This is a technically oriented course for programmers interested in the technology of games. It is suitable for people seeking employment in programming roles within the games industry.
The course focuses on the implementation of real-time 3D applications using the C++ programming language in order to develop your understanding of 3D rendering and shader programming techniques.
You also study low-level hardware architectures for optimisation, including the novel architectures of games consoles and how to exploit them. We teach you project management techniques, including the stages of game production and the structure and operation of the games industry.
This course benefits from strong industry links with companies like Sony Computer Entertainment and Sumo Digital and industry accreditation from Creative Skillset and PlayStation®First. The lecturers have many decades of commercial games industry experience between them and share a passion for developing the next generation of talent.
This course is part of the PlayStation®First Academic Partnership Programme offered by Sony Computer Entertainment Europe (SCEE) and has been awarded PlayStation®First status by fostering best practise in game related development skills across PlayStation® platforms. The programme provides unique access to PlayStation® professional development hardware (dev kits) and software (SDK) to equip students with industry relevant game development skills across PlayStation®4, PlayStation®3, PlayStation®Vita and PlayStation®Portable.
The Steel Minions
Sheffield Hallam University has its own commercially-licensed game studio which provides workplace simulation to students on the University's games degrees. It was the first university studio in the UK to release its own PlayStation® title and has a range of PlayStation, iOS and Android games in development.
Postgraduate certificate modules
Postgraduate diploma modules
Good games software graduates are in high demand, and our course has been developed to meet the needs of the booming entertainment software industry.
We actively support your collaboration with external companies on your practical software development projects. This gives you real experience while learning and could lead directly to you gaining a job with one of these companies.
KU Leuven is already preparing the next generation of integrated systems - will you be involved? The Electrical Engineering Department (ESAT) is the largest department within the university and was the starting point of imec and many spin-off companies. With such an excellent reputation within an innovative industry, the programme exemplifies the link between education, research and valorisation. The Master in Electrical Engineering programme gives you in-depth training in the software and hardware design of electronic systems, with an emphasis either on circuit design or the design of applications. Your Master's thesis, carried out in close co-operation with the department's on-going research, will expose you to cutting-edge research.
The core education consists of courses which provide the common hardware and software basis for electronic platforms, analogue and digital circuits, signal processing and telecommunications. It also comprises the finalizing Master’s thesis.
The choice of an option gives you the opportunity to specialise in one of the two approaches to create electronic systems.
The remaining 24 credits are available for elective courses to allow you to personalise your programme. A student can make a programme ranging from much specialised (e.g. following courses from both options) over interdisciplinary (e.g. following courses from other engineering masters) to rather broad (e.g. including many non-engineering courses). It also allows for internships and international courses.
At the Faculty of Engineering Science, students are given the opportunity to complete one or two semesters of their degree within the Erasmus+ programme at a European university, or a university outside Europe.
Students are also encouraged to carry out industrial and research internships abroad under supervision of the departmental Internship Coordinator. These internships take place between the third Bachelor’s year and the first Master’s year, or between the two Master’s years.
Other study abroad opportunities are short summer courses organised by the Board of European Students of Technology (BEST)network or by universities all over the world.
The Faculty of Engineering Science is also member of the international networks CESAER, CLUSTER and ATHENS, offering international opportunities as well.
More information on the international opportunities at the faculty is available on the website.
The Department of Electrical Engineering (ESAT) is the university's largest department and was the starting point of imec (a world leader in nanotech research and products) and many spin-off companies. The faculty also has excellent professional connections with industry leaders. Thanks in part to the programme's strong link between education and research, employment perspectives for programme graduates are excellent - not only in Belgium, but also in Europe and the rest of the world. Our graduates are in great demand.
The Institute of Perception, Action and Behaviour (IPAB) focuses on how to link computational perception, representation, transformation and generation processes to external worlds, in theory and in practice.
This covers domains such as visual perception, dynamic control of robot systems, active sensing and decision making, biomimetic robotics, computer-based generation of external phenomena, such as images, music or actions, and agent-based interaction within computer games and animation.
Supported by the dynamic research culture of IPAB, you can develop robots that learn their own motor control, mimic animal behaviours, or produce autonomous and coordinated team actions. Or you can work with systems that interpret real images and video, or generate complex behaviour in animated characters.
We aim to link strong theoretical perspectives with practical hands-on construction, and provide the hardware and software support to realise this vision.
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.
Our robotics labs contain a range of mobile platforms, robot manipulators, humanoid robots, and custom-built sensor and actuation systems that attract continuous interest from funders, industry and members of the public.
Recent developments include the UK's only NASA Valkyrie robot platform, application of robotic hardware to prosthetics and assisted living, and a team that competes in the international robot soccer league.
Our new Edinburgh Centre for Robotics (ECR) brings collaboration with Heriot-Watt University to expand the range of facilities and applications we can explore, and to fund research training.
The machine vision lab has facilities for 3D range data capture, motion capture and high-resolution and high-speed video, and the high performance computing needed for graphics is well supported, including hardware partnerships with companies such as NVIDIA.
While many of our graduates go on to highly successful academic careers, others find their niche in commercial research labs, putting their knowledge and skills to use in an industry setting.
Several of our recent graduates have set up or joined spin-out robotics companies. Our graphics researchers have strong connections to the media and games industries.
In the first semester of the programme, graduates from a range of backgrounds are brought up-to-speed on core knowledge in engineering, biology and research practice.
This is followed by specialist modules in the second semester on human movement analysis, prostheses, implants, physiological measurements and rehabilitation, as well as numerous computer methods applied across the discipline.
The course makes use of different approaches to teaching, including traditional lectures and tutorials, off-site visits to museums and hospitals, and lab work (particularly in the Human Movement and Instrumentation modules).
The core lecturing team is supplemented by leading figures from hospitals and industry.
This programme is studied full-time over one academic year and part-time over two academic years. It consists of eight taught modules and a research project.
All modules are taught on the University main campus, with the exception of visits to the health care industry (e.g. commercial companies and NHS hospitals).
Example module listing
The following modules are indicative, reflecting the information available at the time of publication. Please note that not all modules described are compulsory and may be subject to teaching availability and/or student demand.
The course aims:
The programme provides opportunities for students to develop and demonstrate knowledge and understanding, skills, qualities and other attributes in the following areas:
Knowledge and understanding
Intellectual / cognitive skills
Professional practical skills
Key / transferable skills
We often give our students the opportunity to acquire international experience during their degrees by taking advantage of our exchange agreements with overseas universities.
In addition to the hugely enjoyable and satisfying experience, time spent abroad adds a distinctive element to your CV.