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Clearing offers from 48 UCAS tariff points. Subject-specific requirements still apply. See the entry requirements section for details.

Build games. Create immersive worlds. Develop skills for the future of interactive technology.

Games Computing brings together the creativity, programming, design, and technology needed to make video games. You'll learn how games are built from the inside out, turning gameplay ideas into prototypes, testing them with players, and using game engines, C++, C#, artificial intelligence, 2D and 3D graphics, physics, and immersive technologies such as virtual and augmented reality to shape how games look, feel, and play.

At Lincoln, you'll develop computer science skills through a games-focused approach. Alongside understanding the full game development process, you'll also learn core programming, software engineering, algorithms, databases, web and mobile development, user experience design, machine learning and team-based production. Together, these areas will help you learn how to design, prototype, test, optimise, refine, and develop portfolio-ready games as well as more general software systems.

You'll also have opportunities to work on practical projects, use industry-standard software, and access specialist development spaces, including a fully equipped Computer Science lab with high-spec machines for games and software development. Get real experience by taking part game jams, national and international competitions, publishing your work through Lincoln's network of arcade machines, and engaging with people connected to the games industry, games research, and academia.

Whether you are interested in a career in games, programming, technology, software, creative computing, or computer science, this degree can give you the skills you will need.

Games Computing brings together the creativity, programming, design, and technology needed to make video games. You'll learn how games are built from the inside out, turning gameplay ideas into prototypes, testing them with players, and using game engines, C++, C#, artificial intelligence, 2D and 3D graphics, physics, and immersive technologies such as virtual and augmented reality to shape how games look, feel, and play.

At Lincoln, you'll develop computer science skills through a games-focused approach. Alongside understanding the full game development process, you'll also learn core programming, software engineering, algorithms, databases, web and mobile development, user experience design, machine learning and team-based production. Together, these areas will help you learn how to design, prototype, test, optimise, refine, and develop portfolio-ready games as well as more general software systems.

You'll also have opportunities to work on practical projects, use industry-standard software, and access specialist development spaces, including a fully equipped Computer Science lab with high-spec machines for games and software development. Get real experience by taking part game jams, national and international competitions, publishing your work through Lincoln's network of arcade machines, and engaging with people connected to the games industry, games research, and academia.

Whether you are interested in a career in games, programming, technology, software, creative computing, or computer science, this degree can give you the skills you will need.

Why study Games Computing at Lincoln?

  • ✔ Accredited and recognised
    Course accredited by BCS, The Chartered Institute for IT
  • ✔ Strong computer science foundations
    Build skills in programming, algorithms, software engineering, artificial intelligence, graphics, and development methods.
  • ✔ Practical projects from the start
    Apply your learning through games development tasks, project work, team-based activities, and practical assessment.
  • ✔ Specialist VR and AR focus
    Learn how to design and develop games for contemporary virtual and augmented reality platforms.
  • ✔ Industry-standard tools and facilities
    Use specialist development spaces, virtual reality systems, and software environments such as Unreal Engine 4, Unity Pro, and Visual Studio.
  • ✔ Portfolio-building opportunities
    Develop practical work that can help show your skills to future employers, including through games workshops, game jams, competitions, and your final-year project.
  • ✔ Optional placement year
    Graduate with skills relevant to games companies, immersive technology, software development, and the wider digital sector.
  • ✔ Optional placement year
    Choose to take a year-long professional practice placement after your second year, helping you build workplace experience before you graduate

What you'll learn

This course builds your skills step by step, from core computing foundations to more advanced games and immersive technology development.

You'll explore:

  • Programming and software development: how to design, build, test, and improve software for games and wider technology applications.
  • Game design and player experience: how games are planned, structured, balanced, and experienced by players.
  • Virtual and augmented reality: how immersive technologies are used to create interactive digital environments and experiences.
  • Artificial intelligence: how intelligent systems can support gameplay, behaviour, decision-making, and interaction.
  • Graphics and physics simulation: how visual environments and realistic movement can be created in games and interactive systems.
  • User experience and interaction: how people engage with digital worlds, and how design decisions affect usability, immersion, and enjoyment.
  • Teamwork and professional practice: how to work with others, manage projects, solve problems, and communicate technical ideas clearly. By your final year, you’ll complete a project and study XR Game Studio, where you can work in a small team to design, develop, and evaluate a VR game experience.

The programme is assessed through a variety of means, including in-class tests, coursework, projects, and examinations. The majority of assessments are coursework-based, and several require the design and development of games, reflecting the practical and applied nature of games computing science. The weighting given to each assessment method may vary across each academic year. The ÇéÉ«ÁùÔÂÌì aims to ensure that staff return in-course assessments to students promptly.

Modules

Module Overview

This module aims to equip students with an understanding of time and space efficiency, enabling them to select appropriate algorithms for the programming problems they are presented with. Students will be introduced to relevant theoretical concepts around algorithms and data structures in lectures, together with practical experience of implementing them in the workshops.

Module Overview

This module introduces students to software constructs and the development of programs using a high-level programming language. Students will learn about standard programming practices and develop software using the object-oriented programming paradigm. Attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. There is also emphasis upon the use of debugging tools and unit testing.

Module Overview

This module explores the theoretical underpinning of the games design process, focusing on how design techniques can be employed to address a design brief or specific problem domain. Students can develop a first-hand understanding of how games concepts can be developed through a process of exploratory ideation. Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness, and game balance are all studied, using a range of games examples from both contemporary and traditional sources.

Theories of game design are studied through practical work and experimentation using hands-on exercises such as paper prototyping. While the module is focused on the games context, the skills developed apply to a range of interactive software domains.

Module Overview

This module is designed to provide grounding and context to the Games Computing programme, encompassing historical, societal, aesthetic, and ethical aspects of games as cultural artefacts, and strongly reflects the international level research contributions into game studies ongoing within the School.

This module covers topics of understanding games in an academic context, focusing on a deeper understanding on the experience that players have when engaging with games, and emerging games communities that shape how different groups of players approach playful experiences. This includes methodologies and topics such as games user research, experience design, and understanding games in social, physical, and cultural contexts. This study will be complemented in the form of reflective workshops where analytical techniques will be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Module Overview

This module will outline the main components of the software design and development process that ensure software is fit for purpose and of sufficient quality. Students will develop their practical understanding and appreciation of frameworks for software development processes using case studies and practical implementations.

Module Overview

In industry, computer scientists and software developers work in teams to create solutions to a variety of different problems. This module aims to introduce the art of problem solving, teamwork, and the industry employment process to help equip students with the skillsets required for an industry setting.

Module Overview

The module aims to provide a modern introduction to the concepts of symbolic artificial intelligence, set in the context of intelligent agents.

The module covers the concepts such as state space representations and search, heuristic and adversarial search methods, and optimization techniques. The module also covers knowledge representation, AI planning, and some nonstatistical, machine learning methods.

Module Overview

This module aims to develop students’ applied design problem- solving and practical implementation skills. The module will be delivered over a semester. The delivery will be divided into two main cycles. The first half will be focused on game theory and paper prototyping. The second half will be about digital prototyping and development. The students will use the remaining workshop time to explore the problem-space and prototype a solution or artefact. Students will be expected to document their ongoing prototyping process as this will form part of their assessment. At the end of each cycle, the students will be given feedback as part of an informal interim assessment. This module provides the students with the opportunity for significant games implementation practice, and the opportunity to develop their portfolio of design concepts.

Module Overview

This module will explore the ‘full stack’ of web application technologies. You will have the opportunity to learn how to design and develop both the frontend and backend of modern web applications. The module aims to cover the three-tier architecture approach for developing web applications: i) presentation tier, ii) application tier, and iii) data tier. You can learn how to use the relevant technologies for each tier, encompassing web presentation, application programmable interfaces (APIs), and database technologies. The overall aim of the module is for you to learn the how to develop robust client-server applications using secure and scalable technologies.

Module Overview

This module introduces second year students to the fundamentals, theories, and techniques of games programming. It is designed to give students a grounding in the development of video games, predominantly targeting PC systems, but with some attention to games consoles, mobile, and web platforms. The module is focused at the lower levels of games programming. It will use C++ to support the understanding and application of computer science components and bring them together appropriately within a games programming context.

The module considers games programming algorithms and techniques, whilst ensuring students have the chance to understand and apply the various programming aspects of games development. This includes the player interaction techniques, input devices, data handling (including loading and saving), rendering, and how sound and control interfaces make up a game and a game engine. Students will be encouraged to develop code and solutions that delivers complete gaming experiences.

Module Overview

This purpose of this module is to provide students with the experience of working as part of a team within a simulated commercial setting. Students will go through the key phases of software development from ideation through to development, testing, delivery, and publishing. Through the module students will learn how to manage and deliver commercial software development projects. This will include ethical, social and professional issues, project management, communication, time management, and team working strategies.

This module develops on the skills learnt in the first year and places them in a simulated commercial setting. The artefact produced as part of the software development process should be suitable for inclusion within a professional portfolio.

Module Overview

This module provides students with the opportunity to develop knowledge of the processes and principles of Human-Computer Interaction (HCI) and User Experience Design (UXD) starting with a history and overview of the role HCI in furthering the field of computer science. The module will guide students through notions of usability and accessibility, user-centred design and requirements analysis, prototyping, statistical analysis, and qualitative evaluation using state of the art methods and techniques. The professional, ethical, social, and legal issues in designing and studying interactive technology will be considered throughout.

Module Overview

This module provides an opportunity for students in the School of Engineering and Physical Sciences to spend a year working full-time within industry. Placements will enable students to experience the daily workings of an organisation and gain real-world experience of the concepts taught during their studies. All students on the Placement Year will remain enrolled with the University during the placement and receive support from the university. 

Module Overview

This module provides an opportunity for students in the School of Engineering and Physical Sciences to spend a year abroad at one of the University’s partner institutions. During the year abroad, students share classes with students at their chosen destination and study on a suite of locally delivered modules. This module will extend the length of your programme by one year and is taken between level 5 (year 2) and level 6 (year 3).

Module Overview

This module introduces the student to the theory, principles, methods, and techniques of 3D computer graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms commonly used in videogame development. The development of skills in implementing computer graphic applications with modern, standard graphics pipelines encourages students to develop their programming skills while observing the theory of 3D graphics in practice.

This is delivered through a hands-on games programming context where students will be encouraged to develop interactive 3D graphics applications using industry standard tools and technologies.

This module aims to develop students' awareness and ability to implement and utilise mathematical approaches commonly seen in real-time systems such as videogames. In addition, modern graphical techniques will be explored, with reference to current industry practice, and students will be expected to demonstrate an ability to analyse requirements, systematically appraise existing methods, and employ critical-thinking in the development of their own pieces of work.

Module Overview

Realistic physics simulation is a key component for many modern technologies including computer games, video animation, medical imaging, robotics, etc. This wide range of applications benefiting from real-time physics simulation is a result of recent advances in developing new efficient simulation techniques and the common availability of powerful hardware.

The main application area considered in this module is computer games, but the taught content has much wider relevance and can be applied to other areas of Computer Science.

Module Overview

This module offers students the chance to demonstrate their ability to work independently on a significant, in-depth project requiring the coherent and critical application of computer science theory and skills.

Students must initially produce a project proposal and related materials to frame the work, specifying clear, specific, academically justified, and appropriately scoped aims and objectives, as well as feasible means for fulfilling those aims and objectives. Students then work independently to fulfil those project goals. Throughout this process students are expected to demonstrate the application of practical development and analytical skills, innovation and/or creativity, and the synthesis of information, ideas and practices to generate a coherent problem solution.

Module Overview

The module aims to introduce the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments.

Students will have the opportunity to be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.

Module Overview

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social, and ethical implications of cyber security.

Module Overview

Digital image processing techniques are used in a wide variety of application areas such as computer vision, robotics, remote sensing, industrial inspection and medical imaging. Image processing is the study of algorithms that take images as an input and return information about these images. This module aims to provide a broad introduction to the field of image processing, culminating in a practical understanding of how to apply and combine techniques to various image-related applications. Students will have the opportunity to extract useful data from raw images and interpret the result.

Module Overview

The module introduces the fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

This module aims to equip you with the skills to design and develop connected, data-driven mobile applications, leveraging smartphone sensor technologies such as location, camera and proximity sensors. Consuming RESTful web services will be an area of focus for the data driven components of mobile app development. You can utilize contemporary tools to build mobile applications by applying industry-standard techniques for both code-base development and user-centered design.

Module Overview

Parallel Programming is an important modern paradigm in computer science, and a promising direction for keeping up with the expected exponential growth in the discipline. Executing multiple processes at the same time can tremendously increase computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. The relevance of parallel computing is especially prominent due to availability of modern, affordable computer hardware utilising multi-core and/or large number of massively parallel units.

Module Overview

In this module, students can develop their understanding of how to design and develop and applications for Virtual and Augmented Reality (VR/AR) platforms. The module will start by introducing students to underpinning theoretical concepts of user experience in VR platforms, such as immersion, presence, fidelity, and embodiment. These will be used as a framework to explore a wide range of applications, primarily training and education, medical applications, therapy, and entertainment.

Fundamental design aspects will be introduced, such as interfaces and interactions, interactions with non-human characters, locomotion, and object manipulations. Within the context of training/education, design considerations relating to learning outcomes, knowledge transfer, and retention will be discussed.

Students are expected to consider the role of fidelity in relation to safety critical training, such as medical applications, and the advantages of VR over traditional displays will also be considered. Students can also learn how to assess user experience in VR using a variety of tools (primarily self-report measures). Students can also look at limitations such as simulator sickness, and accessibility of movement-based interfaces. The AR section of this module will mirror the VR topics mentioned, and compare and contrast AR platforms with VR, to enable students to make appropriate platform choices.

Alongside theoretical aspects, students can engage in parallel practical workshops, during which they will put into practice some of the concepts discussed in lectures. This will involve the use of appropriate development tools and platforms, and consideration of design aspects. Students have the chance to build an application during workshops, and use this as a tool to conduct an evaluation related to user experience.


† Some courses may offer optional modules. The availability of optional modules may vary from year to year and will be subject to minimum student numbers being achieved. This means that the availability of specific optional modules cannot be guaranteed. Optional module selection may also be affected by staff availability.

Modules

Module Overview

This module aims to equip students with an understanding of time and space efficiency, enabling them to select appropriate algorithms for the programming problems they are presented with. Students will be introduced to relevant theoretical concepts around algorithms and data structures in lectures, together with practical experience of implementing them in the workshops.

Module Overview

This module introduces students to software constructs and the development of programs using a high-level programming language. Students will learn about standard programming practices and develop software using the object-oriented programming paradigm. Attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. There is also emphasis upon the use of debugging tools and unit testing.

Module Overview

This module explores the theoretical underpinning of the games design process, focusing on how design techniques can be employed to address a design brief or specific problem domain. Students can develop a first-hand understanding of how games concepts can be developed through a process of exploratory ideation. Concepts such as design patterns, gameplay, game mechanics, storyline, narrative, game architecture, randomness, and game balance are all studied, using a range of games examples from both contemporary and traditional sources.

Theories of game design are studied through practical work and experimentation using hands-on exercises such as paper prototyping. While the module is focused on the games context, the skills developed apply to a range of interactive software domains.

Module Overview

This module is designed to provide grounding and context to the Games Computing programme, encompassing historical, societal, aesthetic, and ethical aspects of games as cultural artefacts, and strongly reflects the international level research contributions into game studies ongoing within the School.

This module covers topics of understanding games in an academic context, focusing on a deeper understanding on the experience that players have when engaging with games, and emerging games communities that shape how different groups of players approach playful experiences. This includes methodologies and topics such as games user research, experience design, and understanding games in social, physical, and cultural contexts. This study will be complemented in the form of reflective workshops where analytical techniques will be practised using commercial game examples, and other media artefacts that communicate cultural aspects relating to play.

Module Overview

This module will outline the main components of the software design and development process that ensure software is fit for purpose and of sufficient quality. Students will develop their practical understanding and appreciation of frameworks for software development processes using case studies and practical implementations.

Module Overview

In industry, computer scientists and software developers work in teams to create solutions to a variety of different problems. This module aims to introduce the art of problem solving, teamwork, and the industry employment process to help equip students with the skillsets required for an industry setting.

Module Overview

The module aims to provide a modern introduction to the concepts of symbolic artificial intelligence, set in the context of intelligent agents.

The module covers the concepts such as state space representations and search, heuristic and adversarial search methods, and optimization techniques. The module also covers knowledge representation, AI planning, and some nonstatistical, machine learning methods.

Module Overview

This module aims to develop students’ applied design problem- solving and practical implementation skills. The module will be delivered over a semester. The delivery will be divided into two main cycles. The first half will be focused on game theory and paper prototyping. The second half will be about digital prototyping and development. The students will use the remaining workshop time to explore the problem-space and prototype a solution or artefact. Students will be expected to document their ongoing prototyping process as this will form part of their assessment. At the end of each cycle, the students will be given feedback as part of an informal interim assessment. This module provides the students with the opportunity for significant games implementation practice, and the opportunity to develop their portfolio of design concepts.

Module Overview

This module will explore the ‘full stack’ of web application technologies. You will have the opportunity to learn how to design and develop both the frontend and backend of modern web applications. The module aims to cover the three-tier architecture approach for developing web applications: i) presentation tier, ii) application tier, and iii) data tier. You can learn how to use the relevant technologies for each tier, encompassing web presentation, application programmable interfaces (APIs), and database technologies. The overall aim of the module is for you to learn the how to develop robust client-server applications using secure and scalable technologies.

Module Overview

This module introduces second year students to the fundamentals, theories, and techniques of games programming. It is designed to give students a grounding in the development of video games, predominantly targeting PC systems, but with some attention to games consoles, mobile, and web platforms. The module is focused at the lower levels of games programming. It will use C++ to support the understanding and application of computer science components and bring them together appropriately within a games programming context.

The module considers games programming algorithms and techniques, whilst ensuring students have the chance to understand and apply the various programming aspects of games development. This includes the player interaction techniques, input devices, data handling (including loading and saving), rendering, and how sound and control interfaces make up a game and a game engine. Students will be encouraged to develop code and solutions that delivers complete gaming experiences.

Module Overview

This purpose of this module is to provide students with the experience of working as part of a team within a simulated commercial setting. Students will go through the key phases of software development from ideation through to development, testing, delivery, and publishing. Through the module students will learn how to manage and deliver commercial software development projects. This will include ethical, social and professional issues, project management, communication, time management, and team working strategies.

This module develops on the skills learnt in the first year and places them in a simulated commercial setting. The artefact produced as part of the software development process should be suitable for inclusion within a professional portfolio.

Module Overview

This module provides students with the opportunity to develop knowledge of the processes and principles of Human-Computer Interaction (HCI) and User Experience Design (UXD) starting with a history and overview of the role HCI in furthering the field of computer science. The module will guide students through notions of usability and accessibility, user-centred design and requirements analysis, prototyping, statistical analysis, and qualitative evaluation using state of the art methods and techniques. The professional, ethical, social, and legal issues in designing and studying interactive technology will be considered throughout.

Module Overview

This module provides an opportunity for students in the School of Engineering and Physical Sciences to spend a year working full-time within industry. Placements will enable students to experience the daily workings of an organisation and gain real-world experience of the concepts taught during their studies. All students on the Placement Year will remain enrolled with the University during the placement and receive support from the university. 

Module Overview

This module provides an opportunity for students in the School of Engineering and Physical Sciences to spend a year abroad at one of the University’s partner institutions. During the year abroad, students share classes with students at their chosen destination and study on a suite of locally delivered modules. This module will extend the length of your programme by one year and is taken between level 5 (year 2) and level 6 (year 3).

Module Overview

This module introduces the student to the theory, principles, methods, and techniques of 3D computer graphics. The specialised mathematical underpinnings are explored along with their practical application in algorithms commonly used in videogame development. The development of skills in implementing computer graphic applications with modern, standard graphics pipelines encourages students to develop their programming skills while observing the theory of 3D graphics in practice.

This is delivered through a hands-on games programming context where students will be encouraged to develop interactive 3D graphics applications using industry standard tools and technologies.

This module aims to develop students' awareness and ability to implement and utilise mathematical approaches commonly seen in real-time systems such as videogames. In addition, modern graphical techniques will be explored, with reference to current industry practice, and students will be expected to demonstrate an ability to analyse requirements, systematically appraise existing methods, and employ critical-thinking in the development of their own pieces of work.

Module Overview

Realistic physics simulation is a key component for many modern technologies including computer games, video animation, medical imaging, robotics, etc. This wide range of applications benefiting from real-time physics simulation is a result of recent advances in developing new efficient simulation techniques and the common availability of powerful hardware.

The main application area considered in this module is computer games, but the taught content has much wider relevance and can be applied to other areas of Computer Science.

Module Overview

This module offers students the chance to demonstrate their ability to work independently on a significant, in-depth project requiring the coherent and critical application of computer science theory and skills.

Students must initially produce a project proposal and related materials to frame the work, specifying clear, specific, academically justified, and appropriately scoped aims and objectives, as well as feasible means for fulfilling those aims and objectives. Students then work independently to fulfil those project goals. Throughout this process students are expected to demonstrate the application of practical development and analytical skills, innovation and/or creativity, and the synthesis of information, ideas and practices to generate a coherent problem solution.

Module Overview

The module aims to introduce the main concepts of Autonomous Mobile Robotics, providing an understanding of the range of processing components required to build physically embodied robotic systems, from basic control architectures to spatial navigation in real-world environments.

Students will have the opportunity to be introduced to relevant theoretical concepts around robotic sensing and control in the lectures, together with a practical “hands on” approach to robot programming in the workshops.

Module Overview

This module provides an understanding of the challenges in cyber security faced by society and industry. This includes an examination of the impact of threats and develops an understanding of mechanisms to reduce the risk of attack. The module examines a range of cyber threats and attack types and introduces strategies to mitigate these. It also prompts students to consider the legal, social, and ethical implications of cyber security.

Module Overview

Digital image processing techniques are used in a wide variety of application areas such as computer vision, robotics, remote sensing, industrial inspection and medical imaging. Image processing is the study of algorithms that take images as an input and return information about these images. This module aims to provide a broad introduction to the field of image processing, culminating in a practical understanding of how to apply and combine techniques to various image-related applications. Students will have the opportunity to extract useful data from raw images and interpret the result.

Module Overview

The module introduces the fundamentals of machine learning and principled application of machine learning techniques to extract information and insights from data. The module covers supervised and unsupervised learning methods. The primary aim is to provide students with knowledge and applied skills in machine learning tools and techniques which can be used to solve real-world data science problems.

Module Overview

This module aims to equip you with the skills to design and develop connected, data-driven mobile applications, leveraging smartphone sensor technologies such as location, camera and proximity sensors. Consuming RESTful web services will be an area of focus for the data driven components of mobile app development. You can utilize contemporary tools to build mobile applications by applying industry-standard techniques for both code-base development and user-centered design.

Module Overview

Parallel Programming is an important modern paradigm in computer science, and a promising direction for keeping up with the expected exponential growth in the discipline. Executing multiple processes at the same time can tremendously increase computational throughput, not only benefiting scientific computations, but also leading to new exciting applications like real-time animated 3D graphics, video processing, and physics simulation. The relevance of parallel computing is especially prominent due to availability of modern, affordable computer hardware utilising multi-core and/or large number of massively parallel units.

Module Overview

In this module, students can develop their understanding of how to design and develop and applications for Virtual and Augmented Reality (VR/AR) platforms. The module will start by introducing students to underpinning theoretical concepts of user experience in VR platforms, such as immersion, presence, fidelity, and embodiment. These will be used as a framework to explore a wide range of applications, primarily training and education, medical applications, therapy, and entertainment.

Fundamental design aspects will be introduced, such as interfaces and interactions, interactions with non-human characters, locomotion, and object manipulations. Within the context of training/education, design considerations relating to learning outcomes, knowledge transfer, and retention will be discussed.

Students are expected to consider the role of fidelity in relation to safety critical training, such as medical applications, and the advantages of VR over traditional displays will also be considered. Students can also learn how to assess user experience in VR using a variety of tools (primarily self-report measures). Students can also look at limitations such as simulator sickness, and accessibility of movement-based interfaces. The AR section of this module will mirror the VR topics mentioned, and compare and contrast AR platforms with VR, to enable students to make appropriate platform choices.

Alongside theoretical aspects, students can engage in parallel practical workshops, during which they will put into practice some of the concepts discussed in lectures. This will involve the use of appropriate development tools and platforms, and consideration of design aspects. Students have the chance to build an application during workshops, and use this as a tool to conduct an evaluation related to user experience.


† Some courses may offer optional modules. The availability of optional modules may vary from year to year and will be subject to minimum student numbers being achieved. This means that the availability of specific optional modules cannot be guaranteed. Optional module selection may also be affected by staff availability.

Support and student experience

You'll be supported through:

  • Practical teaching: develop your skills through workshops, project work, and applied tasks.
  • Coursework-based assessment: show what you can do through projects and practical work, as well as tests and examinations.
  • Team-based learning: build experience working with others, just as you would in a software or games development environment.
  • Professional development: strengthen your communication, problem-solving, project management, and employability skills.
  • Portfolio opportunities: create practical work that can help support future applications, interviews, or further study.

This course helps you explore games computing, build technical confidence, and understand where your skills could take you.

Lincoln’s diverse and relevant course content really let me specialise in the programming niches that interested me, providing me with the resources and guidance I needed.

Placements

You can choose to take a year out between your second and third year for a professional practice placement. This can help you apply your skills in a workplace setting, build your CV, and gain a clearer sense of where your degree could take you.

You may also have opportunities to take part in games workshops, game jams, national competitions, and other extracurricular activities linked to games and computing. These experiences can help you meet other students, test your ideas, develop confidence, and build evidence of your skills.

The course makes use of specialist facilities, including development labs, virtual reality systems, and industry-standard software. Lincoln has also worked with XMA, ASUS hardware, and Republic of Gamers on a new and improved Computer Science lab.

Student Work Showreel

Take a look at some of the incredible work produced by our Games Computing students. Our students have the opportunity to develop programming skills, alongside specialist modules in topics including games design, 3D graphics, virtual reality, and artificial intelligence.

YouTube video for

Careers and future opportunities

A Games Computing degree can open up opportunities in games, immersive technology, software, and the wider digital sector.

Graduates can move into areas such as:

  • Games development
  • VR and AR development
  • Software development
  • Interactive media
  • Artificial intelligence
  • Graphics and simulation
  • Games testing
  • User experience
  • Web and app development
  • Wider IT and digital technology

Possible roles include:

  • Games developer
  • Tools programmer
  • Artificial intelligence programmer
  • Level designer
  • Mission scripter
  • Games tester
  • Software developer
  • Interactive media developer
  • VR or AR developer
  • Technical designer
  • User experience developer

Lincoln graduates have gone on to work in the games industry and wider technology sector, including employers such as Electronic Arts, Criterion Games, Rockstar Games, Sumo Digital, BAE Systems, and Team17. The course page also highlights a Lincoln Games Computing graduate working as a Technical Audio Designer at TT Games.

Why employers value this degree

You graduate with:

  • Programming and software development skills
  • Experience using games development tools
  • Understanding of VR, AR, and interactive systems
  • Practical project experience
  • Teamworking and problem-solving skills
  • Knowledge of artificial intelligence, graphics, and simulation
  • A portfolio of practical work that can help demonstrate your abilities

ASUS Republic of Gamers Lab

The ÇéÉ«ÁùÔÂÌì teamed up with XMA for the creation of our new and improved Computer Science lab. Sponsored by ASUS hardware and Republic of Gamers (RoG), this case study delves into the innovative solutions that powered its success. Explore how collaboration, advanced technology, and strategic planning shaped the lab into a future-ready space for students and faculty alike.

YouTube video for

Accreditations and Affiliations

This degree has been accredited by BCS, The Chartered Institute for IT. Accreditation is a mark of assurance that the degree meets the standards set by BCS. A full CITP accredited degree entitles you to apply for professional membership of BCS and meets the evidence of breadth of knowledge in the assessment for registration as a Chartered IT Professional (CITP).

BCS Accredited Degree logo

Entry Requirements 2026-27

United Kingdom

104 to 112 UCAS Tariff points.

This must be achieved from a minimum of 2 A Levels or equivalent Level 3 qualifications. For example:

A Level: BCC to BBC

BTEC Extended Diploma: Distinction Merit Merit

T Level: Merit Overall

Access to Higher Education Diploma: 104 to 112 UCAS points to be achieved from 45 Level 3 credits.

International Baccalaureate: 29 points overall.

GCSE's: Minimum of three at grade 4 or above, which must include English and Maths . Equivalent Level 2 qualifications may be considered.

The University accepts a wide range of qualifications as the basis for entry and do accept a combination of qualifications which may include A Levels, BTECs, Extended Project Qualification (EPQ).

We may also consider applicants with extensive and relevant work experience and will give special individual consideration to those who do not meet the standard entry qualifications.

International

Non UK Qualifications:

If you have studied outside of the UK, and are unsure whether your qualification meets the above requirements, please visit our country pages

/studywithus/internationalstudents/entryrequirementsandyourcountry/ for information on equivalent qualifications.

EU and Overseas students will be required to demonstrate English language proficiency equivalent to IELTS 6.0 overall, with a minimum of 5.5 in each element. For information regarding other English language qualifications we accept, please visit the English Requirements page

/studywithus/internationalstudents/englishlanguagerequirementsandsupport/englishlanguagerequirements/

If you do not meet the above IELTS requirements, you may be able to take part in one of our Pre-sessional English and Academic Study Skills courses.

/studywithus/internationalstudents/englishlanguagerequirementsandsupport/pre-sessionalenglishandacademicstudyskills/

If you would like further information about entry requirements, or would like to discuss whether the qualifications you are currently studying are acceptable, please contact the Admissions team on 01522 886097, or email admissions@lincoln.ac.uk

Contextual Offers

At Lincoln, we recognise that not everybody has had the same advice and support to help them get to higher education. Contextual offers are one of the ways we remove the barriers to higher education, ensuring that we have fair access for all students regardless of background and personal experiences. For more information, including eligibility criteria, visit our Offer Guide pages. If you are applying to a course that has any subject specific requirements, these will still need to be achieved as part of the standard entry criteria.

Entry Requirements 2027-28

United Kingdom

104 to 112 UCAS Tariff points from a minimum of 2 A Levels or equivalent Level 3 qualifications.

If you are eligible for a contextual offer, a one grade or 8 UCAS Tariff point reduction to the standard entry requirements will be applied.

A Level: BBC

BTEC Extended Diploma: DMM

T Level: Merit

Access to Higher Education Diploma: 45 Level 3 credits with a minimum of 112 UCAS Tariff points.

International Baccalaureate: 29 points overall

GCSE's: Minimum of three at grade 4 or above, which must include English and Maths . Equivalent Level 2 qualifications may be considered.


The University accepts a wide range of qualifications as the basis for entry and do accept a combination of qualifications which may include A Levels, BTECs, Extended Project Qualification (EPQ).

We will also consider applicants with extensive and relevant work experience and will give special individual consideration to those who do not meet the standard entry qualifications.

International

Non UK Qualifications:

If you have studied outside of the UK, and are unsure whether your qualification meets the above requirements, please visit our country pages

/studywithus/internationalstudents/entryrequirementsandyourcountry/ for information on equivalent qualifications.

EU and Overseas students will be required to demonstrate English language proficiency equivalent to IELTS 6.0 overall, with a minimum of 5.5 in each element. For information regarding other English language qualifications we accept, please visit the English Requirements page

/studywithus/internationalstudents/englishlanguagerequirementsandsupport/englishlanguagerequirements/

If you do not meet the above IELTS requirements, you may be able to take part in one of our Pre-sessional English and Academic Study Skills courses.

/studywithus/internationalstudents/englishlanguagerequirementsandsupport/pre-sessionalenglishandacademicstudyskills/

If you would like further information about entry requirements, or would like to discuss whether the qualifications you are currently studying are acceptable, please contact the Admissions team on 01522 886097, or email admissions@lincoln.ac.uk

Contextual Offers

At Lincoln, we recognise that not everybody has had the same advice and support to help them get to higher education. Contextual offers are one of the ways we remove the barriers to higher education, ensuring that we have fair access for all students regardless of background and personal experiences. For more information, including eligibility criteria, visit our Offer Guide pages. If you are applying to a course that has any subject specific requirements, these will still need to be achieved as part of the standard entry criteria.

Is this course right for you?

This course could be a good fit if you:

  • Enjoy games and want to understand how they are made
  • Are interested in programming, technology, and creative problem solving
  • Want to explore virtual reality, augmented reality, and immersive experiences
  • Like the idea of building practical projects
  • Want a degree that can lead to games careers and wider technology roles
  • Are interested in artificial intelligence, graphics, simulation, or software development
  • Want to keep your career options open while studying a subject you care about

You don’t need to know your exact career path yet. But you do need curiosity, motivation, and an interest in how technology can create interactive experiences.

Fees and Funding

University Study is a major investment, so it’s important to understand the costs and support available. A full breakdown of the fees associated with this programme can be found below. Eligible students may be able to access scholarships and bursaries to help with study costs.

Course Fees

Fees and Funding

University Study is a major investment, so it’s important to understand the costs and support available. A full breakdown of the fees associated with this programme can be found below. Eligible students may be able to access scholarships and bursaries to help with study costs.

Course Fees

Find out More by Visiting Us

The best way to find out what it is really like to live and learn at Lincoln is to visit us in person. We offer a range of opportunities across the year to help you to get a real feel for what it might be like to study here.

Three students walking together on campus in the sunshine

What You Need to Know

We want you to have all the information you need to make an informed decision on where and what you want to study. In addition to the information provided on this course page, our What You Need to Know page offers explanations on key topics including programme validation/revalidation, additional costs, and contact hours.

What You Need to Know

We want you to have all the information you need to make an informed decision on where and what you want to study. In addition to the information provided on this course page, our What You Need to Know page offers explanations on key topics including programme validation/revalidation, additional costs, and contact hours.

The University intends to provide its courses as outlined in these pages, although the University may make changes in accordance with the Student Admissions Terms and Conditions.