Computer Games Design and Programming

BSc (Hons)

Location

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

UCAS code

I646

Start dates available

  • September 2026

Start dates available

  • September 2026

Start dates available

  • September 2026

As a Computer Games Design and Programming student, you’ll learn how to prototype your game concepts using industry-standard game engines, develop your programming skills in C++ and C#, and refine gameplay to create engaging and immersive projects through playtesting and user feedback.

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 fundamental programming skills while solidifying your use of game design principles.

These 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 independent teams where the need to be flexible in a role is particularly valuable or to create their own games.

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

Duration

University of Staffordshire undergraduate courses are usually 3 years for full-time study.

Courses which offer other study options have longer durations:

  • Full-time with a placement year, 4 years
  • Full-time with a foundation year, 4 years
  • Part-time, 4-9 years

As a Computer Games Design and Programming student, you’ll learn how to prototype your game concepts using industry-standard game engines, develop your programming skills in C++ and C#, and refine gameplay to create engaging and immersive projects through playtesting and user feedback.

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 fundamental programming skills while solidifying your use of game design principles.

These 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 independent teams where the need to be flexible in a role is particularly valuable or to create their own games.

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

Duration

University of Staffordshire undergraduate courses are usually 3 years for full-time study.

Courses which offer other study options have longer durations:

  • Full-time with a placement year, 4 years
  • Full-time with a foundation year, 4 years
  • Part-time, 4-9 years

As a Computer Games Design and Programming student, you’ll learn how to prototype your game concepts using industry-standard game engines, develop your programming skills in C++ and C#, and refine gameplay to create engaging and immersive projects through playtesting and user feedback.

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 fundamental programming skills while solidifying your use of game design principles.

These 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 independent teams where the need to be flexible in a role is particularly valuable or to create their own games.

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

Duration

University of Staffordshire undergraduate courses are usually 3 years for full-time study.

Courses which offer other study options have longer durations:

  • Full-time with a placement year, 4 years
  • Full-time with a foundation year, 4 years
  • Part-time, 4-9 years

As a Computer Games Design and Programming student, you’ll learn how to prototype your game concepts using industry-standard game engines, develop your programming skills in C++ and C#, and refine gameplay to create engaging and immersive projects through playtesting and user feedback.

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 fundamental programming skills while solidifying your use of game design principles.

These 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 independent teams where the need to be flexible in a role is particularly valuable or to create their own games.

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

Duration

University of Staffordshire undergraduate courses are usually 3 years for full-time study.

Courses which offer other study options have longer durations:

  • Full-time with a placement year, 4 years
  • Full-time with a foundation year, 4 years
  • Part-time, 4-9 years

Course content

As soon as you start the course, you will begin to develop software, games, and frameworks designed to introduce new topics and build fundamental skills while building a professional portfolio.

In your first year you will study a blend of software engineering fundamentals to ensure you understand the logic behind your code, as well as the key design principles of games to develop fun and engaging prototypes. You will become familiar with the industry standard programming language of C++, delve into both the Unity and Unreal Engine, create a 3D environment using OpenGL and develop a series of game prototypes to enhance your understanding of game design and project management.

In your second year, you’ll develop your programming skills further, utilising Unity and Unreal Engine to their fullest, exploring further applications of C++, and developing mechanics with a focus on game-feel and player experience. Optional modules allow you to develop your specialist skills further in user interface design, audio development, and tools development. In this year, you will also design and develop a complete game in a collaborative group project as a junior member of a full development team.

In your third year, you take ownership over your final project, exploring the depths of games research for a final deliverable portfolio piece. Alongside this, you’ll solidify your fundamentals further through level design, and low-level programming. Your optional modules for this year allow you to focus your efforts into a designer-focused technical demo or explore more networked multiplayer techniques. Alongside these modules, you’ll again be tasked with developing a larger project in a full collaborative group, this time as a senior member of the team, testing your leadership skills and project management approaches.

Academic year

The course is designed with a modular structure, offering flexibility and choice. Most modules are 20 academic credits, with 40 being the maximum. Each credit represents 10 hours of total study time, including scheduled lectures, tutorials, seminars, independent study and assessments.

For full-time students, you will typically complete 40 credits per term, whereas if you're studying part-time you would take fewer than this. All students take a total of 120 credits per level, with 360 credits required for the degree. Your final grade and degree classification are determined by your performance in modules completed at levels 5 and 6.

As soon as you start the course, you will begin to develop software, games, and frameworks designed to introduce new topics and build fundamental skills while building a professional portfolio.

In your first year you will study a blend of software engineering fundamentals to ensure you understand the logic behind your code, as well as the key design principles of games to develop fun and engaging prototypes. You will become familiar with the industry standard programming language of C++, delve into both the Unity and Unreal Engine, create a 3D environment using OpenGL and develop a series of game prototypes to enhance your understanding of game design and project management.

In your second year, you’ll develop your programming skills further, utilising Unity and Unreal Engine to their fullest, exploring further applications of C++, and developing mechanics with a focus on game-feel and player experience. Optional modules allow you to develop your specialist skills further in user interface design, audio development, and tools development. In this year, you will also design and develop a complete game in a collaborative group project as a junior member of a full development team.

In your third year, you take ownership over your final project, exploring the depths of games research for a final deliverable portfolio piece. Alongside this, you’ll solidify your fundamentals further through level design, and low-level programming. Your optional modules for this year allow you to focus your efforts into a designer-focused technical demo or explore more networked multiplayer techniques. Alongside these modules, you’ll again be tasked with developing a larger project in a full collaborative group, this time as a senior member of the team, testing your leadership skills and project management approaches.

Academic year

The course is designed with a modular structure, offering flexibility and choice. Most modules are 20 academic credits, with 40 being the maximum. Each credit represents 10 hours of total study time, including scheduled lectures, tutorials, seminars, independent study and assessments.

For full-time students, you will typically complete 40 credits per term, whereas if you're studying part-time you would take fewer than this. All students take a total of 120 credits per level, with 360 credits required for the degree. Your final grade and degree classification are determined by your performance in modules completed at levels 5 and 6.

As soon as you start the course, you will begin to develop software, games, and frameworks designed to introduce new topics and build fundamental skills while building a professional portfolio.

In your first year you will study a blend of software engineering fundamentals to ensure you understand the logic behind your code, as well as the key design principles of games to develop fun and engaging prototypes. You will become familiar with the industry standard programming language of C++, delve into both the Unity and Unreal Engine, create a 3D environment using OpenGL and develop a series of game prototypes to enhance your understanding of game design and project management.

In your second year, you’ll develop your programming skills further, utilising Unity and Unreal Engine to their fullest, exploring further applications of C++, and developing mechanics with a focus on game-feel and player experience. Optional modules allow you to develop your specialist skills further in user interface design, audio development, and tools development. In this year, you will also design and develop a complete game in a collaborative group project as a junior member of a full development team.

In your third year, you take ownership over your final project, exploring the depths of games research for a final deliverable portfolio piece. Alongside this, you’ll solidify your fundamentals further through level design, and low-level programming. Your optional modules for this year allow you to focus your efforts into a designer-focused technical demo or explore more networked multiplayer techniques. Alongside these modules, you’ll again be tasked with developing a larger project in a full collaborative group, this time as a senior member of the team, testing your leadership skills and project management approaches.

Academic year

The course is designed with a modular structure, offering flexibility and choice. Most modules are 20 academic credits, with 40 being the maximum. Each credit represents 10 hours of total study time, including scheduled lectures, tutorials, seminars, independent study and assessments.

For full-time students, you will typically complete 40 credits per term, whereas if you're studying part-time you would take fewer than this. All students take a total of 120 credits per level, with 360 credits required for the degree. Your final grade and degree classification are determined by your performance in modules completed at levels 5 and 6.

As soon as you start the course, you will begin to develop software, games, and frameworks designed to introduce new topics and build fundamental skills while building a professional portfolio.

In your first year you will study a blend of software engineering fundamentals to ensure you understand the logic behind your code, as well as the key design principles of games to develop fun and engaging prototypes. You will become familiar with the industry standard programming language of C++, delve into both the Unity and Unreal Engine, create a 3D environment using OpenGL and develop a series of game prototypes to enhance your understanding of game design and project management.

In your second year, you’ll develop your programming skills further, utilising Unity and Unreal Engine to their fullest, exploring further applications of C++, and developing mechanics with a focus on game-feel and player experience. Optional modules allow you to develop your specialist skills further in user interface design, audio development, and tools development. In this year, you will also design and develop a complete game in a collaborative group project as a junior member of a full development team.

In your third year, you take ownership over your final project, exploring the depths of games research for a final deliverable portfolio piece. Alongside this, you’ll solidify your fundamentals further through level design, and low-level programming. Your optional modules for this year allow you to focus your efforts into a designer-focused technical demo or explore more networked multiplayer techniques. Alongside these modules, you’ll again be tasked with developing a larger project in a full collaborative group, this time as a senior member of the team, testing your leadership skills and project management approaches.

Academic year

The course is designed with a modular structure, offering flexibility and choice. Most modules are 20 academic credits, with 40 being the maximum. Each credit represents 10 hours of total study time, including scheduled lectures, tutorials, seminars, independent study and assessments.

For full-time students, you will typically complete 40 credits per term, whereas if you're studying part-time you would take fewer than this. All students take a total of 120 credits per level, with 360 credits required for the degree. Your final grade and degree classification are determined by your performance in modules completed at levels 5 and 6.

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

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 where available.

Year 1 compulsory modules
Year 1 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Games Development Project 40 credits
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Senior Collaborative Games Development 20 credits
Show 2 optional modules

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 where available.

Year 1 compulsory modules
Year 1 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Games Development Project 40 credits
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Senior Collaborative Games Development 20 credits
Show 2 optional modules

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 where available.

Year 1 compulsory modules
Year 1 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Dta Industrial Placement 120 credits
Year 4 compulsory modules
Year 4 compulsory modules
Games Development Project 40 credits
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Senior Collaborative Games Development 20 credits
Show 2 optional modules

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 where available.

Year 1 compulsory modules
Year 1 compulsory modules
Introduction To Graphics Programming 20 credits
Mechanics Prototyping 20 credits
Programming Fundamentals 20 credits
Year 2 compulsory modules
Year 2 compulsory modules
C# Scripting For Games Engines 20 credits
Computational Methods 20 credits
Game Prototyping 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
Advanced Mechanics Design 20 credits
Introduction To Mechanics Design 20 credits
Show 4 optional modules
Year 4 compulsory modules
Year 4 compulsory modules
C++ For Engines 20 credits
Game Artificial Intelligence 20 credits
Junior Collaborative Games Development 20 credits
Year 5 compulsory modules
Year 5 compulsory modules
Low-Level Gameplay 20 credits
Multiplayer Level Design 20 credits
Show 2 optional modules
Year 6 compulsory modules
Year 6 compulsory modules
Games Development Project 40 credits
Senior Collaborative Games Development 20 credits

Entry requirements

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

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

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.

  • Typical UCAS Offer: 48 points
  • A levels: A, DD, EEE
  • BTEC: PPP

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.

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

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

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.

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

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

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.

Facilities

Games Labs

Our world-class games development studios are fully equipped with the latest industry-standard software and hardware to give you a professional design and programming experience.

Global Games Jam

We host the UK's largest Global Games Jam site (Over 200 Jammers!) aimed at cultivating and fostering Innovation, Experimentation, Collaboration. Read more

Our students and members of the general public take part in a three day event developing digital or analogue games in their own teams using our Cadman Studios where our Games and VFX courses are run. It is a fantastic experience - the opportunity to meet new friends and make games based on a super-secret yearly theme from the Global Games Jam group!

Motion Capture Studio

Realistically capture multiple human movements simultaneously for the creation of high-quality games, animation and VFX sequences. Our industry standard facility features a 24-camera rig, Vicon hardware and Cara facial performance capture headset. This facility hosts sessions that show students how to set up and prepare shoots at a high industry level.

VR, AR and Mixed Reality Lab

The VR, AR and Mixed Reality Lab is equipped with a number of HTC Vive Virtual Reality headsets and a dedicated development area to create, develop and test VR solutions. 

Careers

Many graduates have secured roles in companies such as:

  • Codemasters
  • Double Eleven
  • Flix Interactive
  • Frontier
  • Kwalee
  • Lucid Games
  • Niantic
  • Playtonic
  • Rebellion
  • Rockstar
  • Stellar Entertainment
  • Supermassive
  • Two Point Studios

As well as some graduates developing and releasing their own independent projects.

All students have access to Careers, Placements & Employability, our dedicated careers team.

Many graduates have secured roles in companies such as:

  • Codemasters
  • Double Eleven
  • Flix Interactive
  • Frontier
  • Kwalee
  • Lucid Games
  • Niantic
  • Playtonic
  • Rebellion
  • Rockstar
  • Stellar Entertainment
  • Supermassive
  • Two Point Studios

As well as some graduates developing and releasing their own independent projects.

All students have access to Careers, Placements & Employability, our dedicated careers team.

Many graduates have secured roles in companies such as:

  • Codemasters
  • Double Eleven
  • Flix Interactive
  • Frontier
  • Kwalee
  • Lucid Games
  • Niantic
  • Playtonic
  • Rebellion
  • Rockstar
  • Stellar Entertainment
  • Supermassive
  • Two Point Studios

As well as some graduates developing and releasing their own independent projects.

All students have access to Careers, Placements & Employability, our dedicated careers team.

Many graduates have secured roles in companies such as:

  • Codemasters
  • Double Eleven
  • Flix Interactive
  • Frontier
  • Kwalee
  • Lucid Games
  • Niantic
  • Playtonic
  • Rebellion
  • Rockstar
  • Stellar Entertainment
  • Supermassive
  • Two Point Studios

As well as some graduates developing and releasing their own independent projects.

All students have access to Careers, Placements & Employability, our dedicated careers team.

Teaching and assessment

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have meetings with your Academic Mentor throughout each year to support your learning and personal development.

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 such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

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

Feedback

Feedback will be provided continuously throughout the course in a variety of different ways. Such as in class conversations, 1-2-1 meetings with your tutors, formative marking and via our industry approved Digital Academy Forums.

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have meetings with your Academic Mentor throughout each year to support your learning and personal development.

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 such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

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

Feedback

Feedback will be provided continuously throughout the course in a variety of different ways. Such as in class conversations, 1-2-1 meetings with your tutors, formative marking and via our industry approved Digital Academy Forums.

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have meetings with your Academic Mentor throughout each year to support your learning and personal development.

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 such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

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

Feedback

Feedback will be provided continuously throughout the course in a variety of different ways. Such as in class conversations, 1-2-1 meetings with your tutors, formative marking and via our industry approved Digital Academy Forums.

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have meetings with your Academic Mentor throughout each year to support your learning and personal development.

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 such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

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

Feedback

Feedback will be provided continuously throughout the course in a variety of different ways. Such as in class conversations, 1-2-1 meetings with your tutors, formative marking and via our industry approved Digital Academy Forums.

Staff

Please note, teaching team staff members may change during your studies.

Oliver Rippon

Lecturer

Olly is a technical designer whose primary passion is creating unique and interesting gameplay experiences and systems. His experience in both Unreal Engine and Unity have granted him a wide range of knowledge across the area of games design.

Oliver's profile

Chris Windmill

Senior Lecturer

Christopher is a software engineer with a background in real-time systems, large scale networks and systems with a passion for games and optimisation. His main area of interest is in the use of technology to improve the human experience.

Chris's profile

Davin Ward

Interim Course Director

Davin is the Course Director for Game Technologies. Having experience in running his own indie games company he brings this knowledge and understanding into his teaching. As Course Director he is responsible for supporting placements opportunities.

Davin's profile

Luke Barsby

Lecturer

Luke is a Computer Game’s Developer as well as an active researcher in the Extended Reality field. His main area of interest is using mixed realty as a tool for the design of interactive exhibits.

Luke's profile

Peter Cooper

Lecturer

Peter has taught software engineering, web development, games development and computer science. He is commencing a research MSc in Computer Science, developing areas of interest such as Artificial Intelligence, Cloud Gaming and Gamification.

Peter's profile

James Banton

Lecturer

James works across Games Development and Games Programming and actively researches Artificial Intelligence in games, focusses on employability for students and readying students throughout their work for industry standard.

James's profile

Craig Weightman

Senior Lecturer

Craig is a lecturer in Games Programming and has an active research interest in gamification and its uses in developing society.

Craig's profile

Dr David White

Senior Lecturer

Course leader for PhDs. Senior lecturer in Computer Games Programming – 3D graphics programming and AI.

David's profile

James Vickers

Lecturer

Jay is the module leader for Game Engine Creation and lecturer for various other modules across programming and development. Jay has a background in computer science and quantum computing as well as graphical programming.

James's profile

Fees

For the course starting on 21 September 2026 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,790 per year of study £17,085 per year of study

For the course starting on 21 September 2026 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,790 for your first year subsequent years will be charged at the University standard rate £17,085 for your first year subsequent years will be charged at the University standard rate

For the course starting on 21 September 2026 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,790 per year of study £17,085 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.

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. 

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 reading our additional funding web pages, or 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

The best part of the course is working with lecturers who have industry experience.

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. 

Louis Whitehouse

BSc (Hons) Computer Games Design and Programming

Apply now to Computer Games Design and Programming

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time 21 September 2026 Apply now

Apply now to Computer Games Design and Programming

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time, with a foundation year 21 September 2026 Apply now

Apply now to Computer Games Design and Programming

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time, with a placement year 21 September 2026 Apply now

Apply now to Computer Games Design and Programming

Applications are not currently open for this course.

Rules and regulations

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

Students of University of Staffordshire 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.

Information from discover uni

Have you considered?

for Career Prospects

Whatuni Student Choice Awards 2025

for Social Inclusion

The Times and Sunday Times Good University Guide 2026

for First Generation Students

The Mail University Guide 2026

in the UK for Games Education

Rookies Games Design and Development 2023, 2025

TIGA Best Games Institution 2024, 2025

of Research is “Internationally Excellent” or “World Leading”

Research Excellence Framework 2021

of Research Impact is ‘Outstanding’ or ‘Very Considerable’

Research Excellence Framework 2021