2025/26 Undergraduate Programme Catalogue

MEng, BSc Computer Science with High-Performance Graphics and Games Engineering (Industrial) Year 3 Placement

Programme overview

Programme code
MENS-CS/HPG4
UCAS code
I6K8
Duration
5 Years
Method of Attendance
Full Time
Programme manager
Dr Rafael Kuffner Dos Anjos
Total credits
600
School/Unit responsible for the parenting of students and programme
School of Computer Science
Examination board through which the programme will be considered
School of Computer Science
Relevant QAA Subject Benchmark Groups
On completion of this programme, students should be able to demonstrate knowledge and understanding of the following knowledge areas of the Computer Science Curriculum (IEEE/ACM CS2103):
- Algorithms and Complexity
- Architecture and Organization
- Computational Science
- Discrete Structures
- Graphics and Visualization
- Human-Computer Interaction
- Information Assurance and Security
- Information Management
- Intelligent Systems
- Networking and Communications
- Operating Systems
- Platform-based Development
- Parallel and Distributed Computing
- Programming Languages
- Software Development Fundamentals
- Software Engineering
- Systems Fundamentals
- Social Issues and Professional Practice

Entry requirements

A-level: AAA including Mathematics
IT or Engineering Diploma: Grade A (plus A or above in A-level Mathematics).
BTEC Extended Diploma: Grade D*DD with 6 units of level 3 Mathematics.
IB: 35 points overall, with 18 points at higher level to include 5 points in higher level Mathematics.

Programme specification

The programme will:
be one of the very few programmes in the UK that produces graduates with the technical depth to lead current and future developments in the high-value games industry. Graduates of the programme will combine the broad-based core practical skills expected by all computing industries with the detailed knowledge of graphics and low-level parallel hardware that is now essential to high-performance applications. The first three years of the curriculum design ensure that all graduates meet BCS accreditation requirements, and also align with the joint ACM/IEEE curriculum in computer science, something currently uncommon in the UK; the ACM/IEEE curriculum informs the latest draft of the Computing QAA benchmarks.
In common with the School’s other BSc/MEng programmes, the first year focusses on core learning objectives. In addition to this core material, students at levels 1 and 2 have the opportunity to broaden their knowledge and skills in other disciplines through access to modules offered within the University’s Discovery Themes. A research-based learning approach is used throughout the programme. Modules at all levels use examples of the latest technologies and methods from current research and provide opportunities for students to develop and demonstrate research skills.

Students undertake individual and team projects at all levels of the programme providing an opportunity to consolidate their knowledge and skills. Students on the new programme will work with games-based challenges in first and second year practical projects. Some specialisation is possible at level 2, with further specialisation at level 3; unlike other BSc/MEng students, those on the new programme will be required to undertake the introductory Computer Graphics module, and to carry out their individual project on one of a set of topics approved as relevant to the programme.

To prepare students for a career in the computer games industry or allied fields (visual production, mobile/embedded graphics), who have the following specific characteristics:
- Outstanding programming and software development skills using industry-standard tools and production methods.
- Excellent knowledge of the fundamentals of computer graphics and animation, including mathematical and physical foundations.
- Excellent knowledge of the practical application of graphics within the context of game systems and other parallel/high performance platforms, in particular the engineering trade-offs needed to reconcile visual realism and interactivity with limited physical resources.

These characteristics will build on foundational knowledge, skills, and professional outlook that is expected of all graduates from the School’s Computer Science programme:
- A mastery of the practical skills and theoretical foundations of Computer Science, as described by the core of the Body of Knowledge (below).
- Recognition of the context in which a computer system may function, including its interactions with organisations, individuals, and the physical world.
- Understanding of how to apply the knowledge they have gained to solve real problems.
- Awareness of the rapid technological change in computing, and the necessity of life-long learning.
- Recognition of the social, legal, ethical and cultural issues inherent in the discipline of computing.
- Excellent communication and organisational skills.
- Awareness of the broad applicability of computing, and the roles and responsibilities of a computing professional.

Year 1

Year 3 Placement

[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable

Compulsory Modules

Candidates will be required to study the following compulsory modules

CodeTitleCreditsSemesterPass for Progression
COMP1850Programming40Semesters 1 & 2 (Sep to Jun)
COMP1860Building our Digital World: Computer Systems & Architecture40Semesters 1 & 2 (Sep to Jun)
COMP1870Theoretical Foundations of Computer Science I40Semesters 1 & 2 (Sep to Jun)

Year 2

Year 3 Placement

[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable

Compulsory Modules

Candidates will be required to study the following compulsory modules

CodeTitleCreditsSemesterPass for Progression
COMP2850Software Engineering40Semesters 1 & 2 (Sep to Jun)
COMP2860Beyond the Core: Advanced Hardware, Operating Systems and Parallelism40Semesters 1 & 2 (Sep to Jun)
COMP2870Theoretical Foundations of Computer Science II40Semesters 1 & 2 (Sep to Jun)

Year 3

Year 3 Placement

[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable

Compulsory Modules

Candidates will be required to study the following compulsory modules:

CodeTitleCreditsSemesterPass for Progression
FOEN8001Industrial Placement Year120Semesters 1 & 2 (Sep to Jun)

Optional Modules

Year 4

Year 3 Placement

[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable

Compulsory Modules

Candidates will be required to study the following compulsory modules:

CodeTitleCreditsSemesterPass for Progression
COMP3811Computer Graphics10Semester 1 (Sep to Jan)
COMP3931Individual Project40Semesters 1 & 2 (Sep to Jun)

Optional Modules

Candidates will be required tos tudy 70 credits of optional modules from the following list:

CodeTitleCreditsSemesterPass for Progression
COMP3011Web Services and Web Data10Semester 2 (Jan to Jun)
COMP3211Distributed Systems10Semester 1 (Sep to Jan)
COMP3221Parallel Computation10Semester 2 (Jan to Jun)
COMP3223Cryptography10Semester 2 (Jan to Jun)
COMP3611Machine Learning10Semester 1 (Sep to Jan)
COMP3631Intelligent Systems and Robotics20Semester 2 (Jan to Jun)
COMP3736Information Visualization10Not running in 202526
COMP3771User Adaptive Intelligent Systems10Semester 1 (Sep to Jan)
COMP3910Combinatorial Optimisation10Semester 2 (Jan to Jun)
COMP3911Secure Computing10Semester 1 (Sep to Jan)
COMP3940Graph Algorithms and Complexity Theory10Semester 1 (Sep to Jan)

Year 5

Year 3 Placement

[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable

Compulsory Modules

Candidates will be required to study the following compulsory modules:

CodeTitleCreditsSemesterPass for Progression
COMP5531MGroup Project45Semester 2 (Jan to Jun), Semesters 1 & 2 (Sep to Jun)PFP
COMP5891MFoundations of Computer Graphics15Semester 1 (Sep to Jan)
COMP5892MAdvanced Rendering30Semester 1 (Sep to Jan)
COMP5893MModelling and Animation15Semester 1 (Sep to Jan)
COMP5995MResearch Seminar15Semester 1 (Sep to Jan), Semester 2 (Jan to Jun)

Optional Modules

Last updated: 15/05/2025 16:55:06

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