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 3 Placement
[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable
Candidates will be required to study the following compulsory modules
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP1850 | Programming | 40 | Semesters 1 & 2 (Sep to Jun) | |
| COMP1860 | Building our Digital World: Computer Systems & Architecture | 40 | Semesters 1 & 2 (Sep to Jun) | |
| COMP1870 | Theoretical Foundations of Computer Science I | 40 | Semesters 1 & 2 (Sep to Jun) |
Year 3 Placement
[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable
Candidates will be required to study the following compulsory modules
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP2850 | Software Engineering | 40 | Semesters 1 & 2 (Sep to Jun) | |
| COMP2860 | Beyond the Core: Advanced Hardware, Operating Systems and Parallelism | 40 | Semesters 1 & 2 (Sep to Jun) | |
| COMP2870 | Theoretical Foundations of Computer Science II | 40 | Semesters 1 & 2 (Sep to Jun) |
Year 3 Placement
[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable
Candidates will be required to study the following compulsory modules:
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| FOEN8001 | Industrial Placement Year | 120 | Semesters 1 & 2 (Sep to Jun) |
Year 3 Placement
[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable
Candidates will be required to study the following compulsory modules
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP3142 | Professionalism, Innovation & Enterprise | 20 | Semester 2 (Jan to Jun) | |
| COMP3812 | Computer Graphics | 20 | Semester 1 (Sep to Jan) | |
| COMP3933 | Individual Project | 40 | Semester 2 (Jan to Jun) |
Candidates will be required to select 40 credits from the following module baskets
Candidates can select a maximum of 1 module from this basket (Basket A)
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP3630 | Artificial Intelligence and Robotics | 20 | Semester 1 (Sep to Jan) | |
| LUBS3991 | Innovation in Practice for Change and Impact | 20 | Semester 1 (Sep to Jan) |
Candidates can select a maximum of 1 module from this basket (Basket B)
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP3212 | Resilient Distributed Systems | 20 | Semester 1 (Sep to Jan) | |
| COMP3620 | Neural Networks & Deep Learning | 20 | Semester 1 (Sep to Jan) | |
| COMP3950 | Compiler design & Optimisation | 20 | Semester 1 (Sep to Jan) |
Candidates can select a maximum of 1 module from this basket (Basket C)
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP3230 | Cryptography & Secure systems | 20 | Semester 1 (Sep to Jan) | |
| COMP3270 | High-performance computing | 20 | Semester 1 (Sep to Jan) | |
| COMP3912 | Optimisation with Applications in Artificial Intelligence | 20 | Semester 1 (Sep to Jan) |
Year 3 Placement
[Learning Outcomes, Transferable (Key) Skills, Assessment]
View Timetable
Candidates will be required to study the following compulsory modules
| Code | Title | Credits | Semester | Pass for Progression |
|---|---|---|---|---|
| COMP5531M | Group Project | 45 | Semester 2 (Jan to Jun), Semesters 1 & 2 (Sep to Jun) | |
| COMP5891M | Foundations of Computer Graphics | 15 | Semester 1 (Sep to Jan) | |
| COMP5892M | Advanced Rendering | 30 | Semester 1 (Sep to Jan) | |
| COMP5893M | Modelling and Animation | 15 | Semester 1 (Sep to Jan) | |
| COMP5995M | Research Seminar | 15 | Semester 1 (Sep to Jan), Semester 2 (Jan to Jun) |
Last updated: 01/06/2026 11:40:20
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