Game Development BSc (Hons)
Subject and course type
- Digital media and gaming
- Undergraduate
Kick off your career in games development with the Game Development BSc (Hons) degree course from Kingston University, ranked No.2 in London for Animation and Game Design (The Guardian University Guide 2025). You will experience all aspects of game development from concept design and prototyping through to programming, production, testing and publishing.
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Turn your passion for gaming into a successful career
Take advantage of our wide variety of cutting-edge facilities.
In our games lab, three pairs of large projector screens allow students to participate in an interactive learning experience. The lab features high performance workstations, with 12th gen Intel i7 processors, 1TB SSD drives, Nvidia GeForce RTX 3090 GPUs and PlayStation 5 development kits.
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.
Industry standard development software and tools are available, such as Unity 3D Professional, Unreal 5; Visual C++ and Visual Studio, Steam SDKs, Maya, Blender and the Adobe Creative Suite.
We also have a games inKUbator, where you'll learn directly from the industry via our regular programme of talks and activities. Our rota of speakers includes professionals from Sony, Splash Damage, Rebellion, Minecraft, Rockstar, Aardvark Swift, Interactive Selection, CryTek and Unity.
Finally, make use of specialist hardware, such as iPads, Android phones and tablets, Raspberry PIs, high-end digital cameras (4K) and a motion capture facility.
Game development at Kingston University
Hear from our students how they are turning a passion for gaming into a successful career.
Student work
Why choose this course
Throughout this course, you will create, make games and experience all aspects of game development, from initial design to prototyping, production and publishing. You will use industry-standard game engines, like Unity and Unreal, across various platforms. For example, you’ll use PC, mobile, tablet, and the Sony PlayStation 5, with programming languages such as C++ and C#.
You will also gain expertise in artificial intelligence, generative AI, 3D graphics, multiplayer 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.
Thanks to our strong links with the industry, you will have the opportunity to participate in game jams, where students develop games to a theme over a 24-hour period in the games lab. For our most recent game jam, the theme was "world peace". You will also get to take part in hackathons and other optional events, like Develop, the UK's top game development conference in Brighton. Each year, Kingston presents a showcase of the top student work at Develop as part of our commitment to embedding employability in this programme.
In addition, 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. As a result, 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 (Hons).
Kingston is No.2 in London for Animation and Game Design (The Guardian University Guide 2025).
PlayStation licensed developer
Kingston University is a PlayStation licensed developer, meaning you will have the opportunity to learn how to develop games for the PlayStation 5 throughout your degree.
Unreal Engine
We are a member of the Unreal Engine academic partner programme.
Course content
Please note: 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.
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.
Year 1
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 introduce 2D and 3D game development techniques in C++ and C# together with the science that underpins it. You will also broaden your knowledge in computing, including requirements analysis and design.
Core modules
30 credits
Designed for aspiring game developers, this module equips you with the core mathematics, physics, and artificial intelligence (AI) skills that modern game development relies on. Using a practical, engineering-focused approach, you’ll learn by doing. Rather than studying theory in isolation, you’ll apply it directly through hands-on design and implementation tasks, using it as a tool to solve real-world game development challenges. You will explore topics such as vectors, game motion and collisions, simulation, forces, game AI and data-driven decision making, applying them directly to interactive systems. By the end of the module, you will be able to combine technical insight with creative thinking to build innovative, intelligent and fun to play games.
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
This module will inspire you to think creatively about making games that are fun to play. You’ll explore the principles, methods, and tools used in the analysis and design stages of the games and software development lifecycle, with a strong emphasis on real-world industry practice. Through hands-on work, you’ll apply established game design techniques to conceptualise, develop, and refine engaging gameplay experiences, first individually, then collaboratively using an Agile team working approach to create playable game prototypes. Alongside building your creative and digital competency, you’ll strengthen essential professional skills such as pitching ideas, time management, and project planning. By the end of the module, you will have established a strong design foundation to support your portfolio development and future career in the games industry.
30 credits
This module introduces you to modern game development, guiding you through every stage of the lifecycle from the initial concept, creating game features and mechanics through to implementation and play testing. You’ll develop core coding skills utilising languages like C++ and C#, learning to control 2D sprites, 3D models, and other essential game components. Through hands-on experience with industry-standard tools such as Unity and Visual Studio, you'll gain practical expertise in integrating assets such as sprites, models, and audio into fully interactive game worlds. By the end of the module, you will have created playable games using professional workflows, producing portfolio-ready projects that showcase your technical and creative skills.
Year 2
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#, 3D graphics and Blueprint coding 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, neural networks and large language models.
Core modules
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.
30.00 credits
This module takes you on a journey from the underlying computer architecture through to modern computing approaches and methodologies. We developed this module to enhance your understanding of how modern computer systems are designed and used to meet the needs of today's computing environments.
We will cover topics such as operating system functionality, the principles and applications of parallel processing and the analysis of algorithm complexity. Furthermore, the module delves into containerisation and networking concepts, including physical network structures and associated addressing schemes. Finally, you will evaluate the capabilities and limitations of Artificial Intelligence, exploring Neural Networks and Large Language Models (LLMs).
Optional modules
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
This module develops 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.
Optional professional placement year
Core modules
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.
Year 3/4
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.
Core modules
15 credits
This module provides an immersive, studio-based simulation of creative industry practices where you work together in teams following an agile methodology to produce a computer game or media artefact. Within a professional, collaborative environment, you will be utilising advanced design and production techniques and tools including generative AI for rapid content creation, game and media design and prototyping. You use both creative and technical skills to produce, test, and publish a fully functional game or media product. This module links with the games inKUbator, providing students with an insight into the latest developments and opportunities in the creative and games industries.
30 credits
This module provides 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.
- Firstly, 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.
- Secondly, 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.
- Thirdly, 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 specialise 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.
15 credits
This module gives you a dedicated opportunity to develop your Future Skills Graduate Attributes.
At the start of the module, you will be supported to self-assess your current skills profile. You will determine which attributes and skills you need to develop to support your career ambitions. In this process, you will be supported by a dedicated career coach, helping you explore a range of options that includes self-employment/freelancing, starting your own business, higher level study, and other professional graduate-level opportunities. Throughout the module, you will be given opportunities to engage with external mentors, to support reflection and to develop a professional network.
You will undertake a tailored series of activities and projects, aligned to your goals, from a menu of development options. This could include short courses, enrichment activities and experiential learning options such as micro-placements. You will also be able to reflect on activities outside the University that develop your graduate attributes, such as work or volunteering.
Optional modules
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.
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
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.
Foundation year in Computing
Would you 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.
International students: direct application
Are you an international student? Have you decided Kingston is the place for you? If so, you can apply for this course directly, rather than having to go through UCAS.
What career opportunities does this course offer?
Students from our Game Development BSc (Hons) go on to a wide range of roles in both game development and computing.
- Games Programmer
- Game Developer
- C# Programmer
- Software Developer
- Network Programmer
- Software Engineer
- Lead iOS Developer
- Junior VR Developer
- Level Designer
- Sony
- BossAlien
- Mediatonic
- Twistplay
- Rebellion
- Rockstar
- King
- Ubisoft
- D3T
- Splash Damage
- Rare
- IBM
- Chelsea App Factory
- Future Visual
- Infonetica
- Accenture
- Triple Play
- Thomson Reuters
- Lockheed Martin
Future Skills
Our Future Skills programme is embedded within all our undergraduate courses and throughout the whole Kingston experience. These skills will help you to become a future-proof graduate by equipping 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. You’ll also understand how to demonstrate and articulate to employers how these future skills give you the edge.
Teaching and assessment
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.
Outside the scheduled learning and teaching hours, you will learn independently through self-study which will involve reading articles and books, working on projects, undertaking research, preparing for and completing your work for assessments. Some independent study work may need to be completed on-campus, as you may need to access campus-based facilities such as studios and labs.
Our academic support team here at Kingston University provides help in a range of areas.
When you arrive, we'll introduce you to your personal tutor. This is the member of academic staff who will provide academic guidance, be a support throughout your time at Kingston and show you how to make the best use of all the help and resources that we offer at Kingston University.
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 120 credits across a year (typical for an undergraduate course) would equate to 1,200 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 for each year of study. The remainder is made up of guided independent study.
- Year 1: 32% scheduled learning and teaching
- Year 2: 33% scheduled learning and teaching
- Year 3: 30% 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.
Types of assessment
- Year 1: Coursework 80%; exams 15%; practical 5%
- Year 2: Coursework 70%; exams 13%; practical 17%
- Year 3: Coursework 90%; practical 10%
Please note: the above breakdowns are a guide calculated on core modules only. If your course includes optional modules, this breakdown may change to reflect the modules chosen.
We aim to provide feedback on assessments within 20 working days.
Your individualised timetable is normally available to students within 48 hours of enrolment. Whilst we make every effort to ensure timetables are as student-friendly as possible, scheduled learning and teaching can take place on any day of the week between 9am and 6pm. For undergraduate students, Wednesday afternoons are normally reserved for sports and cultural activities, but there may be occasions when this is not possible. Timetables for part-time students will depend on the modules selected.
Fees and funding
| Fee category | Annual Fee |
|---|---|
| Home (UK students) | |
| £10,050* | |
| Foundation Year: | £10,050 |
| International | |
| Year 1 (2027/28): | £To be confirmed |
| Year 2 (2028/29): | £To be confirmed |
| Year 3 (2029/30): | £To be confirmed |
| Year 4 (2030/31): | £To be confirmed |
The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student.
For courses with Professional Placement, the fee for the placement year can be viewed in our Fees and Funding section. The placement fee published is for the relevant academic year stated in the table. This fee is subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body.
*For full-time programmes lasting more than one academic year, a tuition fee is payable for each academic year of the course.
Your annual tuition fee covers your first attempt at all modules required for that academic year. Any re-study or repeat of modules will incur additional charges, calculated according to the number of credits taken.
Home students (UK): Tuition fees are subject to inflation-linked increases in line with government policy. Updated fees will be confirmed in line with the maximum fee cap set by the Government or the Office for Students (OfS) for each academic year. This means your fee may increase for each academic year of study, but only up to the maximum amount permitted for that year.
Eligible UK students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.
International students: Full-time taught international student fees are subject to an annual increase, which is published in advance for the full duration of your programme.
| Fee category | Annual Fee |
|---|---|
| Home (UK students) | |
| £9,790* | |
| Foundation Year: | £9,790 |
| International | |
| Year 1 (2026/27): | £19,200 |
| Year 2 (2027/28): | £19,900 |
| Year 3 (2028/29): | £20,700 |
| Year 4 (2029/30): | £21,500 |
The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student.
For courses with Professional Placement, the fee for the placement year can be viewed in our Fees and Funding section. The placement fee published is for the relevant academic year stated in the table. This fee is subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body.
*For full-time programmes lasting more than one academic year, a tuition fee is payable for each academic year of the course.
Your annual tuition fee covers your first attempt at all modules required for that academic year. Any re-study or repeat of modules will incur additional charges, calculated according to the number of credits taken.
Home students (UK): Tuition fees are subject to inflation-linked increases in line with government policy. Updated fees will be confirmed in line with the maximum fee cap set by the Government or the Office for Students (OfS) for each academic year. This means your fee may increase for each academic year of study, but only up to the maximum amount permitted for that year.
Eligible UK students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.
International students: Full-time taught international student fees are subject to an annual increase, which is published in advance for the full duration of your programme.
| Fee category | Annual Fee |
|---|---|
| Home (UK students) | |
| £9,535* | |
| Foundation Year: | £9,535 |
| International | |
| Year 1 (2025/26): | £18,500 |
| Year 2 (2026/27): | £19,200 |
| Year 3 (2027/28): | £19,900 |
| Year 4 (2028/29): | £20,700 |
The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student. In 2025/26 the fees for this course are above.
For courses with Professional Placement, the fee for the placement year can be viewed in our Fees and Funding section. The placement fee published is for the relevant academic year stated in the table. This fee is subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body.
*For full-time programmes lasting more than one academic year, a tuition fee is payable for each academic year of the course. Your annual tuition fees cover your first attempt at all of the modules necessary to complete that academic year. A re-study of any modules will incur additional charges calculated by the number of credits. Home tuition fees may be subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body. Full-time taught International fees are subject to an annual increase and are published in advance for the full duration of the programme.
Eligible UK students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.
Additional course costs
Some courses may require additional costs beyond tuition fees. When planning your studies, you’ll want to consider tuition fees, living costs, and any extra costs that might relate to your area of study.
Your tuition fees include costs for teaching, assessment and university facilities. So your access to libraries, shared IT resources and various student support services are all covered. Accommodation and general living expenses are not covered by these fees.
Where applicable, additional expenses for your course may include:
Our libraries have an extensive collection of books and journals, as well as open-access computers and laptops available to rent. However, you may want to buy your own computer or personal copies of key textbooks. Textbooks may range from £50 to £250 per year. And a personal computer can range from £100 to £3,000 depending on your course requirements.
While most coursework is submitted online, some modules may require printed copies. You may want to allocate up to £100 per year for hard-copies of your coursework. It’s worth noting that 3D printing is never compulsory. So if you choose to use our 3D printers, you’ll need to pay for the material. This ranges from 3p per gram to 40p per gram.
Kingston University will pay for all compulsory field trips. Fees for optional trips can range from £30 to £350 per trip.
Your tuition fees don’t cover travel costs. To save on travel costs, you can use our intersite bus service. This route links the campuses and halls of residence with local train stations - Surbiton, Kingston upon Thames and Norbiton.
If you choose to do a placement year, travel costs will vary depending on your location. These costs could be up to £2,000.
Scholarships and bursaries
For students interested in studying this course at Kingston, there are several opportunities to seek funding support.
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. Find out more about course changes
Programme Specifications for the course are published ahead of each academic year.
Regulations governing this course can be found on our website.
What our students and graduates say
Without a doubt, the best part of the course is the projects. Almost every module at some point will have you program an application or game and as long as you meet the criteria, you can let your imagination run free. Not only is it fun but very rewarding to make something that others can enjoy. We talk to each other and play each other's games, and when someone enjoys your creation the feeling of pride is insurmountably thrilling. You get excited about your next project with even more ideas, and it hooks you in. Theories you've learned in lectures become practical applications, and those applications affirm your knowledge of said theories, creating a loop of enjoyable and rewarding learning experiences.
Not only have I thoroughly enjoyed every module so far, but we are also given many opportunities to succeed in the industry, such as the inKUbator Game Jam and the ability to show your games at Develop. Having just finished my first year, I found partaking in these events left me with a deeper understanding of the industry, gave me many connections in different companies and helped me make new friends along the way.
Key information
The scrolling banner below displays some key factual data about this course (including different course combinations or delivery modes of this course where relevant).