Computer Science with a specialism in high-performance graphics and games engineering is a dynamic and fast-moving area of study which opens opportunities in many different industrials sectors. High-performance graphics and games engineering is an exciting field of computer science with applications in games development, film & entertaining, and augmented/virtual reality.
The programme covers the broad range of topics and application areas of Computer Science with a focus on the research specialisms of the School of Computing. The curriculum is aligned with the ACM/IEEE/AAAI Computer Science Curriculum specification (ACM/IEEE/AAAI CS2023) and the Computing QAA Subject benchmark statement.
Topics delivered in the curriculum include;
- Algorithms and Complexity
- Architecture and Organisation
- Artificial intelligence
- Data Management
- Foundations of programming languages
- Graphics and interactive techniques
- Human-computer interaction
- Mathematical and Statistical foundations
- Networking and Communication
- Operating Systems
- Parallel and Distributed Computing
- Security
- Society, Ethics and professionalism
- Software development fundamentals
- Software engineering
- Specialised platform development
- System fundamentals
Either an industrial placement, or a study abroad year is available as part of this programme studied between year 2 and year 3, or between year 3 and year 4.
The primary focus of the programme is to develop the fundamental skills, knowledge and behaviours required of a Computer Scientist to allow both opportunities of further study and a career in industry. Graduates from this programme should be able to;
- Practice computer science in an industrial/commercial context, demonstrating awareness of legal, social, ethic and professional considerations.
- Demonstrate a mastery of the practical and theoretical knowledge and skills across all core areas outlined above by applying them to real world problems.
- Advocate for equity, diversity, inclusion and sustainability.
Graduates will be at the forefront of developments in High-performance graphics and Games Engineering and will be suitable for graduate positions in games development, film & entertainment and sectors where Augmented/Virtual reality has applications.
[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) |
[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) |
[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) |
[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: 05/05/2026 16:47:07
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