Our commitment to high quality teaching has been recognised with a TEF Gold rating. The University has received an overall rating of Gold, as well as securing a Gold award in the framework's two new student experience and student outcomes categories.
Considering the many opportunities offered by the thriving games industry? This course is a great choice for aspiring game developers.
You will be creating and making games throughout your degree course, experiencing all aspects of game development from the initial design, prototyping and through to production and publishing. You will use industry-standard game engines like Unity and Unreal across various platforms, including PC, mobile, tablet, and the Sony PlayStation 5, using programming languages such as C++ and C#.
You will also gain expertise in artificial intelligence, generative AI, 3D graphics, multi-player games, and console game development. The course will equip you with the skills to create real-time strategy, puzzle, stealth, first-person, and educational games. Additionally, the course covers essential computer science concepts like requirements analysis and computing systems.
You will have the opportunity to participate in game jams, hackathons, and other development competitions, alongside optional events like the UK's major game development conference in Brighton. Upon graduation, you will have a compelling portfolio, positioning you well for an exciting career in the games industry.
Please note: this course was formerly known as Computer Games Programming BSc.
Kingston is second in London for Animation and Game Design (Guardian League Table, 2025).
Attendance | UCAS code/apply | Year of entry |
---|---|---|
3 years full time | G625 | 2025 |
4 years full time with professional placement | G611 | 2025 |
4 years full time including foundation year | G624 | 2025 |
6 years part time | Apply direct to the University | 2025 |
Please note: Teaching on this course may take place on more than one KU campus.
Main Location | Penrhyn Road |
In Year 1 you will be introduced to the fundamentals of game development, including programming skills and the prototyping of new game ideas. Specialist modules guide you through the 2D game development in C++ and 3D games prototyping together with the science that underpins it. You will also broaden your knowledge in computing, including requirements analysis and design.
30 credits
We designed this module to establish a foundation for key Programming Concepts. We do not assume prior experience of programming, as we know you will all have widely different levels of existing knowledge. The module is designed to be accessible to a beginner while still being exciting for an experienced coder.
We are excited to be able to deliver this module using Kingston's own home-grown learning environment for programming, NoobLab. NoobLab gamifies your learning, making programming enjoyable and accessible for all existing ability levels – no other university offers this platform or unique approach to learning:
You will learn a variety of programming languages. In the first few weeks, we will use visual blocks that will allow you to construct programs and focus on thinking like a programmer rather than getting bogged down in grammar and syntax. Then, with these skills established, you will learn Python, Javascript and optionally Java, solving "Code Kata" style programming challenges on a weekly basis. This will equip you to build a graphical card game as your capstone project for the module.
30 credits
The module will equip you with essential skills in mathematics and physics that are sought after and expected in the game industry. We understand that each of you may have different levels of previous preparation or skills, so we have designed the teaching materials to be accessible even if you did not excel in math during school. Moreover, all topics have been carefully selected to assist you as a programmer interested in game development. We promise not to teach any concepts unless they are directly applicable to writing games!
The module follows a "learning by doing" approach. After mastering indispensable fundamentals, you will find yourself writing code for increasingly complex games using Visual Studio, the de-facto standard C++ language, and our in-house game engine, GFC.
The module assignments, and particularly the final "Science Game", will contribute to your portfolio of games created throughout the course.
30 credits
We designed this module to provide an introduction to Games Programming using C++, the essential programming language of the games industry. You will be creating exciting arcade style 2D and 3D games practising your newly developed C++ programming skills, whilst making use of 2D sprites, 3D models as well as sounds and particle effects. Our in-house game engine provides an insight into the internal components of games whilst making the development process an enjoyable learning experience. The module assignments contribute to the portfolio of games that you make in your course.
30 credits
Good design is the key to good software, and at the heart of good software design is Requirements Analysis. This applies as much to game development as well as software design more generally.
You will learn how to identify project stakeholders and your prospective target audience of a software project, and carry out an effective stakeholder and user analysis. This will entail learning how to capture, evaluate, validate, and document requirements, using appropriate industry-standard methods, techniques, and tools with a particular focus on the games industry.
Additionally, you will learn the principles of software project management using Agile, iterative methodologies and have the opportunity to develop hands-on experience in an Agile project team.
Another key aspect of this module is learning and applying the elements of good user experience (UX) design. By the end of the module you will be able to use a prototyping tool to build wireframes, user interfaces and interactive prototypes, incorporating specific usability requirements and UX design principles. These skills will be applied when you build a high-fidelity prototype using contemporary software tools.
Furthermore, this module will introduce students to Future Skills through engagement with Navigate, a University-wide initiative to embed the future skills sought by business and the professions into our curriculum.
In Year 2 you will create games using engines such as Unity and Unreal. You will have the opportunity to further develop your C++, C# and 3D graphics and shader programming knowledge. You will learn how to incorporate artificial intelligence (AI) in your games including for real time strategy, racing and combat games as well as more serious and educational games. Underpinning this will be computer science concepts such as computing systems, parallel processing and new topics such as artificial intelligence and neural networks.
30 credits
This module takes you on a journey, from underlying computer architecture through to operating systems and networking and finally on to cloud computing. We designed this module to enhance your understanding of how modern computer systems are designed and used.
You will explore the essential features of each of these technologies and acquire both theoretical and practical knowledge. In addition, you will also develop knowledge of containerisation, parallel programming and algorithm complexity to make use of new parallel and cloud computing architectures to design application scenarios for today's modern computing environments.
30 credits
This module is designed to allow you to master two pivotal techniques, artificial intelligence and 3D graphics rendering. This will serve as the cornerstone of your expertise in game development, enabling you to push boundaries by creating truly innovative and optimised game experiences. Instead of relying on high-level game engines, we will take you to lower-level programming, granting you a profound understanding of algorithms and techniques that underpin game development, regardless of which engine you happen to use.
30 credits
This module teaches games programming using the two leading games engines – Unity and Unreal. In the first teaching block you will create a game in Unity, then in the second a game using Unreal blueprint as part of an agile games programming team. To make the games you will follow games industry best practice, including the use of Visual Studio and git as well as the game engines themselves.
The module stresses the importance of portfolio building to aid employability, and also the requirement to develop software in a rigorous, professional way. It is taught with an emphasis on spending time actually making games - not just learning the theory - so there are plenty of workshops on developing your practical skills.
30 credits
You will learn the underlying principles of digital imaging in both its static and moving forms. The theory will be supported by workshops using professional imaging, and video editing software, as well as software tools for manipulating audio.
The CGI Foundation part introduces you to the use of a professional 3D computer graphics and animation application. You will learn how to build 3D models, shade them using assorted textures, illuminate them and render them out as images. You will learn how to make an efficient use of data, and appreciate the underlying topology of the geometry that makes up that model. Assessment will mostly be by the creation of 3D computer generated assets and presenting these as rendered images.
30 credits
The primary aim of this module is to develop a range of skills in the creation of multimedia products, through the study and production of sophisticated content driven interactive material using industry standard multimedia authoring software. You will also be taught to write computer code (script) to a high level using a scripting language in order to generate interactive content, animation, navigation and data storage/retrieval.
60 credits
This module is an essential course programme component for students on the sandwich route of an honours degree "with professional placement". It is a key element in providing an extended period in industry gaining real world employability skills. Students are supported both before and through their placement by the Placement Team. Students that successfully complete their placement year will graduate with a four-year sandwich degree.
In Year 3 you use agile team-work to develop a game in a multidisciplinary team from initial concept to the publishing stage with the aim of releasing the finished product on platforms such as the Google Play Store or itch.io. You will also develop skills in real-time console and multiplayer game development as well as rapid prototyping making use of generative artificial intelligence. In addition to the capstone project, which has a games theme, you may choose from a range of option modules.
30 credits
We designed this module to provide you with the advanced programming skills that are sought for in the game industry. The module is taught as "learning by doing" and comprises both theory taught in class and applied work in the laboratory.
First, you will create your own games by learning two important specialisms in computer games programming: low level device programming (such as for game consoles or mobile devices) and programming for networked games.
Second, you will develop your programming skills in the key language for the games industry, i.e., C++. In particular, you will practice some Unreal C++ and use the knowledge to develop an Unreal plug-in – very useful for your CV.
Third, as console manufacturers have decided to take advantage of multicores architectures to produce more and more complex games, you will exploit parallel programming models to deliver real-time performance.
30 credits
The Individual Project is an opportunity for you to demonstrate your skills in project management, research, analysis, critical thinking, technical skills and creativity, in relation to contemporary game development practices in industry.
You will be designing and developing a game or some game technology including making use of artificial intelligence in games. Your Individual Project offers an ideal chance to specialize and develop in-depth knowledge and experience of a particular technology that excites you, building on your previous years of learning on the various core and optional modules on our Games course.
The Individual Project is the capstone of your degree. Therefore, a good project will showcase your ability and aptitude for a chosen sector of the Games industry. It should form a significant part of your portfolio to impress future employers.
30 credits
In this module you will create computer games using industry-standard production and management techniques to a professional standard. Programmers and media students work together using agile team-working to collaboratively design, develop and test games with the potential to be published on app stores and game distribution platforms such as itch.io. The games will be developed using commercial game engines such as Unity and Unreal, with the artists using tools such as Maya and Photoshop.
As part of the module, industry speakers will provide unique insights into current practices and net-working opportunities and also advise on portfolio building to support your future games career.
30 credits
Students taking this module will have already developed proficiency in the use of a professional 3D Modelling and Animation software application, and so will understand the principles of modelling, lighting, texturing and rendering. This module will enable them to strengthen these skills and build a portfolio of 3D computer assets and 3D animation. They will acquire additional skills such as the use of 3D sculpting software, rendering using techniques such as global illumination and image-based lighting with a high understanding and skill. Students will be able to show their modelled work as a turntable animation using different rendering techniques.
The principles of animation are introduced and students will learn how to apply these principles to 3D computer animation. This is a practical module where the majority of a student's time is spent working at a computer. Similarly, assessment is practically based with multiple choice tests to show they understand both basic and advanced theoretical techniques. Taught in common with CI5003 and cannot be taken if CI5003 has already been taken.
30 credits
While this module provides a foundation for careers in mobile application development, mobile is becoming increasingly ubiquitous and the skills taught also have applications in UX, web development and software engineering in general. Although there are no prerequisites, it is assumed that students have acquired a general familiarity with programming and software development principles through their previous study.
The module is divided into two phases. In the first phase, students will be introduced to software development for the two major mobile platforms. This will cover development environments for these platforms, UI conventions, building and deploying simple applications. Students will then be introduced to cross platform development environments for mobile development.
In the second phase, standard frameworks for mobile web development will be introduced. The phase is organised around a practical project. Students will choose one of the platforms on which to build a mobile application of their choice. This project gives students the opportunity to specialise and explore their chosen platform in greater depth, acquiring the knowledge and proficiency to be able to design and build complex mobile apps. Students will be encouraged to publish their apps in one or both (in the case of a cross-platform app) of the two major app stores, thus providing an introduction to mobile application delivery and distribution.
30 credits
Entrepreneurship is a major driving force in creating economic growth and this module illustrates how to work in an entrepreneurial fashion. At the heart of entrepreneurship is innovation, which can come in many forms. Sometimes this can be an incremental but generally gives significant improvement to the customer. Alternatively it is a new breakthrough or transformational innovation. Incremental innovation is aimed at increasing the value of a product or service, to add more value and thereby creating new and superior value chains. Breakthrough innovation often creates new categories of product, or transforms the historical ways of doing things.
From this foundation, the module proceeds to explain how to develop a strategy, not only to satisfy the critical needs that organisations have, but also to explore the application and use of improved value chains using the concepts of corporate venturing (spin-out/intrapreneurship) and entrepreneurship (new venture creation).
However it is not simple to start a new company. Especially the tech branch is characterised by fast developments, shifts of focus and low barriers to entry, where holding back from "bleeding edge" is essential and is one of the important differentiating factors between Tech Entrepreneurship and other forms of entrepreneurship. This means that one can no longer count on "good luck", and insight, understanding, knowledge and a systematic approach all have to be learnt.
This module will convey the concepts needed for roles in analysis, consultancy and management in technology environments, plus the necessary knowledge to work successfully in an innovative company, as well as providing a good background for new venture creation (Entrepreneurship) for those considering self-employment or founding new technology firms
Optional modules only run if there is enough demand. If we have an insufficient number of students interested in an optional module, that module will not be offered for this course.
Foundation year
If you would like to study computing at Kingston University but are not yet ready to join the first year of a BSc (Hons) course, you can include an extra foundation year within your chosen degree. Please see the foundation year course page for details of modules.
Embedded within every course curriculum and throughout the whole Kingston experience, Future Skills will play a role in shaping you to become a future-proof graduate, providing you with the skills most valued by employers such as problem-solving, digital competency, and adaptability.
As you progress through your degree, you'll learn to navigate, explore and apply these graduate skills, learning to demonstrate and articulate to employers how future skills give you the edge.
At Kingston University, we're not just keeping up with change, we're creating it.
Our games lab seats around 60 students set up for agile team working. Three pairs of large projector screens in the laboratory allow students to participate in an interactive learning experience. The lab features high performance workstations with 12th gen Intel i7 processors, 1TB SSD drives and Nvidia GeForce RTX 3090 GPUs and PlayStation 5 development kits.
Industry standard development software and tools - such as Unity 3D Professional, Unreal 5; Visual C++ and Visual Studio as well as Steam SDKs are available as well as Maya, Blender and the Adobe Creative Suite.
Specialist hardware is available such as PlayStation development kits, Steam Decks, iPads, Android phones and tablets, Raspberry PIs, high-end digital cameras (4K) and a motion capture facility.
Our dedicated team of specialist IT technicians support the labs and are always on hand to provide assistance.
Kingston University is a PlayStation licensed developer, and you will have the opportunity to learn how to develop games for the PlayStation 5.
The Centre for Augmented and Virtual Environments (the CAVE) features Oculus Quest 2s, Emotiv headsets, Meta Quest 2, Meta Quest Pro, Meta Quest 3, HTC Vive Pro 2 and an Omni Treadmill.
Scheduled learning and teaching on this course includes timetabled activities including lectures, seminars and small group tutorials.
It may also include placements, project work, workshops, workshops in computer labs, and laboratory workshops.
The course is taught at the School of Computer Science and Mathematics.
The School of Computer Science and Mathematics is driven by the philosophy of 'learning through making'; we focus strongly on facilitating a hands-on experience, student led and owned product portfolios and producing industry-ready graduates.
We utilise a range of innovating teaching and learning approaches in our invigorated and modernised degree programmes; combining studio practices, project-based learning, and context driven lectures to facilitate an informed approach to problem solving.
Postgraduate students may run or assist in lab sessions and may also contribute to the teaching of seminars under the supervision of the module leader.
Depending on the programme of study, there may be extra costs that are not covered by tuition fees which students will need to consider when planning their studies. Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, access to shared IT equipment and other support services. Accommodation and living costs are not included in our fees.
Where a course has additional expenses, we make every effort to highlight them. These may include optional field trips, materials (e.g. art, design, engineering), security checks such as DBS, uniforms, specialist clothing or professional memberships.
You'll be prepared for a wide range of careers in both game development and computing.
Watch a compilation of demos featuring work created by our students during their time with InKUbator – the Kingston University games development studio:
Watch a clip from Darklight, created by students during their course:
Watch a clip from The Perfect Game, created by students during their course:
inKUbator
The inKUbator provides games students with the opportunity to hear and learn from a large number of industry speakers and to work together in interdisciplinary teams to create games. Past speakers have been from Sony, Splash Damage, Aardvark Swift, Interactive Selection, CryTek and Unity.
Game Jams
We organise annual game jams, where students develop games over a 24 hour period in the games lab. These events, where students different courses meet and work together in a friendly and creative atmosphere, traditionally includes pizza! Students create games to a theme and in our most recent game jam the theme was "world peace". The most successful game was the game "Great American Punch" a Virtual Reality (VR) boxing game. Many of the games created in the game jam were then showcased at the PC Gamer Weekender in Kensington. This had a very positive write-up in the press (Techradar) as "one of the top five most impressive sights" at the event.
The inKUbator, our game development studio, provides games students with the opportunity to hear and learn from a large number of industry speakers and to work together in interdisciplinary teams to create games. Past speakers have been from Sony, Splash Damage, Aardvark Swift, Interactive Selection, CryTek and Unity. InKUbator attracts talented students regardless of their faculty or year of study, because it provides an interdisciplinary space outside of formally taught modules.
Develop is Britain's top games industry conference at which Kingston presents an annual showcase of the top student work as part of our commitment to embed employability in the programme. One student said "I just wanted to say a huge thank you for organising students to go to Develop in Brighton! That was a huge game changer for me trying to find somewhere to work, and I ended up getting multiple job offers from people coming and chatting to us at the Kingston stand. I will be working with an Indie game team, who were also at Develop."
Kingston University is an educational partner of Sony through PlayStation First. Through this partnership you will have the opportunity to learn how to develop games for the PlayStation 4 as part of the course, and speakers form Sony and other games companies regularly feature on our course.
We also have an industrial advisory panel which meets twice a year to ensure that the course is kept up to date.
Placements:
"To be successful, tomorrow's leaders will need to be far more rounded individuals than ever before. They will collaborate in pursuit of shared goals. They will guide, challenge and support...They will have an appetite for change and a hunger for continuous improvement, and they will have an ethos of learning and development..." Jeremy Darroch, Former Chief Executive, Sky.
"Doing a placement year effectively gives you one foot in the door of a future job and to stand out from the crowd... as well as enhancing my CV... and future interviews. It's a great motivator to be successful in my studies as it only serves to open even more doors and gain more skills." Placement student at Jagex Games Studios Ltd.
There is a lot of support available for students looking to secure a placement (e.g. a jobs board with placement vacancies, help with writing CVs and mock interviews). Getting a placement and passing the placement year are ultimately the student's responsibility.
Placements can be with large multinational companies, international companies, local companies and small start-ups; offering a diverse range of posts. Here are some examples of employers and roles:
Construction-based placement employers | Construction-based placement roles |
---|---|
RG Group Multiplex Costain Willmott Dixon Fluor |
Assistant site manager Assistant trades package manager Assistant logistics manager Health and safety officer Construction engineer |
Science-based placement employers | Science-based placement roles |
Reckitt and Benckiser GSK Drug Control Centre Minton Treharne and Davies Ltd Various local and international hospitals |
Bioanalytical sciences Lab assistant Pharmacy assistant Sports coach |
Engineering-based placement employers | Engineering-based placement roles |
Airbus BAM Nuttall Nissan Bosch Wozair |
Analysis of aircraft structure Construction resources specialist Site engineer assistant |
Computing and IS-based placement employers | Computing and IS-based placement roles |
Disney Sony Interactive Entertainment Europe IBM McKinsey Intel |
Database coordinator Software developer Website developer App developer |
The scrolling banner(s) below display some key factual data about this course (including different course combinations or delivery modes of this course where relevant).
The information on this page reflects the currently intended course structure and module details. To improve your student experience and the quality of your degree, we may review and change the material information of this course. Course changes explained.
Programme Specifications for the course are published ahead of each academic year.
Regulations governing this course can be found on our website.