This course is one of the first of its kind in the UK and has a graduate employment rate of 97%. It prepares you for careers as software architects, project managers or software developers. You may also operate as a software consultant or do further research.
In collaboration with a number of high profile industrial leaders and computer game innovators, we have created an advanced course producing graduates with the potential to become future leaders in the global computer games industry.
The course is for honours graduates in computing science or a discipline with significant computing and/or mathematical content, such as computing, information systems, mathematics, engineering, systems engineering or physics.
You will benefit from:
-An industrial advisory board made up from high profile UK games companies
-Industrial placements at leading game studios
-Industry-sponsored prizes each year in categories such as Best Team, Best Project and Best Student
-A technical focus on game engineering
Newcastle has a first class record of research related to the development of computer game technologies and 97% of our graduates are in employment following graduation. Our graduates have gone on to work as programmers for a wide range of companies including:
The staff delivering this course have international reputations for their contributions to the fields of online gaming, graphics and simulation, artificial intelligence, programming and human computer interaction.
You will be encouraged to play a full part in the life of the School, participating in seminars delivered by distinguished external speakers. The experienced and helpful staff at Newcastle will be happy to offer support with all aspects of your course from admissions to graduation and developing your career beyond.
The course is available over one year full time, leading to an MSc award. We will equip you with the skills and knowledge required to develop computer game software. We will also provide an international perspective on advancements in computer game development.
There are three phases in the course. Phase one (60 credits) consists of 20 hours per week of lectures. We will introduce core knowledge and skills through modules in:
You will also undertake a substantial amount of supervised and unsupervised practical work.
During phase two (30 credits), we emphasise the practice of computer game development through modules in:
-Research methods for gaming innovations
-Entrepreneurial skills for the game industry
-The development and assessment of an actual computer game (team exercise)
Phase three (90 credits) is the individual system development or research project.
We have a policy of seeking British Computer Society (BCS) accreditation for all of our degrees, so you can be assured that you will graduate with a degree that meets the standards set out by the IT industry. Studying a BCS-accredited degree provides the foundation for professional membership of the BCS on graduation and is the first step to becoming a chartered IT professional.
Our Computer Game Engineering MSc has Creative Skillset Accreditation as well as being officially recognised as a NVidia CUDA Training Center.
The School of Computing Science at Newcastle University is an accredited and a recognised Partner in the Network of Teaching Excellence in Computer Science.
You will have dedicated computing facilities in the School of Computing. You will have access to the latest tools for system analysis and development, as well as an allocated PC and desk space in a project lab. For certain projects, special facilities for networking can be set up.
You will enjoy access to specialist IT facilities to support your studies, including:
We have moved to the new £58m purpose-built Urban Sciences Building. Our new building offers fantastic new facilities for our students and academic community. The building is part of Science Central, a £350 million project bringing together:
Gaming and multimedia have assumed an important place in our society, giving rise to a booming industry with turnovers exceeding those of the movie industry and generating leaps in computer software and hardware development. The Master’s programme in Game and Media Technology focuses on the technological aspects of gaming and multimedia in the context of computer science.
In the research programme of gaming and simulation, you will explore:
It also incorporates such aspects as drama, style, and emotions, with a focus on the technical aspects. Simulating the physics, biology, and psychology of the real world and bringing it to life in multi-sensory simulations are major challenges you will explore in our dynamic programme.
New types of games and hardware reach the market regularly. Moreover, there is increasing recognition of the value of games as an educational tool and the integration of multimedia tools into everyday life is continuing. This creates fertile grounds for those with an advanced degree in the area of Game and Media Technology.
This Master’s programme in Game and Media Technology provides you with both fundamental and applied knowledge of the techniques for handling spatial data. You will gain the skills to perform research, analyse, and solve scientific problems — and to keep up with research progress in the fields of geometry, imaging, and virtual environments. Game and Media Technology graduates are highly valued employees in many companies and research facilities.
Strongly interdisciplinary in nature, the Institute for Language, Cognition and Communication (ILCC) is dedicated to both basic and applied research in the computational study of language, communication, and cognition, in both humans and machines.
As technology focuses increasingly on language-based communication tools, research into the automation of language processing has become vital. ILCC offers you the broadest research scope in the UK, and a strong computational focus.
Our primary areas of research are:
Much of our research is applied to software development, in areas as diverse as social media, assisted living, gaming and education.
You may find yourself working closely with other departments of the University, particularly the School of Philosophy, Psychology & Language Sciences.
Many of our researchers are involved in cross-disciplinary research centres; for instance:
Centre for Speech Technology Research (CSTR)
The Centre for Speech Technology Research (CSTR) is an interdisciplinary research centre linking Informatics and Linguistics. Founded in 1984, it is now one of the world's largest concentrations of researchers working in the field of language and speech processing.
CSTR is concerned with research in all areas of speech technology including speech recognition, synthesis, signal processing, acoustic phonetics, information access, multi-modal interaction and dialogue systems.
The Centre is home to state-of-the-art research facilities including specialised speech and language-orientated computer labs, a digital recording studio, perception labs and a meeting room instrumented with multiple synchronised video cameras and microphones. There is also access to high-performance computer clusters, the University storage area network, a specialist library, and many speech and language databases
Centre for Design Informatics
Data driven innovation is transforming society and the economy. In the Centre for Design Informatics, we design systems for better human data interaction, in diverse settings such as health, culture, mobility and finance. We explore design from, with, and by data: the central concern is the design of flows of data which sustain and enhance human values. Relevant technologies range from the internet of things, through blockchains, to robotics, speech recognition, data visualisation, interaction design, and social computing.
Data Science EPSRC Centre for Doctoral Training
The EPSRC Centre for Doctoral Training (CDT) in Data Science, based at the University of Edinburgh, is training a new generation of data scientists, comprising 50 PhDs over five intake years, with the technical skills and interdisciplinary awareness necessary to become R&D leaders in this emerging area.
You carry out your research within a research group under the guidance of a supervisor. You will be expected to attend seminars and meetings of relevant research groups and may also attend lectures that are relevant to your research topic. Periodic reviews of your progress will be conducted to assist with research planning.
A programme of transferable skills courses facilitates broader professional development in a wide range of topics, from writing and presentation skills to entrepreneurship and career strategies.
The School of Informatics holds a Silver Athena SWAN award, in recognition of our commitment to advance the representation of women in science, mathematics, engineering and technology. The School is deploying a range of strategies to help female staff and students of all stages in their careers and we seek regular feedback from our research community on our performance.
The award-winning Informatics Forum is an international research facility for computing and related areas. It houses more than 400 research staff and students, providing office, meeting and social spaces.
It also contains two robotics labs, an instrumented multimedia room, eye-tracking and motion capture systems, and a full recording studio amongst other research facilities. Its spectacular atrium plays host to many events, from industry showcases and student hackathons to major research conferences.
Nearby teaching facilities include computer and teaching labs with more than 250 machines, 24-hour access to IT facilities for students, and comprehensive support provided by dedicated computing staff.
Among our entrepreneurial initiatives is Informatics Ventures, set up to support globally ambitious software companies in Scotland and nurture a technology cluster to rival Boston, Pittsburgh, Kyoto and Silicon Valley.
While many of our graduates pursue an academic career, others find their skills are highly sought after in the technology industry. A number of our students serve internships with large UK and international software developers, while others take up positions with major social media companies.
This research Master's programme focuses on technology and the applications of virtual reality, computer graphics, imaging and computer vision. Students learn alongside world-leading researchers specialising in virtual reality, augmented reality, 3D modelling, visualisation, interfaces, gaming and social. They will partake in UCL's multidisciplinary tradition, sharing ideas and resources across UCL Engineering and beyond.
Students will learn how to analyse, engineer and evaluate a broad range of virtual reality and augmented reality systems. They will discover how to analyse the requirements for interfaces, such as type of system, role of application tasks and perceptual requirements. They will learn how to develop for advanced immersive systems as well as how to validate and evaluate those systems.
Students undertake modules to the value of 180 credits.
The programme consists of an individual dissertation (75 credits), a group research project (30 credits), four optional modules (45 credits), and two transferable skills modules (30 credits).
All of the following modules must be taken.
If the cohort is not large enough to run the Group Project, students will take a second individual research project instead.
Students choose four optional modules (45 credits in total) from the following list.
One of the transferable skills modules must be Researcher Professional Development or Entrepreneurship Theory and Practice.
It is also possible for students to select other advanced taught or research modules, with approval.
Please note that registration on optional modules is subject to demand and cannot be guaranteed.
*Indicates transferable skills module. At least one of these transferable skills modules must be taken.
All students will undertake an individual research project (75 credits) which culminates in a dissertation of 10,000 - 12,000 words and a 15-minute oral presentation.
Teaching and learning
The programme is delivered through a combination of lectures, lab practicals and tutorials, and is assessed through examinations, presentations, dissertation and coursework.
We equip our graduates for jobs in organisations including creative media companies, global IT companies and 3D graphics and product design specialists. We expect graduates to be able to develop state-of-the-art systems that fulfil a broad range of application needs.
Many of our alumni work in the various media industries across London. A significant number have founded their own successful start-up companies.
With virtual reality and associated technologies being relatively new, industry needs individuals with a broad ability to design and evaluate systems. VEIV and UCL provide a multidisciplinary environment where students can specialise in a particular area, but also get a broad understanding of the various ways that novel immersive technologies are being analysed and developed.
The Virtual Reality MRes is run by UCL’s Virtual Environments, Interaction and Visualisation (VEIV) Centre. This centre has been a world leader in computational capture, rendering and simulation for the past 15 years.
VEIV has access to UCL’s exceptional virtual reality facilities, including a full range of consumer AR & VR equipment, motion capture systems, a large CAVE projection room system and haptic robots.