Games Computing

MSc

Location

Stoke-on-Trent campus

Stoke-on-Trent campus

Start dates available

  • September 2027
University of Staffordshire Courses

UK's #1 Games Institute

TIGA Best Educational Institution 2025

Outstanding development environment

Learn from industry professionals in sector-leading facilities

Extensive industry links

Gain access to our strong network of connections with leading international games studios

Programming is central to modern games development. On our MSc Games Computing, you’ll develop the advanced technical, computational and research skills needed for specialist programming and technical development roles in the games industry.

You’ll design and implement game systems and prototypes using mainstream game engines, advanced programming methods and contemporary software engineering approaches. You’ll explore optimisation, algorithms, data structures, engine-level development, advanced graphics programming and game-based AI.

The course is designed for graduates with a background in software engineering, games programming, games development, computer science or similar technical disciplines. You’ll build research-informed technical portfolio work through studio-style projects and a major masters project.

On successful completion of study, we will issue the following award: MSc Games Computing

Duration

This course is usually completed in 1 academic year when studying full-time or 2 academic years when studying part-time. 

Part-time study

This course is available as a part-time study course. 

Programming is central to modern games development. On our MSc Games Computing, you’ll develop the advanced technical, computational and research skills needed for specialist programming and technical development roles in the games industry.

You’ll design and implement game systems and prototypes using mainstream game engines, advanced programming methods and contemporary software engineering approaches. You’ll explore optimisation, algorithms, data structures, engine-level development, advanced graphics programming and game-based AI.

The course is designed for graduates with a background in software engineering, games programming, games development, computer science or similar technical disciplines. You’ll build research-informed technical portfolio work through studio-style projects and a major masters project.

On successful completion of study, we will issue the following award: MSc Games Computing

Duration

This course is usually completed in 1 academic year when studying full-time or 2 academic years when studying part-time. 

Part-time study

This course is available as a part-time study course. 

Course content

The course focuses on advanced technical games development, computational problem-solving and research-informed practice. You’ll explore graphics programming, game-based AI, studio simulation and industry practice while developing the technical judgement needed to produce robust, efficient and effective game systems.

You’ll work with contemporary game engines, programming frameworks and software engineering methods. Through practical development, technical experimentation, workflow evaluation and reflective critique, you’ll build a professional portfolio of technical artefacts and prototypes.

The course culminates in a major masters project, where you’ll plan, implement and evaluate an original technical games development project aligned to your chosen specialist area and career goals.

The course focuses on advanced technical games development, computational problem-solving and research-informed practice. You’ll explore graphics programming, game-based AI, studio simulation and industry practice while developing the technical judgement needed to produce robust, efficient and effective game systems.

You’ll work with contemporary game engines, programming frameworks and software engineering methods. Through practical development, technical experimentation, workflow evaluation and reflective critique, you’ll build a professional portfolio of technical artefacts and prototypes.

The course culminates in a major masters project, where you’ll plan, implement and evaluate an original technical games development project aligned to your chosen specialist area and career goals.

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.

Modules

The modules listed below are an indicative list of the modules that make up the course. 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 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 1 compulsory modules
Year 1 compulsory modules
Advanced Game Design Theory 30 credits
Game Masters Project Research And Planning 30 credits
Studio Simulation 30 credits
Year 2 compulsory modules
Year 2 compulsory modules
Game Based Artificial Intelligence 30 credits
Game Masters Project Implementation And Evaluation 30 credits
Industry Practice 30 credits

Entry requirements

You’ll normally need a 2:2 or above undergraduate qualification (or equivalent). Applicants should have a background in technical games programming or computer science, either from previous academic study or professional industry experience. Ideally, you will also have practical knowledge and experience with C++ or C# programming.

If you’re unsure whether your background fully meets these requirements, or if you have equivalent industry experience, please contact us we’re happy to discuss your eligibility and provide guidance.

You’ll normally need a 2:2 or above undergraduate qualification (or equivalent). Applicants should have a background in technical games programming or computer science, either from previous academic study or professional industry experience. Ideally, you will also have practical knowledge and experience with C++ or C# programming.

If you’re unsure whether your background fully meets these requirements, or if you have equivalent industry experience, please contact us we’re happy to discuss your eligibility and provide guidance.

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.

Games Programming Lab

Our labs offer development facilities for multiple platforms including Windows, Linux, PS5, PS4, Evercade and mobile. All relevant software is installed on our machines, all of which have two monitors and bolsters high powered hardware.

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

On successful completion, you’ll be prepared for specialist technical roles across the games, interactive media and software industries. Your portfolio will demonstrate advanced programming, technical problem-solving, engine workflows, optimisation, graphics, AI, research literacy and reflective professional development.

Potential career paths include:

  • Games programmer
  • Technical developer
  • Engine programmer
  • Graphics programmer
  • AI programmer
  • Systems programmer
  • Technical artist
  • Technical lead
  • Research developer
  • Games academic or researcher

You’ll also be well placed for further academic study at PhD level. All students have access to Careers, Placements & Employability, our dedicated careers team.

Students on this programme have the opportunity to enhance their studies with a placement year, gain valuable work experience, and take part in international activities—potentially supported by the Turing funding.

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

On successful completion, you’ll be prepared for specialist technical roles across the games, interactive media and software industries. Your portfolio will demonstrate advanced programming, technical problem-solving, engine workflows, optimisation, graphics, AI, research literacy and reflective professional development.

Potential career paths include:

  • Games programmer
  • Technical developer
  • Engine programmer
  • Graphics programmer
  • AI programmer
  • Systems programmer
  • Technical artist
  • Technical lead
  • Research developer
  • Games academic or researcher

You’ll also be well placed for further academic study at PhD level. All students have access to Careers, Placements & Employability, our dedicated careers team.

Students on this programme have the opportunity to enhance their studies with a placement year, gain valuable work experience, and take part in international activities—potentially supported by the Turing funding.

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

Teaching and assessment

Teaching

This course uses a postgraduate, research-informed and industry-aligned approach to learning. You’ll develop your skills through active, practice-based teaching that reflects authentic technical games development practice.

Teaching activities may include lectures, seminars, workshops, programming labs, engine-based development tasks, technical experimentation, studio simulation, peer critique, one-to-one supervision and independent project work. You’ll use contemporary game engines, programming tools and development workflows to design, test and refine technical solutions.

Our teaching is supported through our Virtual Learning Environment, Blackboard, where you can access learning materials and continue your development outside scheduled sessions. You’ll also use the Digital Academy to document progress, share work and receive formative feedback.

Assessment

Assessment is designed to reflect professional technical games development practice. You’ll produce a range of portfolio-ready work, including software prototypes, programming tasks, technical artefacts, technical breakdowns, workflow evaluations, research-informed analyses, reflective reports, presentations and a major independent masters project.

You’ll receive formative feedback throughout the course through workshops, Digital Academy posts, lab sessions, peer critique and one-to-one meetings. Formal assessments at the end of each module contribute to your module mark.

Learning support

Your course tutors will provide lots of support. But you can also take advantage of our Academic Skills team, who can help you with:

  • Study skills (including reading, note-taking and presentation skills)
  • Written English (including punctuation, grammar)
  • Academic writing (including how to reference)
  • Research skills
  • Critical thinking
  • Revision, assessment and exam skills (including time management)

Additional support

If you have additional needs like dyslexia or a sensory impairment, then our Student Inclusion Services are here to help make sure nothing stands in your way.

Teaching

This course uses a postgraduate, research-informed and industry-aligned approach to learning. You’ll develop your skills through active, practice-based teaching that reflects authentic technical games development practice.

Teaching activities may include lectures, seminars, workshops, programming labs, engine-based development tasks, technical experimentation, studio simulation, peer critique, one-to-one supervision and independent project work. You’ll use contemporary game engines, programming tools and development workflows to design, test and refine technical solutions.

Our teaching is supported through our Virtual Learning Environment, Blackboard, where you can access learning materials and continue your development outside scheduled sessions. You’ll also use the Digital Academy to document progress, share work and receive formative feedback.

Assessment

Assessment is designed to reflect professional technical games development practice. You’ll produce a range of portfolio-ready work, including software prototypes, programming tasks, technical artefacts, technical breakdowns, workflow evaluations, research-informed analyses, reflective reports, presentations and a major independent masters project.

You’ll receive formative feedback throughout the course through workshops, Digital Academy posts, lab sessions, peer critique and one-to-one meetings. Formal assessments at the end of each module contribute to your module mark.

Learning support

Your course tutors will provide lots of support. But you can also take advantage of our Academic Skills team, who can help you with:

  • Study skills (including reading, note-taking and presentation skills)
  • Written English (including punctuation, grammar)
  • Academic writing (including how to reference)
  • Research skills
  • Critical thinking
  • Revision, assessment and exam skills (including time management)

Additional support

If you have additional needs like dyslexia or a sensory impairment, then our Student Inclusion Services are here to help make sure nothing stands in your way.

Staff

You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes games programming specialists, computing academics and professional practitioners with experience across technical games development, graphics, AI and engine workflows.

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

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Dr Kieran Hicks

Course Director

Dr Kieran Hicks is a game design lecturer, they are the director of the DEMI research centre. Their research explores games from user-based and design-based lenses, using games as a tool to engage diverse groups in beneficial activity.

Kieran's profile
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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
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Dr David White

Senior Lecturer

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

David's profile

Fees

For the course starting on 20 September 2027 the tuition fees are:

Tuition fees for MSc-Full-time
Study option UK / Channel Islands
Full-time £9,720 per course

If you would like to know more about the fees listed and what this means to you then please get in touch with our Enquiries Team.

Alumni discount

If you've previously completed a University of Staffordshire undergraduate degree (excluding HND and foundation degrees) you may be entitled to a discount of 25% off your course fees for any subsequent postgraduate taught course (terms apply, see the alumni discount page for details). If you have any questions about how this relates to you, please contact feesandbursaries@staffs.ac.uk.

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.

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

Providing you are studying towards a full Masters qualification you may be able to apply for a postgraduate loan to help with tuition fees, maintenance and other associated costs. Student loans are available for many of our postgraduate degrees and are provided by the Student Loans Company (SLC). The loan can cover a wide range of postgraduate study options; part-time, full-time and distance learning. 

For more information and how to apply visit masters loan.

Apply now to Games Computing

Location Award Study option Start date Apply Link
Stoke-on-Trent campus MSc Full-time 20 September 2027 Apply now

Apply now to Games Computing

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. 

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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