Are you considering the many opportunities offered by the growing games industry? This course offers you specialist skills for a career in this dynamic field. You'll graduate with a portfolio that showcases your work, ready to impress potential employers.
You'll learn C++ and C# programming languages, use game engines, such as Unity and Unreal, and develop games for PC, mobile, tablet and the Sony PlayStation 4. Studies include the use of artificial intelligence in realtime strategy, race and first-person games as well as educational games. You'll also learn the computer science that underpins programming, such as requirements analysis and design and network communications.
You'll be able to participate in Game Jams, working in a team over a 24-hour period to create games and attend optional trips (such as the PC Gamer Weekender).
|Attendance||UCAS code/apply||Year of entry|
|3 years full time||G625||2020 (Clearing)
|4 years full time including sandwich year||G611||2020 (Clearing)
|4 years full time including foundation year||G624||2020 (Clearing)
|6 years part time||Apply direct to the University||2020 (Clearing)
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.
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.
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.
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.
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 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.
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.
The module aims to enhance your understanding of how modern computer systems are implemented from the perspectives of architecture, networking, operating system, parallel programming and algorithm complexity. You 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. You will also develop knowledge of parallel programming and algorithm complexity so that you will be able to make use of new parallel computer architectures. Physical networks and their associated address schemes will also be explored.
To provide you 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 you for writing your 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 algorithms 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.
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 you have the opportunity to work together to create games, emulating the industry environment.
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.
This module seeks to establish the skills required to build full-stack database-driven web applications. You will learn how to design, build and query databases according to user information needs using logical data models and structured query language (SQL). You will also learn how to design and build scalable interactive applications that are delivered over the web and integrated with a backend database.
This is an optional module intended for undergraduate students who are studying computing-related subjects. HCI is the core academic discipline that examines the relationship and interface between human and computer. It informs and provides the theoretical and methodological foundation for user experience, the professional discipline which is practically applied. Although this module forms part of the user experience guided pathway it can be taken as a standalone module.
You will explore major themes in HCI from both a theoretical and a practical perspective. The module will establish an understanding of key concepts within HCI theory and methods, and examines techniques for HCI design and evaluation. It offers students a practical domain in which to apply knowledge and skills, including those from other modules, to the design, implementation and analysis of interfaces between people and computer systems. You will undertake practical exercises in which you will evaluate real-world problems to identify user experience issues. You will utilise the synthesis of data from methods which explore user needs and requirements and also users' cognitive models to build a suite of artefacts eg. personas, user journeys, empathy maps etc which will inform a prototyping phase. This process involves iteratively building on low, medium and high fidelity prototypes of increasing complexity and levels of iteration. Thus you will synthesise theory and empirical data to build prototypes of a redesign solution to usability issues. These artefacts will iteratively and incrementally inform a user centred design.
This module builds on the foundations of the Level 4 modules, in particular TS4001 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. You 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.
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.
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 SEC Placement team. Students that successfully complete their placement year will graduate with a 4 year sandwich degree.
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 Google Play store or itch.io 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.
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.
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.
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 will have the opportunity to work with others to create games, emulating the industry environment.
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.
This is an optional module intended for undergraduate students who are studying Computing-related subjects. Although it forms part of the User Experience guided pathway it can be taken as a standalone module and previous experience of UX is not assumed. This module will focus upon the skills, methods and tools required in careers such as UX Architect, UX Designer, Service Designer, Information Architect or Digital Product Designer. The curriculum is finely balanced between theory and practice. Students are directly immersed in organisational practices and skills used in industry and will make use of academic theory in this practical context. Students will learn to develop investigative, analytical, technical, communication and advocacy skills to help them shape interactive technologies that augment people's abilities, enhance their creativity, connect them to others and protect their interests. They will also become aware of the impact of levels of digital literacy, availability of and access to technology, economic and business drivers, regulations, and regional/cultural norms. The module will also develop methods and skills required to understand current users, to investigate non-use, and to imagine future users.
This module will consolidate and build on previously acquired knowledge of databases by analysing and evaluating important issues in the database area. In addition, advanced aspects of data warehousing and data mining will be studied, encompassing the principles and commercial application of the technologies.
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 of the module 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.
Finally, standard frameworks for mobile web development will be introduced. The second phase of the module 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 students 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.
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 or alternatively as 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 organizations have, but also aims 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 characterized 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", but insight, understanding, knowledge and a systematic approach all have to be learnt.
This module will equip participants with 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
This module aims to provide a strong theoretical and practical background necessary for you to build high quality scalable software and to operate effectively as an industry professional. It examines software quality concepts necessary to build high quality software architecture. The module introduces you to the concept of software architecture and architectural patterns as part of software design and reuse which can be viewed as components and interfaces. At a lower level, programming models and paradigms are explored, as well as design patterns and anti-patterns. Testing strategies and other software quality principles will also be covered, and you will explore these principles in the context of practical projects which expose you to industry tools, practices and management methodologies.
The information above reflects the currently intended course structure and module details. Updates may be made on an annual basis and revised details will be published through Programme Specifications ahead of each academic year. The regulations governing this course are available on our website. If we have insufficient numbers of students interested in an optional module, this may not be offered.
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.
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 2017, Unity 3D Pro 2018, Unreal 4.20 and Maya.
Our computing courses ranking rose by 34 places in the Guardian University League Tables 2018 and held its place in the Guardian University League Tables 2020.
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 this course.
If you would like to join us through Clearing 2020, please call our Clearing hotline on 0800 0483 334 (or +44 020 8328 1149 if you are calling from outside the UK) and speak to our friendly and knowledgeable hotliners who will be able to provide information on available courses and will guide you through your options.
Please note the entry requirements listed below are for 2021 entry only.
Candidates are normally required to hold five GCSE subjects grades A*-C including Mathematics and English Language (or comparable numeric score under the newly reformed GCSE grading).
UCAS tariff points: 112 for BSc (Hons); 32 for BSc (Hons) including foundation year.
We will consider a range of alternative Level 3 qualifications such as an Access Course in a relevant science, computing, mathematics or engineering subject which has been passed with 112 UCAS points.
Applications from those that have undertaken a Computing foundation year will also be considered.
We welcome applications from international applicants. View our standard entry requirements from your country.
All non-UK applicants must meet our English language requirements. For this course it is Academic IELTS of 6.0, with no element below 5.5.
We use a studio-based environment for our teaching comprising student-led taught elements, practical workshops, tutorials and seminars. Most teaching sessions take place in our dedicated games lab. Each module has four hours of directed learning per week. The lectures are supported by in-class activities and interactive taught elements to underpin our active learning approach to game development. Workshop sessions are based on, and are reinforced by, a problem-centred approach to learning.
Students work both individually and in groups to develop their skills, facilitated by the lecturer. Group work is undertaken using an Agile approach as in the games industry. Teaching resources, such as video materials, presentations, links to ebooks and worksheets are provided on the University's web-based virtual learning environment.
Assessment includes coursework and practical/written exams with a focus on learning-through-making and the development of artefacts. In-class assessed workshop activities support the problem-centric approach of learning and are used to provide individual, timely oral and written feedback to help students prepare for assignments. Each assessment contributes to the student's portfolio – a showcase of work to show potential employers in the games and computing industries.
When not attending timetabled sessions you will be expected to continue learning independently through self-study. This typically will involve reading journal articles and books, working on individual and group projects, undertaking preparing 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.
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 who will show you how to make the best use of all the help and resources that we offer at Kingston University.
215 hours spent in scheduled teaching and learning
685 hours spent in guided independent study
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 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.
To give you an indication of class sizes, this course normally enrols 45 students and lecture sizes are normally 45-290. However this can vary by module and academic year.
The course is taught at the Faculty of Science, Engineering and Computing. Faculty staff have a wide range of experience across research and industry and continue to practice and research at the cutting edge of their discipline. This ensures that our courses are current and industry informed ensuring you get the most relevant and up to date education possible.
Staff will use their experience and professional networks to hone your skills and shape you into the next generation of science, technology, engineering and mathematics (STEM) graduates.
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.
Here is the range of facilities available to you as a student at Kingston that will help you during your course.
A key element to your success in this course is having access to the most up to date hardware and software for game design and creation. It includes the latest development software such as Visual Studio, Unreal, Unity and the Sony PhyreEngine as well as high-tech equipment such as i7 PCs with GTX1080 Graphics Cards and PlayStation 4 dev kits.
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 Rift and other VR technologies.
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:
Our dedicated team of IT technicians support the labs and are always on hand to provide assistance.
The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student. In 2021/22 the fees for this course are:
|Home (UK students)||£9,250*|
|International||Year 1 (2021/22): £15,000
Year 2 (2022/23): £15,400
Year 3 (2023/24): £15,800
For courses with a sandwich year, the fee for the placement year can be viewed on the undergraduate fees table. 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.
* If your course involves a foundation year, the fee for that year for Home (UK) students will be £9,250 in 2021/22. The fees shown above apply for year 1 of the degree from 2021/22 onwards (fees may rise in line with inflation for future academic years). For full time programmes of a duration of more than one academic year, the published fee is an annual fee, payable each year, for the duration of the programme. 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.
The tuition fee you pay depends on whether you are assessed as a 'Home' (UK or EU), 'Islands' or 'International' student. In 2020/21 the fees for this course are:
|Home (UK and EU students)||£9,250*|
|International||Year 1 (2020/21): £14,600
Year 2 (2021/22): £15,000
Year 3 (2022/23): £15,450
For courses with a sandwich year, the fee for the placement year can be viewed on the undergraduate fees table. 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.
* If your course involves a foundation year, the fee for that year for home and EU students will be £9,250 in 2020/21. The fees shown above apply for year 1 of the degree from 2020/21 onwards (fees may rise in line with inflation for future academic years). For full time programmes of a duration of more than one academic year, the published fee is an annual fee, payable each year, for the duration of the programme. 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/EU 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 and EU 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.
Depending on the programme of study, there may be extra costs which 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, 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, security checks such as DBS, uniforms, specialist clothing or professional memberships.
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, or be required to, buy your own copy of key textbooks.
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.
In the majority of cases coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing and photocopying costs are not included in your tuition fees.
Travel costs are not included but we do have a free inter-site bus service which links the campuses and halls of residence.
The Government has recently announced that new students from the European Union and Swiss Nationals starting their course after August 2021 will no longer be eligible for a student loan in England for Undergraduate or Postgraduate studies for 2021/22 academic year. This decision only applies to new EU students starting in 2021/22. If you are an existing/continuing EU student, you will continue to be funded until you graduate or withdraw from your course.
Our fees and funding section provides information and advice on money matters.
You'll be prepared for a wide range of computing careers. Graduates have become games programmers, virtual reality games developers, technical programmers and software engineers.
The Faculty of Science, Engineering and Computing has a specialist employability team. It provides friendly and high-quality careers and recruitment guidance, including advice and sessions on job-seeking skills such as CV preparation, application forms and interview techniques. Specific advice is also available for international students about the UK job market and employers' expectations and requirements.
The team runs employer events throughout the year, including job fairs, key speakers from industry and interviews on campus. These events give you the opportunity to hear from, and network with, employers in an informal setting.
In addition to building expertise in your own discipline, our courses will also help you to develop key transferable skills that you'll need for professional life or further study once you graduate.
As well as a range of careers and employability activities at Kingston, we also offer you the chance to apply and develop your skills in live contexts as an integral part of your course. Opportunities include:
In your final year, you'll get the opportunity to complete a major 'capstone' project where you can apply the knowledge and skills you have acquired to a range of real issues in different contexts. This is a great way to learn and is a valuable bridge to employment or further research at masters level.
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.
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.
"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 (eg 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.
For further information please contact the placements team by telephone 020 8417 2969 or email firstname.lastname@example.org.
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|
|Assistant site manager
Assistant trades package manager
Assistant logistics manager
Health and safety officer
|Science-based placement employers||Science-based placement roles|
|Reckitt and Benckiser
Drug Control Centre
Minton Treharne and Davies Ltd
Various local and international hospitals
|Engineering-based placement employers||Engineering-based placement roles|
|Analysis of aircraft structure
Construction resources specialist
Site engineer assistant
|Computing and IS-based placement employers||Computing and IS-based placement roles|
Sony Interactive Entertainment Europe
|Mathematics-based placement employers||Mathematics-based placement roles|
|Lloyds Banking Group
PAU Education, Spain
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