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Design games. Build software. Graduate with advanced computing skills.

Games Computing is the study of how games are designed, developed, tested, and experienced. It combines computer science, programming, game design, artificial intelligence, user experience, graphics, and interactive technology.

Explore how games work technically and creatively. Along the way, you'll learn how to design engaging experiences, write code, develop playable systems, understand users, and apply software engineering skills to game projects and wider digital products.

At Lincoln, the MComp Games Computing degree gives you an extra year of master's-level study, helping you deepen your technical knowledge and complete a substantial project in an area that interests you. You'll develop skills for the games industry, while also building wider computing expertise for roles across software, digital technology, creative media, and interactive systems.

If you enjoy games, coding, problem-solving, and creative technology, this course can help you turn that interest into a serious career path.

Games Computing is the study of how games are designed, developed, tested, and experienced. It combines computer science, programming, game design, artificial intelligence, user experience, graphics, and interactive technology.

Explore how games work technically and creatively. Along the way, you'll learn how to design engaging experiences, write code, develop playable systems, understand users, and apply software engineering skills to game projects and wider digital products.

At Lincoln, the MComp Games Computing degree gives you an extra year of master's-level study, helping you deepen your technical knowledge and complete a substantial project in an area that interests you. You'll develop skills for the games industry, while also building wider computing expertise for roles across software, digital technology, creative media, and interactive systems.

If you enjoy games, coding, problem-solving, and creative technology, this course can help you turn that interest into a serious career path.

Why study Games Computing at Lincoln?

  • ✔ Games-focused computer science
    Build skills in programming, software development, game design, artificial intelligence, graphics, and user experience.
  • ✔ Integrated master's route
    The MComp gives you four years of study, including master's-level modules and a substantial final project.
  • ✔ Accredited by BCS
    This course is accredited by BCS, The Chartered Institute for IT.
  • ✔ Industry-standard software and facilities
    Use specialist development labs, software development environments, 3D modelling software, virtual reality systems, Unreal Engine, Unity Pro, and Visual Studio.
  • ✔ Build a portfolio of work
    Create games, technical projects, prototypes, and interactive experiences that help show employers what you can do.
  • ✔ Take part in game jams and competitions
    Join practical activities to build confidence and experience.
  • ✔ Career-focused learning
    Develop technical skills for roles in the games industry and wider IT sector.
  • ✔ Optional placement year
    Gain workplace experience and strengthen your CV.

What you'll learn

You'll explore:

  • Programming and software development: how to write, test, improve, and structure code for games and wider applications.
  • Game design and development: how to create playable systems, design engaging experiences, and understand how games are built.
  • Mathematics for computing: the logic and problem-solving skills that support programming, graphics, AI, and technical development.
  • Artificial intelligence: how intelligent systems can be used in games and other interactive technologies.
  • User experience and playful design: how people interact with games and digital products, and how to design systems that are engaging, usable, and enjoyable.
  • Graphics, virtual reality, and interactive systems: how visual, immersive, and real-time technologies are used in games and creative computing.
  • Professional software engineering: how to work on projects, manage complexity, collaborate with others, and develop reliable digital products. By your third year, you’ll complete a games development project. In your fourth year, you'll study at master’s level and complete a substantial project in an area of personal interest, helping you demonstrate advanced technical ability and independent problem-solving.

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

The module aims to introduce the concepts of Algorithms and Complexity, providing an understanding of the range of applications where algorithmic solutions are required.

Students will have the opportunity to be introduced to the analysis of time and space efficiency of algorithms; to the key issues in algorithm design; to the range of techniques used in the design of various types of algorithms. Students can also be introduced to relevant theoretical concepts around algorithms and complexity in the lectures, together with a practical experience of implementing a range of algorithms in the workshops.

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 aims to equip students with mathematical knowledge and skills required to design and develop computer systems and software. Representative topics include sets, relations and functions, logic, algebra, basic statistics, and probability theory. The critical role of mathematics in Computer Science and Games Computing and will be demonstrated with applied examples.

Module Overview

This module extends the concepts and practice of simple computer programming, with attention paid to the essentials that constitute an object-oriented computer program including layout, structure, and functionality. The module aims to extend students' knowledge of computer programming and introduces them to the object-oriented paradigm and related concepts applied to algorithm and software development. There is also emphasis upon the use of version control and its role in archiving and facilitating software development.

Module Overview

Problems are a natural occurrence in an organisational context and this module aims to introduce students to problem solving from a mixture of theoretical and practical underpinnings.

The module examines the principles of abstraction, decomposition, modelling and representation as a means to frame and characterise problem scenarios, and as tools to understand potential solutions. The module concentrates on problem-solving strategies and in particular the vocabulary through which these strategies are articulated. This type of vocabulary is explored as representational device for capturing organisational behaviour and form.

Module Overview

This module introduces students to software constructs and the development of simple programs using a high-level programming language. Simple design concepts and standard programming practices are presented, and attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. Additionally, the fundamental computing data structures allowing the representation of data in computer programs are explored and implemented.

Module Overview

This module aims to provide a comprehensive analysis of the general principles and practices of advanced programming with respect to software development. Notions and techniques of advanced programming are emphasised in the context of analysis, design, and implementation of software and algorithms. Great importance is placed upon the Object-Oriented paradigm and related concepts applied to algorithm and software development using the C++ programming language, however students will also be exposed to the principles and underlying theories pertaining to functional programming.

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 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 module explores the fundamental concepts of designing, implementing, and using database technologies and students are expected to develop a conceptual view of database theory and then transform it into a practical design of a database application. Alternate design principles for implementing databases for different uses, for example in social media or gaming contexts are also considered.

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 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.

Module Overview

This module aims to cover the theoretical fundamentals and practical applications of decision-making, problem-solving and learning abilities in software agents.

Search is introduced as a unifying framework for Artificial Intelligence (AI), followed by key topics including blind and informed search algorithms, planning and reasoning, both with certain and uncertain (e.g. probabilistic) knowledge. Practical exercises in AI programming will complement and apply the theoretical knowledge acquired to real-world problems.

Module Overview

This module aims to explore current methodologies in the field of computer vision, covering a range of aspects in capturing, processing, analysing and interpreting rich visual content.

The aim is to offer students with a deep understanding and to allow an exposure to the latest developments in computer vision, equipping them with knowledge in practical depth. The module will also provide the opportunity for training in programming skills (e.g. Matlab), tools and methods that are necessary for the implementation of computer vision systems.

The module will also cover applications of computer vision in various fields, such as in object recognition/tracking, medical image analysis, multimedia indexing and retrieval and intelligent surveillance systems, allowing the students the opportunity to establish a full awareness to the technology advance in this rapidly evolving field.

Module Overview

This module aims to explore advanced topics using a contemporary object-oriented programming language. The objective is to prepare students for professional-level programming in scientific and commercial computing, and to support programming tasks in other modules of this award.

Students can explore a range of programming topics through a series of lectures and practical workshops, and will work on producing an individual programming assignment.

Module Overview

The MComp Research Project involves both team-based and individual work that requires students to apply and integrate theoretical knowledge and practical skills from the breadth of their experience with computer science sub-disciplines. The form and nature of this project work is negotiable and provides opportunities to work in simulated commercial settings that are scenario based or primarily focused on a specific research domain. Students will work towards developing a significant software artefact that supports the research area of interest and present the outcomes of their work through written and presentation components.

Module Overview

This module aims to enhance students understanding of concepts and theory around computer graphics, as well as enhancing their practical techniques. Advanced techniques available for graphics processing units (GPUs) are explored along with their practical implementation.

Module Overview

This module introduces 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 are 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. Working at Master's level, students can research the area in depth and produce critical reports of their findings.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can explore core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

This module provides students with the opportunity to learn cutting-edge cloud computing and and AI topics such as serverless computing and generative AI in the context of cloud, on-premise, and on-device resources. The latest cloud models are discussed and their application for scientific industry, and consumer-based applications. The ethical, legal and security implications of adopting cloud computing and AI services are also discussed.

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. As a Master's level module students are also encouraged to consider current research in the field of cyber security.

Module Overview

This module explores the various conceptual tools that can be applied to the games design process. The module will be broadly split between theory and practical applications, contextualised against both commercial and academic applications. Students will be encouraged to develop as reflective design practitioners, through critiquing their own designs and those of their peers.

There is a specific focus on the design pipeline, starting from requirements gathering, through conceptualisation and prototyping, to evaluation and iteration. Students will learn various methods to help them tackle the specific challenges at each stage in this process. The module is grounded in practical experimentation, and student-centered exploration of the module themes. Through this module students will develop an understanding of the interplay between the different components and mechanics of a game, and how small changes can impact the gameplay experience.

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 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

Parallel Computing is an important modern paradigm in computer science. Executing multiple processes at the same time can tremendously increase the 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 student can develop and design applications for Virtual and Augmented Reality (VR/AR) platforms. Students can consider different areas of applications, including training, simulation, medical/therapeutic, games, and other interactive experiences. This will comprise theoretical aspects of design for VR/AR systems, including such topics as locomotion and control methods, representation of virtual worlds, and non-human characters. It will also cover practicalities of development and deployment using appropriate tools. Students can also look at limitations such as simulator sickness, and accessibility, and how to evaluate user experience. Students can build and test their own applications using VR and AR equipment.


† 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

The module aims to introduce the concepts of Algorithms and Complexity, providing an understanding of the range of applications where algorithmic solutions are required.

Students will have the opportunity to be introduced to the analysis of time and space efficiency of algorithms; to the key issues in algorithm design; to the range of techniques used in the design of various types of algorithms. Students can also be introduced to relevant theoretical concepts around algorithms and complexity in the lectures, together with a practical experience of implementing a range of algorithms in the workshops.

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 aims to equip students with mathematical knowledge and skills required to design and develop computer systems and software. Representative topics include sets, relations and functions, logic, algebra, basic statistics, and probability theory. The critical role of mathematics in Computer Science and Games Computing and will be demonstrated with applied examples.

Module Overview

This module extends the concepts and practice of simple computer programming, with attention paid to the essentials that constitute an object-oriented computer program including layout, structure, and functionality. The module aims to extend students' knowledge of computer programming and introduces them to the object-oriented paradigm and related concepts applied to algorithm and software development. There is also emphasis upon the use of version control and its role in archiving and facilitating software development.

Module Overview

Problems are a natural occurrence in an organisational context and this module aims to introduce students to problem solving from a mixture of theoretical and practical underpinnings.

The module examines the principles of abstraction, decomposition, modelling and representation as a means to frame and characterise problem scenarios, and as tools to understand potential solutions. The module concentrates on problem-solving strategies and in particular the vocabulary through which these strategies are articulated. This type of vocabulary is explored as representational device for capturing organisational behaviour and form.

Module Overview

This module introduces students to software constructs and the development of simple programs using a high-level programming language. Simple design concepts and standard programming practices are presented, and attention is paid to the fundamentals that constitute a complete computer program including layout, structure, and functionality. Additionally, the fundamental computing data structures allowing the representation of data in computer programs are explored and implemented.

Module Overview

This module aims to provide a comprehensive analysis of the general principles and practices of advanced programming with respect to software development. Notions and techniques of advanced programming are emphasised in the context of analysis, design, and implementation of software and algorithms. Great importance is placed upon the Object-Oriented paradigm and related concepts applied to algorithm and software development using the C++ programming language, however students will also be exposed to the principles and underlying theories pertaining to functional programming.

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 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 module explores the fundamental concepts of designing, implementing, and using database technologies and students are expected to develop a conceptual view of database theory and then transform it into a practical design of a database application. Alternate design principles for implementing databases for different uses, for example in social media or gaming contexts are also considered.

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 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.

Module Overview

This module aims to cover the theoretical fundamentals and practical applications of decision-making, problem-solving and learning abilities in software agents.

Search is introduced as a unifying framework for Artificial Intelligence (AI), followed by key topics including blind and informed search algorithms, planning and reasoning, both with certain and uncertain (e.g. probabilistic) knowledge. Practical exercises in AI programming will complement and apply the theoretical knowledge acquired to real-world problems.

Module Overview

This module aims to explore current methodologies in the field of computer vision, covering a range of aspects in capturing, processing, analysing and interpreting rich visual content.

The aim is to offer students with a deep understanding and to allow an exposure to the latest developments in computer vision, equipping them with knowledge in practical depth. The module will also provide the opportunity for training in programming skills (e.g. Matlab), tools and methods that are necessary for the implementation of computer vision systems.

The module will also cover applications of computer vision in various fields, such as in object recognition/tracking, medical image analysis, multimedia indexing and retrieval and intelligent surveillance systems, allowing the students the opportunity to establish a full awareness to the technology advance in this rapidly evolving field.

Module Overview

This module aims to explore advanced topics using a contemporary object-oriented programming language. The objective is to prepare students for professional-level programming in scientific and commercial computing, and to support programming tasks in other modules of this award.

Students can explore a range of programming topics through a series of lectures and practical workshops, and will work on producing an individual programming assignment.

Module Overview

The MComp Research Project involves both team-based and individual work that requires students to apply and integrate theoretical knowledge and practical skills from the breadth of their experience with computer science sub-disciplines. The form and nature of this project work is negotiable and provides opportunities to work in simulated commercial settings that are scenario based or primarily focused on a specific research domain. Students will work towards developing a significant software artefact that supports the research area of interest and present the outcomes of their work through written and presentation components.

Module Overview

This module aims to enhance students understanding of concepts and theory around computer graphics, as well as enhancing their practical techniques. Advanced techniques available for graphics processing units (GPUs) are explored along with their practical implementation.

Module Overview

This module introduces 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 are 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. Working at Master's level, students can research the area in depth and produce critical reports of their findings.

Module Overview

The module introduces the fundamentals of data science and big data analytics, an emergent specialised area of computer science that is concerned with knowledge on ‘Big Data’ mining and visualisation, including state-of-the-art database platforms, development toolkits, and industrial and societal application scenarios. Students can explore core Big Data analytics concepts and models, the current technology landscape, and topical application scenarios using a variety of simulation environments and open datasets.

Module Overview

This module provides students with the opportunity to learn cutting-edge cloud computing and and AI topics such as serverless computing and generative AI in the context of cloud, on-premise, and on-device resources. The latest cloud models are discussed and their application for scientific industry, and consumer-based applications. The ethical, legal and security implications of adopting cloud computing and AI services are also discussed.

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. As a Master's level module students are also encouraged to consider current research in the field of cyber security.

Module Overview

This module explores the various conceptual tools that can be applied to the games design process. The module will be broadly split between theory and practical applications, contextualised against both commercial and academic applications. Students will be encouraged to develop as reflective design practitioners, through critiquing their own designs and those of their peers.

There is a specific focus on the design pipeline, starting from requirements gathering, through conceptualisation and prototyping, to evaluation and iteration. Students will learn various methods to help them tackle the specific challenges at each stage in this process. The module is grounded in practical experimentation, and student-centered exploration of the module themes. Through this module students will develop an understanding of the interplay between the different components and mechanics of a game, and how small changes can impact the gameplay experience.

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 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

Parallel Computing is an important modern paradigm in computer science. Executing multiple processes at the same time can tremendously increase the 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 student can develop and design applications for Virtual and Augmented Reality (VR/AR) platforms. Students can consider different areas of applications, including training, simulation, medical/therapeutic, games, and other interactive experiences. This will comprise theoretical aspects of design for VR/AR systems, including such topics as locomotion and control methods, representation of virtual worlds, and non-human characters. It will also cover practicalities of development and deployment using appropriate tools. Students can also look at limitations such as simulator sickness, and accessibility, and how to evaluate user experience. Students can build and test their own applications using VR and AR equipment.


† 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 have a range of support as you build your confidence with programming, design, technical problem-solving, and project work.

  • Support and student experience You'll have a range of support as you build your confidence with programming, design, technical problem-solving, and project work.
  • Academic support: teaching staff help you develop your understanding of computing, games development, software engineering, and advanced technical topics.
  • Practical project support: you'll build skills through development projects, game projects, workshops, and hands-on learning.
  • Careers and placement support: guidance can help you explore placements, prepare applications, and plan your next step.
  • Varied assessment: show your learning through projects, practical work, technical development, written work, presentations, and independent research.

You're not expected to arrive as an expert programmer or game developer. This course is designed to help you build the technical knowledge, creative confidence, and professional habits needed to progress.

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.

Industry experience and professional development

Optional placement year

You can choose to take a placement year between your second and third year. A placement year can help you:

  • Apply your computing and games skills in a professional setting
  • Build your CV before you graduate
  • Explore roles in games, software, digital technology, or IT
  • Develop confidence working in a team
  • Make industry contacts

You'll be academically supported throughout your placement. You’ll pay the relevant Placement Year Fee to the ÇéÉ«ÁùÔÂÌì and will need to cover your own travel, accommodation, and living costs.

Short placements and overseas opportunities

There may also be opportunities to take shorter work placements and overseas study visits. These can help you build experience, broaden your perspective, and strengthen your confidence before graduation.

Game jams, workshops, and competitions

You can take part in extracurricular activities such as games workshops, game jams, and national competitions. These are valuable because they help you practise building ideas under time pressure, work with others, test your creativity, and develop projects you can discuss with employers.

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.

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Careers and future opportunities

A Games Computing degree can lead to careers in the games industry, but it also gives you wider computing skills that are valuable across the digital sector.

Graduates can move into areas such as:

  • Games development
  • Software engineering
  • Tools programming
  • Artificial intelligence
  • Gameplay programming
  • Level design
  • User experience design
  • Virtual and augmented reality
  • Quality assurance and games testing
  • Simulation and interactive media
  • Creative technology
  • Wider IT and digital product development

Possible roles include:

  • Games developer
  • Software developer
  • Gameplay programmer
  • Tools programmer
  • AI programmer
  • Level designer
  • Mission scripter
  • Games tester
  • Technical designer
  • VR or AR developer
  • User experience designer
  • Graduate software engineer

Why employers value this degree

You graduate with:

  • Programming and software development skills
  • Experience designing and building interactive systems
  • Knowledge of games engines and development tools
  • Understanding of user experience and engaging design
  • Project and portfolio experience
  • Problem-solving and technical communication skills
  • Experience working independently and in teams
  • Advanced master's-level project experience

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.

Entry Requirements 2026-27

United Kingdom

112 to 120 UCAS Tariff points.

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

A Level: BBC to BBB

BTEC Extended Diploma: Distinction Distinction Merit

T Level: Merit Overall

Access to Higher Education Diploma: 112 to 120 UCAS points to be achieved from 45 Level 3 credits.

International Baccalaureate: 30 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

112 to 120 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: BBB

BTEC Extended Diploma: DDM

T Level: Merit

Access to Higher Education Diploma: 45 Level 3 credits with a minimum of 120 UCAS Tariff points.

International Baccalaureate: 30 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, coding, technology, design, or problem-solving
  • Want to understand how games are built, not just how they are played
  • Are interested in programming, AI, graphics, VR, user experience, or software development
  • Want a degree that combines technical computing with creative design
  • Like the idea of building a portfolio of projects
  • Are considering a future in games, software, interactive media, or the wider digital sector
  • Want an integrated master's route with advanced study and a substantial final project

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

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

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.