Computer Games Design BSc (Hons)

UCAS code I632

Duration

3 Years

4 Years

4 Years

6 Years

Location

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Stoke-on-Trent campus

Develop your skills on our Computer Games Design degree. Ideal if you're interested in becoming a 3D artist, animator or games designer.

Our Computer Games Design degree explores the creative and technical aspects of games production, giving you the necessary skills to develop, produce and publish games titles.

This course is accredited by the industry games body TIGA, and will give you the skills to become a 3D artist, animator or games designer. We work closely with industry partners to ensure that course content remains relevant, giving our students excellent networking opportunities in the games industry.

Our facilities boast a hi-tech Vicon Motion Capture Studio, a specialist Games Centre, hundreds of PCs and game development possibilities with Sony, Vive, Oculus and more.

You’ll develop your skills by using industry standard software and hardware such as Autodesk Creative Suite and the Unreal and Unity games engines. Using professional techniques acquired through lectures, tutorials, seminars, and industry workshops, you will develop a portfolio of industry standard work.

Our Computer Games Design degree explores the creative and technical aspects of games production, giving you the necessary skills to develop, produce and publish games titles.

This course is accredited by the industry games body TIGA, and will give you the skills to become a 3D artist, animator or games designer. We work closely with industry partners to ensure that course content remains relevant, giving our students excellent networking opportunities in the games industry.

Our facilities boast a hi-tech Vicon Motion Capture Studio, a specialist Games Centre, hundreds of PCs and game development possibilities with Sony, Vive, Oculus and more.

You’ll develop your skills by using industry standard software and hardware such as Autodesk Creative Suite and the Unreal and Unity games engines. Using professional techniques acquired through lectures, tutorials, seminars, and industry workshops, you will develop a portfolio of industry standard work.

Our Computer Games Design degree explores the creative and technical aspects of games production, giving you the necessary skills to develop, produce and publish games titles.

This course is accredited by the industry games body TIGA, and will give you the skills to become a 3D artist, animator or games designer. We work closely with industry partners to ensure that course content remains relevant, giving our students excellent networking opportunities in the games industry.

Our facilities boast a hi-tech Vicon Motion Capture Studio, a specialist Games Centre, hundreds of PCs and game development possibilities with Sony, Vive, Oculus and more.

You’ll develop your skills by using industry standard software and hardware such as Autodesk Creative Suite and the Unreal and Unity games engines. Using professional techniques acquired through lectures, tutorials, seminars, and industry workshops, you will develop a portfolio of industry standard work.

Our Computer Games Design degree explores the creative and technical aspects of games production, giving you the necessary skills to develop, produce and publish games titles.

This course is accredited by the industry games body TIGA, and will give you the skills to become a 3D artist, animator or games designer. We work closely with industry partners to ensure that course content remains relevant, giving our students excellent networking opportunities in the games industry.

Our facilities boast a hi-tech Vicon Motion Capture Studio, a specialist Games Centre, hundreds of PCs and game development possibilities with Sony, Vive, Oculus and more.

You’ll develop your skills by using industry standard software and hardware such as Autodesk Creative Suite and the Unreal and Unity games engines. Using professional techniques acquired through lectures, tutorials, seminars, and industry workshops, you will develop a portfolio of industry standard work.

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design

On successful completion of study, we will issue the following award: BSc (Hons) Computer Games Design

Work placements

If you choose to complete one of our sandwich courses with a work placement between the second and final years of the course, our placement staff will work with you to identify a suitable location for your work placement. Please also note that you are responsible for any costs incurred in travelling to and from your work placement, and for any accommodation costs.

Course content

In Year 1 you’ll learn about level development pipelines and games mechanics design and implementation. You’ll cover 3D modelling skills and develop an understanding of 3D games engines.

In your second year, you'll work on a group project as a junior member of a development team. You’ll begin to specialise your skillset through a variety of module choices in games design, games art, character animation or games engines.

Your third year will see you become a senior member of the collaborative development team. You’ll finalise your chosen skillset through advanced options in games design, advanced 3D modelling, cinematic animation or AI scripting.

Representatives from games companies come to the University for development and training, providing you with excellent opportunities to network with industry professionals and potential employers.

You will begin with a foundation year on Computer Games DEsign, where you will be taught the fundamental background knowledge required to begin your three year BSc, this runs as follows:

In Year 1, you’ll be introduced to the Unreal Game Engine where you will create single player and multiplayer games. The practical work is underpinned with theory based modules based on games design documentation, small-scale group work, and the fundamentals of gameplay. You’ll also have the option to study the narrative in games, the impact of video game realism, scripting in Unity, or 3D modelling.

During your second year, you’ll learn how to script in high-level languages. This allows you to create quests, missions and demonstrate your creative designs in the games engine. You’ll put these skills into practice as a junior member in a collaborative group project. As an individual, you will also create a paper-based game project using gameplay applications. Doing this will increase your understanding of the wide-ranging aspects of gameplay in modern games.

In your final year, you could take on a lead role in a game development project. You will also create a final year game, project or research piece for your portfolio to take into industry.

In Year 1 you’ll learn about level development pipelines and games mechanics design and implementation. You’ll cover 3D modelling skills and develop an understanding of 3D games engines.

In your second year, you'll work on a group project as a junior member of a development team. You’ll begin to specialise your skillset through a variety of module choices in games design, games art, character animation or games engines.

Your third year will see you become a senior member of the collaborative development team. You’ll finalise your chosen skillset through advanced options in games design, advanced 3D modelling, cinematic animation or AI scripting.

Representatives from games companies come to the University for development and training, providing you with excellent opportunities to network with industry professionals and potential employers.

Level 4, you'll learn about the reverse engineering of current games, level design based on the principles of architecture and games design documentation. You'll gain a solid grounding in 3D modelling and you'll begin to develop an understanding of 3D games engines.

Level 5, you'll work on a collaborative group project as a member of a development team. You'll learn how to produce 3D characters and study different texturing methods.

In Level 6, you'll work as a senior or lead member of the collaborative development team. You'll develop your 3D modelling skills with advanced techniques and asset development. You'll also complete a negotiated project and work to develop your portfolio.

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

Professional body accreditation

Accredited by TIGA (The Independent Game Developers' Association) as delivering skills relevant to the games industry. TIGA accreditation is applicable to courses meeting any of a wide range of games industry needs, such as programming, art, design and entrepreneurship.

TIGA

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Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Year 3 compulsory modules
Year 3 compulsory modules
Dta Industrial Placement 120 credits

Modules

The tables provide an indicative list of the modules that make up the course for the current academic year. Each module is worth a specified number of credits. Our teaching is informed by research, and modules change periodically to reflect developments in the discipline. We aim to ensure that all modules run as scheduled. If for any reason a module cannot be run we will advise you as soon as possible and will provide guidance on selecting an appropriate alternative module where available.

Year 1 compulsory modules
Year 1 compulsory modules
Introduction To Games Animation 20 credits
Introduction To Games Design 20 credits
Mechanics Prototyping 20 credits
Year 2 compulsory modules
Year 2 compulsory modules
3D Game Props: Pipeline And Production 20 credits
Introduction To Asset Creation 20 credits
Project Management For Games Design 20 credits
Year 3 compulsory modules
Year 3 compulsory modules
2D Games Creation 20 credits
Gameplay And Quest Design 20 credits
Show 3 optional modules
Year 4 compulsory modules
Year 4 compulsory modules
Junior Collaborative Games Development 20 credits
Systems Design For Games 20 credits
Show 3 optional modules
Year 5 compulsory modules
Year 5 compulsory modules
There are no compulsory modules for this year.
Show 6 optional modules
Year 6 compulsory modules
Year 6 compulsory modules
Games Development Project 40 credits
Senior Collaborative Games Development 20 credits

Entry requirements

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

Available as a direct entry to Year 2 or 3 depending on the previous HND studied.

  • Typical UCAS Offer: 48 points
  • A levels: A, DD, EEE
  • BTEC: PPP

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

Available as a direct entry to Year 2 or 3 depending on the previous HND studied.

112-120 UCAS Tariff points

  • GCE A Levels - grades BBC or equivalent
  • Pearson BTEC National Extended Diploma - grade DMM
  • Access to HE Diploma - Pass Access with a minimum of 80 UCAS tariff points. Applicants to Staffs who are taking the Access to HE Diploma receive a reduced tariff point offer as part of our access and participation plan activity
  • UAL Level 3 Extended Diploma - grade of Merit overall
  • OCR Cambridge Technical Extended Diploma - grade DMM
  • T Levels - Eligible T Level applications will be asked to achieve a minimum overall grade of P (A*-C) or Higher Pass as a condition of offer

Available as a direct entry to Year 2 or 3 depending on the previous HND studied.

We understand that you might have experienced a challenging run up to higher education and may have not met the entry requirements as listed. If this is the case don’t worry, contact us and our team of expert advisors can guide you through the next stages of application, or help you find the perfect course for your needs.

Computing and Digital Technologies blog

Blog

Read the latest blog from Games Design in Computing and Digital Technologies

For equivalent entry requirements in your home country, please see the information on our country pages.

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Facilities

Careers

Graduates from our Computer Games Design degree are in great demand, working across the globe as games designers, 3D artists, 3D animators, level designers and technical artists. Our graduates joined the likes of Ubisoft as level designers, working on games like The Division, and several of our recent graduates worked on Grand Theft Auto V and other upcoming Rockstar North titles.

All students have access to Career Connect, our dedicated careers team.

Teaching and assessment

Teaching

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

You will be taught through a combination of lectures, seminars, workshops and laboratory practicals. In addition, you will have timetabled meetings with your personal tutor at least twice a year. You will be taught in first-class learning spaces throughout your course. At the start of your course you will be taught in a combined lecture/tutorial method delivered in a lab. As you progress through the course you will be encouraged to seek out your own sources of research material and demonstrate this via log books. Your learning will be supported by our excellent online VLE and Digital Communities. Towards the end of your study you will drive your own learning, as traditional teaching is replaced by tutor support. Project tutors will help guide you towards the creation of a games industry portfolio and encourage you to reflect on your next career move.

Assessment

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Your course will provide you with opportunities to test your understanding of your subject informally before you complete the formal assessments that count towards your final mark. Each module normally includes practice or ‘formative’ assessments, for which you receive feedback from your tutor. Practice assessments are developmental and any grades you receive for them do not count towards your module mark. There is a formal or ‘summative’ assessment at the end of each module. This includes a range of coursework assessments, such as essays, reports, portfolios, performance, presentations, final year, independent project and written examinations. The grades from formal assessments count towards your module mark.

Learning support

In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include:

  • study skills such as reading, note-taking and presentation skills
  • written English, including punctuation and grammatical accuracy
  • academic writing and how to reference
  • research skills
  • critical thinking and understanding arguments
  • revision, assessment and examination skills
  • time management

Additional support

Our Student Inclusion Services support students with additional needs such as sensory impairment, or learning difficulties such as dyslexia.

Feedback

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Examination feedback may take a variety of formats. However, as a minimum, generic feedback will be made available to all students who take written examinations.

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area, on the option modules you select and professional body requirements. A typical composition of study time for this course is:

Year 1

22% of time in lectures, seminars or similar
78% of time in independent study
0% of time in work based learning

Year 2

28% of time in lectures, seminars or similar
72% of time in independent study
0% of time in work based learning

Year 3

20% of time in lectures, seminars or similar
80% of time in independent study
0% of time in work based learning

Year 1

0% practical assessments
100% coursework
0% written exams

Year 2

0% practical assessments
100% coursework
0% written exams

Year 3

0% practical assessments
100% coursework
0% written exams

Staff

You will be taught by an expert teaching team whose expertise and knowledge are closely matched to the content of the modules on the course. The team includes senior academics and professional practitioners with industry experience. Postgraduate research students who have undertaken teaching training may also contribute to the teaching of seminars under the supervision of the module leader.

Michael Beardwood

Senior Lecturer

Mike is a Technical Game Designer at heart but also delves into Pixel Art and Philosophy. His main area of interest is developing Frameworks in the Unreal Engine.

Michael's profile

Dr Wael Elzanaty

Lecturer

Wael El Zanaty is a games design and rapid games prototyping lecturer. His main area of interest is games design, mobile games development, games production, business issues, marketing, user experience and user interface design.

Wael's profile

Emma Fallows

Lecturer

Emma is an artist, researcher, and lecturer in Games Development. Her research explores applying virtual reality to museum displays to enhance the education and overall visitor experience.

Emma's profile

Dr Chris Payne

Lecturer

I am a games designer, educator, musician and researcher with specialisms tied to games audio, serious games, 2D and 3D game development, as well as visual programming and its integration into interdisciplinary education.

Chris's profile

Fees

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,250 per year of study £16,750 per year of study

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,250 for your first year subsequent years will be charged at the University standard rate £16,750 for your first year subsequent years will be charged at the University standard rate

For the course starting on 22 September 2025 the tuition fees are:

Tuition fees for BSc (Hons)-Full-time
Study option UK / Channel Islands International
Full-time £9,250 per year of study £16,750 per year of study

UK and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.

**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.

Included in tuition fees
Included in the fees:

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Travel, and accommodation costs incurred by compulsory trips and visits away from the University that are directly linked to the learning requirements of a specific module.

The use of all workshops, studios and specialist technical facilities and hire of equipment relating to the course of study.

Not included in tuition fees
Not included in the fees:

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

The estimated cost of text books over the duration of the course. All essential text books are available from the library, but some students chose to purchase their own copies.

Travel, subsistence, entrance fees etc. incurred by optional trips and visits away from the University related to the course.

The cost of materials for the development of a student’s individual practice and work. Additional costs vary dependent upon student’s own choice of materials and approach to their practice.

Optional personal insurance when borrowing equipment such as cameras, lighting equipment etc. for extended period of use off campus [Approx £50-£100]. It may be possible to add some items to home contents insurance.

Accommodation and living costs
Accommodation and living costs

Accommodation and living costs are not included in our fees. 

Sources of financial support

If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by reading our additional funding web pages, or visiting www.gov.uk.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Scholarships and additional funding

As an undergraduate student at Staffordshire, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.

Our students

The staff here have constantly encouraged industry engagement through many forms.

Coming to the end of my time here at Staffs, I feel incredibly prepared for my transition into industry. The staff here have constantly encouraged industry engagement through many forms. Yearly events for industry networking and modules tailored specifically to finding your specialisation in the industry have taught me much about where I want to be in the games industry and how to reach that goal when I graduate.

If you're unsure of whether you want to be an artist; designer or programmer (amongst other roles), then this course will allow you to learn more about each of the roles and will allow you specialise as you see fit.  Learning more about all of these roles will also prepare you for industry, as you'll be able to effectively communicate with the teams you work with.

Daniel Saunders

Student, BSc (Hons) Computer Games Design

The course content always feels like you are learning skills that will have benefits and uses in the games industry.

The best thing about the course is that we are able to make games, not just write about them and think about them and forget them, but actually make what we want to make. The lecturers are insightful, knowledgeable and fun. They have made the journey and filled it with character. 

The course content always feels like you are learning skills that will have benefits and uses in the games industry. For example learning Jira (product management tool) is super useful and not taught in other places. 

Scott Billyeald Doughty

Student, BSc (Hons) Computer Games Design

The lecturers here have always been extremely helpful and easy to contact.

The facilities here have been great, I’ve never had any issues finding capable computers to work on and have also been able to make use of the motion capture studio we have here. Also having a 24/7 games lab in the library is a great addition.

The lecturers here have always been extremely helpful and easy to contact. They often put their own time into ensuring you get the support you need.

 

Ryan Hall

Student, BSc (Hons) Computer Games Design

Apply

Location Award Study option Start date Apply Link
Stoke-on-Trent campus BSc (Hons) Full-time 22 September 2025 Apply now

Rules and regulations

If you are offered a place at University of Staffordshire, your offer will be subject to our rules, regulations and enrolment conditions, which may vary from time to time.

Students of University of Staffordshire enter into a contract with us and are bound by these rules and regulations, which are subject to change. For more information, please see: University Policies and Regulations.

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Research Excellence Framework 2021

of Research is “Internationally Excellent” or “World Leading”

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Four Star Rating

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