop an extensive portfolio of film production outputs that reflect your multidisciplinary filmmaking skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
FINA60199 FINAL MAJOR PROJECT OF FINE ART 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
GRAP60459 FINAL MAJOR PROJECT OF GRAPHIC DESIGN 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
GRAP60458 FINAL MAJOR PROJECT OF ILLUSTRATION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
MUSI60648 FINAL MAJOR PROJECT OF MUSIC PRODUCTION 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
PHOT60667 FINAL MAJOR PROJECT OF PHOTOGRAPHY 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
PROD60108 FINAL MAJOR PROJECT OF PRODUCT, FURNITURE, CERAMICS 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
MUSI60649 FINAL MAJOR PROJECT OF SOUND DESIGN 6 60 Digital, Technology, Innovation and Business In this self-directed module, you’ll develop a major project that reflects your specialist skills, creative ambitions, and professional direction. Through independent research, concept development, and creative outputs, you’ll work through the full cycle of creative practice, from proposal to resolved outcome. You’ll consider audience, context, and industry relevance while refining your work to a professional standard, preparing you for future creative practice or progression within the Creative Industries.
PERF60023 FINAL PERFORMANCE 6 40 Digital, Technology, Innovation and Business A culmination of skills, techniques and theories that have been developed and honed during the course, you are now ready for your final performance as a student before venturing into the industry.
COMP60029 FINAL YEAR PROJECT 6 40 Digital, Technology, Innovation and Business In this module you will prepare a project proposal at the end of Level 5 and complete the project itself in Level 6. This involves identifying a topic of interest, conducting primary and secondary research, including a critical literature review, planning the residue of the work to be done in Level 6, modelling, creating and documenting an artefact that is relevant to your course of study and that is a solution to the problem set out in your proposal, writing a report describing the technical aspects of the project’s model and artefact, the processes involved in the performance of the project, and critically reflecting on the project’s findings and outcomes, and making a presentation of the technical aspects of the project, including a demonstration of the artefact and a critical evaluation of the project outcomes.
ESPO60014 FINAL YEAR PROJECT 6 40 Digital, Technology, Innovation and Business As a capstone to the course, students will conduct a major project, driven by inquiry to innovate in a chosen esports area. Students will be given a strong degree of autonomy over their project topic and the format they wish to conduct it. Some students may choose to conduct a research project and write a dissertation, while others may seek to conduct an esports production or creative work (with an associated written exegesis explaining the work). Students are assessed individually and should have an individual goal they are seeking to achieve through their work, but can collaborate with other students on a broader, overarching project.
TOUR50303 FINANCE AND REVENUE MANAGEMENT IN THE LEISURE INDUSTRY 5 20 Digital, Technology, Innovation and Business You will learn cost accounting for decision and control: Throughout the module you will be introduced to accounting and finance terminology and appreciate your role in yield and revenue management including the aim and strategies of pricing.
ACCT40311 FINANCIAL MANAGEMENT 4 20 Digital, Technology, Innovation and Business You will examine the development of financial strategy within an organisation. The starting point is the main financial objective of a company, which is to maximise shareholder wealth. We look at various financial and non-financial strategies to achieve this objective as well as ensure organisation goal congruence through effective decision making.
ACCT50539 FINANCIAL REPORTING 5 20 Digital, Technology, Innovation and Business You will learn how to apply accounting standards, theoretical frameworks and principles to a range of financial statements including a statement of financial position which conforms with international accounting standards.
ACCT50540 FINTECH AND DIGITALISATION 5 20 Digital, Technology, Innovation and Business Looking forward to solving yesterday’s problems. In this module, you will analyse the ways in which Financial Technology (FinTech) is revolutionising finance. You will gain an appreciation for the role of digitisation in business by exploring concepts such as automation, artificial intelligence and data mining and the challenges and opportunities these concepts present.
TRAN53018 FLIGHT DYNAMICS AND CONTROL 5 20 Digital, Technology, Innovation and Business This module covers the concepts related to aircraft performance, stability and control. With the help of the MATLAB and Simulink introduction tutorial sessions, students will be able to develop an aircraft pitch controller during this module to solve a real-life problem.
ENGG40008 FLUID MECHANICS 4 15 Digital, Technology, Innovation and Business Fluid mechanics is an important subject to engineers of many disciplines, not just those working directly with fluid systems. Mechanical engineers need to understand the principles of hydraulic devices and turbines (wind and water); aeronautical engineers use these concepts to understand flight, while civil engineers concentrate on water supply, sewerage and irrigation.This unit introduces you to the fluid mechanics techniques used in mechanical engineering. The hydraulic devices and systems that incorporate the transmission of hydraulic pressure and forces exerted by a static fluid on immersed surfaces.Topics included in this unit are: pressure and force, submerged surfaces, fluid flow theory, aerodynamics, and hydraulic machinery.On successful completion of this unit you will be able to work with the concept and measurement of viscosity in fluids, and the characteristics of Newtonian and non-Newtonian fluids; examine fluid flow phenomena, including energy conservation, estimation of head loss in pipes and viscous drag; and examine the operational characteristics of hydraulic machines, in particular the operating principles of various water turbines and pumps.
MECH33022 FOUNDATION ENGINEERING DESIGN 3 20 Digital, Technology, Innovation and Business This module will enable you to gain understanding, apply knowledge, analyse and evaluate problems and create solutions through a variety of activities. It will including formal lectures and tutorials where software demonstrations and practical exercises will be undertaken. Regular formative feedback for teams as the project work progresses will be provided.
MATH33001 FOUNDATION MATHEMATICS 3 20 Digital, Technology, Innovation and Business Mathematical tools are indispensable in the field of engineering, serving as essential instruments for tackling practical challenges. Engineers are required to possess problem-solving abilities to design and develop systems and ensure their efficiency, precision, and accuracy. Throughout this module, you will explore a diverse range of mathematical techniques, such as numeracy, algebra, trigonometry, and calculus. These tools are designed to enhance your analytical capabilities and increase your problem-solving skills, equipping you with the necessary expertise for engineering tasks.
HRMG40306 FOUNDATIONS OF HUMAN RESOURCE MANAGEMENT 4 20 Digital, Technology, Innovation and Business You will learn about the key and contemporary issues associated with managing people in the workplace. Calling upon literature and research from across the fields of Human Resource Management, Organisational Behaviour and Employment Relations, you will learn the issues affecting the motivation and engagement of employees in the modern workplace.
BUSM40005 FOUNDATIONS OF MANAGEMENT 4 20 Digital, Technology, Innovation and Business This module will draw on interdisciplinary theory and research from the field of management. Specific attention will be given to the study of organisations as social systems; the dynamics of change and survival in organisations; and the relationships between organisations and their environments. Other topics covered will include enhancing personal and organisational effectiveness, improving decision-making skills, and resolving conflicts in the workplace.
PHOT40657 FOUNDATIONS OF PHOTOGRAPHIC PRACTICE 4 30 Digital, Technology, Innovation and Business How do photographic images communicate ideas? This module focuses on the essential building blocks of photographic practice as you explore how to create images that communicate clearly and purposefully. Through the module, you will establish core competencies in camera operation, exposure, visual composition and digital workflow. You will engage with structured tasks that develop your ability to produce coherent images while beginning to articulate a personal approach to practice. This foundational work prepares you for more self-directed creative and technical development across the degree.
FILM40241 FUNDAMENTALS OF CREATIVE MEDIA 4 30 Digital, Technology, Innovation and Business Why are live and pre-recorded creative media content so attractive to viewers? What maintains the attention of listeners and viewers? Television and audio content continues to attract and challenge different audiences through different platforms and listening/viewing practices. Through exploring the key concepts of television and audio-based production, you will produce content to demonstrate your understanding of the visual and sound-based properties, as well as understanding the production roles which contribute to effective outputs. This includes learning about the practical techniques of production within professional studio spaces.
CCIF30171 FUNDAMENTALS OF CREATIVE PRACTICE 3 30 Digital, Technology, Innovation and Business This module introduces you to the core practical skills, tools, and studio habits used across creative disciplines. You will experiment with materials, techniques, digital tools, and processes through guided workshops and practical tasks. Emphasis is placed on exploration, safe studio practice, and learning through doing. By building a foundational portfolio and developing reflective habits, this module prepares you for more independent creative work and progression into undergraduate study.
FASH40010 FUNDAMENTALS OF FASHION & TEXTILES 4 30 Digital, Technology, Innovation and Business This highly practical module introduces the core technical skills required for fashion study and industry practice. Through workshops and independent study, you will explore materials, tools and equipment used in garment construction, pattern cutting, print, styling, CAD and fabric manipulation. You will develop an understanding of fabric properties and how garments are designed, constructed and finished. The module builds a technical portfolio supported by a detailed process notebook, enabling you to document methods, develop industry terminology and establish a strong foundation for future fashion projects and professional practice.
COSE40630 FUNDAMENTALS OF GAME AND GRAPHICAL SYSTEM DEVELOPMENT 4 30 Digital, Technology, Innovation and Business This module will introduce you to C++ programming, the Visual Studio environment and graphical programming techniques. Learn C++ programming by building computer games.
GDEV40007 FUNDAMENTALS OF GAMES DEVELOPMENT 4 20 Digital, Technology, Innovation and Business This module focusses on an understanding of academic principles and portfolio piece development. By begin able to include the learning from other modules is crucial in academia, this module has a focus on that. Bringing together the knowledge and skill gained in other modules over the academic year, students should be able to pitch, plan, develop, test, and publish a solo project to a level 4 portfolio quality standards. The artefact can be a small game, asset pack, or engine tool, which will be technically and suitably aligned for the course expectations of a Game Developer. It is also important to be able to communicate the development process with a potential audience, hence why the development log (DevLog) is also a requirement for this module which will need regular updates.
ACCT40324 FUNDAMENTALS OF MANAGEMENT ACCOUNTING 4 20 Digital, Technology, Innovation and Business All those who work for, or deal with businesses need to understand accounting. This module aims to look at the nature of accounting, exploring the main concepts underpinning management accounting. The main branches of cost accounting and decision making as well as cost minimisation and revenue maximisation are explored using a blend of theory and practice. Also, how to use the metrics for ascertaining business performance and explore the different types of KPIs that help you understand the performance of your organisation or department. The module is aimed at giving you the skills and tools to measure the success of an organisation.
GDEV40009 FUNDAMENTALS OF TECHNICAL DRAWING 4 20 Digital, Technology, Innovation and Business Students will learn how to look and observe with artistic intent to reproduce using digital media. They will learn to assess light and shadow, capturing shape and form through observational drawing, which they will then apply to their own designs. They will learn how to self-critique and evaluate their own progress.
ENGG40009 FUNDAMENTALS OF THERMODYNAMICS AND HEAT ENGINES 4 15 Digital, Technology, Innovation and Business Thermodynamics is one of the most common applications of science in our lives, and it is so much a part of our daily life that it is often taken for granted. For example, when driving your car you know that the fuel you put into the tank is converted into energy to propel the vehicle, and the heat produced by burning gas when cooking will produce steam which can lift the lid of the pan. These are examples of thermodynamics, which is the study of the dynamics and behaviour of energy and its manifestations.This unit introduces you to the principles and concepts of thermodynamics and its application in modern engineering.On successful completion of this unit you will be able to investigate fundamental thermodynamic systems and their properties, apply the steady flow energy equation to plant equipment, examine the principles of heat transfer to industrial applications, and determine the performance of internal combustion engines.
ENGG51012 FURTHER ELECTRICAL MACHINES AND DRIVES 5 15 Digital, Technology, Innovation and Business Electric machines are the most common devices used to perform the actuator function in an industrial control loop. They are an indispensable part of engineering processes and are the workhorse in both commercial and industrial applications.The aim of this unit is to continue developing the skills in the use and application of electrical machines, particularly direct current (DC) and alternating current (AC) drives.Among the topics included in this unit are: an introduction to electrical machines and drives, and their characteristics, starting and braking, loading conditions, ratings, and their control.On successful completion of this unit you will be able to explain the operation of different motors used in industry, describe the different types of industrial drives used in various disciplines, assess the importance of electrical machines and their drives for a given industrial application, analyse their performances and suggest appropriate solutions using a variety of possible methods.
ENGG51017 FURTHER ELECTRICAL, ELECTRONIC AND DIGITAL PRINCIPLES 5 15 Digital, Technology, Innovation and Business Almost every aspect of our lives relies on electrical powered, electronically controlled machines and devices, many of them digital in format. To properly understand how to make the most efficient use of these devices in a safe and economical way, it is vital to have a thorough knowledge of the underlying principles on which they rely.This unit builds on the preliminary techniques and skills introduced in Unit 19: Electrical, Electronic and Unit 20: Digital Principles.The emphasis in this unit will be in developing a structured approach to the analysis of AC single-phase and three-phase powered circuitry. This will help you to arrive at the solution in the most efficient way, with the greatest probability of it being correct. In addition, you will be introduced to the expanding use of computers, using specialised software to solve electrical, electronic and digital circuits. This will allow you to develop the necessary confidence and competence in the four key areas of mathematical techniques, circuit analysis, circuit simulation and laboratory practice.Successful completion of this unit will enable you to cope with increasingly complex problems and prepare you for the challenge of Level 6 academic programmes.
ENGG51010 FURTHER MATHEMATICS 5 15 Digital, Technology, Innovation and Business The understanding of more advanced mathematics is important within an engineering curriculum to support and broaden abilities within the applied subjects at the core of all engineering programmes. You are introduced to additional topics that will be relevant to you as you progress to the next level of your studies, advancing your knowledge of the underpinning mathematics gained in Unit 2: Engineering Maths.The unit will prepare you to analyse and model engineering situations using mathematical techniques. Among the topics included in this unit are: number theory, complex numbers, matrix theory, linear equations, numerical integration, numerical differentiation, and graphical representations of curves for estimation within an engineering context. Finally, you will expand your knowledge of calculus to discover how to model and solve engineering problems using first and second order differential equations.On successful completion of this unit you will be able to use applications of number theory in practical engineering situations, solve systems of linear equations relevant to engineering applications using matrix methods, approximate solutions of contextualised examples with graphical and numerical methods, and review models of engineering systems using ordinary differential equations.
ENGG51011 FURTHER PROGRAMMABLE LOGIC CONTROLLERS (PLCs) 5 15 Digital, Technology, Innovation and Business Programmable Logic Controllers (PLCs) were invented by the American Richard (‘Dick’) Morley in 1969, to be used in the manufacture of cars. Prior to that date production lines had been controlled by a mass of hard-wired relays. Using programmable devices in their place meant that changes in production could be implemented much faster without the need to rewire control circuits.The aim of this unit is to further develop your skills in the use of PLCs and their specific applications within engineering and manufacturing. Among the topics included in this unit are: device interface methods, PLC signal processing and communications with other devices, PLC programming methodology and alternative programmable control devices.On successful completion of this unit you will be able to research the design, selection and use of PLCs as part of a larger system, programme a PLC to solve an industrial process problem for a given application and illustrate the alternative strategies for using other available types of programmable control devices.
COMP50068 FURTHER PROGRAMMING 5 20 Digital, Technology, Innovation and Business In this module, you will build on the foundation laid in Level 4 by learning a new paradigm of programming in the form of a graphical data-flow language used in real-time industrial control systems and Robotics using the LabVIEW environment. This will add a degree of sophistication to the coding skills you have already gained and alternative approaches to coding solutions. You will also learn about interacting with inputs and sensors with embedded real-time systems.
ENGG51009 FURTHER THERMODYNAMICS 5 15 Digital, Technology, Innovation and Business From the refrigerators that we use in our homes to the colossal power stations that generate the electricity we use and provide power to industry, the significance that thermodynamics plays in the 21st century cannot be underestimated.The aim of this unit is to build on the techniques explored in Unit 13: Fundamentals of Thermodynamics and Heat Engines, to develop further your skills in applied thermodynamics by investigating the relationships between theory and practice.Among the topics included in this unit are: heat pumps and refrigeration, performance of air compressors, steam power plant and gas turbines.On successful completion of this unit you will be able to determine the performance and operation of heat pumps and refrigeration systems, review the applications and efficiency of industrial compressors, use charts and/or tables to determine steam plant parameters and characteristics, describe the operation of gas turbines and assess their efficiency
FILM50647 FUTURE FILMMAKING 5 30 Digital, Technology, Innovation and Business You will develop professional identity through the production of a short film that is appropriate to your chosen career pathway. In addition to expanding your creative and technical storytelling skills, you will develop a broader understanding of professional freelance filmmaking and associated entrepreneurial skills. You will apply your freelancer skills to develop your network within the course community. You will network with Level 6 students and find appropriate crewing opportunities on their final year projects.
GDEV50025 GAME ARTIFICIAL INTELLIGENCE 5 20 Digital, Technology, Innovation and Business What are fundamental Artificial Intelligence skills a student needs to build their own games and enter the games industry? Game Artificial Intelligence addresses this question and provides the knowledge and practical skills in four key areas: Research, Steering behaviours, Pathfinding (i.e. A*) and Decision Making. The module assessment challenges you to understand the importance of not just implementing AI algorithms, but also to engage in problem solving and research into the state-of-the-art AI methods employed in industry.
GDEV50031 GAME AUDIO 5 20 Digital, Technology, Innovation and Business
GDEV50019 GAME ENGINES AND ANIMATION SYSTEMS 5 20 Digital, Technology, Innovation and Business You will learn and understand how to create playable characters with dynamic animations inside of Unreal Engine, making use of Motion Capture and real-time technologies.
GDEV40010 GAME PROTOTYPING 4 20 Digital, Technology, Innovation and Business You will be taught from scratch how to design, develop and enhance your own early-stage game prototypes using prototyping techniques and scripting in an industry-standard game engine. This will include how to manage your time effectively.
GDEV50021 GAMEPLAY AND QUEST DESIGN 5 20 Digital, Technology, Innovation and Business This module focuses on working with game prototypes and industry standard documentation. You'll develop skills in the field of games design, level design and game engines resulting in games design documentation, playable projects and demo videos.
GDEV50050 GAMEPLAY AND QUEST DESIGN IMPLEMENTATION 5 20 Digital, Technology, Innovation and Business This module focuses on working with game prototypes and industry standard documentation. You'll develop skills in the field of games design, level design and game engines resulting in games design documentation, playable projects and demo videos.
GDEV60019 GAMES ART AND CONCEPTS LIVE BRIEF AND EMPLOYABILITY 6 20 Digital, Technology, Innovation and Business This module gives you an opportunity to focus your studies on developing an industry standard portfolio piece of Games Art or Concept Art in answer to a given or live brief from the industry e.g., a Games Studio.
GAME30510 GAMES DESIGN FOUNDATIONS 3 20 Digital, Technology, Innovation and Business This module introduces students to the process of game design and creation. Students will learn how to design great gameplay experiences in the form of levels and game mechanics. This is achieved by exploring existing game design theory, deconstructing existing games, and producing clear, professional game design documentation.
GDEV60001 GAMES DEVELOPMENT PROJECT 6 40 Digital, Technology, Innovation and Business The Games Development Project module gives students an opportunity to undertake an in-depth piece of research testing and analysis or a high-quality artefact, ready for their portfolio. You can focus your studies on your career aspirations. Whether it's stylised game characters, stalking AI monsters, procedural environments, immersive level design, or a concept for futuristic vehicles. The project allows you the opportunity to work with a supervisor and tailor the project to you. Your supervisor will be your guide and project manager. Supporting you in your journey to create a highly developed outcome with industry standard software whilst receiving lectures on portfolio development and employability.
COSE40638 GAMES ENGINE CREATION 4 30 Digital, Technology, Innovation and Business 2D games require very different techniques than 3D games. In this module you will not only learn and enhance your C++ programming but you will also learn how plan and build a 2D game using SDL. You will also have the ability to bring in skills you learn from other first year modules setting you on a good pathway for future games programming and development modules.
GAME30511 GAMES ENGINE FOUNDATIONS 3 20 Digital, Technology, Innovation and Business This module introduces students to games development using games engines. By utilising existing game frameworks, students will learn the foundations of level creation and scripting in Unreal Engine.
GDEV50020 GAMES MATERIALS AND SURFACING 5 20 Digital, Technology, Innovation and Business This module will give you the opportunity to produce procedural texture assets to the standards of the Games Industry. You will learn how to create realistic surfaces using industry standard software packages to simulate realism.
MECH53039 GEOTECHNICS AND SOIL MECHANICS 5 40 Digital, Technology, Innovation and Business
ENVI40001 GLOBAL CHALLENGES AND OPPORTUNITIES 4 20 Digital, Technology, Innovation and Business Many of the challenges facing humankind are complex: poverty, malnutrition, gender equality, decarbonisation, pollution. All require multi-discipline approaches. This module uses an exciting range of socio-economic and environmental topics such as plastic pollution, gender LBQT equality, industrialisation of farming, biodiversity loss, desertification to demonstrate how sustainable development can benefit both people and the planet. We use case studies (China, India) to explore how the UN Sustainable Development Goals can be enacted. You get to explore a challenge of particular interest to you and work with your peers to present your ideas and to reflect on progress.
ESPO60016 GLOBAL ESPORTS 6 20 Digital, Technology, Innovation and Business The esports industry has seen substantial growth globally over the past decade, however this growth has not always been even. With many different industry and cultural practices developing across different platforms, games and regions, it has become crucial to critically frame this emerging ecosystem globally. This module gives critical focus to esports issues both at global and local levels, with attention to inclusivity, governance, and cultures.
TOUR40129 GLOBAL VISITOR ECONOMY 4 20 Digital, Technology, Innovation and Business Where do you envisage yourself in the future? The module will introduce the vast, ever changing, booming tourism and events industry on a global scale. In this module you will gain knowledge and understanding of the Tourism and Events industries as a whole, giving you the opportunity to see how extensive the industry is and its impactful contribution on a global social, economic and environmental scale. Think big…your journey starts here!
TOUR50305 GLOBALISATION, TOURISM AND DEVELOPMENT 5 20 Digital, Technology, Innovation and Business Tourism has experienced continued expansion and diversification, to become one of the largest fastest-growing economic sectors in the world. As destinations invest in tourism, this has enabled socio-economic progress resulting in job creation and enterprise, export revenues and infrastructure development. But, has this impacted destinations positively or negatively? This module will allow you to look at the impact tourism has on destinations, leisure and culture across the globe.
BMAS50006 GOVERNANCE AND CLIMATE CHANGE 5 20 Digital, Technology, Innovation and Business Climate change is one of the major challenges facing humanity, and we are at a pivotal moment in the climate emergency. This module aims to provide students with an understanding of the topic of climate change governance as the process of steering and enabling collective action to address governance failures, strengthen incentives and build capability for climate action. The module intends to further explore these issues and to develop critical perspectives by introducing students to the local and global actors, institutions, and decision-making structures that deal with the impacts of climate change on both the national and international levels. Students will gain an overview of mitigation and adaptation responses to climate change and opportunities for further positive transformation and examine how climate action pertains to several United Nations (UN) sustainable development goals. This knowledge underpins the activity delivered in this course toward both climate justice and sustainable development.
ENVI50001 GOVERNANCE AND CLIMATE CHANGE 5 20 Health, Education, Policing and Sciences
BMAS50003 GOVERNANCE AND CLIMATE CHANGE 5 20 Digital, Technology, Innovation and Business The module aims to encourage students to engage in current debates about the role of business in addressing climate change at the regional, national and global levels. The module will examine important concepts such as carbon footprints, offsetting, free market vs command and control approaches, green-washing and the development of ‘Environmental, Social, Governance’ reporting. These concepts will be illustrated with case studies that highlight best practice governance and highlight the risks when companies get it ‘wrong’. Careers, work-placements and jobs information in the topic areas will also be covered in this module.
GDEV50022 HAND KEYED ANIMATION 5 20 Digital, Technology, Innovation and Business This module introduces students to hand key-framed animation that can be used in a number of different contexts such as game animation and cinematics. Students will move through the complete animation pipeline to develop animations that convey various core principals and demonstrate knowledge in how to recreate physically accurate animations suitable for games.
GDEV50035 HARD SURFACE 3D VEHICLE PRODUCTION 5 20 Digital, Technology, Innovation and Business This module focuses on learning techniques to produce vehicle models for Games. Students will produce a portfolio of vehicle assets and implement them into a games engine.
GDEV50023 HARD SURFACE 3D WEAPON PRODUCTION 5 20 Digital, Technology, Innovation and Business Within this module students will learn to create hard surface weapons based on an existing/specific game titles and/or real-world designs. Students will learn a streamlined development processes used in the development and production of game ready weapons. On completion of this module students will be able to demonstrate effective hard surface modelling techniques, produce visually accurate models’ representative of design references with supporting texture maps and materials.
COMP50069 HARDWARE, MICRO-CONTROLLERS AND SENSORS 5 20 Digital, Technology, Innovation and Business This module enables you to apply your skills in programming of micro-controllers as used in IOT systems to a typical industrial graduate project scenario. You will use turn-key products to rapidly produce a professional solution. The module takes both a theoretical and practical focus with industry always taking the predominant focus. You will study the subject from many angles through practical case studies and scenarios.
GDEV60021 HERO PROP DIORAMA 6 20 Digital, Technology, Innovation and Business This module covers the skills to produce a small-scale environment piece in the form of a diorama. You will learn to model and texture a variety of models/props for an in-engine scene which demonstrates a sense of worldbuilding and artistic direction.
CCIF40848 HISTORICAL AND CONTEMPORARY CONTEXT 4 40 Digital, Technology, Innovation and Business How do contemporary practitioners navigate the dynamic landscape of the creative industries? In this module, you'll delve into a success story within your field, evaluating its achievements and presenting your findings. You will explore how historical influences, legislation, and ethics shape current trends, and consider future developments in design. By reflecting on the social and political contexts of your work, you will enhance your understanding of cultural expectations and refine your analytical skills. This module bridges design theory with practical application, preparing you for professional projects that address real-world needs in diverse creative settings.
ESPO30006 HISTORY OF COMPETITIVE GAMING 3 40 Digital, Technology, Innovation and Business Discover the origin of play and how it developed into different forms of competitive gaming. Exploring how competitiveness originated, we will identify key principles of play across eras and how this transitioned through different mediums into the computer games we see on our screens today.
TOUR40133 HOSPITALITY AND HOTEL MANAGEMENT 4 20 Digital, Technology, Innovation and Business The UN World Tourism Organization (UNWTO) has identified that the industry has had continued growth and diversification to become one of the fastest-growing industries worldwide since COVID.¿Hospitality and Hotel Management is a key contributor to the industry and being one of the most changing sectors, it is key that students have the knowledge and understanding to take forward into real-life work practices. Taking this onboard, studying this module will give you an insight in to the ever changing Hospitality and Hotel Management industry looking at concepts and theories whilst being able to put these in to practice on your placement and seeing them at industry level.
CCIF50874 HYBRID PRODUCTION METHODS 5 30 Digital, Technology, Innovation and Business Harness leading edge technologies to expand the scope, impact, reach and potential of your creative work. Professional agility and the transferability of your skills will be the critical flexibility you will need to offer as a creative navigating a rapidly changing and evolving employment and technological landscape. This module will help you build the knowledge and skills you need to thrive in this space.
PHOT40658 IMAGE TECHNOLOGIES 4 30 Digital, Technology, Innovation and Business What technical knowledge underpins effective photographic practice? You will advance your understanding of studio lighting, medium- and large-format analogue systems, and structured technical workflows. Through short iterative exercises, you will apply disciplined testing methods and document your findings in a research and process folder. This module strengthens your technical proficiency and underpins more complex image-making in subsequent stages of the course.
PHOT40653 IMAGE TECHNOLOGIES 1 4 20 Digital, Technology, Innovation and Business This module provides an introduction to the basics of photographic craft utilising both digital and analogue imaging skills, lens choices and focal lengths, the principles of the exposure triangle utilising lens aperture, depth of field and shutter speeds, and working with a variety of light sources and colour temperatures to achieve a range of visual outcomes. Workshops and tutorials will enable the student to develop a best practice digital workflow, understanding various file formats, file naming, selecting, editing and the creation of contact sheets. Students will develop the ability to work with RAW files and understand conversions, compression and reproduction to A4 prints.You will be taught through a mixture of lectures, technical instructions and practical workshop-based deliveries. The technical instruction component to this module constitutes the Health and Safety pre-requisites that allows you loan provision for the particular cameras covered and access to all computer workshops.
PHOT40655 IMAGE TECHNOLOGIES 2 4 20 Digital, Technology, Innovation and Business Building upon Image Technologies 1, this module extends the understanding of photographic craft through the application of studio and location lighting as well as by providing the opportunity to extend your skills in analogue (film) processes. Through studio workshops you will be instructed in studio lighting skills. On location, you will learn to apply location lighting techniques, mixing flash technology with ambient light for a variety of effects and uses. This will include battery-operated strobe lights used with total manual control as well as on-camera flash.You will be introduced to medium and large format analogue (film) cameras and the black and white darkroom. You will be taught through a mixture of lectures, technical instruction, and practical workshop-based delivery. The technical instruction component to this module constitutes the Health and Safety prerequisites that allow you loan provision for the particular equipment covered and access to the black and white darkroom.
PHOT60661 INDIVIDUAL PRACTICE 1: EXPLORATIONS 6 40 Digital, Technology, Innovation and Business Individual Practice1: Explorations is a practice-based module of photographic work and related research that will contribute to and define the framework for the production and implementation of work for a Degree Show made in the Individual Practice 2: Consolidations module in Semester 2.Levels Four and Five of the Photography award have provided opportunities for you to practise different kinds of photographing and to amass a considerable range of technical skills. The making of photographs has been related to visual communication throughout the award and the importance of critical thinking emphasised as crucial to your intellectual development and understanding. As you enter Level Six it is expected that you will have professional and/or personal ambitions for your photographic interests. This module provides the opportunity for you to explore and develop those areas of particular interest and to refine your skills further. Each student proposes an area of practical and research study that can demonstrate and expand upon the knowledge and experience gained in previous studies. Every student's programme of study is mentored and evaluated individually through constant discussion and feedback between the student, your peers and supervising tutor/s.As part of this area of study the essay asks that an informed critical perspective be fully considered in relationship to a chosen theme, issue, or question. This may or may not be related to your practical work for the module. The emphasis is on formulating a critical perspective rather than a survey or purely descriptive piece of writing, providing a structured and coherent analysis supported by properly referenced (Harvard) visual and textual sources. Like the practice-based work supervisory feedback is structured throughout the module. It is expected that this writing will expand understanding of photographic practice/s and practitioners beyond what you are familiar with, through rigorous visual and text-based research pertaining to the concerns identified. The essay should provide an informed and well-researched work fully supported by carefully selected and properly captioned illustrations. The essay must be to a high academic standard including a bibliography and using Harvard Style referencing throughout.
PHOT60663 INDIVIDUAL PRACTICE 2: CONSOLIDATIONS 6 40 Digital, Technology, Innovation and Business Working within the framework set up from the Individual Practice 1: Explorations module, you will be engaged with the production and implementation of your self-initiated programme of photographic work. With tutorial support, you will continue the research and experimentation work begun in the last module, but this will now be focused with a much clearer sense of direction. You will be working towards the Degree Show and moving from the research and experimentation phase through to development and implementation.You will need to maintain an adventurous, risk-taking attitude while engaging with the realistic acknowledgement of the constraints imposed by time, space, people, and institutions. You will consider your practice in relation to a potential career direction and or/ personal fulfilment, and this will inform the compilation of your portfolio and the form of your final exhibition. You will ensure that the end result of your final year's work is based as little as possible on speculation and as much as possible on the knowledge gained from trial, error and adjustment. It is very important that you continue to inform your practice through reading, research, and the analysis of photographs from appropriate sources, as this material will form the basis of a Final Evaluative Practice Document.
COMP30025 INDIVIDUAL PROJECT 3 20 Digital, Technology, Innovation and Business Working in Teams on Projects is what so much of computing is about, this module given you the opportunity to develop your team working skills. You will explore some of the theories about teams and group work and importantly use them to inform your behaviour whilst working on a group project. You will identify an organisation or opportunity to base your work around and produce a prototype application to support their activity. Groups will be made up of students with interests in many areas of computing so the chance to draw on each others interests will enhance the potential solutions to the organisations you work with. Finally you will reflect on the successes and challenges of working in groups with an increased toolset for future collaborative activity.
ENGG51013 INDUSTRIAL POWER, ELECTRONICS AND STORAGE 5 15 Digital, Technology, Innovation and Business This unit presents a wide-ranging introduction to the field of existing and renewable energy systems. There are many alternative sources of energy (some ‘green’) which can be converted to an electrical form, providing energy for transport, heat/cooling and lighting, as well as energy for various industrial processes and applications.Power electronic converters are an essential component of renewable and distributed energy sources, including wind turbines, photovoltaics, marine energy systems and energy storage systems. It is necessary to gain a clear understanding of, and be able to examine, the technical implications of providing sustainable electrical energy to meet the energy demand of the future.The unit will also explore the potential impacts of climate change and why more, and different forms of, sustainable energy sources are required together with the need for energy efficiency measures.By the end of this unit you will be able to examine the technological concepts behind providing a sustainable electrical energy supply for the future. You will also be able to describe how the fundamental technical and economic processes and drivers at play in the electrical power industry affect the selection and use of energy sources.
CCIF50862 INDUSTRY COMMUNICATION 5 20 Digital, Technology, Innovation and Business In this module, you’ll develop a diverse portfolio that includes annotated examples of your work across different contexts and purposes, showcasing your ability to communicate effectively within your chosen specialism. You’ll also write a 1,000-word report analysing a key movement, designer, artist, or practitioner who has influenced your field. This report will highlight how their work has shaped contemporary practices and its relevance to your projects. By the end of this module, you’ll have a compelling portfolio and a deep understanding of influential elements within your specialism, enhancing your readiness for a professional career or further study in the creative industries.
CCIF61044 INDUSTRY INVESTIGATION 6 20 Digital, Technology, Innovation and Business This module empowers you to select a compelling topic within your field to craft a detailed report or extended essay showcasing your expertise in a global market context. With guidance from your tutor, you will define a focused research path suitable for the final year of an Honours degree, reflecting your personal and disciplinary interests. Through structured research activities, encompassing creative practice, theory, management, and/or history, you will employ both primary and secondary research methods to produce a professional academic work. This module culminates in a well-supported written piece that contributes to your professional development and aligns with your career goals.
GDEV50051 INDUSTRY PERSPECTIVES 5 20 Digital, Technology, Innovation and Business Implementing a live brief that has been set by industry, students will work in a group comprised of mixed disciplines to mimic a games development studio. They will work together to create the project’s vertical slice.
ESPO50014 INDUSTRY PROFESSIONAL SKILLS & PRACTICE 5 20 Digital, Technology, Innovation and Business Define your journey to the esports industry, or where else you may take your career in life after university. In this module students will be encouraged to identify their career pathway in a specialised area, and where that might lead them. Students will develop their professional portfolio and learn key skills that will enhance their employability skills with support from the university’s careers team.
FASH50010 INDUSTRY: BUSINESS AND PRACTICE 5 30 Digital, Technology, Innovation and Business This module helps you explore the wide range of career pathways across the fashion sector, from design, buying and styling to marketing, production and brand management. You will investigate industry roles, professional skills and real-world working practices, then develop a creative project based on a chosen career direction. By combining industry research with practical application, you will build professional awareness, transferable skills and confidence to support your future career in fashion.
BUSM60014 INNOVATIVE CHANGE MANAGEMENT 6 20 Digital, Technology, Innovation and Business In this module, you will explore the dynamics of organisational change and how firms can leverage innovative business models to compete in a changing world. The business environment is dynamic in nature and business managers are faced with a multitude of challenges which require them to continually adapt and change in an effective manner. You will learn the skills and practical tools for planning and managing organisational transformations which could include turnarounds, cultural changes and strategic shifts.
BIAE60001 INNOVATIVE CHANGE MANAGEMENT 6 20 Digital, Technology, Innovation and Business Disruption is at the heart of the 4th industrial revolution. In this module, you will explore the dynamics of organisational change and how firms can leverage innovative business models to compete in a world more mindful of its natural environment.
BUSM60018 INNOVATIVE CHANGE MANAGEMENT 6 20 Digital, Technology, Innovation and Business In this module, you will explore the dynamics of organisational change and how firms can leverage innovative business models to compete in a changing world. The business environment is dynamic in nature and business managers are faced with a multitude of challenges which require them to continually adapt and change in an effective manner. You will learn the skills and practical tools for planning and managing organisational transformations which could include turnarounds, cultural changes and strategic shifts.
BUSM60027 INNOVATIVE CHANGE MANAGEMENT (DL) 6 20 Digital, Technology, Innovation and Business
PERF40034 INTEGRATED PERFORMANCE 4 40 Digital, Technology, Innovation and Business Working with a professional team of creatives you will rehearse and perform a contemporary musical theatre production. This will give you an opportunity to apply the skills and techniques developed during your level 4 studies, work to professional industry standards and perform to a ‘live’ audience.
GDEV60036 INTERACTIVE STORYTELLING 6 20 Digital, Technology, Innovation and Business As you approach the end of your academic journey, it’s time to showcase your skills in this capstone project. This module will provide you with the opportunity to take everything you’ve learned during your university experience and apply it to an interactive narrative level. The development of this narrative level will see you applying transferrable design skills from Narrative, Level, UI, and Audio fields to create a highly polished short gameplay piece that will stand out on your portfolio.¿
COMP50070 INTERFACE DESIGN AND USER EXPERIENCE 5 20 Digital, Technology, Innovation and Business Within this module you will explore what makes a good user experience, and how that experience differs depending on the device and the user. Furthermore, you will discover usability testing methods and design guidelines used within the creation and design of applications, as well as any ethical, legal and social impacts of ubiquitous applications. You will use current technologies to design and create interface prototypes for mobile phones, smart watches, and smart home devices.
GDEV40028 INTRODUCING 3D GAME PROPS: PIPELINE AND PRODUCTION 4 20 Digital, Technology, Innovation and Business This module provides students with a grounding of 3D Modelling and texturing. Students will learn about the fundamentals modelling and texturing process used in the production of Game Art assets and Concept design workflows. The module allows students to produce a variety of models in different artistic stylisations and photo realistic game props. The focus of the module is on good modelling techniques and on producing visual accuracy in proportions, forms and smoothing.
GAME30513 INTRODUCTION INTO GAMES SCHOLARSHIP 3 20 Digital, Technology, Innovation and Business The games industry is a melting pot of different creative and technical roles. In this module, you will begin your journey as a games developer in training, understanding the roles and career opportunities within the games industry and beyond. You will also be exposed to the reality of the industry, exploring the ethical, economic, and societal impact of games. We will also support you in the creation of a career action plan, helping you to develop as an independent learner.
GDEV40012 INTRODUCTION TO ASSET CREATION 4 20 Digital, Technology, Innovation and Business 3D Models populate the games we love to play. Start your journey by learning key 3D Modelling creation skills and implement your assets into a fully working framework. You will build a series of assets and develop a reflective journal as you bring to life a games visuals.
GAME30512 INTRODUCTION TO COLLABORATIVE ENTERPRISE 3 40 Digital, Technology, Innovation and Business Video games are interdisciplinary pieces of interactive art that require a range of specialist skills. The majority of the games that you have played will have been developed by a team of individuals. Games Developers rarely work alone. This module will challenge you to capitalise on your skills and individual creativity while working with a mixed disciplinary team of games developers. Beyond developing a video games artefact, you will be exposed to the tools, practices, and transferable skills required to work effectively as part of a group.
ESPO30008 INTRODUCTION TO ESPORTS MEDIA 3 20 Digital, Technology, Innovation and Business Livestreaming is an integral aspect of the esports sector, and the personalities involved make the industry what it is. In this module, students will examine different livestreaming approaches and build their own profile in order to better understand the process and develop skills related to, and transferable from, livestreaming.
ACCT40309 INTRODUCTION TO FINANCIAL ACCOUNTING 4 20 Digital, Technology, Innovation and Business You will learn how to record the accounting entries, record entries to t-accounts, prepare trial balance, prepare a statement of financial positions and Income Statement.
GDEV40013 INTRODUCTION TO GAMES ANIMATION 4 20 Digital, Technology, Innovation and Business This module introduces students to game animation through planning, application, and problem solving of animations that are finalised and taken into a game engine context.Using a game engine, students will learn how animations are set up and technically implemented into the core mechanics of the game.
GDEV40014 INTRODUCTION TO GAMES DESIGN 4 20 Digital, Technology, Innovation and Business This module introduces students to games design through the analysis, design and implementation of game levels and mechanics.Using a games engine, students will learn how to create game mechanics using scripting, and then implement these mechanics into levels of their own design.
GDEV40026 INTRODUCTION TO GRAPHICS PROGRAMMING 4 20 Digital, Technology, Innovation and Business This module will introduce you to the fundamentals of computer graphics in games and graphical programming techniques applied to games.
ACCT40312 INTRODUCTION TO MANAGEMENT ACCOUNTING 4 20 Digital, Technology, Innovation and Business All those who work for, or deal with businesses need to understand accounting. This module aims to look at the nature of accounting, exploring the main concepts underpinning management accounting. The main branches of cost accounting and decision making as well as cost minimisation and revenue maximisation are explored using a blend of theory and practice. Also, how to use the metrics for ascertaining business performance and explore the different types of KPIs that help you understand the performance of your organisation or department. The module is aimed at giving you the skills and tools to measure the success of an organisation.
GDEV50024 INTRODUCTION TO MECHANICS DESIGN 5 20 Digital, Technology, Innovation and Business You will explore different smoke and mirrors trickery used within the games industry to make games feel better to play. On completion of this module, you will understand how to manipulate your systems to make them feel more fun.
COMP40035 INTRODUCTION TO SOFTWARE DEVELOPMENT 4 40 Digital, Technology, Innovation and Business This module establishes a solid foundation in the basic principles of developing software applications. You will learn the essential skills necessary to give you confidence in designing, implementing, and testing procedural, object-oriented and web-based software solutions. You will be encouraged to develop your intellectual, communicative, and problem-solving skills.
GDEV50001 JUNIOR COLLABORATIVE GAMES DEVELOPMENT 5 20 Digital, Technology, Innovation and Business Students will work in a junior role in a group comprised of students from across the suite of games development courses to mimic a games development studio. They will work with other juniors and level 6 students who take the role of seniors, to make a vertical slice of a game.
GDEV60022 KEYFRAME ILLUSTRATION FOR PRODUCTION 6 20 Digital, Technology, Innovation and Business This is your chance to develop the skill to realise story-driven key frame illustration for Film and games. Using advanced 3D techniques focused on industry standards you will deliver a set of key illustrations to an industry brief the will reflect a narrative brief supplied. The class is focused on developing your skill in interpreting a narrative brief and developing high quality pre-production key frame illustrations that will assist in setting the tonality of a production. The module workshops will teach the principles and theory of how to utilise 3D and 2D tools to your advantage and to assist in the production of high-quality art to build a industry focused portfolio.
BUSM60009 LEADERSHIP AND DEVELOPMENT 6 20 Digital, Technology, Innovation and Business Management development helps organisations build confident and effective managers. This module will help students to better understand their own knowledge skills and recognise behaviours and accomplishments in the workplace. Once you understand the core principles of management development, you can implement a customised plan that works for yourself, your employees and your specific company's needs.
BMAS60001 LEADERSHIP STRATEGY AND SOCIAL IMPACT 6 20 Digital, Technology, Innovation and Business In a sustainable society, courageous leadership is essential when balancing the needs of firms, stakeholders and the environment. In this module, you will explore the legal and ethical challenges leaders face whilst maintaining a profitable business.
BMAS60002 LEADERSHIP STRATEGY AND SOCIAL IMPACT 6 20 Digital, Technology, Innovation and Business
ENGG51016 LEAN MANUFACTURING 5 15 Digital, Technology, Innovation and Business Lean manufacturing is a systematic approach to minimising waste in a manufacturing system, by focusing on the activities that add the most value through the eyes of the customer. The basis of lean manufacturing originated in the car industry and was developed by Toyota in Japan. Lean is now used extensively worldwide, in all types and size of organisation, to improve international competitiveness. It is therefore crucial for manufacturing engineers to be able to design and operate manufacturing systems that employ lean successfully.The aim of this unit is to introduce you to the principles and processes of lean manufacturing, so that you can become an effective and committed practitioner of lean in whatever industry sector you are employed in. To do this, the unit will explore the tools and techniques that are applied by organisations practising lean. You will consider both the benefits and challenges of using lean manufacturing, and become sufficiently knowledgeable about the most important process tools and techniques to be able to operate and use them.Among the topics included in this unit are: scoping and defining lean manufacturing, the benefits and challenges of adopting Lean, The Toyota Production System (TPS), common tools and techniques associated with lean manufacturing and process improvement, and the most appropriate improvement tool(s) to tackle a problem.On successful completion of this unit you will be able to explain the common principles of lean manufacturing, compare the Toyota Production System with the now more widely adopted generic approaches to lean manufacturing, utilise a range of the process improvement tools used within lean manufacturing, and demonstrate effective communication skills in order to lead the process of continuous improvement across an organisation.
MECH43031 LEGAL AND ECONOMIC CONTEXT OF CONSTRUCTION PROJECTS AND MATERIALS 4 20 Digital, Technology, Innovation and Business
GDEV40016 LEVEL ART AND VISUAL STORYTELLING 4 20 Digital, Technology, Innovation and Business This module aims to build the student’s knowledge and skills in visual storytelling. The module looks at the fundamentals of level design, architecture and spatial design to communicate with the player The module will explore Mise-en-scène, set dressing, composition, & environmental storytelling to portray setting, location and theme. The culmination of this is a playable level in Unreal Engine, built using the MegaScans and marketplace assets.
GDEV40017 LIFE DRAWING: ANATOMY AND FUNDAMENTALS 4 20 Digital, Technology, Innovation and Business This module provides practical traditional workshop experience of working from primary sources: a demand invigorated by needs of new industries. It focuses on producing realistic, believable figures that convey appropriate physicality diversity such as body mass, gender, age, strengths, skills, body adornment etc. It also seeks to address to common problem areas such as hands, feet, likeness, and foreshortening /perspective to ultimate give you a vital edge in the competitive job market. This module features regularly clothed and unclothed models and is designed to lead into more specialist character modules adding colour and costume.
GDEV50026 LIFE DRAWING:CHARACTER AND COSTUMES 5 20 Digital, Technology, Innovation and Business Lifedrawing: Colour and Costume adds these features to the practical traditional workshop experience of working from primary sources to enhance an audience’s perception of the reality the student is portraying. It focuses on producing believable characters based on observation and working with our team of professional models. It addresses commonly avoided areas such as a full range of dynamic flesh colours and pose with 360° views. This module features regularly clothed and unclothed models.
ESPO40015 LIVE BROADCAST TECHNOLOGY 4 20 Digital, Technology, Innovation and Business What puts esports broadcasts at the forefront of the industry? What can esports learn from other sectors? These are the questions on the lips of the broadcast crews creating award winning live content to cover the most popular esports games across the globe. In this module, students use dedicated facilities such as our Esports Hub – an interactive broadcast studio packed with industry standard equipment – to work as part of a broadcast team creating broadcasts that would fit in among industry output.
FILM40236 LIVE EVENT PRODUCTION 4 20 Digital, Technology, Innovation and Business Live Event Production will consider the practices and processes of professional event production and use these to inform the development, promotion, management, and execution of a major event on location. Positioning your event in context, you will work collaboratively to develop the digital marketing strategy, audio/visual requirements, and planning. You will learn the professional skills required to enter the industry, including entrepreneurship, leadership skills, awareness of ethical, legal, and compliance issues.
FILM40238 LIVE STUDIO MULTI-CAMERA PRODUCTION 4 40 Digital, Technology, Innovation and Business Live Studio Multi-Camera Production allows you to develop an awareness of studio production roles and responsibilities, undertaking an individual production role in the development and completion of a 30-minute live show. Aligned with industry practice, you will contribute to a collection of production materials to demonstrate the creative, ethical, legal, logistical, and technical aspects of your project.
GDEV60023 LOW-LEVEL GAMEPLAY 6 20 Digital, Technology, Innovation and Business You will remake a classic arcade game with modern practices in a low-level language. This will give you a round-up of everything needed to make a game in a scaled down setting without the extra challenges of designing a whole new game. On completion of the module, you will be better equipped to tackle challenges of modern game design.
GDEV60024 LOW-LEVEL PLATFORM OPTIMISATION 6 20 Digital, Technology, Innovation and Business Low-level Platform Optimisation provides the essential C++ low-level programming skills required for industry. Although the module is game-oriented, the knowledge applied is fundamental to any C++ programming project which requires optimisation and a fundamental knowledge of the underlying performance. The assessment will also test the ability to search for and apply platform specific techniques when porting an application.
COMP60068 LOW-LEVEL, HARDWARE, AND IOT SECURITY 6 20 Digital, Technology, Innovation and Business This module enables you to apply your skills in analysing devices as used in IoT systems to a typical industrial graduate project scenario. You will use turn-key products to rapidly design and deploy a secure solution and document this through sound paper based techniques. You will also present your solution in order to show the design and provide the rationale as to how you got to your final design solution.
COMP50071 MACHINE LEARNING AND AI 5 20 Digital, Technology, Innovation and Business Artificial intelligence (AI) is one of the established fields of computer science that strives to understand the essence of intelligence to compose a new intelligent machine that responds like human intelligence. In recent years, AI in modern business has not only made operations faster and more efficient but has also produced increasingly competitive products. This module establishes a solid understanding of the characteristics and implications which are inherent in the solution of complex, real-world data science and AI-oriented problems. As a student on this module, you will learn to critically evaluate and apply different ML and DM techniques for exemplifying data patterns, as well as using cloud AI services, and professional ML tools to build your AI software solutions. You will also be studying towards your Cloud AI certification.
ESPO50022 MAKING MEDIA MATTER 5 20 Digital, Technology, Innovation and Business Media Matters - media consumption is at an all-time high, so the content you produce and the way you share it is key to success in the modern world of content. How you plan this content, how you capture it, what you film, how you film it and what you do to it after the fact is the real question of what you need to do to make your content successful. A lot of the time, making the most out of each bit of content makes for the highest return of value, so making the media which you produce work for you is vital.
ACCT50541 MANAGEMENT ACCOUNTING 5 20 Digital, Technology, Innovation and Business You will build on the skills you have learnt in your first year and focus on decision-making techniques such as multi-stage cost allocation, marginal and absorption costing, activity-based costing and variance analysis.
ENGG40006 MANAGING A PROFESSIONAL ENGINEERING PROJECT 4 15 Digital, Technology, Innovation and Business The responsibilities of the engineer go far beyond completing the task in hand. Reflecting on their role in a wider ethical, environmental and sustainability context starts the process of becoming a professional engineer – a vial requirement for career progression.Engineers seldom work in isolation and most tasks they undertake require a range of expertise, designing, developing, manufacturing, constructing, operating and maintaining the physical infrastructure and content of our world. The bringing together of these skills, expertise and experience is often managed through the creation of a project.This unit introduces you to the techniques and best practices required to successfully create and manage an engineering project designed to identify a solution to an engineering need. While carrying out this project you will consider the role and function of engineering in our society, the professional duties and responsibilities expected of engineers together with the behaviours that accompany their actions.Among the topics covered in this unit are: roles, responsibilities and behaviours of a professional engineer, planning a project, project management stages, devising solutions, theories and calculations, management using a Gantt chart, evaluation techniques, communication skills, and the creation and presentation of a project Report.On successful completion of this unit you will be able to conceive, plan, develop and execute a successful engineering project, and produce and present a project report outlining and reflecting on the outcomes of each of the project processes and stages. As a result, you will develop skills such as critical thinking, analysis, reasoning, interpretation, decision-making, information literacy, and information and communication technology, and skills in professional and confident self-presentation.
HRMG58632 MANAGING AND DEVELOPING PEOPLE 5 20 Digital, Technology, Innovation and Business You will learn about the key and contemporary issues associated with managing people in the workplace. Calling upon literature and research from across the fields of Human Resource Management, Organisational Behaviour and Employment Relations, you will learn the issues relating to managing and developing people in the modern workplace.
BUSM50013 MANAGING EQUALITY, DIVERSITY AND INCLUSION 5 20 Digital, Technology, Innovation and Business This module introduces students to theories and practices involved in the management of Equality, Diversity, and Inclusion (EDI) in varying contexts, including legislative, societal, and organisational considerations. We focus on key contemporary debates of inequality including gender, race, disability, age, migrant status, social class, and sexual identity both conceptually and in terms of workplace interventions. It further encourages inter-disciplinary thinking by engaging with scholarship in the areas of management studies, organisation theory, social science, feminist theory, critical race theory, post-colonial theory, and queer theory to extend the current understanding of key business issues and broader societal and cultural trends. This multi-layered approach will provide students with an opportunity to critically engage with theory and practice in exploring the organisational processes and contexts which both produce and reinforce inequalities of outcome among underprivileged social groups. Reflecting on the tools at our disposal, we move on to explore organisational strategies, policies, practices, and leadership styles implemented by organisations, together with an assessment of their effectiveness.
DSMM50007 MANAGING GLOBAL DIGITAL BRAND RESPONSIBILITY 5 20 Digital, Technology, Innovation and Business The module will introduce you to the aspects of global/ international digital marketing, ethics and corporate social responsibility. It integrates the theoretical base (necessary for understanding the issues that shape the global business environment) with the ways in which marketers apply marketing concepts to achieve organisational aims in complex global markets.
ESPO50016 MANAGING IN A DIGITAL WORLD 5 20 Digital, Technology, Innovation and Business How do organisations in the digital world communicate and develop? Explore how businesses have transformed through technological advances to thrive in a digital landscape, and how Esports organisations have developed themselves into leading global brands in this context.
BUSS30006 MANAGING PEOPLE FOR PLANET AND PROFIT 3 20 Digital, Technology, Innovation and Business In this module, you will develop your understanding of sustainable management practices in the workplace and in the wider context of organisations.
BUSS30001 MANAGING PEOPLE FOR PLANET AND PROFIT 3 20 Digital, Technology, Innovation and Business In this module, you will develop your understanding of sustainable management practices in the workplace and in the wider context of organisations.
HRMG60054 MANAGING PERFORMANCE AND REWARD 6 20 Digital, Technology, Innovation and Business You will learn about the key and contemporary issues associated with managing pay and performance in the workplace. Calling upon literature and research from across the fields of Human Resource Management, Organisational Behaviour and Employment Relations, you will learn the issues relating to managing pay and performance in the modern workplace
TOUR40130 MANAGING THE CUSTOMER EXPERIENCE 4 20 Digital, Technology, Innovation and Business Customer Satisfaction and service excellence is what we strive for in the visitor economy. The main focus of the module is on developing an understanding of leading and emerging issues in customer service management in visitor attractions and resorts. It will encourage debate from a range of contemporary perspectives and is designed to allow you to consider regional, national and international perspectives. Assessments are practical in nature and will place you at the beating of quality management!!!
MECH53027 MANUFACTURING SYSTEMS AND QUALITY MANAGEMENT 5 20 Digital, Technology, Innovation and Business Are you ready to fine tune your skills to govern the operations of a business? A manufacturing system is any business intended to add value for its customers. This module will introduce you to the main challenges faced by a manufacturing system. You will learn different tools and techniques to control these challenges and make critical decisions using quantitative methods. You will be able to measure the performance of your business in terms of its productivity and will also be able to improve the productivity by identifying and eliminating wastes from the processes. This module will impart you the lifelong skills to critically appraise the quality of goods and services provided by any business and manage the quality to achieve an international standard.
ENGG51015 MANUFACTURING SYSTEMS ENGINEERING 5 15 Digital, Technology, Innovation and Business Manufacturing systems engineering is concerned with the design and on-going operation and enhancement of the integrated elements within a manufacturing system, which is a very complex activity, even for simple products. The art of manufacturing systems engineering is essentially designing systems that can cope with that complexity effectively.The aim of this unit is to develop your understanding of that complexity within a modern manufacturing environment. Among the topics covered in this unit are: elements that make up a manufacturing system, including production engineering, plant and maintenance engineering, product design, logistics, production planning and control, forecast quality assurance, accounting and purchasing, all of which work together within the manufacturing system to create products that meet customers’ requirements.On successful completion of this unit you will be able to explain the principles of a manufacturing system and consider how to design improvements. You will be introduced to all the elements that make up a modern manufacturing system, and you will learn how to optimise the operation of existing systems through discerning use of monitoring data. Some of the elements will be developed in greater depth; of particular importance will be looking at the systems of production planning and control, which are the day-to-day tools used to manage the manufacturing system effectively.
MECH63057 MANUFACTURING TECHNOLOGY AND OPERATIONS 6 20 Digital, Technology, Innovation and Business Interested in learning advanced concepts used in modern industries? This module will provide you the insights of different technologies and tools used in contemporary businesses for performing and managing activities ranging from identification of customer needs to delivering the right product, at right place in right quantity. This module will help you to not only develop understating of modern manufacturing processes and technologies, but it will also foster your skills of critical thinking and developing innovative business ideas in the form of new product or process design. The contents of this module, along with the relevant case studies and assessment, will allow you to enhance your skills and experience of problems solving in real life industrial scenarios.
MKTG50338 MARKETING AND DIGITAL COMMUNICATIONS 5 20 Digital, Technology, Innovation and Business Marketing and communication strategies contribute towards the growth of a visitor attraction/ visitor attraction destination. The module is an opportunity to develop marketing and digital communication skills and knowledge to develop an effective marketing plan for a visitor attraction within a UK destination. The module will consist of face-to-face interactive delivery, practical workshops, guest speakers and visits.
MKTG60343 MARKETING AND DIGITAL STRATEGY 6 0 Digital, Technology, Innovation and Business
ESPO40020 MARKETING ESPORTS 4 20 Digital, Technology, Innovation and Business How do Marketers find success among the vast seas of consumers who could buy their products? Marketing requires a keen understanding of how to craft interest and capture attention, often amongst very specific audience segments. This module will teach students the key factors that define what a marketing campaign looks like and who it appeals to using a mixture of traditional and contemporary techniques, plus understand the key information to justify these decisions to not only the audience, but the stakeholders who control whether these strategies get approved and make it from the page to reality.
MKTG40334 MARKETING IN THE BUSINESS ENVIRONMENT 4 20 Digital, Technology, Innovation and Business Marketing plays an important role in developing relationships between customers and organisations. This module will develop your knowledge and understanding of the role of marketing and key principles. This module will equip you with the knowledge to adapt to continuously changing consumer behaviour and reflect on how these principles link to your organisation.
MKTG60354 MARKETING RESEARCH 6 20 Digital, Technology, Innovation and Business This module teaches the principles and processes of marketing research, which is essential to the business philosophy of meeting customer needs. It equips students with the knowledge and management skills to identify research needs, design and conduct research, and effectively use the resulting data to inform decision-making.
GDEV50027 MASTERING STUDY TO CONCEPT 5 20 Digital, Technology, Innovation and Business This module will allow the student to partake in the classic art educational practise of studies and master’s studies. They will reproduce, using digital painting techniques, various reference images. After this, they will adapt what they have painted into new original concept design.
PROD40111 MATERIAL EXPLORATION 4 30 Digital, Technology, Innovation and Business During your first workshop-based module you will be introduced to a range of core materials and processes in wood, ceramics and composites. We will underpin your learning experience through a selection of approaches in physical practice, enabling you to use the extensive workshop facilities independently but also gaining the essentials for high levels of craftsmanship. Your skills learned in this module will form the grounding to your exciting future creative career.
MECH33023 MATERIALS SCIENCE 3 20 Digital, Technology, Innovation and Business The production of all manufactured goods involves the use of materials and will have some environmental impact. With sustainability a key driver within the Engineering sector and changes to legislation helping reduce the impact on the planet’s natural resources and environment, this Materials Science module will allow you to gain experience in the world of materials and how your decisions as an Engineer can make a significant impact. With the use of software, you will develop the knowledge to make informed choices in your design process and how you can contribute to a more sustainable world.
ARCH40004 MATERIALS, ENVIRONMENT AND TECHNOLOGY 1 4 20 Digital, Technology, Innovation and Business
ARCH50004 MATERIALS, ENVIRONMENT AND TECHNOLOGY 2 5 20 Digital, Technology, Innovation and Business
ARCH60002 MATERIALS, ENVIRONMENT AND TECHNOLOGY 3 6 20 Digital, Technology, Innovation and Business
MECH53036 MEASURING AND ESTIMATING IN CONSTRUCTION 5 40 Digital, Technology, Innovation and Business
MECH53026 MECHANICAL DESIGN AND STRUCTURES 5 20 Digital, Technology, Innovation and Business An understanding of mechanical design and structures are vital to multiple schools of engineering. This module will cover advanced design and assembly, analytical and computational analysis of structures, and the integration of materials science principles to optimise performance. Students will delve into complex structural systems, exploring how to design and evaluate components under various loading conditions. Emphasis will be placed on applying computational tools to model and simulate real-world scenarios, allowing for predictive analysis and refinement of designs. In addition to theoretical learning and practical exercises, learners will undergo a final examination to assess their comprehension and application of structural mechanics.
ENGG40007 MECHANICAL PRINCIPLES 4 15 Digital, Technology, Innovation and Business Mechanical principles have been crucial for engineers to convert the energy produced by burning oil and gas into systems to propel, steer and stop our automobiles, aircraft and ships, amongst thousands of other applications. The knowledge and application of these mechanical principles is still the essential underpinning science of all machines in use today or being developed into the latest technology.The aim of this unit is to introduce you to the essential mechanical principles associated with engineering applications.Topics included in this unit are: behavioural characteristics of static, dynamic and oscillating engineering systems including shear forces, bending moments, torsion, linear and angular acceleration, conservation of energy and vibrating systems; and the movement and transfer of energy by considering parameters of mechanical power transmission systems.On successful completion of this unit you will be able to explain the underlying principles, requirements and limitations of mechanical systems
GDEV40018 MECHANICS PROTOTYPING 4 20 Digital, Technology, Innovation and Business This module develops further students’ understanding of game mechanic creation using a game engine. Students will learn how to plan, communicate and implement core game concepts, such as characters, enemies and game loops in order to create fun, playable prototypes of their own design.
COMP60069 MEDIA FOR THE WEB 6 20 Digital, Technology, Innovation and Business This module will enhance students knowledge of media and its use in web applications. You will look at the use of video, audio and graphics in web applications and how to use the correct media formats for different target audiences and devices. This will include scripting to increase the performance and user experience of media.
FILM50644 MEDIA PRODUCTION: DOCUMENTARY 5 30 Digital, Technology, Innovation and Business Ever wondered how documentaries turn real stories into compelling screen experiences?In this module, you’ll explore the full documentary production process, from developing ideas and researching subjects through to filming and post-production. You’ll build skills in camera, sound, and editing while learning how composition, collaboration, and teamwork shape factual storytelling. The module develops essential creative, technical, and organisational skills that support your progression on the course and prepare you for professional documentary and creative media production.
FILM50645 MEDIA PRODUCTION: DRAMA 5 30 Digital, Technology, Innovation and Business Do you like drama for the small screen? Media Production: Drama puts you in the director’s chair. You’ll learn how these dramas are made, from the first ideas to the final edit. Get hands-on with cameras, sound, and editing, and work as part of a professional creative team working to bring ideas to the screen. You will explore exciting drama genres including crime and police drama, soaps, children’s TV, and historical drama to inspire your creative work. Build your essential employability skills, boost your confidence, and produce drama that looks and feels professional and ready to have an impact.
COMP50072 MOBILE APPLICATION DEVELOPMENT 5 20 Digital, Technology, Innovation and Business In this module, you will be introduced to mobile app development using a variety of technologies, considering different approaches to app development, including native and hybrid approaches. You will consider issues and techniques specific to the delivery of content and applications for mobile platforms and build mobile applications which will run across multiple operating systems.
GDEV60025 MOBILE GAMES DEVELOPMENT 6 20 Digital, Technology, Innovation and Business This module focusses on the theory and practice of developing for mobile. The processes required to converting a game to mobile but also the requirements to implement the theory behind mobile game development to an indie project from initial idea generation. A strong focus on app store optimisation (ASO) too, with an aim to develop a clear understanding of monetisation mechanisms, acquisition, and retention.
COMP60039 MOBILE WEB APPS CREATION 6 40 Digital, Technology, Innovation and Business In choosing this module as a student you will develop knowledge in mobile app design, development and testing. You will cover mobile design as a broader domain to address architecture and practical planning for web design and development by using current technologies such as HTML5, CSS and JavaScript. You will also be introduced to current development environments and frameworks on both the client and server side. You will also use the latest API's and other emerging technologies.
MECH63058 MODERN POWER PLANT TECHNOLOGIES 6 20 Digital, Technology, Innovation and Business The module introduces the thermodynamics laws and the principles of energy conversion systems. This includes discussions on heat engines and steam and gas turbine power cycles burning different types of fuels including fossil fuels Hydrogen and biofuels. The essential components of these cycles including the boiler, compressor, combustors, turbine, and heat exchangers will be evaluated. To better understand the thermodynamics of cycles a thermodynamics analysis software (e.g., Aspen Plus) will be used and students will learn about the theoretical knowledge to understand how a modern power plant is designed and operated. The module also includes an overview of renewable energy power plants including solar, wind and geothermal energy systems.
ELEC63063 MODERN POWER SYSTEMS 6 20 Digital, Technology, Innovation and Business This module offers a valuable opportunity to delve into the practical application of concepts within the electric power supply industry. Learners will acquire the skills to design and evaluate different components of transmission and distribution systems, gaining a comprehensive understanding of the challenges that confront the industry.
GDEV50029 MODULAR 3D GAME ENVIRONMENTS 5 20 Digital, Technology, Innovation and Business This module will prepare you for the creation of an environment art project using modularity. You will employ workflows of modularity, the grid, trimsheets, shader creation, and lighting to form a piece of environment art based on a real world and concept art references.
MKTG40335 MONITORING AND MEASURING IN DIGITAL ENVIRONMENTS 4 20 Digital, Technology, Innovation and Business
GDEV50030 MOTION CAPTURE AND ANIMATION 5 20 Digital, Technology, Innovation and Business During this module you will learn what you need to create real time animation sequences ready for game cinematics or long action sequences utilising motion capture technology.
ESPO40016 MULTIDISCIPLINARY TEAMWORK 4 20 Digital, Technology, Innovation and Business Barely any parts of the esports sector (or any adjacent industry) exist with people working in isolation. In this practical application focussed module, students will develop their understanding of how to effectively work within various team dynamics and redefine their abilities to overcome obstacles as a group. Students will then reflect upon and apply current working theories to their groups’ performance, to prepare for the integration into the inevitable teamwork in and industry setting.
GDEV60028 MULTIPLAYER GAMES DEVELOPMENT 6 20 Digital, Technology, Innovation and Business This module concerns the development of multiplayer games, covering specific methods and techniques at the forefront of multiplayer games.
GDEV50037 MULTIPLAYER GAMES PROGRAMMING 5 20 Digital, Technology, Innovation and Business Networking and multiplayer elements are used in most games to connect players together and to allow them to interact and engage within a game world. In this module you will learn how to create a networking library that is able to send complex information over a network, design a multithreaded codebase that is able to run multiple strands of code concurrently and design and develop a multiplayer game.
GDEV60026 MULTIPLAYER LEVEL DESIGN 6 20 Digital, Technology, Innovation and Business In multiplayer level design you will design, evaluate, and improve a multiplayer map over several rounds of iterations. Through this process you will develop knowledge of multiplayer design and the methods and tools used in the industry to design balanced and engaging levels. You will complete the module with a portfolio ready multiplayer level.
GDEV60027 MULTIPLAYER MECHANICS PROGRAMMING 6 20 Digital, Technology, Innovation and Business You will design and implement a multiplayer prototype using a game engine. Students will specifically focus on how mechanics change within a multiplayer setting using industry standard methods. On completion of this module, you will have a better understanding of how small multiplayer games work better equipping you to jump into a larger commercial multiplayer project.
MUSI50649 MUSIC PRODUCTION SPECIALISMS 5 30 Digital, Technology, Innovation and Business Find your focus. Develop your sound. Own your production style.This module gives you the freedom to specialise in the area of music production that matters most to you. Whether you’re drawn to recording, mixing, sound design, electronic production, or experimental approaches, you’ll shape your learning around your creative goals. With expert guidance and access to professional tools, you’ll deepen your skills, refine your workflow, and develop a distinctive production voice aligned with your chosen pathway.
GDEV40019 NARRATIVE DESIGN FOR GAMES 4 20 Digital, Technology, Innovation and Business Everybody loves a good story! This module will help you understand why by looking at how narrative is applied to modern and traditional gameplay experiences from Indie & AAA spaces. You will gain perspective on the history & trends of interactive fiction, allowing you to prepare for a future in game writing & narrative design. You will learn to showcase these talents by developing interactive narrative games using industry-standard development practices.
COMP60070 NATURAL LANGUAGE PROCESSING 6 20 Digital, Technology, Innovation and Business This module explores the area of Natural language processing (NLP) a key and emerging area in computing. Students will explore this area in depth looking at aspects of text mining, and how to make the best use of the technology. There will be a focus on data modelling and design. Allied to this the module will take designs and implement these practically using the Python programming language.
FILM60628 NEGOTIATED DIGITAL PROJECT 6 40 Digital, Technology, Innovation and Business This module aims to consolidate the knowledge, craft skills and experience gained during previous levels of study by providing opportunities to develop advanced skills and expertise in your chosen subject specialism - with the final output of a professional film or television product for your showreel and an accompanying dissertation.
ANIM60132 NEGOTIATED PROGRAMME OF STUDY FOR CARTOON AND COMIC ARTS (PART 1) 6 45 Digital, Technology, Innovation and Business
ANIM60133 NEGOTIATED PROGRAMME OF STUDY FOR CARTOON AND COMIC ARTS (PART 2) 6 60 Digital, Technology, Innovation and Business
COMP60071 NEGOTIATED STUDIES 6 20 Digital, Technology, Innovation and Business This module provides an opportunity for you to extend your studies in a direction chosen by you. You will identify whether to study some skills based training, another Level 6 module, or undertake some teaching support of a relevant Level 4 module. You will negotiate a learning contract with a designated supervisor which will then be formally ratified by a panel before you start your study.
COMP60072 NETWORK AND CLOUD SECURITY 6 20 Digital, Technology, Innovation and Business This module will look at the security aspects of cloud computing and network communications. As more data is stored in a cloud environment corporations do need to ensure that everything is secured and monitored to ensure compliance with several legal frameworks. In this module we will be using a hybrid cloud example where we will be looking at the secure network infrastructure and the compliant use of resources within the cloud.
COMP60073 NETWORK AND INFRASTRUCTURE SECURITY 6 20 Digital, Technology, Innovation and Business This module will focus on the identification and the forensic analysis of malicious code. The module will do so at a practical level and students will therefore explore computing infrastructure, security protocols, and general security issues and threats. To give the module a final topic, legal, ethical and social implications of malware are also considered.
COMP40052 NETWORKS AND COMMUNICATIONS 4 20 Digital, Technology, Innovation and Business In studying this module, you will learn about the fundamental concepts e.g. OSI/TCP suit, TCP and UDP communications, IP addressing, Ethernet, wireless networks, switching, routing, network design, documentation, management and troubleshooting. Upon successful completion of the module, you should become a skilled user who is able to design a network efficiently, can configure network devices e.g. switches, routers etc., can manage and troubleshoot network issues.
FILM50638 NON-FICTION FILMMAKING 5 40 Digital, Technology, Innovation and Business Non-Fiction Filmmaking covers:Analysis of non-fiction filmPrinciples and practices of non-fiction filmmakingIdea development, research and proof or conceptPre-production, compliance and problem solvingCinematography and audio productionDirection for non-fictionPost-production
FILM40243 NON-FICTION FILMMAKING 4 30 Digital, Technology, Innovation and Business You will learn about non-fiction film production by making a short non-fiction film. You will develop, shoot and edit a short non-fiction film that will be screened to a public audience. Working in a small crew the film will be developed and shot during a field trip away from the University. You will develop a distribution strategy for the finished film and enter your work into film festivals.
BUSM50014 OPERATIONS MANAGEMENT 5 20 Digital, Technology, Innovation and Business This module offers you a comprehensive understanding of operations management models, theories, principles, and practices with the ability to analyse and apply the appropriate tools and techniques to solve operations challenges and achieve continuous improvement. The module also includes a thorough review of operations strategy and equips students with the skills to manage future trends in manufacturing and services sectors. This professional knowledge and competence are one of the most sought-after assets in the industry.
GDEV50032 ORGANIC 3D GAME ENVIRONMENTS 5 20 Digital, Technology, Innovation and Business This module will prepare students for the creation of organic environment art. Students will employ workflows of foliage, sculpting, and terrain generation to form an environment art artefact that is based on an organic/natural area of the world re-created inside Unreal Engine.
COMP50040 PATHWAY PROJECT 5 20 Digital, Technology, Innovation and Business This module is the culmination of your studies and in it you will have the opportunity to choose a topic for which you will research, design, and evaluate a solution for. A big part of your learning will be related to how you manage the project and determine what you need to do.
PERF40023 PERFORMANCE SKILLS IN CONTEXT 4 60 Digital, Technology, Innovation and Business Want to develop performance skills in a fun, fast and focused environment? This module allows to do just that. Through dynamic classes in dance, acting and singing, our amazing team of industry professionals and experienced lecturers will support you to further develop your existing skills and encourage you to reach your real potential. You will also learn about the emergence and development of musical theatre from a variety of Western Non-Western contexts.
PERF50030 PERSONAL PRACTICE 5 40 Digital, Technology, Innovation and Business Want to try your hand at choreography, or perform an excerpt from your favourite musical? This hyper-personalised module allows you to take the reins in your personal development through the completion of a bespoke research project that allows you to further develop your identity as a performing arts practitioner. You will engage in focused discussions with your tutors, peers and industry professionals and then apply skills learned in class to your research project.
CCIF30172 PERSONAL PROJECT & PROGRESSION 3 30 Digital, Technology, Innovation and Business In this module, you will plan and realise a self-directed major project based on your interests and strengths. With tutorial support, you will develop an idea from proposal to final output, while building a portfolio suitable for progression to higher education. The module also supports you in preparing applications, statements, and presentations. This final stage consolidates your skills, confidence, and readiness for Level 4 study.
ACCT40313 PERSONAL TAXATION 4 20 Digital, Technology, Innovation and Business You will develop your knowledge and understanding of the UK taxation policy as applicable to individuals with the latest United Kingdom Finance Act which received Royal Assent. You will explore the application of technical knowledge and professional judgement to identify and critically appraise alternative tax treatments to personal taxation issues.
PHOT50661 PHOTOGRAPHIC PRACTICES 5 40 Digital, Technology, Innovation and Business This module offers you the opportunity to consolidate the skills, knowledge and insights acquired in the course to date and to decide upon an area of photographic practice that interests or concerns you and which may provide a sense of direction for your final year. Having nominated an area of interest you will carry out background research, investigating the feasibility of your plans, in terms of, for instance, access to particular locations or people, availability of specialist resources, or the costs involved in the production of your idea. You will negotiate your thoughts and plans with your tutors and will produce an individual proposal for a project with a clear outcome, including risk assessment, a detailed costing and an outline of anticipated difficulties and planned solutions. You will, as a member of a team be involved in some planning, preparation, and publicity for a public exhibition of work.As well as considering your personal responses to photographic practice this module aims to equip you with the knowledge and skills you will need in order to be able to enter and survive in the professionally environment of photography and/or allied creative industries. Through lectures and seminars, you will learn and engage with a range of appropriate professional and business practices. This information in addition to making professional contacts will be consolidated and used in a Professional Report.
PHOT50664 PHOTOGRAPHY IN CONTEXT: SOCIETY, ETHICS & EMERGING TECHNOLOGIES 5 30 Digital, Technology, Innovation and Business How do photographers respond to real-world opportunities?In this module, you will work with a live brief drawn from a photographic competition, commission or funding call, using it as the framework for research, proposal development and image production. You’ll generate and test ideas through studio practice, refine a resolved outcome, and critically reflect on professional contexts, ethics and risk. This module strengthens your ability to translate creative practice into industry-ready work, supporting your progression within the creative industries.
TOUR40135 PLACEMENT 1 4 20 Digital, Technology, Innovation and Business This module requires completion of a minimum of 100 hours for a visitor attraction during the first year of your course. This is your opportunity to bring module knowledge and understanding to life, in an industry context, applying what you have learnt to your placement on resort.
TOUR50302 PLACEMENT 2 5 20 Digital, Technology, Innovation and Business This module requires completion of a minimum of 100 hours at a visitor attraction during the second year of your course. This is your opportunity to bring module knowledge and understanding to life, in an industry context, applying what you have learnt to your placement on resort.
MKTG40326 PLANNING CAMPAIGNS 4 0 Digital, Technology, Innovation and Business This module aims to give you the knowledge and skills to plan and implement successful campaigns that deliver real results for an organisation. You will learn the campaign planning process including how to analyse an organisation’s current position. You will also learn how to set campaign objectives, implement a campaign then measure and evaluate its success to aid continuous improvement in the fast-changing world of marketing.
ELEC63064 POWER SEMICONDUCTORS 6 20 Digital, Technology, Innovation and Business This module will provide you an in-depth and detailed understanding of semiconductor devices, their characteristics, principles governing these devices and applications in diverse industries. The main topics include power diode, power transistor, the silicon-controlled rectifier (SCR) to insulated gate bipolar transistor (IGBT) and beyond covering the latest innovative technologies.
ELEC63065 POWER SYSTEM ANALYSIS 6 20 Digital, Technology, Innovation and Business This module offers a comprehensive exploration of power systems analysis theory, focusing on its practical application in power flow, fault level calculations, transient stability assessment, and economic dispatch.
CCIF40849 PRACTICAL PRACTICE 4 40 Digital, Technology, Innovation and Business In this module, you’ll experiment with various mark-making techniques and explore the language of visual arts. You’ll learn to communicate your understanding of formal elements and concepts through diverse methods. You’ll also consider how trends, technology, and financial factors influence your work. By sharing and discussing ideas with peers and tutors, you’ll develop a personal style and gain confidence in presenting visual concepts. This module equips you with the skills to navigate and contribute to the dynamic field of visual arts.
GDEV40020 PRE-PRODUCTION FOR GAMEPLAY DESIGNERS 4 20 Digital, Technology, Innovation and Business So, you want to be a game designer, but you don’t know where to start out? This module will introduce you to the creative visualisation process that occurs during game design pre-production. This will provide you with a snapshot into the kind of work that goes into lots of game design sub-fields, from levels to narrative, UI to puzzles, and more! From here you will understand the general work that occurs in each area and be able to pursue the path of game design that appeals to you.
GDEV40021 PRINCIPLES OF TEXTURES AND MATERIALS 4 20 Digital, Technology, Innovation and Business This module covers the skills to produce texture assets to the standards of the Games Industry. You will learn how to create textures for both realistic and stylised assets using industry standard software packages and methodologies.
COMP50073 PROBLEM SOLVING USING OBJECT ORIENTED PROGRAMMING 5 20 Digital, Technology, Innovation and Business In this module, students will be able to learn about Object Oriented techniques using Java or C#. The lectures are used to present key topics and concepts with tutor assisted practical based learning via the practical sessions. Formative, self-directed exercises will be used to support the transfer of knowledge and understanding. Students will develop a portfolio of their practical work and be assessed via a class-test based on this. Students will also be encouraged to develop their intellectual, communicative and problem-solving skills throughout the module.
GDEV60029 PROCEDURAL CONTENT GENERATION 6 20 Digital, Technology, Innovation and Business Games Development and Procedural Content Generation is a crucial combination of skills. Not only for the developer in the creation phase but also the understanding of PCG tools and the wise choices made to invest time and money into such tools to enhance the workflow of the studio. In this module we investigate the development of PCG and VFX methods in various software with a technical focus on tool development.
GDEV60030 PROCEDURAL DEVELOPMENT AND VFX 6 20 Digital, Technology, Innovation and Business Game Development is requiring ever more technical art skill in the fields of Modelling and Animation. In Procedural Development and VFX Students will work with industry standard software to investigate and solve development challenges. By end of this module, you will have created exceptional portfolio pieces within the field.
ENGG40010 PRODUCTION ENGINEERING FOR MANUFACTURE 4 15 Digital, Technology, Innovation and Business All of the manufactured products we use in our daily lives, from processed food to clothing and cars, are the result of production engineering. Production engineers need to have a comprehensive knowledge and understanding of all the possible production technologies available, their advantages and disadvantages, the requirements of the production system operation and the interaction between the various components of the production system.This unit introduces you to the production process for key material types; the various types of machinery used to manufacture products and the different ways of organising production systems to optimise the production process; consideration of how to measure the effectiveness of a production system within the overall context of the manufacturing system; and an examination of how production engineering contributes to ensuring safe and reliable operation of manufacturing.On successful completion of this unit you will be able to illustrate the role and purpose of production engineering and its relationship with the other elements of a manufacturing system. You will be able to select the most appropriate production processes and associated facility arrangements for manufacturing products of different material types and design a production system incorporating a number of different production processes.
GDEV40022 PRODUCTION PROCESS AND PIPELINE 4 20 Digital, Technology, Innovation and Business This module focusses on the production pipeline of the development process. The assessment processes are geared towards the initial documentation and understanding of the technical and design document of any game development process, it will also introduce the horizontal and vertical prototype processes. Beyond the prototype phase there will be clear examples detailing the final stages of the pipeline right through to publication.
ACCT40314 PROFESSIONAL ACCOUNTANT TOOLKIT 4 20 Digital, Technology, Innovation and Business Professional Accountant Toolkit enables you to learn important digital and contemporary skills. This module is tailored toward your chosen career path and the expertise you gain will ensure that you are effective and efficient in the workplace.
TOON50105 PROFESSIONAL COMIC PRODUCTION 5 30 Digital, Technology, Innovation and Business This module places you in a professional comics environment, working in small teams to create and promote a significant body of work for public display. A key aspect is participating in an external comics event, where you'll present and promote your work to a public audience, gaining experience in audience engagement, professional standards, and modern comics practice. Supported by University resources and guidance, it combines collaborative creation, promotion, and audience interaction to prepare you for independent, industry-oriented work at Level 6 and beyond.
GAME40426 PROFESSIONAL DEVELOPMENT AND GAMES INDUSTRY EMPLOYABILITY 4 30 Digital, Technology, Innovation and Business This module will prepare you for what is to come throughout your academic studies and for your career beyond. Creating an online presence is crucial these days, and in this module we develop a platform from which you can expand throughout your studies to ensure you are in the best position to secure your first role in the industry when you graduate.
PHOT60662 PROFESSIONAL DIRECTIONS 1 6 20 Digital, Technology, Innovation and Business This module provides the opportunity to work on building and perfecting a professional portfolio of photographs suitable for industry presentation. Through a series of workshops, you will consider the profession from both behind and 'in front' of the camera, including the professional photographer, starting and running a business and ways in which photographers’ function, for example through the AOP or The British Institute of Photographers (BIPP). You are to identify a professional area of expertise, which your portfolio of photographs will be based upon.You will be engaged in seeking professional feedback and reviews of your work from industry practitioners, for example from photographers or editors, ideally allied to the sector you have chosen to work in. From these reviews you will present the thoughts and opinions received as a written evaluation presented together with your portfolio. It is expected that the portfolio be produced of a standard suitable for a personal client presentation. The final submission will be in the form of a peer assessed portfolio review.
PHOT60664 PROFESSIONAL DIRECTIONS 2 6 20 Digital, Technology, Innovation and Business This module seeks to prepare you for `life outside University', by asking you to make professional preparations for employment possibilities. You can consider entry into the creative industries related specifically to photographic practice or to other areas that require a competency in and application of highly developed visual skills. You might however wish to continue your education by considering postgraduate studies related either to your photographic practice or in other fields like teacher training. Whatever your individual choice might be, appropriate strategies will help you to achieve those objectives.This module will enable you to make realistic and well-informed decisions in relation to your future career intentions, and to develop the resilience needed to transition from undergraduate study to a career. Through lectures, workshops, and tutorial feedback you will develop personal promotional material and present yourself to an industry professional as a confident employable individual.
ENGG51006 PROFESSIONAL ENGINEERING MANAGMENT 5 15 Digital, Technology, Innovation and Business Engineers are professionals who can design, develop, manufacture, construct, operate and maintain the physical infrastructure and content of the world we live in. They do this by using their academic knowledge and practical experience, in a safe, effective and sustainable manner, even when faced with a high degree of technical complexity.The aim of this unit is to continue building up on the knowledge gained in Unit 4: Managing a Professional Engineering Project, to provide you with the professional standards for engineers and to guide you on how to develop the range of employability skills needed by professional engineers.Among the topics included in this unit are: engineering strategy and services delivery planning, the role of sustainability, Total Quality Management (TQM), engineering management tools, managing people and becoming a professional engineer.On successful completion of this unit you will be able to construct a coherent engineering services delivery plan to meet the requirements of a sector-specific organisation or business. You will display personal commitment to professional standards and obligations to society, the engineering profession and the Environment.This unit is assessed by a Pearson-set theme. The project brief will be set by the centre, based on a theme provided by Pearson (this will change annually). The theme and chosen project within the theme will enable students to explore and examine a relevant and current topical aspect of professional engineering.
CCIF61058 PROFESSIONAL PRACTICE 6 30 Digital, Technology, Innovation and Business In this module, you explore career pathways, enterprise opportunities, and the expectations of the creative and cultural sectors. You’ll learn how to communicate your ideas professionally, develop your portfolio, and build skills in networking, planning, and self-promotion. Through investigating different professional contexts, you’ll identify where your strengths and personal style fit within the wider landscape of employment, freelance work, or postgraduate progression. By the end, you’ll feel more confident, independent, and ready to take informed next steps towards your chosen creative career.
ARCH60003 PROFESSIONAL PRACTICE 6 20 Digital, Technology, Innovation and Business
GDEV40029 PROFESSIONAL PRACTICE 4 20 Digital, Technology, Innovation and Business Choosing a brief that has been set by industry, students will work in a group comprised of mixed disciplines to mimic a games development studio. They will work together to create the project’s vertical slice.
COMP50041 PROFESSIONAL PRACTICE 5 20 Digital, Technology, Innovation and Business You will work in a small team to produce an application in response to the needs of a third-party client. The module gives you the ownership of the project management as well as the development of a solution to the brief, within which not only must you aim to satisfy and exceed the client’s needs, but you must also consider and apply the relevant Legal, Social, Ethical, and Professional Issues.
PERF60021 PROFESSIONAL PRACTICE 6 40 Digital, Technology, Innovation and Business Springboard your career with this essential module that enables you to focus the on developing your professional identity.
COMP50074 PROFESSIONAL PRACTICE AND PROJECT MANAGEMENT 5 20 Digital, Technology, Innovation and Business This module provides an opportunity for students to take part in a collaborative project during which you will be expected to work professionally and develop your professional practice. You will learn to use project management tools and techniques as well as developing other transferable skills. You will also gain an appreciation of legislation and standards applicable to ICT projects. The module also takes an extensive focus on careers and career pathway planning.
COST50300 PROFESSIONAL PRACTICE: CARTOON AND COMIC ARTS 5 15 Digital, Technology, Innovation and Business
TOUR40132 PROFESSIONAL SKILLS 4 20 Digital, Technology, Innovation and Business This module aims to develop key skills in Scholarship, Research, Technology and Creativity to aid students with their academic studies. Using contemporary tourism, hospitality and event themes as a basis, students will develop oral, debating, academic writing, research skills and technology enhanced learning, in the context of a higher education environment. The module will equip students with a complete ‘toolkit’ of academic, personal and professional skills – laying the foundation for successful academic study across all modules and on which students can build upon each successive year of study.
COMP30026 PROGRAMMING AND ARTIFICIAL INTELLIGENCE 3 20 Digital, Technology, Innovation and Business You will learn about problem-solving in the context of programming on this module, and how to analyse a problem and produce a basic application. The module will introduce programming to help you implement a solution with different interfaces. You will also be introduced to areas of artificial intelligence (AI), using voice assistants as an example.
GAME30514 PROGRAMMING FOUNDATIONS 3 20 Digital, Technology, Innovation and Business The fundamentals of programming module will give you a firm grounding in the concepts of programming. Once you have mastered the fundamentals, you will then create a game using your acquired knowledge.Once you have completed the module, you will be prepared for taking your skills further with C++, which is introduced at level 4. You will also appreciate how programming skills interrelate to engine assisted development.
GDEV40024 PROGRAMMING FUNDAMENTALS 4 20 Digital, Technology, Innovation and Business There are a wide range of core programming concepts that a required to understand before you can create more complex games and applications. In this module we will introduce the techniques required to get started in the world of programming, this means topics such as: data types, conditionals, functions, and object-oriented programming will be taught which will culminate in the development of a text-based game.
COMP60074 PROJECT MANAGEMENT AND SERVICE INNOVATION 6 20 Digital, Technology, Innovation and Business This module provides a knowledge and exploration of service innovation and project management. It will use techniques from project management and service management which are used in industry. The module will explore theory and get students to use this at a practical level in numerous case studies and formative investigations related to the module assessment.
GDEV40023 PROJECT MANAGEMENT FOR GAMES DESIGN 4 20 Digital, Technology, Innovation and Business This module lets you improve on a chosen route to create your first independent project. You'll be looking at production methodology and project planning as well as putting together a project of your choice.
MECH43032 PROJECT PROCUREMENT AND COSTING 4 40 Digital, Technology, Innovation and Business
GDEV60031 PROTOTYPING FOR TECHNICAL DESIGNERS 6 20 Digital, Technology, Innovation and Business Prototyping for Technical Designers will help you launch your Technical Games Design portfolio. In this module you’ll produce Technical Games Design projects within leading Game Engines. You’ll projects will be supported by excellent Technical Design Documentation and presented by demo reels.
ENGG40012 QUALITY AND PROCESS IMPROVEMENT 4 15 Digital, Technology, Innovation and Business Quality has always been the key to business success and survivability, but it requires organisations to allocate a lot of effort and resources to achieve it. The key to providing quality services and designing top quality products lies in the strength and effectiveness of the processes used in their development; processes which must be constantly reviewed to ensure they operate as efficiently, economically and as safely as possible. This unit introduces you to the importance of quality assurance processes in a manufacturing or service environment and the principles and theories that underpin them. Topics included in this unit are: tools and techniques used to support quality control, attributes and variables, testing processes, costing modules, the importance of qualifying the costs related to quality, international standards for management (ISO 9000, 14000, 18000), European Foundation for Quality Management (EFQM), principles, tools and techniques of Total Quality Management (TQM) and implementation of Six Sigma. On successful completion of this unit you will be able to illustrate the processes and applications of statistical process, explain the quality control tools used to apply costing techniques, identify the standards expected in the engineering environment to improve efficiency and examine how the concept of Total Quality Management and continuous improvement underpins modern manufacturing and service environments.
GDEV60032 RAPID GAMES DESIGN 6 20 Digital, Technology, Innovation and Business It’s time to get ready for the workplace, and for that you’re going to need a portfolio of projects that showcase your skills. This module will provide you with opportunities to bolster that portfolio by creating highly polished short playable gameplay experiences. The development platform will be yours to decide, whether your skills reside within Unreal, Unity, or even on Tabletop, you will perform development cycles that are supplemented with agnostic game design theory that can be applied to any player experience.
GAME40250 RAPID GAMES PROTOTYPING 4 30 Digital, Technology, Innovation and Business Students are taught from scratch how to design, develop and enhance their own game prototypes using rapid prototyping techniques, scripting and an industry standard game engine. The emphasis is on demonstrating core gameplay ideas within short timescales.
GDEV50036 REALTIME 3D CHARACTER PRODUCTION 5 20 Digital, Technology, Innovation and Business An exciting opportunity to learn how to convert a high-poly character sculpture into a game-ready asset for use within a games engine. You will learn how to create realistic details by implementing industry-standard software and methodologies.
ELEC63067 REAL-TIME EMBEDDED SYSTEMS DESIGN AND DSP APPLICATIONS 6 20 Digital, Technology, Innovation and Business Embedded Systems are used to solve complex problems in a wide variety of real-world applications, such as smart homes, autonomous vehicles, Internet of Things, industrial automation etc. This module will develop skills required to implement complex embedded systems using industry standard hardware and software, incorporating inclusive engineering practice to address the needs of diverse users and stakeholders. The highly practical approach used in this module will also develop testing and debugging skills.
GDEV50041 REAL-TIME ILLUMINATION PROGRAMMING 5 20 Digital, Technology, Innovation and Business This module will provide a comprehensive introduction to programming ray tracing. Ray tracing is a powerful technique for creating realistic lighting in computer graphics, and is increasingly being used in computer games. Throughout the module, you will learn the fundamentals of ray tracing, including the theory behind it and how it differs from traditional rasterisation techniques. You will gain a hands-on experience in setting up a development environment for creating ray tracing applications, and writing simple ray tracing shaders. Additionally, you will learn about optimisation techniques for improving the performance of ray tracing. By the end of the course, you will have a solid understanding of the theory and practice of ray tracing, and be able to create simple scenes that use ray tracing techniques.
GDEV50038 REAL-TIME RENDERING FRAMEWORK 5 20 Digital, Technology, Innovation and Business This module will introduce you to graphics and real-time 3D rendering application, targeting high level shading and modern graphics API and C++. Considerations of object-oriented principles, extensible code, and rendering architecture as part of a game engine will be explored throughout the module.
PHOT50660 RESEARCH PRACTICES 1 5 20 Digital, Technology, Innovation and Business This module will introduce you to a diverse set of photographic approaches, voices and ideas. Through presentations, lectures, tutorials, gallery visits, film screenings, reading groups and technical/conceptual workshops you will encounter many and varied aspects of image production and dissemination. Specifically in Semester 1 you will learn through a series of seminars and presentations foregrounding photo practitioners, theories, and processes relevant to contemporary practice.You will be asked to chart your developing awareness of these ideas, methodologies and technical skill sets through an online research document.
PHOT50662 RESEARCH PRACTICES 2 5 20 Digital, Technology, Innovation and Business This module will introduce you to a diverse set of photographic approaches, voices and ideas. Through presentations, lectures, tutorials, gallery visits, film screenings, reading groups and technical/conceptual workshops you will encounter many and varied aspects of image production and dissemination. Specifically in Semester 2 you will learn through a series of seminars and presentations foregrounding the encounter with photography, & platforms of dissemination relevant to the creative industries.You will be asked to chart your developing awareness of these ideas, methodologies and technical skill sets through an online research document.
COST60242 RESEARCH, ANALYSIS AND COMMUNICATION ASSIGNMENT 6 15 Digital, Technology, Innovation and Business
BUSS40003 RISK AND REWARD 4 20 Digital, Technology, Innovation and Business Without risk, there is often no reward. In this module, you will explore the evolution and nature of financial markets and their susceptibility to shock. You will gain a solid foundation in the concepts of risk and return, portfolio theory and basic budgeting.
TOON40002 SCENE DEVELOPMENT 4 20 Digital, Technology, Innovation and Business This module is intended to get you thinking more carefully about the areas where your stories take place - the scene, furniture, objects and characters.
GDEV60033 SENIOR COLLABORATIVE GAMES DEVELOPMENT 6 20 Digital, Technology, Innovation and Business Students will work in a senior role in a group comprised of students from across the suite of games development courses to mimic a games development studio. They will work with other seniors to effectively support and lead a team including level 5 students, to make a vertical slice of a game.
MECH53038 SITE SUPERVISION AND OPERATIONS 5 40 Digital, Technology, Innovation and Business
BUSS40005 SOCIAL ENTERPRISE 4 20 Digital, Technology, Innovation and Business Community and reputation are everything in the modern world of business. In his module, you will focus on your creativity and innovation and identify entrepreneurial opportunities that will form the basis of a socially responsible business idea or intervention.
DSMM50003 SOCIAL MEDIA STRATEGY 5 20 Digital, Technology, Innovation and Business Social media is a powerful tool that can be used effectively (and safely) in the pursuit of value creation for a business. In this module, you will explore the different types of social media, and how and where to leverage the variety of contemporary platforms and channels to best effect.
DSMM40002 SOCIAL MEDIA STRATEGY 4 20 Digital, Technology, Innovation and Business
COMP40053 SOFTWARE DEVELOPMENT 4 20 Digital, Technology, Innovation and Business In this module, you will continue your journey to build your software development skills by learning more about programming in languages such as Java, as well as designing and developing web applications with HTML, CSS and JavaScript. You will also look at how APIs are created and how they can be consumed by web applications. As part of the whole process, you will create and follow a test-and-deploy strategy to ensure the quality of your application.
COMP60075 SOFTWARE DEVELOPMENT AND ARTIFICIAL INTELLIGENCE 6 20 Digital, Technology, Innovation and Business This module will allow you to research the latest cutting-edge methods, tools and techniques in software development. It will also introduce you to the world of AI and how you can implement AI artefacts. In relation to assessment you will write a brief research report related to cutting edge software development, and complete a presentation related to how Artificial Intelligence can work alongside to create beneficial technology based solutions.
MUSI50650 SOUND DESIGN SPECIALISMS 5 30 Digital, Technology, Innovation and Business Find your focus. Develop your sound. Own your production style. This module gives you the freedom to specialise in the area of Sound Design that matters most to you. Whether you’re drawn to Foley, ADR, field recording or developing sound effects, you’ll shape your learning around your creative goals. With expert guidance and access to professional tools, you’ll deepen your skills, refine your workflow, and develop a distinctive sound design voice aligned with your chosen pathway.
CCIF50871 STILL LIFE THROUGH THE LENS 5 30 Digital, Technology, Innovation and Business What stories can objects tell? You’ll experiment with still-life approaches across photography and mixed media, exploring how composition, lighting, materials and symbolism work together to create visually compelling images. Through hands-on experimentation and contextual research, you’ll push your creative thinking and craft. These skills are valuable across visual communication, art direction, and broader creative industries workflows.
BUSM60008 STRATEGIC MANAGEMENT IN A GLOBAL CONTEXT 6 20 Digital, Technology, Innovation and Business In this module you will consider the strategic position, choices, actions and its impact on multinational’s performance.
BUSM60028 STRATEGIC MANAGEMENT IN A GLOBAL CONTEXT (DL) 6 20 Digital, Technology, Innovation and Business
MKTG60355 STRATEGIC MARKETING MANAGEMENT 6 20 Digital, Technology, Innovation and Business Marketers are presented with many complex choices in the context of an uncertain future. This module will develop your strategic thinking skills and explore how planning can be used to gain sustainable advantage. You will examine critically the tools of analysis needed to support the whole marketing planning process; appropriate marketing objectives and strategies; the structure and contents of a marketing plan; the interfaces with other business functions that underpin the planning process; and the implementation and control issues that will affect the marketing plan.
MECH63056 STRUCTURAL ANALYSIS AND FEA 6 20 Digital, Technology, Innovation and Business This module provides detailed study of the process of Structural Analysis and how such process techniques can be used to solve real-life problems. Design and Analysis case studies and design problems will be considered, and their applications will also be highlighted. Software based modelling and simulation techniques to create complex systems will be studied. Industry standard software will be used for detailed analysis, complex modelling and simulations during this module.¿Laboratory based activities will also be performed to prove the theory.
FINA40198 STUDIO PRACTICE AND EXHIBITION 4 30 Digital, Technology, Innovation and Business Ready to develop your studio practice and present your work to an audience? In this module, you’ll build on your studio practice through sustained experimentation with ideas, materials, and processes, developing an individual working method. You’ll also explore the principles of exhibiting and curating work, learning how presentation, display, and audience engagement shape meaning. The module supports your progression towards confident, professional studio practice and public presentation.
FINA50198 STUDIO PRACTICE DEVELOPMENT 5 30 Digital, Technology, Innovation and Business Ready to push your creative practice further and define your own direction? In this module, you’ll develop an individual line of enquiry that builds on your Level 4 learning, generating a body of artwork through experimentation and creative risk-taking. Through practical making, research, and critical reflection, you’ll deepen your understanding of artistic approaches while strengthening your communication skills. Working independently and collaboratively in the studio, the module supports your progression towards confident, self-directed creative practice.
FINA40197 STUDIO PRACTICE INTRODUCTION 4 30 Digital, Technology, Innovation and Business This module will introduce a speculative and experimental approach to working with materials that will help you establish your own studio practice. You will engage in individual and group projects, making use of your studio space and workshop facilities. You will be introduced to some of the skills fundamental to fine art practice including material experimentation, visual analysis, and visual research. The module will allow you to initiate and establish an individual artistic practice and to make a personal response to research interests announced through tutorials and crit groups.
FINA50199 STUDIO PRACTICE: CONTEXT AND EXHIBITION 5 30 Digital, Technology, Innovation and Business In this module, you’ll create a body of artwork shaped by research, critical thinking, and consideration of how work is viewed by an audience. Building on your studio practice, you’ll explore the work of contemporary artists and different approaches to exhibiting, applying these ideas to the development and presentation of your own work. You’ll also have opportunities to show selected pieces in an exhibition setting, helping you understand professional standards in contemporary art.
COMP30027 STUDY SKILLS AND DATA ANALYTICS 1 3 20 Digital, Technology, Innovation and Business This module is designed to help you to develop study and research skills. You will learn about research which will lead you to creating a Literature Review. You will find out about different approaches to research and develop the skills so you can analyse and select from these to apply in your own studies. The module will look to develop your knowledge of referencing and aid you in building sound academic writing skills. Part of the assessment will get you to write a report where you will put your research and analysis skills in practice in relation to gathering data and representing this in the best way for others such as businesses to use.
COMP30028 STUDY SKILLS AND DATA ANALYTICS 2 3 20 Digital, Technology, Innovation and Business This module is designed to help you to develop both academically and as a professional practitioner using digital technologies. You will be encouraged and supported in the creation of a portfolio of tasks to facilitate the development of key academic and professional skills alongside the development of digital skills at the levels required for your course. The module also identifies and explores ethical, legal, communication, and other non-technical factors that contribute to the success (or failure) of the development of digital systems in a professional environment. As part of the module you will consider your future career and perform a skills audit in order to produce a detailed personal development plan.
GDEV50039 STYLISED 3D CHARACTER ART 5 20 Digital, Technology, Innovation and Business Game Characters are what connects and immerses a player to fantastical game world, and the game world is not the only thing that can be awesome. Enter stylised characters, when it comes to them you are not limited to the ordinary and can push the boundaries. In this module you will learn to adhere to and break the rules of anatomy all in the name of style, whilst also being taught industry standard techniques for digital sculpting and game ready character production.
CCIF50872 SURROUND SOUND AND MULTICHANNEL AUDIO 5 30 Digital, Technology, Innovation and Business Step into the world of immersive sound with this module on Surround Sound and Multichannel Audio Production! You'll gain hands-on experience with industry-standard tools and techniques for creating powerful, dynamic soundscapes. Explore multichannel mixing, recording, and editing , while learning to design audio experiences that captivate audiences across music, film, and gaming. Perfect for anyone looking to push the boundaries of sound and bring their creative projects to life in stunning detail.
MECH53028 SUSTAINABILITY GROUP PROJECT 5 20 Digital, Technology, Innovation and Business When working in a team, you will be introduced to team formation strategies to prepare you for working on a sustainability themed brief that the team will decide upon. You will have the opportunity to research, discuss, plan and develop an alternative solution that has a focus on sustainability. You will calculate and compare proposed advantages that will be documented in your design portfolio. At the end of the module, the Portfolio will be presented, supported with appropriate documentation by all team members.
CCIF40852 SUSTAINABILITY, SOCIETY AND IMPACT 4 30 Digital, Technology, Innovation and Business How can creative practice respond responsibly to the challenges facing society today? This module introduces you to key social issues and explores how culture and creative work can reflect, question, and respond to them. You may investigate topics such as sustainability and climate change, inequality, representation, migration, or social justice. Working in a small group, you will create a sustainable and ethical creative project informed by research and contextual understanding. Through reflection, you will develop teamwork, communication, and critical thinking skills that support your growth as a socially aware creative practitioner.
BMAS50004 SUSTAINABLE BUSINESS DEVELOPMENT 5 20 Digital, Technology, Innovation and Business How would you like to develop the commercial knowledge, vision, management and leadership skills to establish innovative strategies, programmes, and relationships to enhance business growth and revenue in a sustainable way?An understanding of sustainability, business ethics and corporate social responsibility (CSR) is increasingly attracting the attention of graduate employers.This module equips you with the knowledge and skills to apply these concepts to everyday business management practice. You examine case studies from a wide range of sectors to explore why and how organisations embrace sustainable approaches to managing their business and understand the sustainability challenges and benefits businesses face at the international and national levels. You gain the capacity to analyse and interpret the connections between global sustainability frameworks and the local action of commercial enterprises to fulfil sustainability objectives.
BMAS50002 SUSTAINABLE BUSINESS DEVELOPMENT 5 20 Digital, Technology, Innovation and Business To be sustainable, you must challenge the current perception of value chains. In this module, you will explore ways in which businesses and organisations can work together in responding to consumer preferences for ethically produced goods and services, changes in global supply chains and the growing use of digital technologies in everyday life.
GDEV50040 SYSTEMS DESIGN FOR GAMES 5 20 Digital, Technology, Innovation and Business This module develops student knowledge of scripting techniques and the design of complex systems for games. Deconstructing existing mechanics in games, we will design our own gameplay systems before learning how to implement them into a game engine to create our own game framework.
MECH53037 TENDER AND PROCUREMENT 5 40 Digital, Technology, Innovation and Business
ACCT67006 TERM PROJECT 6 40 Digital, Technology, Innovation and Business The undergraduate project represents an opportunity for all undergraduate students to select a suitable topic and demonstrate their knowledge and understanding of the contemporary issue in accounting and finance. Topics will be wide-ranging drawing on different aspects of business but all aiming to address a specific business challenge or problem.
ANIM50102 THE ART OF CARTOONS AND COMICS 5 45 Digital, Technology, Innovation and Business
BMAS50005 THE BUSINESS OF DOING GOOD 5 20 Digital, Technology, Innovation and Business There is an ever-increasing need for organisations to act ethically. Using contemporary case studies and innovative teaching methods, The Business of Doing Good module will explore different stances in relation to ethics, the process of ethical decision making, and analyse and critically appraise multitude of decisions made by different organisations and the appropriateness of their response when faced with ethical challenges.
BMAS50001 THE BUSINESS OF DOING GOOD 5 20 Digital, Technology, Innovation and Business Most businesses create or destroy value. In this module, you will explore how to create a business that makes money, but at the same time makes the world a better place.
MKTG60345 THE DIGITAL CUSTOMER EXPERIENCE 6 0 Digital, Technology, Innovation and Business
BUSM50016 THE EVENT PROFESSIONAL 5 20 Digital, Technology, Innovation and Business This module will aid your understanding of how to operate as an event practitioner. The first part of the module is experiential in nature put you in the mindset of analysing the event by considering what has been done well and what needs to be improved. The second part of the module puts you in the driving seat by allowing you to explore the feasibility of delivering an actual ‘live’ event. There is an included field visit
TOON40134 THE FUNDAMENTALS OF CARTOONS AND COMICS 4 40 Digital, Technology, Innovation and Business This module introduces you to the fundamental skills needed to learn cartoon and comic arts.
ANIM40134 THE FUNDAMENTALS OF CARTOONS AND COMICS 4 45 Digital, Technology, Innovation and Business
TOON40136 THE FUNDAMENTALS OF DRAWING COMICS 4 30 Digital, Technology, Innovation and Business The Fundamentals of Drawing Comics Have you ever thought about what makes a cartoonist and comic artist different from an illustrator? Well, this module will introduce you to the core skills that allow you to develop your drawing and learn how mark-making can help you express ideas and narratives.
BUSS40001 THE FUTURE OF WORK 4 20 Digital, Technology, Innovation and Business Business and industry are ever-changing and staying ahead of the game is critical to success. In this module, you will explore the importance of innovation in addressing climate change and other societal challenges and how the rise of digital technologies will change the future of work practices and various business sectors.
BUSM60023 THE MANAGEMENT OF PEOPLE 6 20 Digital, Technology, Innovation and Business Within the people orientated visitor attraction industry, it is essential people management skills are implemented and maintained to assist in ensuring resources are in place to compete against competitors. Effective Human Resource Management skills and knowledge can have an impact of the future of an organisation. The module challenges you to explore and evaluate people management theories, practices and legislations which can be applied within visitor attractions. Interactive face to face delivery, case studies and guest lecturers will contribute towards you developing your skills in preparation for managing people within the workplace
PHOT40656 THE PHOTOGRAPHERS EYE 4 40 Digital, Technology, Innovation and Business This module offers you the opportunity to explore and investigate, through an intensive engagement with the medium, the pictorial elements available to photographers in the effective communication of observations about the world around us. It encourages you to engage with photographic practices that place the emphasis on 'making' rather than 'taking' photographs. The module asks that you consider the structures of the photograph that John Szarkowski developed in his iconic book The Photographer's Eye and developed further in the book Looking at Photographs. To quote from The Photographer's Eye: "This book is an investigation of what photographs look like, and of why they look that way. It is concerned with photographic style and with photographic tradition: with the sense of possibilities that a photographer today takes to his work".It builds also conceptually upon the framework of 'description' and 'interpretation' from the semester one Visual Communication module, by providing a wider framework of understanding through the additional methodologies of 'evaluation' and 'theory'. You will learn how to develop the photographic picture, by considering and practising your use of framing, awareness of light and your picture-making skills in general. You will consider more fully the practice and techniques of digital printing skills in the production of a final body of work.
TOUR40131 THE VISITOR ATTRACTION AND RESORT MANAGEMENT BUSINESS ENVIRONMENT 4 20 Digital, Technology, Innovation and Business A businesses success is based on the knowledge and understanding of the environment that they are in. As an aspiring manager of the future, you will research the global marketplace focusing on the visitor attractions environment. You will consider the political, economic, social, legal and environmental framework within which businesses operate and apply this to the ever changing and dynamic industry.
ENGG51019 THERMOFLUIDS 5 15 Digital, Technology, Innovation and Business In everyday life you are never too far away from some system or device that relies on both fluid mechanics and thermodynamics. From the water circulating in your home central heating radiators to the hydraulic door closer on the back of a fire door, the presence of thermofluids is constantly around us.The aim of this unit is to provide a rational understanding of functional thermodynamics and fluid mechanics in common industrial applications. The unit promotes a problem-based approach to solving realistic work-related quandaries such as steam plant efficiency and fluid flow capacities.Students will examine fundamental thermodynamic principles, steam and gas turbine systems and viscosity in fluids, along with static and dynamic fluid systems. Each element of the unit will identify a variety of engineering challenges and assess how problems are overcome in real-life industrial situations.Additionally, students will develop their perceptions of industrial thermodynamic systems, particularly those involving steam and gas turbine power. In addition, they will consider the impact of energy transfer in engineering applications along with the characteristics of fluid flow in piping systems and numerous hydraulic devices, all of which are prevalent in typical manufacturing and process facilities.
GDEV60034 TOOL DEVELOPMENT FOR TECHNICAL DESIGNERS 6 20 Digital, Technology, Innovation and Business Tool Development for Technical Designers will help you build a library of tools and experiments to help improve your colleagues game development practise. In this module you’ll produce Technical Games Design projects within leading Game Engines. You’ll projects will be support by excellent Technical Design Documentation and well-presented game engine tools.
PERF40024 TOOLKIT FOR SUCCESS 4 20 Digital, Technology, Innovation and Business Kickstart your journey into higher education in this focused module that provides you with the tools you need to succeed. Learn how to clearly present yourself, critical consider performance work and gain the research skills that you need to support your ideas.
GDEV50047 TOOLS DEVELOPMENT 5 20 Digital, Technology, Innovation and Business Creating tools and unique systems to help improve and streamline the games development process is vital to ensuring consistency of tasks, speed of development and the quality of the game. Tools can range from build systems, procedural content generation, asset creation and more. In this module you will learn how to identify problems, conduct research, design a solution and ultimate create a system.
GDEV50046 TOOLS DEVELOPMENT FOR GAMES ENGINES 5 20 Digital, Technology, Innovation and Business This module will focus on tool development within Unreal Engine. The prerequisite for this module is C++ for Engines. Students will be asked to design and develop a game mechanic of their choice on a chosen topic, that has been approved, which demonstrates industry standard techniques.
TOUR50304 TOURISM PERSPECTIVES 5 20 Digital, Technology, Innovation and Business This module will allow students to explore the various behaviour, expectation, behaviours and motivations of the tourist. The assessments are practical and creative in nature reflecting ‘real world’ scenarios and conditions. A field studies visit is included within the module.
ESPO30010 TOURNAMENT OPERATIONS 3 20 Digital, Technology, Innovation and Business Tournaments for esports is a huge part of the industry, with many publishers providing support to event organisers to help continue to grow this marketplace. Tournament creation and planning is a multi-layered process that spans across numerous different areas of business. This is a tournament operations-based module in which you will get to create a hypothetical Esports event and develop the tournament rulebook that would be associated with that event by reviewing and improving upon existing industry examples.
ESPO40019 TOURNAMENT PRODUCTION 4 20 Digital, Technology, Innovation and Business Tournaments are a key part of the esports industry, but creating an engaging way of viewing these tournaments is arguably even more important in today’s digital society. Through the Tournament Production module, students will explore and experiment with broadcasting technology, research media theories and techniques and evaluate tournament formats to understand how different types of tournaments can be enhanced by providing an engaging, effective and entertaining livestreamed tournament experience and broadcasting that to the world!
PERF50031 TRADITIONAL PERFORMANCE 5 40 Digital, Technology, Innovation and Business Immerse yourself in the world of traditional performance. Working with a professional creative team you will rehearse and perform a traditional musical theatre performance. Delving into the contextual and historical background of selected genres, you will be given the theoretical knowledge to analyse and discuss.
TOON40001 UNCONVENTIONAL COMICS 4 20 Digital, Technology, Innovation and Business From cave paintings to McCloud’s infinite digital canvas, visual storytelling can be told via many forms. This module encourages the student to look at how we read visual stories, and the role media and materials have with our engagement of them.
GDEV50042 USER INTERFACE DESIGN AND IMPLEMENTATION 5 20 Digital, Technology, Innovation and Business This module will explore the key principles of User Interface design as you research existing Interfaces in games and then design your own. You will explore a range of User Experience principles and use these skills and knowledge to implement your own User Interface into a game engine.
ENGG51018 UTILISATION OF ELECTRICAL POWER 5 15 Digital, Technology, Innovation and Business The supply, processing and usage of electrical energy is a leading preoccupation around the world today, with significant technical, economic, environmental and societal implications. Engineers have to engage seriously with this issue and need to be aware of the real and practical impact of their decisions.The aim of this unit is to develop your understanding of electrical power systems and power distribution, giving consideration to the advantages and disadvantages of alternative power sources.You will learn about the construction and characteristics of power transmission and distribution systems, including the interconnections of systems and their necessary protection. You will also consider the economics of components, power systems and alternative energy sources, in line with emerging developments within the energy sector.On successful completion of this unit you will be able to explain the demands, sources and construction of electrical power generation and distribution systems, review the interconnections of power systems and their necessary protection, identify the requirement for engineering activity and describe new and emerging methods to optimise energy usage.
ENGG51018 UTILISATION OF ELECTRICAL POWER 5 15 Digital, Technology, Innovation and Business The supply, processing and usage of electrical energy is a leading preoccupation around the world today, with significant technical, economic, environmental and societal implications. Engineers have to engage seriously with this issue and need to be aware of the real and practical impact of their decisions.The aim of this unit is to develop your understanding of electrical power systems and power distribution, giving consideration to the advantages and disadvantages of alternative power sources.You will learn about the construction and characteristics of power transmission and distribution systems, including the interconnections of systems and their necessary protection. You will also consider the economics of components, power systems and alternative energy sources, in line with emerging developments within the energy sector.On successful completion of this unit you will be able to explain the demands, sources and construction of electrical power generation and distribution systems, review the interconnections of power systems and their necessary protection, identify the requirement for engineering activity and describe new and emerging methods to optimise energy usage.
GDEV50043 VEHICLE AND PROP DESIGN 5 20 Digital, Technology, Innovation and Business Learn the specific techniques and skills required to design cars, bikes, aircraft, spaceships, weapons and more. Ideation thumbnailing will then move onto considering form following function and the ways that designs can be rendered in clear detail.
TRAN53019 VEHICLE DYNAMICS AND NVH 5 20 Digital, Technology, Innovation and Business This module provides detailed study of the Vehicle Dynamics and Its Handling process; and how this study can be used to solve real-life problems in Automotive sector. Design and analysis case studies and design problems will be considered, and the applications of different systems implementation technologies will be discussed. Software based modelling and simulation techniques to create complex vehicle dynamics systems will be studied. Industry standard software will be used for detailed analysis and complex modelling and simulations during this module.¿
TRAN43005 VEHICLE PRINCIPLES AND PROFESSIONAL DEVELOPMENT 4 20 Digital, Technology, Innovation and Business This module will introduce you to the fundamental terminology, science and technologies commonly used in the automotive and motorsport industries. You will become familiar with the basic components of a vehicle and gain an appreciation for how they are integrated together. You will, through the use of simulation software, develop a single-cylinder engine and perform basic tuning to develop the engine power and performance. We will provide you with practical opportunities to become familiar with the basic elements and practices associated with automotive and motorsport engineering and vehicle systems. You will be able to explore some of the parameters used to assess vehicle performance and, through laboratory work learn how to use standard equipment to measure the performance of a vehicle. We will also introduce those methods that motorsport industry uses to enhance the performance of vehicles. This will give you the basic skills to build upon in further studies. Finally, you will begin to be prepared for your future career in the Automotive or Motorsport Engineering industry, investigating and identifying potential career paths and understanding your current position and place in society in relation to your aspirations.
GDEV50044 VFX FOR VIDEO GAMES 5 20 Digital, Technology, Innovation and Business A fast-paced and pretty module focusing on Visual Effects for Video Games within an engine. Here we focus on UE’s Niagara system, Nanite, Lumen, and Shader Development. The purpose of this module is to not only understand the technical development of the VFX but also analyse the development process to identify the purpose of tools to enhance productivity in the development pipeline.
GDEV50045 VIRTUAL REALITY FOR GAMES DESIGNERS 5 20 Digital, Technology, Innovation and Business Virtual reality offers new and exciting ways of designing immersive games and interactive worlds, spaces that player can literally walk within. Freed from the limitations of a two-dimensional screen, you will learn how to design physical and spatial experiences where presence is key.Working on a creative brief, you will develop a virtual reality project which could include VR games, escape rooms, interactive environments or other virtual reality experiences. You will be introduced to a range of design principles and practical techniques you can use to create your project. At the end of the module, you will present a playable demo that includes interaction within a virtual environment, remembering that simple ideas, executed well, are often the most successful.
COMP50042 VIRTUALISATION AND NETWORK SECURITY 5 20 Digital, Technology, Innovation and Business This module looks at network security and virtualisation of hardware and software and the effect upon the commercial IT market, infrastructure, and the wider customer base. Within the module you will look at the hypervisor technologies which are currently used to understand how these interact with hardware and allow a virtualized OS to work either natively or through a host OS. You will also look in detail at the different virtual environments, with Cloud and virtualised storage, hardware for redundancy purposes and operating systems, and learning environments. In addition, this module provides you with the skills to be work-ready, not only the practical skills but also the best security practices used by industry. You will be able to analyse a current network provision, analyse the output and propose/implement an effective solution.
BUSM50018 VISITOR ATTRACTION AND RESORT MANAGEMENT - OPERATIONS AND LEGAL LIABILITY 5 20 Digital, Technology, Innovation and Business This module helps students to avoid any potential legal implications arising from injuries at events, improve the reputation of the venue and avoid any negative publicity arising from safety shortfalls.
TOUR50301 VISITOR ATTRACTION AND RESORT MANAGEMENT - SUSTAINABILITY, SOCIETY AND IMPACT 5 20 Digital, Technology, Innovation and Business The module places emphasis on the often-symbiotic relationship between urbanisation, consumer demand and the environment, and places mitigation harm at the heart of sustainability agendas.
ANIM40136 VISUAL COMIC APPLICATION 4 30 Digital, Technology, Innovation and Business
PHOT40654 VISUAL COMMUNICATION 4 40 Digital, Technology, Innovation and Business
CCIF50873 VISUAL EFFECTS & MOTION GRAPHICS 5 30 Digital, Technology, Innovation and Business The aim of this module is to enhance your understanding of visual effects and motion graphics and how it can be applied to a variety of different projects. This module will also help you develop an awareness of fundamental theories and practical skills necessary for incorporating these effects and graphics in your projects. Engaging with practical assignment work will enable you to explore visual effects and motion graphics as a creative tool to solve a range of production challenges.
CCIF40850 VISUAL EXPLORATION 4 20 Digital, Technology, Innovation and Business In this module, you’ll experiment with both new and traditional media, exploring various mark-making techniques. You’ll delve into the language of visual arts, learning to analyse and communicate your understanding of formal elements and concepts. You’ll also examine how trends in the creative industries, as well as technological and financial influences, impact your work. Through collaborative idea sharing with peers and tutors, you’ll develop a unique personal style and the ability to effectively present visual ideas. This module prepares you for a dynamic career in the visual arts by enhancing your creative and analytical skills.
ANIM50101 VISUAL STORYTELLING 5 30 Digital, Technology, Innovation and Business
GDEV40025 VISUAL STUDIES FOR GAMES 4 20 Digital, Technology, Innovation and Business As Game Artists you need to be aware of contemporary media and its application in videogame creation, as well as be able to convey that understanding visually. This module is designed to develop your artistic eye, your critical analysis, and your visual communication skills via a practical portfolio of art and visual analysis.
COMP50075 WEB DEVELOPMENT 5 20 Digital, Technology, Innovation and Business In choosing this module you will further your existing knowledge in web design and development by using current technologies such as HTML5, CSS and JavaScript. You will be introduced to current development environments and frameworks on the clientside. You will also use the latest API's and other emerging web technologies.
PHOT50659 WORKING WITH PHOTOGRAPHS 5 40 Digital, Technology, Innovation and Business This module addresses how diverse the photographic process has been and continues to be in the formation of an 'image world'. Photography is primarily utilised in the formation of 'mass produced' imagery that contributes fundamentally to how things and ideas are distributed and consumed through the media. In addition to these industry usages, photographs have been made in order to persuade, to reveal and to evidence our relationship to the world and to each other. You will be asked to reflect upon some of these relationships and possibilities in the making and consideration of photographic work. Through practice-based workshops and tutorials you will be involved with the strategic concerns that a particular practice/s requires. "The ability to interpret, critique, create, and use visual communication on sophisticated levels". (Williams, Newton, Visual Communication: Integrating Media, Art and Science) are the working methods being explored in this module.Producing photographs means that we also consider some of the questions, debates and issues that have raged around the medium of photography, its nature and purpose, since its invention. Is it art, or merely a mechanical recording device? Is it objective and scientific, coolly analytical, or is it an emotionally charged trigger to subjective memory and contemplation? What is photography for? How do we make sense of photographs? Through a series of lectures, you will learn to relate your developing practice to a body of theories, ideas, thoughts, and strategic approaches.