Game Development (Programming) MSc

Why choose this course?

This course focuses on the programming skills necessary for the field of game development. You will create and develop computer games both alone and as part of a team. Excellent facilities include Sony PlayStation 5 developer kits and software such as Unity Pro, Unreal Engine 5 and Maya. You will also have access to our new Centre for Virtual and Augmented Reality. There is regular input from industry practitioners, particularly through the games inKUbator, and the chance to participate in Game Jams and Hackathons. With a professional presence, portfolio and a range of skills, you will be ready to impress potential employers.

  • This course has been developed in consultation with our industry panel, and we are an educational partner of Sony Interactive Entertainment through PlayStation First. We are also an active member of TIGA, the games industry's representative body.
  • This course has been designed to use the best digital media expertise and resources from across the University. It will prepare you for employment in the digital media industry, where teams of specialists work together to develop and author innovative digital media projects.
Mode Duration Start date
Full time 1 year January 2025
September 2025
Full time 2 years including professional placement January 2025
September 2025
Part time 2 years January 2025
September 2025
Main Location Penrhyn Road and Kingston School of Art at Knights Park

Reasons to choose Kingston University

  • Kingston University is an active member of The Independent Game Developers' Association (TIGA) and this course has been developed in consultation with industry.
  • Kingston is an educational partner of Sony Interactive Entertainment through PlayStation First. You will learn to develop games for PlayStation 5.
  • You will use first-class facilities, such as gaming PCs, development consoles and VR and AR kit.

Sony PlayStation First

PlayStation First programme logo

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 5 as part of this course.

What you will study

You will design and create computer games, alone and in teams, using industry-standard production management tools and techniques that stimulate a professional environment of collaboration to deliver a product on time. You will also develop vertical-slice prototypes using new technologies, such as computer vision and stereoscopy, and will learn how to present yourself to potential employers through your professional presence and portfolio.

For a student to go on placement they are required to pass every module first time with no reassessments. It is the responsibility of individual students to find a suitable paid placement. Students will be supported by our dedicated placement team in securing this opportunity.

Core modules

Modules

Digital Studio Practice

30 credits

You will work with a multidisciplinary group of students as appropriate for your course (User Experience Design MSc, Game Development (Design) MA, Game Development (Programming) MSc and Computer Animation MA); involved with the digital media production process in response to a project brief developed in consultation with the industry panel and/or research staff. Projects concern contemporary platforms, such as iPhone, Android, Windows, Playstation, Xbox and Next Generation controllers and innovative input devices. You also develop a professional profile (online CV/portfolio) fitting for your role and intended destination which you maintain throughout the course.

  • Coursework: report, prototype, and presentation (group and individual)
  • Schedule: allow one weekday per week in the first semester
  • Staff: course staff
Connected Games Development

30 credits

The module covers the process of creating multiplayer computer games using various technologies and designing approaches. This module provides guided teaching and practical sessions on topics related to connected games programming, design and portfolio development.

The aims of this module are:

  • To enable students to solidify, develop, and design connected games of their selected genres aiming also to consolidate their portfolio.
  • To develop problem-solving abilities in the relevant programming and designing techniques which underpin this.
  • To help students develop a confident and extensive understanding of connected games under their own genre specialism.
3D Game Programming

30 credits

The aims of this module are to equip you with the skills necessary to be able to create 3D computer games to a professional standard using appropriate game libraries and to develop problem-solving abilities in the relevant mathematics, physics and graphics techniques which underpin this.

On successful completion of the module, you will be able to:

  • select and incorporate relevant mathematics and physics techniques in a games implementation
  • describe and make use of rendering techniques to display 3D graphics primitives and handle images
  • apply and code standard game elements such as camera, movement, skyboxes and terrains
  • select and code using a range of game libraries and engines
  • incorporate realistic behaviours and gameplay
  • develop reliable, tested games using industry-standard practices and techniques to schedule.
Machine Learning and Deep Learning

30 credits

This module introduces fundamental concepts and methods in Classical Machine Learning and Pattern Recognition as well as Neural Networks and Deep Learning. You will firstly be introduced to classical methods, before being taught modern approaches. You will then be exposed to applications related to your course. The module is taught in a practical fashion and therefore some knowledge of a programming language is required.

Digital Media Final Project

60 credits

The Digital Media Final Project, as a capstone project, consolidates the knowledge gained in earlier modules and is informed and supported by prior learning.

You will interpret the coursework into a practical solution and demonstrate skills in defining, analysing and developing a substantial solution to an individually defined design related problem. You will utilise an advanced understanding of contemporary digital media practice. The research and documentation of the project is an integral part of the submission; reflecting on the process, as well as the critical analysis and methodology of the research itself. The research will be conceptually integrated within the practical work. Individual project topics are expected to be wide ranging and provide the opportunity to fully investigate a practical situation, underpinned by a critical report on the work produced. Topics must allow the opportunity to position work with respect to business, social and cultural goals and identify and apply appropriate technology as a means of delivery.

On successful completion of the module, you will be able to:

  • Critically apply theoretical knowledge of design and evaluate contemporary discourse on the subject.
  • Demonstrate the application of design research methods in formulating concepts and ideas.
  • Originate design propositions through the application of appropriate design ideologies, research principles, methods, materials and technology, forms, means, actions or interventions.
  • Engage in the critical reflection of own work and in peer review related to the development and production of the major project, employing skills of evaluation, contextualisation and communication.
  • Disseminate the research process and outcomes of the final project with appropriate currency and consideration of audience.
Professional Placement

120 credits

The Professional Placement module is a core module if you're following a masters programme that incorporates an extended professional placement. It provides you with the opportunity to apply your knowledge and skills in an appropriate working environment, and develops and enhances key employability and subject specific skills in your chosen discipline. You may wish to use the placement experience as a platform for a major project or your future career.

It is your responsibility to find and secure a suitable placement opportunity; this should not normally involve more than two placements which must be completed over a minimum period of 10 months and within a maximum of 12 months. The placement must be approved by your Course Leader prior to commencement to ensure its suitability. You will have access to the standard placement preparation activities offered by the Student Engagement and Enhancement (SEE) group.

Read more about the postgraduate work placement scheme.

Work placement scheme

Many postgraduate courses at Kingston University enable students to take the option of a 12-month work placement as part of their course. Although the University supports students in finding a placement and organises events to meet potential employers, the responsibility for finding the work placement is with the student; we cannot guarantee the placement, just the opportunity to undertake it. You may find securing a professional placement difficult as they are highly competitive and challenging, but they are also incredibly rewarding. It is very important to prepare and apply yourself if this is the route you wish to take. Employers look for great written and oral communication skills and an excellent CV/portfolio. As the work placement is an assessed part of the course, it is covered by a student's Student Route visa.

Find out more about the postgraduate work placement scheme.

Entry requirements

Typical offer

  • A 2:2 or above honours degree in information technology, computer science, mathematics, physics or the academic equivalent.
  • All applicants must be able to demonstrate, either through qualifications or portfolio of works, a solid understanding of digital media.
  • Exceptionally, applicants may have no first degree but more than five years working in the field and/or a portfolio of works. In this case, there must be strong evidence that the applicant has the motivation to complete the course and the ability to work at this level. Experience in digital media or the games industry is particularly valuable.

International

In order to complete your programme successfully, it is important to have a good command of English and be able to apply this in an academic environment. Therefore, if you are a non-UK applicant* you will usually be required to provide certificated proof of English language competence before commencing your studies.

For this course you must pass IELTS academic test in English with an overall score of 6.5, with no element below 6.0, or meet the scores listed on the alternative online tests.

Applicants who do not meet the English language requirements may be eligible to join our pre-sessional English language course.

Please make sure you read our full guidance about English language requirements, which includes details of other qualifications we'll consider.

* Applicants from one of the recognised majority English speaking countries (MESCs) do not need to meet these requirements.

Country-specific information

You will find more information on country specific entry requirements in the International section of our website.

Find your country:

Teaching and assessment

Guided independent study (self-managed time)

When not attending timetabled sessions, you will be expected to continue learning independently through self-study. Typically this will involve reading journal articles and books, working on individual and group projects, coursework assignments and presentations, and preparing for exams. Your independent learning is supported by a range of excellent facilities including online resources, the library and CANVAS, the online virtual learning platform.

Support for postgraduate students

As a student at Kingston University, we will make sure you have access to appropriate advice regarding your academic development. You will also be able to use the University's support services

Your workload

A course is made up of modules, and each module is worth a number of credits. You must pass a given number of credits in order to achieve the award you registered on, for example 360 credits for a typical undergraduate course or 180 credits for a typical postgraduate course. The number of credits you need for your award is detailed in the programme specification which you can access from the link at the bottom of this page.

One credit equates to 10 hours of study. Therefore 180 credits across a year (typical for a postgraduate course) would equate to 1,800 notional hours. These hours are split into scheduled and guided. On this course, the percentage of that time that will be scheduled learning and teaching activities is shown below. The remainder is made up of guided independent study.

  • 15% scheduled learning and teaching

The exact balance between scheduled learning and teaching and guided independent study will be informed by the modules you take.

Your course will primarily be delivered in person. It may include delivery of some activities online, either in real time or recorded.

How you will be assessed

Type of assessment

Year 1

Year 1
  • Coursework: 100%

Assessment typically comprises exams (e.g. test or exam), practical (e.g. presentations, performance) and coursework (e.g. essays, reports, self-assessment, portfolios, dissertation).

Feedback summary

We aim to provide feedback on assessments within 20 working days.

Class sizes

­You will be part of an intimate cohort of 20-40 students which provides dedicated academic guidance and advice as well as the opportunity to build a life-long network of colleagues. Some modules are common across other postgraduate programmes; you may therefore be taught alongside postgraduates from other courses.

Who teaches this course?

About Digital Media Kingston

This course is delivered by Digital Media Kingston.

Digital Media Kingston (DMK) is an interdisciplinary, collaborative project between the School of Computer Science and Mathematics, and School of Design at Kingston University. Its mission is to bring together creative expression, theoretical analysis, scientific rigour and technological innovation to underpin innovation and excellence in the computational arts.

The teaching element of the DMK project delivers a suite of four related courses: Computer Animation MA, Games Development (Design) MA, User Experience Design MSc, and Games Development (Programming) MSc. You will share the majority of your taught modules with students taking these digital media courses.

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.

Facilities

Here is the range of facilities available to you as a student at Kingston that will help you during your course.

Dedicated games laboratory

Our games lab includes Sony PlayStation 5 development consoles together with the latest development software such as Visual Studio 2022, Unreal Engine 5, Unity and git as well as high-tech equipment such as gaming PCs with 12th gen intel i7 processors, 1TB SSD drives and Nvidia GeForce RTX 3090 GPUs.

The Cave

Our new Centre For Augmented And Virtual Environments (CAVE) is a space where you can develop Virtual Reality apps for the PlayStation VR, HTC Vive, Oculus Quest 2s and other VR technologies.

Other facilities

There is a wide range of other facilities at our Penrhyn Road campus, where this course is based. You will have access to a modern environment with the latest equipment including:

Computing laboratories

State-of-the-art computer laboratories with high-performance workstations, including some with dual large-screen monitor configurations.

State-of-the-art hardware and the latest software

Including:

  • Development software and tools, such as Unity 3D Professional, Unreal Engine 5, Visual Studio, Maya and Photoshop
  • Oculus Quest 2s and other VR headsets, PlayStation 5 development kits, Steam Decks and high-end digital cameras (4K)

Subject libraries, online database subscriptions and resource materials

Our dedicated team of IT technicians support the labs and are always on hand to provide assistance.

Facilities

Fees for this course

2025/26 fees for this course

Home 2025/26

  • MSc full time £11,400
  • MSc part time £6,270

International 2025/26

  • MSc full time £17,600
  • MSc part time £9,680

2024/25 fees for this course

Home 2024/25

  • MSc full time £10,900
  • MSc part time £5,995

International 2024/25

  • MSc full time £16,900
  • MSc part time £9,295

Tuition fee information for future course years

If you start your second year straight after Year 1, you will pay the same fee for both years.

If you take a break before starting your second year, or if you repeat modules from Year 1 in Year 2, the fee for your second year may increase.

Fees for the optional placement year

If you choose to take a placement as part of this course, you will be invoiced for the placement fee in Year 2. Find out more about the postgraduate work placement scheme and the costs for the placement year.

Postgraduate loans

If you are a UK student, resident in England and are aged under the age of 60, you will be able to apply for a loan to study for a postgraduate degree. For more information, read the postgraduate loan information on the government's website.

Scholarships and bursaries

Kingston University offers a range of postgraduate scholarships, including:

If you are an international student, find out more about scholarships and bursaries.

We also offer the following discounts for Kingston University alumni:

Kevin Walsh scholarship

The Kevin Walsh Scholarship is a one-year scholarship for a taught masters course in the School of Computer Science & Mathematics. It covers the cost of the home fees for a masters degree as well as providing a maintenance grant.

For more information, visit the Kevin Walsh Scholarship page.

Additional costs

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.

Textbooks

Our libraries are a valuable resource with an extensive collection of books and journals as well as first-class facilities and IT equipment. You may prefer to buy your own copy of key textbooks, this can cost between £50 and £250 per year.

Computer equipment

There are open-access networked computers available across the University, plus laptops available to loan. You may find it useful to have your own PC, laptop or tablet which you can use around campus and in halls of residences. Free WiFi is available on each of the campuses. You may wish to purchase your own computer, which can cost between £100 and £3,000 depending on your course requirements.

Photocopying and printing

In the majority of cases written coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing, binding and photocopying costs are not included in your tuition fees, this may cost up to £100 per year.

Field trips

All field trips that are compulsory to attend to complete your course are paid for by the University. There may be small fees incurred for optional field trips such as travel costs and refreshments.

Travel

Travel costs are not included in your tuition fees but we do have a free intersite bus service which links the campuses, Surbiton train station, Kingston upon Thames train station, Norbiton train station and halls of residence.

Placements

If the placement year option is chosen, during this year travel costs will vary according to the location of the placement, and could be from £0 to £2,000.

What this course offers you

Game Development (Programming) MSc is part of the Digital Media Kingston suite of courses, providing students with a unique mixture of creative and technical skills.

Students will have access to first-class technical facilities such as state-of-the-art editing suites, moving image studios, 3D workshops and other specialist resources. These include a number of Sony developer kits. Students will be able to develop for this platform under an academic development agreement with Sony. In addition other software is available including Unity Pro, Unreal and Visual Studio for C++ development. Students also have access to a body modelling suit.

This industry-facing course aims to hone your workplace skills including:

  • team-work
  • time management
  • communication (oral, written and electronic)
  • data collection, review and synopsis
  • computing.

Input from industry practitioners and experts will add a valuable dimension to your studies, particularly though the games inKUbator which features regular industry speakers. There is also the opportunity to participate in Game James and Hackathons.

After you graduate

Graduates of this course are suited to jobs in the games and media industries, but the core skills you will learn are also excellent preparation for a wide range of computing careers. These include game programmer, AI programmer, VR game developer, VR developer, software engineer and technical programmer.

Links with business and industry

How we work with industry partners

Digital Media Kingston courses have been developed in consultation with our industrial advisory board. We are an academic partner with Sony Interactive Entertainment Europe through PlayStation First, meaning students are able to develop for the PlayStation 5 console. Students often work to live industry briefs.

We have regular guest speakers from industry, including our alumni. Recent talks in our inKUbator have included speakers from Creative Assembly, Ndreams, Rare, Rebellion and Frontier.

Some work placements, live projects and other opportunities will be available at the discretion of the Industry Panel for students on this course.

Course changes and regulations

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.