Undergraduate

Computer Science for Games Programming

Close-up of a high powered computer in the Turing lab
A lecturer demonstrates a piece of equipment to a student in the Robotics Lab
Two students using a computer in the Turing lab
 A student wearing headphones plays a first person PC game
You'll have access to our Turing Lab with top-spec, state-of-the art PCs.
Learn how to develop and program robots, in our industry-standard Robotics Lab.
You’ll benefit from a package of opportunities including valuable industry insight, career support and real-world experience.
You’ll leave us prepared for a career in the multibillion-pound games industry. Joining a strong network of Hull graduates who work in games businesses across the world.
We’ve invested millions in our campus, so you'll learn in cutting-edge facilities with gigabit networking, 3D printers, motion capture, AR, VR & MR.
Close-up of a high powered computer in the Turing lab
A lecturer demonstrates a piece of equipment to a student in the Robotics Lab
Two students using a computer in the Turing lab
 A student wearing headphones plays a first person PC game
Computer Science, Robotics & AI - Games Programming

Code

Duration

Mode

Study at a University with a proud heritage in gaming – on a course that will set you up for a career in this multi-billion-pound industry.

You’ll be taught an inspiring combination of computer science and games programming, learning within industry-standard facilities.

The skills, experience and technical expertise you’ll gain are highly sought after by employers. No wonder we’ve been providing the games industry with quality graduates for more than 20 years.

  • Boost your CV

    with a paid year in industry

  • 94.1%

    of students in work or further study 15 months after graduating 1

  • Industry-standard

    facilities

  • Robotics lab

    with humanoids, Nao robots & drones

  • Compete in events

    like the Microsoft Imagine Cup

Swipe
Course overview
Module options

About this course

Gain a solid grounding in computer science, set within the context of games programming on this British Computer Society accredited degree.2 You’ll get to focus on parallel and concurrent programming, artificial intelligence, graphics and games architectures. Then in your third year, you’ll have the chance to complete a large project in an area of your choice.

Our facilities are kitted out with latest industry-standard equipment, including high-performance workstations, gigabit networking, 3D printers, robots, a 3D immersive cube, motion capture, AR, VR and MR.

Pursue your interest in gaming beyond the lecture theatre with our societies and extra-curricular opportunities such as games jams, hackathons and programming competitions. You could compete in international events like the Microsoft Imagine Cup. Or rise to the challenge of creating a computer game over a weekend in our Three Thing Game.

You’ll benefit from our strong links with companies like EA, Sony and Black Marble with frequent talks by experts in the trade.  Many of them our own graduates working around the world. And gain outstanding tech industry experience on a placement year with the likes of BT, BAE Systems, Microsoft or IBM.

Scheduled study hours and how you’re assessed

Throughout your degree, you’re expected to study for 1,200 hours per year. That’s based on 200 hours per 20 credit module. And it includes scheduled hours, time spent on placement and independent study. How this time is divided across the year varies and depends on the module you are studying.

How you'll be assessed depends on the course you study, and the modules you choose. You may be assessed through a mix of examinations, coursework, presentations and group projects.

Choose your modules

Each year, you’ll study modules worth a certain number of credits, and you need 120 credits per year. You'll usually study four 20 credit modules each year, as well as a longer 40 credit module. Some modules are compulsory, some are optional, so you can build a course that’s right for you.

Preparing for Learning in Higher Education

This module is designed to give you the best possible start to your university studies, making sure you have all the essential skills you need to succeed. Through lectures and workshops we will teach you how to write in an academic style, how to find quality sources, how to reference work, culminating in writing up a mini-research project.

Core20 credits

Introduction to Computing

This module will promote and support your development of learning in Computer Science as you prepare for progression to the following year. It teaches fundamental computer programming techniques and knowledge and enhances wider conceptual awareness of the discipline.

Core20 credits

Foundation in Data Analysis

Develop a strong foundation in data collection and analysis. This module will introduce you to qualitative and quantitative data and how to analyse it; the collection of primary and secondary data; the production of high quality graphics; and report writing.

Core20 credits

Group Challenge (Sciences)

In a group, you'll formulate questions that can be tested by scientific investigations and take part in weekly workshops with academics.

Compulsory20 credits

Foundation Mathematics A

You will study pure mathematics topics, including proof, algebra, trigonometry, differentiation, integration, exponentials, logarithms, sequences and series. The applied topic is probability and statistics.

Optional20 credits

Foundation Mathematics B

This module extends the knowledge gained in the Foundation Mathematics A - pure mathematics topics. You will also study functions and vectors. The applied topic is mechanics.

Optional20 credits

Foundation Mathematics 1

This module delivers core mathematics skills to build a solid basis for future studies. You will study the following topics: factors, multiples, indices, fractions and standard form; algebra, linear and quadratic equations; averages and spread; functions, exponentials and logarithms; and right angled triangles and trigonometry.

Optional20 credits

Foundation Mathematics 2

This module delivers core mathematics skills to build a solid basis for future studies.You will study the following topics: polynomials; sequences and series; complex numbers and trigonometry; and differentiation and integration.

Optional20 credits

The foundation year provides a firm grounding in scientific, intellectual and investigative skills. It has been designed to preapre you for the first year of the degree. 

8 Modules

Programming Portfolio

Gain the practical knowledge to design, implement and test algorithms. The module uses lectures to deliver concepts, a practice lab to apply the programming concepts learnt by developing programs to solve problems. You will take part in hands-on practical assessments, which will enable you to acquire extensive programming skills in an industry standard programming language. We will support you whether you are new to programming or have existing skills.

Compulsory40 credits

Algorithms and Data Structures

Start to think like a computer (bleep bloop)! This module explores logic, data storage and algorithms with the use of practical demonstrations and activities. Operating in parallel with programming-focussed modules, we will develop a toolkit of key concepts from a theoretical (non-code) perspective, facilitating a better understanding of these fundamentals. Topics to expect include pseudocode, state machines, essential keywords, common data structures, sort algorithms and search algorithms. You will learn methods to analyse and compare algorithms and their constituent parts in order that you may better design, evaluate and develop effective, efficient and performant software solutions.

Compulsory20 credits

Computational Thinking

This module Computational thinking is essential for developing computer-based solutions. This module will enable you to develop your knowledge and understanding of the key mathematical underpinnings of computer science, to aid you in problem solving and programming. The development of your competence in logic, mathematics and statistics will also provide evidence of your numeracy and more advanced skills and is valued by employers.

Compulsory credits

Architectures, Operating Systems and the Cloud

Explore the fundamental properties of computers that allow them to execute programmes. You will learn about how Computers are made to work in hardware and simulation (Virtual Machines). A collection of Virtual Machines is a cloud, and this module allows you to get experience with the development of your own cloud using appropriate platforms.

Compulsory20 credits

Professional Development (Computer Science)

Employers want much more than discipline specific skills. This module sets you up to grow your professional skills and awareness, when working both individually and as part of a team. You will also develop your appreciation of the challenges within the sector, and how technology can help to solve worldwide issues. You will begin a personal portfolio that you will add to over your degree and you will work as part of a team to produce a design prototype, demonstrating your personal professional development. Through researching your discipline, you will understand the range of career roles available and what you need to do to progress in them.

Compulsory20 credits

The first year of your degree covers many fundamental aspects of computer science. You learn through lectures, small group tutorials and practical laboratory sessions. Assessment is a mix of exams and coursework, generally 50:50 in the first year and with more emphasis on coursework in later years.

Your programming skills will be developed using C# and the paradigm of Object Oriented Programming – there are pathways for those with no or little programming experience, and for those who are already accomplished programmers.

5 Modules

Design, Develop, Deploy

Our flagship software development module. You'll use contemporary software development tool chains to experience authentic software creation and deployment, applying techniques such as agile project management, test-driven development and continuous integration and deployment.

Core40 credits

Graphics and Physical Simulation 1

Programming 3D graphics and simulating physics in a virtual world is a cornerstone of games programming. In this module, you'll use the Unity Game Engine to begin to learn about the graphics pipeline, render and animate models in 3D space, and apply a physically based model to simulate physics of simple 3D shapes.

Core20 credits

Advanced Programming

In this module you will explore advanced techniques in programming as well as building an understanding of how high level objected-oriented languages are executed on a modern CPU.  C++ will be used extensively, but we with reflect back on C#, as well as throwing in some assembly language.

Core20 credits

Simulation and Artificial Intelligence for Games Programming

Realistic simulation and sensible Artificial Intelligence in games often goes unnoticed; that is until something goes wrong! In this module, you have the freedom to explore a wide variety of techniques used in games programming to build maintainable, reusable programming solutions. You will implement a variety of techniques for animation, physics, decision making and path finding. Crucially you will ask the question 'what make an artificial intelligence fun to compete against?', and will even have the opportunity to publish your own game.

Core credits

eXtended Reality Development

eXtended Reality is a blend of physical and virtual environments, unlocking natural and intuitive 3D human, computer, and environment interactions. You will learn concepts and techniques in the field of mixed reality and user-centred testing. You will implement eXtended Reality applications using technologies applicable to the problem domain and use an eXtended Reality application to conduct a user test, analyse and report on results.

Core credits
5 Modules

Graphics Programming

Programming 3D graphics in a virtual world is a cornerstone of games programming. In this module you will use the Unity Game Engine to begin to learn about the graphics pipeline, and to render models in 3D space.

Compulsory credits

Parallel and Concurrent Programming

Utilise multi-core processors and GPUs to design, optimise and program parallel and multi-threaded software. You’ll use performance analysis tools to explore this process.

Compulsory20 credits

Games Architecture 1

Gain the skills and knowledge to design and develop your own game engine and produce your own game. You'll develop practical skills and domain knowledge, including hardware and software architectures, which will increase your professional skillset for the industrial job market.

Compulsory20 credits

Games Architecture 2

Video games are built using a game engine. You'll gain the skills and knowledge to work on developing and extending an existing professional game engine and understand the networking architectures of these engines.

Compulsory20 credits

Honours Stage Project

Tackle a substantial piece of computer-related investigation or software design in an area of your interest. This includes practical development and evaluation of your designs and implementation.

Optional40 credits

Communicating and Teaching Computing

This module enables you to undertake a placement in a school, college or other educational establishment where you can develop your practical teaching and communication skills, as well as extending your knowledge of the education process. These skills are valued by employers, whether you are interested in potentially going on to train or teach others or not. You will also have the opportunity to develop an educational project to demonstrate your skills in practice.

Optional40 credits
6 Modules

You will have the opportunity to apply to spend the third year studying overseas at one of our partner universities.

During your year abroad, you will follow a programme of study that will be agreed between yourself and us prior to your departure. You will take all assessments set by the host university while you are abroad, for which marks will be awarded and a final transcript released. The year abroad contributes 10% towards your final degree classification.

Your placement is your opportunity to get some real-world work experience under your belt.

All our Computer Science undergraduate courses offer a guaranteed, paid year in industry, between the second and third year, with the added benefit of help and support from university services such as the Careers and Employability service based in Student Central.

Commercial Development Practice

Work on real commercial software for real clients in CDP, a reach-out project of the Department of Computer Science and Technology. This excellent opportunity gives you critical experience of working with real clients across the entire software project lifecycle from customer brief through to specifying, designing, managing, developing and testing real software using industry standard techniques

Compulsory40 credits

Real-time Graphics

Gain practical experience of writing programmes that run on dedicated graphics hardware, enabling huge amounts of data to be processed at the same time in a highly parallelised architecture. You'll write software from the ground up, setting up the pipeline, loading data into the buffers, writing shader code and making render calls that result in 3D environments that are commonplace in the modern games industry.

Compulsory credits

Simulation and Concurrency

Gain the skills and knowledge to work on designing, developing and extending game engines. You'll understand advanced software architectures and patterns used in video game engines. You'll also develop advanced practical skills and domain knowledge that will include networking, concurrency, hardware and software architectures.

Compulsory credits

C++ Programming and Design

Explore how to create efficient, robust, interactive graphics applications in C++ on modern CPUs. By linking with Advanced Graphics, you will gain the opportunity to development larger and more interesting applications, which will form the centre piece of any personal portfolio.

Compulsory credits

Cutting Edge Concepts

This module enables review of cutting-edge and emerging concepts and methods across the spectrum of computer science. We will meet as a reading group to select, review and discuss academic publications of high quality, that take topics beyond the curriculum and into the current state of the art; students will learn how to read and review academic materials critically.

Compulsory20 credits
5 Modules

This course is accredited by

Playlist

Simon Grey

Course Overview 2 mins

Computer Science labs

Course highlight 2 mins

Three Thing Game

Course highlight 1 min

Considering a degree?

Student story 7 mins

Entry requirements

What do I need?

When it comes to applying to university, you'll need a certain number of UCAS points. Different qualifications and grades are worth a different amount of points. For this course, you'll need…

We consider experience and qualifications from the UK and worldwide which may not exactly match the combinations above.

But it's not just about the grades - we'll look at your whole application. We want to know what makes you tick, and about your previous experience, so make sure that you complete your personal statement.

Have questions? Our admissions team will be happy to help.

What do I need?

If you require a student visa to study or if your first language is not English you will be required to provide acceptable evidence of your English language proficiency level.

See other English language proficiency qualifications accepted by the University of Hull.

If your English currently does not reach the University’s required standard for this programme, you may be interested in one of our English language courses.

Visit your country page to find out more about our entry requirements.

Fees & funding

How much is it?

Additional costs you may have to pay

Your tuition fees will cover most costs associated with your programme. There are some extra costs that you might have to pay, or choose to pay, depending on your programme of study and the decisions you make:

  • Books (you can borrow books on your reading lists from the library, but you may buy your own)
  • Optional field trips
  • Study abroad (incl. travel costs, accommodation, visas, immunisation)
  • Placement costs (incl. travel costs and accommodation)
  • Student visas (international students)
  • Laptop (you’ll have access to laptops and PC’s on campus, but you may want your own)
  • Printing and photocopying
  • Professional-body membership
  • Graduation (gown hire and photography)

Remember, you’ll still need to take into account your living costs. This could include accommodation, travel, food and more.

How do I pay for it?

How much is it?

Additional costs you may have to pay

Your tuition fees will cover most costs associated with your programme. There are some extra costs that you might have to pay, or choose to pay, depending on your programme of study and the decisions you make:

  • Books (you can borrow books on your reading lists from the library, but you may buy your own)
  • Optional field trips
  • Study abroad (incl. travel costs, accommodation, visas, immunisation)
  • Placement costs (incl. travel costs and accommodation)
  • Student visas (international students)
  • Laptop (you’ll have access to laptops and PC’s on campus, but you may want your own)
  • Printing and photocopying
  • Professional-body membership
  • Graduation (gown hire and photography)

Remember, you’ll still need to take into account your living costs. This could include accommodation, travel, food and more.

How do I pay for it?

Take a look at our facilities

Hull Immersive Visualisation Environment (HIVE)

A 3D immersive cube with VR theatre, gigapixel wall facilities and wearable devices.

Robotics Lab

Our specialist robotics lab is used for robot development and programming activities. Interact with our DJI Drones, Turtlebot3 mobile robots and humanoids like Baxter, Nao and Pepper.

Turing Lab

Carry out high-end graphics and artificial intelligence work on the top-spec, state-of-the art PCs in our Turing Lab.

Superlab

Fully refurbished as part of a significant investment in high-performance workstations, servers and social spaces, our Superlab is also open to students outside of teaching hours.

See more in our virtual tour

Look around

Look around

one of the computers in the Turing Lab
students in the SuperLab Computer Suite
HIVE
Robotics Laboratory
one of the computers in the Turing Lab
students in the SuperLab Computer Suite
Computer Science graduate Josh Naylor

Future prospects

You’ll leave us prepared for a career in the multibillion-pound games industry. Many of our graduates are company directors and technical leads in the business. This relationship with industry enhances our course content, keeping it current. It also means there’s an extensive network of Hull graduates working in the games industry across the world for you to tap into.

Graduate careers include games developer, mobile app developer, software engineer, IT security specialist, computer systems analyst and web developer.

Our graduates have been recruited by the likes of Codemasters, Criterion (Electronic Arts), Eutechnyx, Rare (Microsoft), Sony and Bohemia Interactive. Some of our Computer Science graduates move on to further study with an MSc or PhD, while others have gone on to set up and grow their own tech businesses.

University of Hull Open Day

Your next steps

Like what you’ve seen? Then it’s time to apply.

The standard way to apply for this course is through UCAS. This will give you the chance to showcase your skill, qualities and passion for the subject, as well as providing your academic qualifications.

Not ready to apply?

Visit our next Open Day, and see all that Hull has to offer for yourself. Talk to our lecturers about your subject, find out what university is really like from our current students, and take a tour of our beautiful campus and amazing facilities.

  1. (Computer Science) UK domicile full-time first degree leavers; Higher Education Graduate Outcomes statistics, for the academic year 2020/21, published by the Higher Education Statistics Agency June 2023.
  2. Accredited by BCS, The Chartered Institute for IT, for the purposes of fully meeting the academic requirement for registration as a Chartered IT Professional, and partially meeting the academic requirement for a Chartered Engineer (for MEng, fully meeting the requirement for a Chartered Engineer).

 

All modules presented on this course page are subject to availability and this list may change at any time.

Top