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Computer Graphics Technology BSc(Hons)

Attendance UCAS code/apply Year of entry
3 years full time G452 2017
2018
4 years full time including sandwich year G451 2017
2018
4 years full time including foundation year G453 2017
2018
6 years part time Apply direct to the University 2017
2018

Why choose this course?

This degree produces graduates with a high level of technical orientated Computer Generated Imagery skills, highly valued within the field of 3D computer modelling and animation, visual effects, technical visualisation and the games industries. Taught by staff with specialisms in computer science, design and graphics, the course balances theory with practical work, including the use of industry standard 3D CGI graphics software.

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

Kavya Shah talks about her experiences on the Computer Graphics Technology BSc(Hons):

What you will study

Year 1 is commonly taught with Creative Technology. It provides a firm foundation in the practical skills of 3D computer-generated imagery (CGI), which includes the development of artistic skills, maths and science that underpins the construction and motion of virtual objects. The fundamentals of computer programming are also introduced, as preparation for deeper understanding of the building blocks and manipulation of CGI.

Year 2 develops your technical expertise and creative design skills. You will explore in greater depth the themes introduced in Year 1, and cover new areas such as 3D character animation, compositing, motion graphics and elements of computer graphics scripting. Small, independent projects will be undertaken individually and in small groups to simulate industry practices.

Year 3's individual project module encourages you to develop high level of skills for the specialism you seek, such as modelling, lighting, texturing, rigging and animation. Other modules develop team-working skills such as visual effects. You may apply your core CGI skills to options such as games or UX design to develop a portfolio of products. To further enhance your employability, a professional practice module will develop broad awareness of the creative industries and your presentation skills.

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

  • This module explores the fundamental and underpinning aspects of communication design and the key skills related to visual thinking and is intended to introduce students to the expected ways of working whilst undertaking study on the degree. Students will explore and develop their individual approaches to the process of communicating ideas through drawing in a variety of media. The focus during this first module is upon visual grammar and how the essential elements of visual communication are related to the relationships between objects, patterns, and processes: the manner in which things relate to each other and the viewer/user.

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  • This module covers two areas: key skills relevant to creative media production and the application of professional practice in an industry environment. Students will learn the underlying principles of digital imaging in its static and moving forms as well as elements of digital audio theory and practice. The theory will be supported by workshops using professional imaging, video editing software, as well as software tools for manipulating audio. Numeracy and mathematical skills are developed, which are necessary for students taking the suite of degree courses for which this is a core module.

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  • This portmanteau module provides an introduction to one of the professional media skills -  either film production or computer generated imagery, and introduces the scientific principles applied to these subjects.

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  • Most modern software applications are developed using the object-oriented (OO) software development paradigm, particularly games. Thus, this module aims to provide a strong and broad theoretical and practical programming skills and techniques necessary to build high-quality advanced software systems with an object-oriented focus. The second half of this module will have a particular focus on OO programming in C++, the main programming language for games developers.

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Year 2

  • This portmanteau module can be taken by students who have either already taken an introductory 3D computer-generated imagery (CGI) module or by students with no prior experience of 3D computer-generated imagery. Students with no prior CGI experience will learn the use of a professional 3D computer graphics and animation application. They will learn how to build 3D models, shade them and apply assorted texture types, illuminate them and render them out as images. They will learn how to make an efficient use of data, and appreciate the underlying topology of the geometry that makes up that model. The balance of assessment will be in the form of creation of 3D computer generated assets and presenting these as rendered images.

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  • This module aims to enable students to develop a portfolio of creative work which will demonstrate design, media software techniques, team working and project planning skills. The group project develops production techniques including filming or media production skills to contribute to the student's understanding of the wider media industry. The student researches creative techniques to implement design, computing, filming or other media projects to create a portfolio of work. The projects are selected from a range of assignments by students so they can specialise in their own area of interest. Time has been set aside in this module to arrange personal tutor meetings so that the students can discuss the most appropriate projects for their future career.

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  • This module includes an introduction to scripting language in both procedural and object oriented form in order to create scripts that have a diverse range of purposes. The module deals with how languages embedded within graphical applications enable users to extend the functionality of that software application and customise it to increase users' productivity. Professional practices, including the use of different operating systems, and the organisation of production pipelines using scripts is covered.

    In addition to learning the specific program syntax, students use standard programming constructs that can be applied to any programming language. The module will also look at graphics software API, and at writing shader code. The module contains a large element of practical computer based work. Assessment is by practical coursework assignments and a test at a computer, together with a written report on an aspect of computer graphics or visual effects.

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

    • Analyse the contents of a 3D CGI scene, and procedurally modify it.
    • Build a custom graphical user interface for a graphics software application.
    • Procedurally model and animate a 3D computer graphic scene.
    • Undertake research, manage and present different types of information in a formal written manner.

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  • This module builds on the foundations of the level 4 (first year) modules and develops knowledge and skills in creating and manipulating motion graphics assets, managing the editing process and compositing multi-layered as well as multi-nodal visual effects. This includes still images, video, audio, paint, and video based animation and effects. These skills are further developed to a high level of appreciation, in particular for the flow of work for digital editing and contemporary composting in 2D and 3D spaces. The students will acquire knowledge, develop skills and synthesis media products for self and tutor assessment. Professional level motion graphics, editing and compositing software will be employed. Furthermore studio-based green/blue screen filming will be undertaken to create original material for visual effects project work.

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Optional sandwich year

Year 3/4

  • This 'capstone' project module enables the development of one media product which demonstrates the creative and technical skills acquired during the degree course. Development of the product takes place throughout both semesters of the academic year, and a narrative of progress is maintained within a project logbook, or diary. Students may undertake a project in a wide range of media fields, and are expected to demonstrate the application of techniques which would have been presented in many other modules. A short talk on project progress is given to all members of the class during the first period of project development.

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  • This module examines the skills that are required to be implemented in the production of a visual effects shot. Those skills include the acquisition of film and video footage for use in visual effects, the creation of computer generated assets both in 3D and 2D form, and the compositing of those elements into a finished shot. The module builds upon specialist skills learned by students at Levels 4 and 5 (second and third years), develops these further and demonstrates how tasks involved in creating a visual effects shot work together. The module looks at the professional working practices of the film, television, visual effects, post production and computer graphics industries and the various roles taken on by individuals working in these industries. Success in the module depends on both students' individual skills and their abilities to work as part of a team. The major assignments will be a group project to create a visual effects shot.

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  • This module develops professional practice skills in computer graphics which involves primary and secondary research into a chosen area of interest and means of self-promotion. The module will enable you to develop a professional character animation for portfolio promotion. You will undertake the research of a media-related topic for the purpose of producing an extensive piece of academic dissertation; providing an opportunity to develop critical and analytical arguments through academically rigorous writing on some aspect of the media.

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

    • Demonstrate an awareness of different types of media business and research and identify specific career opportunities.
    • Evaluate career options and develop personal strategies for the media business including self-promotion.
    • Demonstrate competent skills in portfolio presentation.
    • Implement advanced techniques for a character animation project.
    • Carry out research, manage and present different types of information in a formal written manner in a dissertation.
    • Produce an extensive piece of written work supported in its arguments by employment of critical approaches, references and bibliography.

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  • Choose from the following:

    • 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 you have the opportunity to work together to create games, emulating the industry environment.

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    • The primary aim of this module is to develop a range of skills in the creation of a multimedia product, through the study and production of sophisticated content driven interactive material using industry standard multimedia authoring software. Students 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.

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    • This module provides an overview of computer graphics and its role in creating realistic imagery. You will study and apply the methods and algorithms of image processing and their capability to manipulate image data; and in computer vision, to the common approaches to analysing visual imagery to understand and interpret the content.

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

      • Demonstrate an understanding of and distinguish the key principles and techniques in the fields of computer graphics, image processing and computer vision.
      • Describe how computer graphics, image processing and computer vision are applied in modern applications.
      • Appreciate the inter-relationship between computer graphics, image processing and computer vision.
      • Demonstrate an ability to apply computer graphics, image processing and computer vision algorithms.

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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 terms dates for this course can be found here

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This course is taught at Penrhyn Road

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Contact us

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Location

This course is taught at Penrhyn Road

View Penrhyn Road on our Google Maps
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