Computer Games Design and Programming

This course is available in Clearing for September 2021

Apply through Clearing

Study options

Award

BSc (Hons)

Key facts

UCAS code:
I646
UCAS code:
I648
Location:
Stoke-on-Trent campus
Location:
Stoke-on-Trent campus
Location:
Stoke-on-Trent campus
Location:
Stoke-on-Trent campus
Study option:
Full-time
Study option:
Full-time, with a foundation year
Study option:
Full-time, with a placement year
Study option:
Part-time
Duration:
3 Years
Duration:
4 Years
Duration:
4 Years
Duration:
6 Years
Start date:
27 September 2021

Epic Games Lab

We're home to the Epic Games sponsored Design Centre

Industry recognised

Accredited by TIGA, the video games industry body

Excellent facilities

Including dedicated games lab & PlayStation Academic Development Programme

As a Computer Games Design and Programming student, you'll learn how to take your game ideas from concept, through production to final release using industry-standard design and development techniques. You will also learn how to develop or modify the technologies used in game engines.

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

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

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

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

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

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

Run in affiliation with games industry body TIGA, this course will give you the skills you need for a career in games development focused around using multiple games technologies. This course has been designed around the needs of the games industry with the focus on developing skills in design, programming and production.

These three core areas cover many of the job roles advertised by a highly competitive worldwide games industry and allow a graduate to cast a wide net when it comes to applying for a games studio role. This broad skill set also makes graduates from this course ideally suited to joining Indie teams where the need to be flexible in a role is particularly valuable or to independently create their own games.

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

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

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

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

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

Course content

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you’ll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You’ll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you’ll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You’ll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you’ll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You’ll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

In Year 1, you will learn the fundamentals of programming using C++ for engine creation, develop your games design and development skills using the industry's leading games engines, and apply rapid games prototyping skills for designing and demonstrating your own innovative game ideas. During this year, the work covered will take you from concept generation to gameplay prototype using visual scripting, C# and C++ both in existing engines and by developing your own coding frameworks. No prior coding or games engine knowledge is required, just a passion for wanting to create your own games.

In Year 2, you’ll work on a collaborative group project as a junior member of a full development team. You will expand your knowledge of using games engines to develop games and continue to enhance your programming skills in C++ and C#. Optional modules allow you to develop skills for 2D/3D asset creation, 3D graphics programming, UI and level design. In this year, you will have the opportunity to design and develop your own full indie game title using industry-standard production methods and advanced engine and programming techniques.

In Year 3, you will work as a senior or lead member of a development team on a collaborative game. You’ll also design and develop your own individual project, learn and apply artificial intelligence techniques, and refine your skills in options for production, design or programming. By this stage, you will have designed and developed numerous game concepts and prototypes, expanded your knowledge of the games production pipeline and worked in groups to develop vertical slices of high-quality industry-style games.

Academic year

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA
Games and Visual Effects Showreel 2019

Games and Visual Effects Showreel 2019

Video

Student work from our Games Design, Games Art, Animation, Concept Art, Games Animation, Games Programming, CGI, & VFX courses.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module.

Year 0 compulsory modules
Year 0 compulsory modules
2D Games Engines 30 credits
Fundamentals Of Programming 30 credits
Game Theory & Mechanics 30 credits
Photoshop For Games And Animation 30 credits
Year 1 compulsory modules
Year 1 compulsory modules
Games Engine Creation 30 credits
Introduction To 3D Games Engines 30 credits
Introduction To Games Design 30 credits
Rapid Games Prototyping 30 credits

Entry requirements

We use UCAS points in our offer making and welcome a wide range of qualifications.

  • Typical UCAS offer: 112 points
  • A levels: BBC, CCC plus B at AS
  • BTEC: DMM
  • Typical UCAS Offer: 48 points
  • A levels: A, DD, EEE
  • BTEC: PPP

We use UCAS points in our offer making and welcome a wide range of qualifications.

  • Typical UCAS offer: 112 points
  • A levels: BBC, CCC plus B at AS
  • BTEC: DMM

We use UCAS points in our offer making and welcome a wide range of qualifications.

  • Typical UCAS offer: 112 points
  • A levels: BBC, CCC plus B at AS
  • BTEC: DMM

We understand that you might have experienced a challenging run up to higher education and may have not met the entry requirements as listed. If this is the case don’t worry, contact us and our team of expert advisors can guide you through the next stages of application, or help you find the perfect course for your needs.

Calling all gamers - play now and vote

News

Computer games, created with a Stoke-on-Trent theme in just seven days, are now available to view and play.

For equivalent entry requirements in your home country, please see the information on our country pages.

Choose your country

Check our entry and English language requirements for your country.

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Facilities

Careers

Graduates from our Computer Games Design and Programming award possess the skills to undertake a wide variety of industry jobs from small self-published titles to AAA blockbusters.

Recent graduates have worked in roles such as Unity/Unreal games developer, graphics programmer, senior functional tester, and augmented/virtual reality application developer.

Games Labs tour

Games Labs tour

Video

Course Director for Games Design, Greg Penninck takes you on a behind the scenes tour of our Games Labs.

Teaching and assessment

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. Seminars enable you to discuss and develop your understanding of topics covered in lectures in smaller groups of around 16-18 students. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. Many of our courses are accredited or recognised by professional, statutory or regulatory bodies.

Learning support

In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include study skills (including reading, note-taking and presentation skills); written English (including punctuation and grammatical accuracy); academic writing (including how to reference); research skills; critical thinking and understanding arguments; and revision, assessment and examination skills (including time management).

Additional support

Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.

Global Games Jam 2020

Global Games Jam 2020

Video

222 students. 48 hours. Discover what happened when we held the largest Global Games Jam in the UK.

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Year 1

22% of time in lectures, seminars or similar
78% of time in independent study
0% of time in placements

Year 2

30% of time in lectures, seminars or similar
70% of time in independent study
0% of time in placements

Year 3

23% of time in lectures, seminars or similar
77% of time in independent study
0% of time in placements

Independent learning

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

When not attending lectures, seminars, laboratory or other timetabled sessions, you will be expected to continue learning independently through self-study. Typically, this will involve utilising a range of digital resources including our virtual learning environment; reading journals, articles and books; working on individual and group projects; undertaking research in the library; preparing coursework assignments and presentations, and preparing for examinations. Your independent learning will be supported by a range of excellent facilities. These include the library, open access computer facilities, informal learning zones, a range of laboratories and performance and studio spaces.

Year 1

0% practical exams
100% coursework
0% written exams

Year 2

0% practical exams
100% coursework
0% written exams

Year 3

0% practical exams
100% coursework
0% written exams

Staff

Dr Yvan Cartwright

Senior Lecturer

Yvan's research in the area of computer gaming focuses on engines, rapid prototyping and AI systems. He works extensively with Epic's Unreal Engine 4 and the Unity 3D Engine.

Yvan's profile

Dr Wael Elzanaty

Lecturer

Wael El Zanaty is a games design and rapid games prototyping lecturer. His main area of interest is games design, mobile games development, games production, business issues, marketing, user experience and user interface design.

Wael's profile

Fees

For the course starting on 27 September 2021 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,250 per year of study £14,000 per year of study

For the course starting on 27 September 2021 the tuition fees are:

Tuition fees for BSc (Hons) Full-time, with a foundation year
Study option UK / Channel Islands International
Full-time £9,250 for your first year subsequent years will be charged at the University standard rate £14,000 for your first year subsequent years will be charged at the University standard rate

For the course starting on 20 September 2021 the tuition fees are:

Tuition fees for BSc (Hons) Full-time, with a placement year
Study option UK / Channel Islands International
Full-time £9,250 per year of study £14,000 per year of study

For the course starting on 27 September 2021 the tuition fees are:

Tuition fees for BSc (Hons) Part-time
Study option UK / Channel Islands
Part-time £4,620 per year of study

UK and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.

**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.

International students: Tuition fees will remain the same for each year of your course, as long as you complete it in the normal time-frame (i.e. no repeat years or breaks in study).

Motion Capture Studio Tour

Motion Capture Studio Tour

Video

Join our Technical Specialist Conor-Jack for a tour of our new and improved Motion Capture Studio.

Included in tuition fees
Included in the fees:

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Not included in tuition fees
Not included in the fees:

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

Accommodation and living costs
Accommodation and living costs

Accommodation and living costs are not included in our fees. 

For more information on accommodation and living costs, please see: Accommodation

Sources of financial support

If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by visiting: www.gov.uk

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Our students

Having an Epic Games lab, where all the computers are funded by Epic Games is very useful to have. There are also 24/7 labs with dual monitors and fast PCs, which is a HUGE help when working in the programs used for the course.

The best part of the course is working with lecturers who have industry experience; they teach exactly what you need for you to get your desirable job. If you ask them a question, you will find that they will answer your question and 10 other questions you might have had because they have so much great advice.

Staffs is a gateway to so many amazing jobs that you might never have thought were possible. It’s also a huge experience in your life that you will not forget.

Louis Whitehouse

BSc (Hons) Computer Games Design and Programming

Apply

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time 27 September 2021 Apply now

Information from discover uni

Rules and regulations

If you are offered a place at Staffordshire University, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.

Students of Staffordshire University enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations.

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Top 250 Young University

Times Higher Education Young University Rankings 2020

Top 15 for Teaching Quality

The Times and The Sunday Times Good University Guide 2021

Top 15 for Social Inclusion

The Times and The Sunday Times Good University Guide 2021

Midlands University of the Year

Midlands Business Awards 2020