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Computer Games Programming BSc(Hons)

Attendance UCAS code/apply Year of entry
3 years full time G625 2018
4 years full time including sandwich year G611 2018
4 years full time including foundation year G624 2018
6 years part time Apply direct to the University 2018

Why choose this course?

The games industry is constantly evolving and has grown to surpass the size of the film industry. This course will teach you the specialist skills needed for this dynamic field together with the computer science which underpins it. These include games programming, artificial intelligence, graphics, game engines, mathematics and physics and classical computer science subjects.

You'll learn the C++ and C# programming languages, use professional game engines such as Unity and Unreal and develop games for platforms such as PC, mobile, tablet as well as the Sony PlayStation 4. Most of the modules are taught in our dedicated games lab emulating a games studio environment.

In the inKUbator, our games-development studio, games developers, artists and designers come together to create commercially viable games. Guest lecturers and experts are regularly invited to speak in this creative space.

In addition you will also have the opportunity to participate in Game Jams, where students work together in teams over a 24 hour period to create games and attend optional trips eg to PC Gamer Weekender.

Computer Games Programming student James talks about his experience studying at Kingston University.

Foundation year

If you would like to study computing or mathematics 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.

What you will study

In Year 1 you will develop game programming skills using the industry standard C++. Specialist modules cover 2D and introductory 3D games programming using a C++ game engine, together with the maths and physics required for game development. You will also broaden your knowledge in computing, including requirements analysis and design.

In Year 2 you will create games using engines such as Unity and Unreal. You will 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, racer and first person games as well as more serious and educational games. Underpinning this will be the computer science concepts of computer architecture, operating systems and parallel processing as well as network communications.

In Year 3 you used an agile team-work to develop a game from initial concept to publishing stage with the aim of releasing a game on platforms such as the Android PlayStore or in a multidisciplinary team. You will develop skills in real-time C++ console and multiplayer game programming. In addition to the capstone project, which has a games theme, you may choose from a range of option modules.

Games laboratory

Our games lab seats around 60 students. Three pairs of large projector screens in the laboratory allow students to view the lecture material and the game being developed at the same time. The lab includes Sony PlayStation 4 development consoles, PCs with GTX1080 graphics cards and supports software including; Microsoft Visual Studio, Unity 3D Pro 2017, Unreal 4.17 and Maya.

Our computing courses ranking rose by 34 places in the Guardian University League Tables 2018.

PlayStation FirstKingston 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 this course.

Module listing

Please note that this is an indicative list of modules and is not intended as a definitive list. Those listed here may also be a mixture of core and optional modules.

Year 1

  • The module gives essential background in applied mathematics and physics for computer games developers. This will be done with a strong focus on practical engineering aspects and all the theoretical concepts will be introduced as elements of solutions of real problems typically encountered during the games development process.

    Read full module description

  • This module provides an introduction to the development process of computer games. It encompasses the introduction to conceptual game design, games programming as well as testing. The structure and functionality of games will be analysed. The use of game engines and game components, such as 2D sprites, 3D models, as well and sounds and text are introduced and applied. Students will be developing elementary 2D and 3D games as part of the assessment which should contribute to building of a portfolio

  • This module is taken by all first year undergraduate students undertaking a degree in the computing subject area. Previous experience of programming is not assumed. The module seeks to introduce a foundation for programming that can be built on in subsequent years and that accommodates specialist practice within computing eg games, software engineering, media, UX etc.

    Teaching and learning is split between a variety of different units to ensure the module is flexible enough to accommodate each cohort and student's needs. As befits a practical discipline like programming, a hands-on approach is used that facilitates self-paced and self-directed learning. Students are encouraged to engage with, develop and experiment with programs in a constructivist fashion inspired by bricolage (Stiller, 2009; Stiller, 2017).

    The intent is to build students' confidence as they learn to program, and provide a foundation that can be built on so that in later years they can go beyond simple solutions to problems and be ready to engage in full-fledged application development.

    Read full module description

  • This module focuses on the principles, methods, techniques and tools commonly used in the early analysis and design stages of the software development life cycle. Students work in teams on a software design project, in which they build application prototypes.

    Projects are framed in an economic, commercial and business context, allowing students to be exposed to professional industry practices in a dynamic and changing environment. Teams will be expected to elicit, analyse and document requirements, applying a variety of software modelling and business modelling principles.

    Students will be expected to make use of UX and service design principles to understand interactions and the structure of the services, people and processes of an organisation.

    Prototypes will be designed, created, and demonstrated, in accordance with UX design best practices and requirements will be captured as artefacts via UML models, use cases, user stories, wireframes and other practises.

    Read full module description


Year 2

  • This module teaches games programming with an emphasis on engines and middleware. It covers the components needed to implement computer games using the techniques which would be used in industry. The module stresses the importance of portfolio building to aid employability, and also the requirement to develop software in a rigourous, professional way.

    The module is taught via a mixture of lectures and workshops. . The module links with the games inKUbator where students have the opportunity to work together to create games, emulating the industry environment.


  • To provide students with core knowledge of the computer graphics methods of geometric modelling, projection, rendering and shading, as well as the state-of-the-art algorithms and solutions of artificial intelligence and to prepare students for writing their own computer games using industry-standard specialised software.

    It explores lower level games programming with an emphasis on C++ and shader programming, 3D graphics libraries, AI related engines and frameworks and the mathematical concepts underpinning them. The module is taught via a mixture of lectures and practical classes with strong lab support to simulate a game industry environment.


  • The module aims to enhance students' understanding of how modern computer systems are implemented from the perspectives of architecture, networking, operating system, parallel programming and algorithm complexity. Students will explore the essential features and operations of modern computer architectures and acquire both theoretical and practical knowledge of the principles and major functions of modern operating systems. They will also develop knowledge of parallel programming and algorithm complexity so that they will be able to make use of new parallel computer architectures. Physical networks and their associated address schemes will also be explored.

    Read full module description


Optional sandwich year

Year 3/4

  • The goal of the module is to further develop skills in organisation, timekeeping, research literature, developing and critically analysing results as well as reporting work verbally and in a written format. The end result will be an artefact or artefacts which demonstrate creativity and technical competence as well as a technical report.

    Read full module description

  • The module provides an in-depth real-world simulation of the business of making computer games in teams using industry-standard production management techniques and simulating a professional environment of collaboration to deliver a product on time. The module links with the games inKUbator where students have the opportunity to work together to create games, emulating the industry environment.

    Read full module description

  • This module covers two important specialisms in computer games programming: low level device programming (such as for game consoles or mobile devices) and programming for networked games. The module is taught as "learning by doing" and comprises both theory taught in class and applied work in the laboratory.


You will have the opportunity to study a foreign language, free of charge, during your time at the University on a not-for-credit basis as part of the Kingston Language Scheme. Options currently include: Arabic, French, German, Italian, Japanese, Mandarin, Portuguese, Russian and Spanish.

Most of our undergraduate courses support studying or working abroad through the University's Study Abroad or Erasmus programme.

Find out more about where you can study abroad:

If you are considering studying abroad, read what our students say about their experiences.

Key information set

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).

We aim to ensure that all courses and modules advertised are delivered. However in some cases courses and modules may not be offered. For more information about why, and when you can expect to be notified, read our Changes to Academic Provision.

A copy of the regulations governing this course is available here

Details of term dates for this course can be found here

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*5p per minute from a BT landline. Call charges from other providers may vary.


This course is taught at Penrhyn Road

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