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Introduction

Location

Institution code: D26

Course Length

UCAS course code: G624
Duration: Three years full-time, four years with placement

Why choose this course?

Key features

 Use specialist software such as Unity3D and Unreal engines.
 Become part of a vibrant community by joining our Game Society or E-Sports Society. You can build on what you learn on the course by playing games, taking trips to professional gaming events, and competing in tournaments. Our Games Development Society will give you the chance to work alongside Game Art students in games jams.
 Explore professional opportunities with a placement year. Recent Computer Games Programming students have spent a year in industry working as Intern Software Engineers and Programmers for companies including immersive tech company, Virtual Arts.
 Gain valuable international experience as part of your studies with our DMU Global programme. Students have been able to visit top tech companies in San Francisco and test out their espionage and surveillance skills in New York.
 Benefit from Education 2030, where a simplified ‘block learning’ timetable means you will study one subject at a time and have more time to engage with your learning, receive faster feedback and enjoy a better study-life balance.

Overview

A constantly evolving sector, the multibillion-pound computer games industry is now worth more than double its value in 2007. This offers graduates extensive career opportunities in a rapidly expanding field.

This course provides an opportunity to develop your interest in computer games into a set of skills which will help you start a career in this exciting industry.

You will study the latest techniques and resources for developing standalone, web-based and mobile games, featuring exciting graphics and animation, becoming familiar with the basic architecture and design elements of computer games and programming languages relevant to games development.

Modules

Year 1

Block 1: Game Design & Development

This module covers the basic elements involved in the architecture and design of computer games software from a high-level perspective. It describes the building blocks of a typical game and introduces a range of design aspects which contribute to an effective global game experience. The module also involves the students in implementing their designs by developing simple games which illustrate a range of design features. For this purpose, a high-level games development system will be used, and students will learn how to add extra functionality using an associated script-programming language. To support this development, the module introduces some key development management methods such as team management and simple project management in order to reflect the way computer games are developed across an international industry. The students will understand the processes used in industry in the production of a game. Design considerations are not limited to technical issues and so the module also includes discussion of the global sociological, cultural, age and gender issues and emphasises the ethical implications and consequences of content choice and player behaviour. Since this is an introductory level 1 module, it is considered crucial to create an appropriate level of responsibility in the games designer which can be carried through to more advanced modules in the area.

• Lecture: 12 hours
• Practical: 48 hours
• Assessment: 20 hours
• Self-directed study: 220 hours

Block 2: Markup Languages and Scripting

This module will cover fundamental usage of scripting languages such as Python and Javascript for parsing and manipulating different types of structured data stored in data files using a variety of markup languages. This module will explore the underlying principles that underpin scripted languages such as type systems and interpretation versus compilation. Students will learn approaches to the manipulation of 2D graphics within a web browser using rasterisation processes such as scalar vector graphics (SVG) or the HTML canvas.

• Lecture 12 hours
• Practical 48 hours
• Assessment 20 hours
• Self-directed study 220 hours

Block 3: Maths & Computer Systems

This module gives an overview of a set of topics which are fundamental to successfully building video games. Students will learn to use command line tools and a version control system. A high-level model of modern computer architecture will be taught to give a knowledge of how processing works and where performance bottlenecks can occur. Students will be taught core math concepts which will be used and revisited throughout their studies.

• Lecture: 12 hours
• Practical 48 hours Assessment: 20 hours
• Self-directed study: 220 hours

Block 4: C++ Fundamentals

This module introduces the fundamental concepts of programming in C++ through to an introduction to Object-Oriented Programming (OOP). The module begins with fundamental but critical concepts of programming such as type, variables, arrays, sequence, selection, and iteration. There is a clear focus on practical programming and problem-solving skills which underpin much of the students' later studies. Lecture 12 hours

• Practical: 48 hours
• Assessment: 20 hours
• Self-directed study: 220 hours

Year 2

Block 1: 3D Modelling & Shader Fundamentals

This module addresses the principles, practice, and context of interactive 3D modelling, rendering and animation. This is approached in three distinct ways. The students will take a vocational tour of the 3D modelling pipeline using a professional toolchain. The theory underpinning these tools is explored in a more formal mathematical way. The implementation of 3D scenes using computer hardware is explored through a series of practical exercises. Each exercise will examine one of the many techniques used in modern rendering to create realistic scenes in real-time culminated in an interactive scene with simulated lighting.

• Lecture: 12 hours
• Practical: 48 hours
• Assessment: 20 hours
• Self-directed study: 220 hours

Block 2: Mobile Games and AI for Simulation

Mobile Games can be broadly defined as being embedded, downloaded, or networked games conducted in handheld devices such as mobile phones, portable consoles, and tablets. Unlike most platforms, mobile games must be created to run on hundreds of handsets. The module considers the challenges faced when developing for mobile, from concept to deployment, using major mobile games development tools, such as Unity, with emphasis on understanding the need for portability across devices and the issues arising from a reduction in resources.

This module will also study the concept and uses of Artificial Intelligence (AI) in games. Uses of AI are widespread globally. The module covers in outline the major techniques of AI and focuses on applications in computer games programming and simulation. The general methods of AI include knowledge-based reasoning, graph-based search algorithms, probabilistic reasoning, finite state machines, flocking and behavioural trees.

• Lecture: 12 hours
• Practical: 48 hours
• Assessment: 20 hours
• Self-directed study: 220 hours

Block 3: Applied Mechanics and Progressive Game Engines

You will be introduced to the mathematical techniques required for these models as the need arises. The students will be able to model the motion of rigid bodies under constant and variable acceleration. This will be done through Newton’s equations of motion for constant acceleration and numerical approximations methods such as Euler’s method for variable acceleration. at the end of this module you will be able to detect collisions between pairs of convex rigid bodies using the SAT algorithm and be able to use simplified approaches for circles, axis-aligned bounding boxes, and oriented bounding boxes. Collision resolution will be explored through the conservation of linear and rotational momentum with simple coefficient simulations of elasticity and friction.

In this module, you will also learn about more industry leading game engines, such as Unreal. Students will also study the concept of visual scripting. At this point, students will have used other game engines, so learning how to move quickly between them is an important skill. This module is a comprehensive overview of industry leading game engines, such as Unreal engine, in terms of interface and game prototyping; thus, it will cover visual scripting. Though the focus will be visual scripting in terms of programming, programming languages, such as C++, will also be covered within the game engine.

• Lecture: 12 hours 
• Practical: 48 hours  
• Assessment: 20 hours 
• Self-directed study: 220 hours 

Block 4: Production Level C++

The focus of this module is to expand the student's overall knowledge of the C++ programming language, in a professional software development context. The module will involve the significant development of skills to create high quality, technically proficient coding techniques. Outline content: OO design, genericity, pointers and referencing, memory management, testing and profiling, polymorphism, design patterns, and the integration of existing libraries.

• Lecture: 12 hours 
• Practical: 48 hours  
• Assessment: 20 hours 
• Self-directed study: 220 hours 

Year 3

Block 1: Advanced Game Engine Application

This module is a more complex overview of an industry standard game engine in terms of interface and prototyping with a professional approach. This module is intended to make students discerning, by enabling them to quickly decide which approach is the best to take: to provide bespoke solutions for a problem, by using a more-than-visual scripting C++ approach, or simply mocking up a Blueprint. As part of this, C++ will be employed to create constructors, classes and perform rudimentary memory management tasks. As noted, this C++ overview will not tackle the denser topics of memory allocation from the stack, but instead will focus on simple memory housekeeping tasks within a game engine. This module may also introduce further game engine-based functionalities, such as Multiplayer Networking, Saving Data, Cross Platform, and User Management.

• Lecture: 12 hours
• Practical: 48 hours
• Assessment: 20 hours
• Self-directed study: 220 hours

Block 2: Advanced Shader Programming

This module addresses a range of techniques used in modern 3D rendering. Students will work through a range of exercises each exploring different techniques, all of which make use of shader programs. The subject is inherently made up of discrete topics which incrementally build to a modern rendering pipeline. Students will be encouraged to look at the output from commercial renderers to help with understanding the limits of their knowledge and appreciate the diversity and pace of change of the subject.

• Lecture: 12 hours 
• Practical: 48 hours  
• Assessment: 20 hours 
• Self-directed study: 220 hours 

Block 3: Performant Rendering with C++

This module explores the relationship between memory, CPU, threads, and the GPU in real-time rendering applications. The students work through ideas and techniques which change the performance characteristics of rendering applications. These theoretical and practical ideas are then supported and demonstrated using toolchain including CPU and GPU profiling and inspection tools.

Lecture: 12 hours  
Practical: 48 hours   
Assessment: 40 hours  
Self-directed study: 200 hours  

Block 4: Game Development Project

To emerge into the job market being able to understand how to produce a significant piece of work is vital, specifically in the context of the games industry. This module provides the student with the opportunity to produce a substantial piece of work that relates to the computer games industry and/or the application of such methodologies in a wider context. It allows the student to work in innovative and creative ways to develop software with an understanding of a structured development pipeline. Students will demonstrate the ability to self-manage a significant piece of work throughout the design, implementation, verification, and evaluation stages. The range of projects will be wide. Projects are obtained from a variety of sources including internal academic proposals, external organisation suggestions, and students themselves.

The students are required to produce an initial game or technical document that outlines the proposed software. This design forms the basis of the development process. Following this first submission, they will develop software that forms a game or component thereof that relates to implementation of game development skills within a wider context.

• Lecture: 4 hours 
• Supervisor Meetings: 3.5 hours
• Assessment: 1 hour
• Self-directed study: 291.5 hours

Entry Criteria

ENTRY REQUIRED DOCUMENTS
Home Office Share Code
For EU students only.

IF no Qualification
Please provide CV with at least 2 years of work experience, and employee reference letter.
Entry criteria

 A typical offer is 112 UCAS points from at least two A-levels, or
 BTEC National Diploma/ Extended Diploma at DMM

Plus, five GCSEs at grade 4 or above, including English and Mathematics or equivalent.

Alternative qualifications include:

 Pass in the QAA accredited Access to HE with English and Mathematics GCSE required as a separate qualification.

We will normally require students to have had a break from full-time education before undertaking the Access course.

 International Baccalaureate: 26+ points
 T Levels Merit

Portfolio Required: No
Interview Required: No

Mature students

We welcome applications from mature students with non-standard qualifications and recognise all other equivalent and international qualifications.

English language

If English is not your first language an IELTS score of 6.0 overall with 5.5 in each band (or equivalent) when you start the course is essential. English language tuition, delivered by our British Council-accredited Centre for English Language Learning, is available both before and throughout the course if you need it.

Contextual offer

To make sure you get fair and equal access to higher education, when looking at your application, we consider more than just your grades. So if you are eligible, you may receive a contextual offer. Find our more about contextual offers.

Assessment

ASSESSMENT METHODS

1. INTERNAL ENGLISH TEST if you don't have an English accredited certificate
2. Academic Interview
Teaching and assessment

On this course, you will benefit from Education 2030 - DMU’s new way of delivering courses. Through block teaching, you will focus on one subject at a time instead of several at once.

A variety of learning and teaching methods are used, including lectures, tutorials and practical laboratory work. Continuous evaluation forms the major part of the assessment process and there are many opportunities for practical development.

Laboratory tutorials will provide the students with the opportunity to practice and develop skills and techniques under guidance and obtain feedback for each of the defined blocks. The directly interactive sessions will be supplemented by self-study.

You will normally attend around 12-16 hours of timetabled taught sessions each week, and are expected to undertake at least 24 further hours of directed independent study and assignments as required.

Academic expertise and professional accreditation

This course is accredited by the BCS - The Chartered Institute for IT; the Institute collaborates with government, industry and relevant bodies to establish good, best and next working practice, codes of conduct, skills frameworks and common standards.

Once you have graduated and begun to work as an IT professional you can apply to become a full member of the BCS and, as your career develops, gain the status of Chartered IT Professional (CITP), giving you a recognised industry-relevant qualification.

Career Opportunities

Placements

Work placements are offered as part of this course and can boost your skills and experience while studying, as well as improving your chances of gaining a graduate level job.

We have links with organisations both in the UK and internationally, and the placements team can help you find a placement to suit your interests and aspirations.

Computer Games Programming students at DMU have taken part in work experience placements at a number of local and national companies, including Team17 Digital Ltd, PII Pipeline Solutions, Next, Stormburst Studios and Virtual Arts.

Student opportunities

Our innovative international experience programme aims to enrich your studies and expand your cultural horizons – helping you to become a global graduate, equipped to meet the needs of employers across the world. Through DMU Global, we offer a wide range of opportunities including on-campus and UK activities, overseas study, internships, faculty-led field trips and volunteering, as well as Erasmus+ and international exchanges.

Our students have visited top tech companies in San Francisco to get an insight into the skills and talent needed for careers in the technology sector, and have tested their espionage and surveillance skills at Spyscape in New York.

You can also join our Games Society or E-Sports Society, where you can build on what you learn on the course by playing games, taking trips to professional gaming events and competing in tournaments. Our Games Development Society will also give you the chance to work alongside Game Art students in games jams.

Graduate careers

The computer games and leisure software industry has grown dramatically in recent years and now matches the film industry in terms of financial output. Many of the world’s most famous and respected names in games development are based in the UK, including Rockstar North, Rare, and Codemasters, which is creating more possibilities for careers in this fast-moving and creatively stimulating industry.

Game Development graduates have the skills needed to work in careers as games programmers, artificial intelligence programmers, graphics programmers, 3D modellers and web systems developers. The course also helps you to develop core computing skills, so you can pursue more traditional computing careers outside of the games industry.

Graduates from this course have gone on to work as programmers both within and outside of the games industry and also as mobile or web developers.


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