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Masters Degrees (Video Game)

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Full-time (Sep). 12 months. MSc Video Game Enterprise and Production is a year-long Masters-level course for the next generation of games industry entrepreneurs and producers. Read more

Course Duration

Full-time (Sep): 12 months

Course Summary

MSc Video Game Enterprise and Production is a year-long Masters-level course for the next generation of games industry entrepreneurs and producers. We give people who want to work in games an in-depth experience of the full game development process combined with all the hard-edged business skills they need to run a small games business or manage a studio production. Employers of our graduates include Rockstar North, Traveller’s Tales, Creative Assembly and Exient.

You'll get specialist skills training, mentoring and support from leading game developers, artists, producers and business owners, with experience at such big-name developers as Eurocom, Electronic Arts and Freestyle Games, while Programme Director Zuby Ahmed founded his own company, SmashMouth Games. The course is delivered in a series of ‘boot camps’ followed by one-to-one support, studio based game development and project delivery.

Employment Oppportunity

Successful students will be prepared for roles in production and design; more specifically as project managers, scrum masters and assistant producers within the games industry. They will also be able to work in product development, as product owners, as designers/scripters or in game and business analytics, and will also be confident and able to set up their own video games business.

Previous graduates now work in roles including mission scripter at Rockstar North, associate producer at Rockstar London, assistant producer at Exient and assistant producer at Traveller’s Tales.

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Course content. The MFA course is an advanced degree and prepares you for a career as both a video game composer and as a game sound designer, the kind of full-stack game audio professional that is increasingly in demand. Read more

Course content

The MFA course is an advanced degree and prepares you for a career as both a video game composer and as a game sound designer, the kind of full-stack game audio professional that is increasingly in demand.

Scoring video games is rewarding and challenging but highly competitive.

Our real-world project based approach, tutored by working professional game composers and sound designers, is designed to help you compete at the highest level.

Being able to provide a complete audio service makes you much more employable.

The course will help you develop as a video games composer, raising your music to a new level, helping you find a voice and distinctive style of your own.

But then you go further and learn the technology and creative skills required to work as a video games sound designer, creating immersive audio worlds.

The course is project focused. We want you to feel like you’re already doing the job.

All your tutors are working professional video game composers and sound designers.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. Y

ou will learn not only how to create inspiring interactive music and sound but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Whether you want to learn to compose for video games or are looking for a video game sound design course, our MFA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game music and audio.

Teaching and assessment

  • Personal 1-to-1 tuition from top professional composers and sound designers
  • Learn by working through projects. The workload is challenging but it’s only through hard work that you will truly reach the next level
  • Detailed feedback from a range of tutors, online workshops and tutorial groups, forum discussions and exclusive webinars
  • Telephone and direct email support

Hardware and software

You will be uploading and downloading a large quantity of material so you should have access to a reliable broadband with a speed of at least 5Mbs or more.

We have found that the Google Chrome browser is the most compatible with the Adobe Connect webinar software we use which will also be an important part of your course. All your assignments are uploaded through the Student Portal on our website. This can also be accessed with any standard FTP client, for example CuteFTP on a PC or Transmit on a Mac.

You will need a computer, software and ancillary equipment (MIDI keyboard, monitors, hard drives both internal and external), Mac or PC, capable of producing professional quality music and audio, and recording equipment. This is the overriding principle and the following minimum technical specifications are given for guidance.

This is an intensive course with strict deadlines in order to mirror a real-world professional working environment. As such, students must be have acquired and be competent in the use of the minimum technical requirements prior to starting the course to get the most out of it. Students may be eligible for significant educational discounts.

DAW (Digital Audio Workstation):

We expect you to have a good knowledge of one computer based DAW:

  • Logic
  • Cubase
  • Nuendo
  • Sonar
  • Digital Performer
  • Reaper

Game Software: 

You need to have a copy of the following programs but we do not expect you to know how to use them. The exact version number of this software is important, and the version we support may change. Full information on the current approved course software version is available through the VLE.

  • Unity
  • Fmod

Recommended Additional Software:

  • Pro Tools
  • Kontakt
  • Sound Forge


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If you have a strong interest in video games and a background in music or audio, then this master’s degree course will give you the skills you need to work as a sound designer in video games. Read more

Award: Master of Arts, University of Chichester

If you have a strong interest in video games and a background in music or audio, then this master’s degree course will give you the skills you need to work as a sound designer in video games. As a career it’s both creatively fulfilling and technically challenging. Creating audio worlds, storytelling with sound, finding innovate technical solutions to creative problems is what this postgraduate degree course is all about.

The course has been developed in close consultation with the industry so we know we are teaching you the skills your future employers want you to have. It’s a strongly project focused course and you will develop an effective workflow, remote working and collaboration and a clear understanding of what’s expected of a professional member of the game audio team.

You need to be technically literate and learn software easily. This course does not require you to learn to code but you will be developing a powerful combination of creative and technical abilities that are market-focused. Working in games is all about finding new ways of doing things and creative problem solving. This postgraduate course accurately reflects the working life of a games composer working as part of remote working team.
All your tutors are working professional video game sound designers.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music and sound but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Game audio courses and sound design schools are relatively few and far between. This is currently the only online master’s degree in game audio available. Whether you are a composer looking to increase your chances of employment or an audio professional with a passion a for sound design, our MA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game sound design and audio.

Course Highlights

- Personal 1-to-1 tuition from top professional sound designers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a video game sound designer.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £8,850 / $12,950 / €11,600

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MA involves 180 academic credits and each credit represents a notional 10 hours of work..

For Sound Design for Video Games students there are 24 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 9th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MA Sound Design for Video Games page on the ThinkSpace Education website for more details!

Read less
Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Read more

Award: Master of Fine Art, University of Chichester

Video games are evolving rapidly both technically and creatively, and this is creating enormous opportunities for game audio professionals. Our master’s degree in Game Music and Audio has been developed in close consultation with the industry to ensure you are learning the skills the industry requires.

The MFA course is an advanced degree and prepares you for a career as both a video game composer and as a game sound designer, the kind of full-stack game audio professional that is increasingly in demand. Scoring video games is rewarding and challenging but highly competitive. Our real-world project based approach, tutored by working professional game composers and sound designers, is designed to help you compete at the highest level. Being able to provide a complete audio service makes you much more employable.

The course will help you develop as a video games composer, raising your music to a new level, helping you find a voice and distinctive style of your own. You’ll also be going further and learning the technology and creative skills required to work as a video games sound designer, creating immersive audio worlds.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music and sound, but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Degree courses in game audio are few and far between. This is currently the only master’s degree in game audio and composition available entirely online. Whether you want to learn to compose for video games or are looking for a video game sound design course, our MFA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game music and audio.

Course Highlights

- Personal 1-to-1 tuition from top professional composers and sound designers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a composer and/or sound designer for video games.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £6,875 / $10,050 / €8,995 (per year for two years)

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MFA involves 240 academic credits and each credit represents a notional 10 hours of work..

For Game Music and Audio students there are 34 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 20th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MFA Game Music and Audio page on the ThinkSpace Education website for more details!

Read less
The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. Read more

About the course

The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. With Brunel’s Digital Games Theory and Design MA programme, individuals will engage in, and experiment with, practical game design focussing on the process of devising the gameplay experience itself, including (but not limited to) the creation of rules, gameplay mechanics, narrative, world design and user experience, among many other aspects that make up the art of game design.

Coupled with a theoretical underpinning that focuses on the formal characteristics of games and analysis as well as the social and cultural contexts that shape the development of games, players, and society, this exciting programme offers students the opportunity to develop a range of skills that are required for success in today’s competitive job market.

Our programme is staffed with seasoned games designers and internationally published scholars who bring with them an extensive understanding of the nature of the video game industry, the importance of networks and the need for scholarly engagement in order to create innovative games for the future.

Aims

You will gain a comprehensive and sophisticated understanding of the advanced academic study of digital games and the techniques and principles used in their design.

You will be provided with the relevant expertise, teaching and learning environment to support your critical and creative engagement with issues at the cutting edge of analysing and designing digital games. You will contribute to the process of defining ‘game studies’ as a new academic discipline.

You will develop skills and knowledge to gain employment in the digital games industry and make contributions to the development of innovative games that go beyond current markets.

You will acquire the skills necessary to undertake doctoral level research.

Course Content

The MA consists of compulsory modules, a typical selection can be found below. Modules can vary from year to year, but these offer a good idea of what we teach.

Each module will have a range of assessments; some practical, others written.

Game Design 1 (term 1, 30 credits) - practical group design projects (small); written evaluative case study 2000 words; assessed presentation

Critical Approaches (term 1, 30 credits) - 2 x 3000 word essays

Game Design 2 (term 2, 30 credits) - 1 x practical design project tailored to a specific platform (large); written evaluative case study 3000 words; assessed presentation

Socio-Cultural Contexts (term 2, 30 credits) (1 x 6000 word essays)

Dissertation in Digital Games Design: Theory and Design - either 12,000-18,000 words or 8,000 words with practical component - delivered in either digital format or as a design document (term 3, 60 credits)

Students are expected to use the MA forum for discussions and are encouraged to participate in extra-curricular support activities such as game jams, local game related and networking events in order to practice the creative and technical skills developed throughout the programme and foster conversation and connections that are an invaluable part of the post-graduate experience.

Special Features

Students will engage in, and experiment with, practical games creation, with workshops led by designers working in the industry, as well as explore a range of theories and concepts with which to analyse the values of games, play and pleasure.

This programme offers a unique focus on practical games design, informed by theory that is not offered by any other university. It is not a software or graphics training programme.

We have a team of experienced games researchers teaching on the programme, some of whom have played a pioneering role in making game studies a new academic discipline.

Assessment

Assessment is via a combination of practical games-making work, presentations and essays of varying length.

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This is the only degree which offers students the opportunity to specialise as a translation expert in audiovisual translation and in the translation of popular culture. Read more
This is the only degree which offers students the opportunity to specialise as a translation expert in audiovisual translation and in the translation of popular culture.

Who is it for?

This course is for you if you:
-Are interested in popular culture, films, TV, literature, comics or graphic novels
-Love languages, other cultures and their differences
-Are interested in translation and want to learn about systematic decision-making
-Know about translation and want to specialise
-Have an amateur or fan background in translation and want to become a professional
-Have studied foreign languages, linguistics, literature, media, film, theatre, drama or cultural studies.
-Are looking for a thorough grounding in the theory and practice of translation.
-Want to gain an insight into professional practice in audiovisual translation or in literary translation.

The course aims to make students fit for the market as properly trained and highly qualified translation experts.

Objectives

This course:
-Provides you with training in audiovisual translation techniques.
-Uses industry-standard software for subtitling, dubbing and voice over.
-Specialises in the translation of children’s literature; crime fiction; science fiction and fantasy; comics, graphic novels, manga and video games.
-Introduces you to the different conventions and styles associated with popular culture in its varied forms and genres.
-Focuses on the specifics of genre translation and how these shape translation decisions.
-Provides a theoretical framework for the practical application of translation, working with a wide range of source texts from different popular genres and media.

The course:
-Aims to give you a secure foundation in theoretical strategies underpinning and supporting the practice of translation.
-Develops your awareness of professional standards, norms and translational ethics.
-Works closely with professional translators and the translation industry helping you to develop a professional identity.
-Has optional modules in dubbing, translation project management, screenplay translation and publishing.

Placements

There are no course-based placements on this course. Literary translation does not offer placements, while audiovisual companies offer internships which are competitive.

We support and guide our students through the application process for audiovisual translation internships and have a very good record of achievement. Each year, several of our students win one of these very competitive internships and they tend to be offered full time work on completion.

The course is very industry-oriented and we work closely with the translation industry. Industry professionals teach on the course, supervise students or give guest seminars and lectures.

Academic staff have run Translation Development courses, for example in genre translation for professional translators for the Chartered Institute of Linguists, and they are involved in running Continuing Professional Development courses in specialised translation.

We run a preparatory, distance learning course for the professional Diploma in Translation examined by the Chartered Institute of Linguists. We organise a Literary Translation Summer School each July which is taught by professional, literary translators and with lectures by prestigious translators, academics or writers.

The Translation department runs the John Dryden Translation Competition for the British Comparative Literature Association. The competition is sponsored by the British Centre for Literary Translation and the Institut Français. We offer one internship per year in working on this Translation Competition, interacting with translators, translation judges, managing competition entries and learning about the judging process.

Teaching and learning

The course is taught by academics, industry professionals (for example, audiovisual translation project manager) and translation professionals (for example, award winning literary translators, experienced subtitlers).

Teaching is delivered in a combination of lectures, seminars, practical workshops and lab-based sessions for audiovisual translation. In workshop sessions students work individually, in pairs, group work or plenary forum in a multilingual and multicultural environment.

In all translation modules, there is also a translation project prepared in independent guided study under the supervision of a translation professional in the student’s language pair and language directionality. You can expect some on-line learning, supported by seminar sessions, and industry visits to audiovisual translation companies.

In the Translation project management module, students work in project groups performing real-life translation roles and tasks in a collaborative environment.

Assessment

Assessment is 100% coursework – there are no examinations.

Coursework assignments are a mixture of essays, translation projects, translation commentaries, subtitling and voice over files or project work. The dissertation is 12,000 to 15,000 words long and can either be a research project on any topic relevant to Audiovisual Translation or Popular Literary Translation / Culture or it can be practice oriented: a translation of an extended text or AV clip with critical introduction to and analysis of the translation.

Coursework assignments: 66.6% (120 credits)

Dissertation: 33.3% (60 credits)

Modules

There are five compulsory taught modules plus three elective taught modules, selected by the student from a pool of module choices, plus a dissertation which can be a research dissertation or a practice-oriented dissertation of an extended translation with critical introduction and analysis.

Each taught module is an estimated 150 hours of study. Teaching consists of lectures, seminars and workshops plus independent individually supervised work.

The first part of the translation modules is taught in three-hour sessions (lecture + seminar + practical workshop). In the second part of each translation module, students work on a translation project which is individually supervised by a translation professional who gives written feedback on drafts and provides tailored advice and guidance in individual supervision sessions.

Students can expect between ten and 12 hours of classroom-based study per week, plus time spent on preparatory reading, independent study and research, preparation of assignments.

The dissertation is 60 credits and an estimated 600 hours of study. There are four two-hour research method seminars guiding students through the process of writing a dissertation, plus individual supervision sessions.

All taught modules are in term 1 and term 2 (January – April). Term 3 is dedicated to the dissertation (and completion of assignments from term 2 modules).

Core modules
-Principles and practice of translation theory (15 credits)
-Translating children’s literature (15 credits)
-Subtitling (15 credits)
-Translating crime fiction (15 credits)
-Translating science fiction and fantasy (15 credits)

Elective modules - choose three:
-Principles of screenwriting and the translation of screenplays (15 credits)
-Creating and managing intellectual property (15 credits).
-Dubbing and voice over (15 credits)
-Translation project management (15 credits)
-Translating multimodal texts (comics, graphic novels, manga, video games) (15 credits)
-International publishing case studies (20 credits)

Dissertation - 60 credits
-Dissertation option A (discursive/research)
-Dissertation option B (extended translation with critical introduction and analysis)

Career prospects

The degree is designed to produce graduates who are fit for the market, either working in translation agencies / companies or as a freelancer, addressing the need for properly trained and highly qualified translation experts.

Career options come in a wide range of jobs in the translation industry, ranging from self-employed translator, staff translator or localisation expert to editor, researcher or project manager.

Recent graduate destinations include: video game testing and localisation at Testronic Laboratories; video game translation at Sega; Dubbing, subtitling and voice over at VSI London; translation at the World Health Organisation; project management at Maverick Advertising and Design and at Deluxe Media Europe; freelance translator creative and literary texts.

The degree also lays the foundation to continue to a research degree / doctoral study in any area of translation studies. Currently, graduates from the course are pursuing doctoral study at City, specialising in crime fiction translation.

Read less
The course has been developed in close consultation with the industry, so we are teaching you the skills your future employers want you to have. Read more

Award: Master of Arts, University of Chichester

The course has been developed in close consultation with the industry, so we are teaching you the skills your future employers want you to have. It’s a strongly project focused course and you will develop an effective workflow, remote working and collaboration and a clear understanding of what’s expected of the game composer as a member of the game audio team. All your tutors are working professional video game composers.

You will work on an inspiring range of games, including commercial releases, provided as part of your course materials. You will learn not only how to create inspiring interactive music but also how to implement your score inside the game using industry standard middleware like FMOD and WWise.

There are plenty of music production schools yet, despite increasing interest in video games soundtracks, almost none who specialize in scoring computer games.

This is currently the only online master’s degree in composing for video games. So if you enjoy working in a vibrant and rapidly evolving area of music production, if you embrace the technical and creative challenges that scoring computer games will involve, then come and join us.

Course Highlights

- Personal 1-to-1 tuition from top professional composers.
- Work on over 30 real-world projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
- Detailed feedback from working professionals, online workshops and tutorial groups, forum discussions and exclusive webinars.
- Unique programme developing key, industry facing skill sets, to prepare you for a career as a video game composer.

Fees

All of our postgraduate courses have a flat fee, regardless of whether you are full or part time.

Course: £8,850 / $12,950 / €11,600

Fees can be paid as one upfront cost, or as instalments spread monthly across the duration of the course.

Students are required to buy, rent or access additional books, scores, recordings, films and other reference material.

Time Commitment

In the UK, an MA involves 180 academic credits and each credit represents a notional 10 hours of work..

For Composing for Video Games students there are 24 projects including a longer Major Project at the end of the course.

Practice based creative degrees are notoriously difficult to quantify in terms of how long they take to complete. It depends to a large extent, on how fast you write music. Some students write 5 minutes of music a day while others write 5 minutes a week or less. If you work reasonably productively, i.e. 2-3 minutes a day, which is probably average in the professional working industry, you would complete the work in much less time.

A well organized person, working productively, might be able to complete the course in two or three days a week whereas another working slower, might take 5 days a week. Assume therefore that the full-time lies somewhere between 2 and 5 days a week depending on your work rate. Part time would be pro-rata so a three year schedule would be 1-2 days a week.

The Provisional Schedule

Both full-time and part-time students join the same course. Full time students will compete their taught modules by the end of the 9th month. The rest of the year is spent on their major project. Part time students will do their modules in roughly twice the time.

To encourage a sense of “togetherness”, most of the group activities are not locked into particular modules. Guest lecturers, webinars, workshops and solo live sessions will be scheduled regularly throughout the year and are free for all to attend. The individual module work is normally more focused on individual or small group tuition and so is more flexible in terms of timing.

Application

When you are sure you are ready to apply for the programme, go to the course page and click the “apply now” button. This will take you to our store where you can pay the non-returnable application fee of £50 / €70 / $90.

Once your payment has been processed, you will be able to login and complete the application pack.

We will need your personal details, details of your academic, musical and technical background. If you are offered a place, we will require copies of a number of documents including those confirming your academic history, identity and language ability where English is not your first language.

You will also be required to send us some music.

For full details on the application procedure, please visit our website below.

Visit the MA Composing for Video Games page on the ThinkSpace Education website for more details!

Read less
Course content. The course has been developed in close consultation with the industry so we know we are teaching you the skills your future employers want you to have. Read more

Course content

The course has been developed in close consultation with the industry so we know we are teaching you the skills your future employers want you to have.

It’s a strongly project focused course and you will develop an effective workflow, remote working and collaboration and a clear understanding of what’s expected of a professional member of the game audio team.

You need to be technically literate and learn software easily.

This course does not require you to learn to code but you will be developing a powerful combination of creative and technical abilities that are market-focused.

Working in games is all about finding new ways of doing things and creative problem solving. This postgraduate course accurately reflects the working life of a games composer working as part of remote working team.

All your tutors are working professional video game sound designers.

You will work on a inspiring range of games, including commercial releases, provided as part of your course materials.

You will learn not only how to create inspiring interactive sound but also how to implement your audio inside the game using industry standard middleware like FMOD and WWise.

Whether you are a composer looking to increase your chances of employment or an audio professional with a passion a for sound design, our MA will bring you real-world professional tuition you need to lay the solid foundations of a career in video game sound design and audio.

Working specifically on creating great audio for video games, you will be tasked with recording, manipulating and implementing audio using the same tools you will be expected to use in the industry.

Sound Design for Video Games students are trained in the practical audio of games such as foley, dynamic game states and the many technical challenges that face professional sound designers working today.

Whilst you will learn how to edit music for video games, Sound Design for Video Games students won’t be assessed on their own compositional skills.

Teaching and assessment

  • Personal 1-to-1 tuition from top professional composers and sound designers.
  • Learn by working through projects. The workload is challenging but it’s only through hard work that you will truly reach the next level.
  • Detailed feedback from a range of tutors, online workshops and tutorial groups, forum discussions and exclusive webinars.
  • Telephone and direct email support.

Hardware and software

You will be uploading and downloading a large quantity of material so you should have access to a reliable broadband with a speed of at least 5Mbs or more.

We have found that the Google Chrome browser is the most compatible with the Adobe Connect webinar software we use which will also be an important part of your course.

All your assignments are uploaded through the Student Portal on our website. This can also be accessed with any standard FTP client, for example CuteFTP on a PC or Transmit on a Mac.

HARDWARE

You will need a computer, software and ancillary equipment (MIDI keyboard, monitors, hard drives both internal and external), Mac or PC, capable of producing professional quality music and audio, and recording equipment. This is the overriding principle and the following minimum technical specifications are given for guidance.

PC

  • Windows 7 or above PC laptop / desktop
  • Quad core 2.3 GHz processor +
  • 16 GB RAM +
  • Graphics card, 1GB GPU (EVGA Nvidia GT 610 or equivalent), we recommend 2GB+

MAC

  • OSX 10.8 or above
  • MacBook Pro, iMac or Mac Pro
  • Quad core 2.3 GHz processor +
  • 16 GB of RAM +
  • Graphics card, 1GB GPU, we recommend 2GB+

SOFTWARE

This is an intensive course with strict deadlines in order to mirror a real-world professional working environment. As such, students must be have acquired and be competent in the use of the minimum technical requirements prior to starting the course to get the most out of it. Students may be eligible for significant educational discounts.

DAW (Digital Audio Workstation):

We expect you to have a working knowledge of one computer based DAW:

  • Logic
  • Cubase
  • Nuendo
  • Sonar
  • Digital Performer
  • Reaper

Game Software: 

You need to have a copy of the following programs but we do not expect you to know how to use them. The exact version number of this software is important, and the version we support may change. Full information on the current approved course software version is available when on the course. Both Unity and Fmod are able to be downloaded for free.

  • Unity
  • Fmod

Recommended Additional Software:

  • Pro Tools
  • Kontakt
  • Sound Forge


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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. Read more

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:

-Ubisoft Reflections

-Fluid Pixel

-Nosebleed Interactive

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.

Delivery

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:

-Programming

-Graphics

-Game technologies

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.

Accreditation

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.

Facilities:

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:

  • a high specification PC with gaming quality discrete graphics, processing unit and dual monitors 
  • Sony Playstation development kit and software
  • NVidia development kit and software
  • Kinect 
  • Oculus Rift 
  • Vive VR systems
  • the latest consoles within the project lab
  • multiple large video screens for game demos and presentations

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:

  • academia
  • the public sector
  • communities
  • business and industry.


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*Subject to validation. APPLICATIONS OPEN. Contact course leader, Dan Mayers, on [email protected] if you have any questions. Read more

*Subject to validation

  • APPLICATIONS OPEN. Contact course leader, Dan Mayers, on  if you have any questions.
  • Gain industry specific experience by using real world workflow methodologies, deadlines and constraints.
  • Work on projects with a range of industry partners including Ubisoft, Dreadnaught Studios, Miracle Tea Studios, Ipswich Games Hub.
  • Unique partnership with Iron Crown Enterprises, publishers of the Rolemaster, Spacemaster, HARP and HARP-SF role play systems.
  • Widen your career opportunities with links and project briefs from companies including Derivco, Coderus, Conga and Orbital Media.
  • Open to graduates from a variety of backgrounds.

Introduction

The Msc Games Development course provides students with a higher-level understanding and direct professional experience through a multidisciplinary approach across commercial game projects. 

This course is ideal for graduates who have completed our BA (Hons) Computer Games Design or BSc (Hons) Computer Games Programming undergraduates degree, as well as those who have graduated from other related technical and creative subject areas who are wanting to enter the video games industry.

We have collaborative partnerships in place with community organisations and employers including commercial and third sector organisations. 

Students will be exposed to work on commercial games, providing them with an understanding of business and enterprise as well as preparing students for working within a commercial studio setting. 

One of our modules allows students to link up with the Ipswich Waterfront Innovation Centre (IWIC), providing them with access to more facilities and covering a range of business-related topics in connection with games development.

Course modules

Development Management (mandatory)

This module provides students with industry standard management methodologies and tools used to run team game developments. 

Visual Scripting (mandatory)

In this module. students learn how to develop games using visual scripting tools at high and low levels, depending on their discipline and background.

Group Project 1 - Multiple Rapid Prototyping (mandatory)

For this group project, students concept and rapidly develop game ideas, learning how to work efficiently as a team.

Group Project 2 (mandatory)

In this module, students will work on a longer 12-week development project. 

Business Development (mandatory)

This moduled covers a range of core business skills relevant to both the independent and large scale development studios. This will be delivered by the Ipswich Waterfront Innovation Centre (IWIC) where students will have access to the Entrepreneurial Programme as well as unlimited access to the IWIC facilities. 

Final Project (mandatory)

The Final Project involves independent learning as an extended dissertation covering a detailed exploration of an element of the games industry. 

Research Methods (mandatory)

In this module, students will learn rigorous academic and commercial research skills.

Career opportunities

Work-based practice is embedded throughout the duration of the course. All modules will relate to work-based learning, relating to commercial management processes or understanding production within a working environment. This will enhance employability and give graduates a greater understanding of games development within the work place. 

Graudates can progress in to a range of careers including: Game Programmer, Games Designer, Games Artist, Quality Assurance, Serious Games Developer and Gamification Developer to name a few.

Facilities and Resources

The MSc Game Development course will have access to the Eclipse Suite where students can access the facilities on specific days for independent working and group projects.

Students can benefit from a dedicated lab, access to two other game development labs and a range of game development hardware including, Oculus Rift, Emotive EPOC+ Brain interface, Leap motion, Myo, Phidget components for building custom game controllers, a range of mobile phones and tablets to test your games on.

Students will also have access to a common room area for MSc students and a custom games cabinet in which to run student games.



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Full time (Sep start). 12 months. Gamer Camp Pro (MA/MSc Video Games Development) has been created in partnership with the likes of Sony Computer Entertainment Europe,Codemasters,Rareand Exient. Read more

Course Duration

Full time (Sep start): 12 months

Course Summary

Gamer Camp Pro (MA/MSc Video Games Development) has been created in partnership with the likes of Sony Computer Entertainment Europe,Codemasters,Rareand Exient. We aim to help you become a perfect recruit for a career in the games industry- with not just the skills, but also the experience you’ll need. Our graduates have been employed by companies including Sony Evolution Studios, Ubisoft and Rockstar Games.

The course was developed in partnership with the industry to provide a ‘finishing school’ that produces work-ready graduates with the practical skills they needed to be successful. Many companies recruit directly from the course, giving you access to jobs that you would not come across elsewhere.

You will get specialist skills training, mentoring and support from leading game developers, the chance to design and build a working game that can be published, and experience at every stage of the games development cycle. You will receive real game briefs, training and mentoring from industry partners such as Sony Computer Entertainment Europe, Exient, Rare and Codemasters.

Employment Opportunity

Students leaving Gamer Camp course have gone onto work with many of the industry’s biggest names. Roles secured by our graduates include Concept Artist at Sony Evolution Studios, Character Artist at Sega Hardlight Studios, Associate Producer at Spicy Horse Games, and Environmental Artist at Rockstar. MA and MSc students have also set up their own studios.

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We offer a broad-based MMus programme with three pathways. musicology, performance and composition. All three pathways can be used as professional training for themselves, or as preparation for PhD study. Read more

We offer a broad-based MMus programme with three pathways: musicology, performance and composition. All three pathways can be used as professional training for themselves, or as preparation for PhD study. Students in our MMus programme benefit from intensive one-to-one instruction with world-leading experts in music history, cultural studies of music, performance studies and analysis; internationally noted performers with active solo and ensemble careers; and prominent composers of contemporary art music, electronic music, media music (including film, television and video game music) and jazz.

Introducing your course

Do you want to know how great film scores were composed? Are you interested in the ideas behind musical performances? Expand your knowledge of the components and aspects of music with the MMus Music (Performance, Composition and Musicology) at the University of Southampton and enhance your musical talents. This broad MMus programme will teach you the elements of musical performance, as well as the different genres of music. Gaining this experience across a variety of categories will prepare you for a successful career in the music industry.

Overview

The MMus programme in music provides a flexible course of study. Its goal is a professional research project, recital or composition portfolio. Tutors work with each student from the outset of the course to form a portfolio relevant to the student's specific professional aims, whether further research at doctoral level, a career in the music industry or the wider cultural sector, or work as a teacher or free-lance musician. We recognise that music has increasingly become a 'portfolio career' and aim to provide our MMus students with a platform for success in whatever area of music their aspirations lie. Thus the broad modular structure of our programme allows for cross-over between the pathways.

View the programme specification document for this course



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Address the image world, find out how images create meaning, and discover what you can do with what you see on this eclectic MA programme. Read more

Address the image world, find out how images create meaning, and discover what you can do with what you see on this eclectic MA programme

If this degree were a film we’d be watching the beginning and the end. We think, like Walter Benjamin, that it’s in these moments – in their inception and their obsolescence – that you see the utopian possibilities of a form or social movement. 

The questions we ask

Are we in the midst of a beginning? What can we learn now from visual culture’s past? What’s happening to our bodies when we play a video game? What are the gestures involved in everyday life? How do our bodies relate to technology?

These are the kinds of topics we analyse on this MA. We want to go beyond the borders of a traditional film studies degree so we go back to the beginning of film history to explore what it meant to fashion yourself in an image, or for a society to see itself in an image. Then we explore how images gain meaning now, and where they’re going next. 

The processes we use

We’re interested in the evolution of the image, but also image culture. As photographs and films constitute more and more of our communication, we encourage students to try to put their thought into audio-visual form for some modules. 

For the MA’s Media Arts Pathway, you can make your own piece of work and submit it as part of the final project, the dissertation. Production values are not the focus for us. We’re interested in what you do with an idea.

The approach we take

We think learning is about trying to get hold of something you don’t know yet; wrestling with ideas you’re unsure of so as to work critically and imaginatively across multiple media forms. While we do look at films, we also investigate such things as contemporary gallery work, the city’s screens, computer and phone interactivity to reconsider our relationship to images.

We study our heritage of image taking and making not just to discover how that relationship has changed over time, but also to find jumping off points for own experimentation and try to create something new. 

As part of the University of London you also have the chance to explore one option from the MA Film & Media programmes at other universities. Find out more on the Screen Studies Group website.

Modules & structure

The MA offers two pathways:

MA Film and Screen Studies: Moving Image Studies Pathway

The moving image media today are a concentrated form of culture, ideas, socialisation, wealth and power. 21st-century globalisation, ecology, migration and activism fight over and through them. How have the media built on, distorted and abandoned their past? How are they trying to destroy, deny or build the future? This pathway explores new critical approaches that address the currency of moving image media in today's global context – their aesthetics, technology and politics. It seeks to extend the boundaries for studying moving images by considering a wider range of media and introducing students to a wider range of approaches for investigating moving images' past and present.

MA Film and Screen Studies: Media Arts Pathway

The most intense and extreme forms of media, experimental media arts, test to breaking point our established ideas and practices. From wild abstraction and surrealist visions to activist and community arts, they ask the profoundest questions about high art and popular culture, the individual and the social, meaning and beauty. This pathway explores these emerging experimental practices of image making and criticism. Students on this pathway are encouraged not just to study but to curate and critique past, present and future media arts by building exhibitions and visual essays of their own. Short practical workshops will enable students to make the most of the skills you bring into the course.

Structure

The MA consists of:

  • two core modules (60 credits in total) comprising one shared and one pathway-specific core module
  • option modules to the value of 60 credits
  • a dissertation (60 credits) on a topic agreed in conjuction with your supervisor (on the Media Arts pathway up to 50% of the dissertation can be submitted in audiovisual form)

Assessment

The MA is assessed primarily through coursework essays and written projects. Practical modules may require audiovisual elements to be submitted. It will also include a dissertation of approximately 12,000 words.

Skills & careers

Our graduates go on to work in areas such as programming and curating, film and video distribution, and film and television criticism, but many also create their own careers. Twenty per cent of our graduates pursue PhD degrees. 

Find out more about employability at Goldsmiths



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-Join a programme that is sharply tailored to respond to the current demand for creative professionals who are able to provide sound and music content for the film and video game industry. Read more
-Join a programme that is sharply tailored to respond to the current demand for creative professionals who are able to provide sound and music content for the film and video game industry
-Develop a showreel demonstrating your creative talent in composing music and designing sound for a wide range of media (video, film, video games), opening up a 360º horizon of possibilities and opportunities for work
-Collaborate with MA Film students in our School of Creative Arts
-Learn in the university’s top-class facilities, assisted by tutors who are themselves industry professionals

Why choose this course?

This course is conceived to meet the current industry’s demand for creative professionals who are equally versed in music composition as well as sound design, and can work effectively across a range of media – whether it’s video, narrative film or interactive games.

All aspects of the soundtrack are systematically explored in both linear and non-linear environments, leading to a fuller understanding of the discipline, of the industry, and of the production processes.

On this course, you will harness the whole gamut of sonic resources for your creative practice – from acoustic instruments to electroacoustic sound, utilising all the latest studio techniques and technologies.

You’ll study in the University’s top-class studios, supported by tutors who are experienced industry professionals, with potential to collaborate with students from our MA Film course.

With targeted sessions and expert guidance, you’ll develop a showreel demonstrating your creative talent in providing sound and music for a wide range of media (video, film, video games), opening up a 360º horizon of possibilities and opportunities for work.

What our students say

“The course is well structured, giving opportunities to explore the field of composition in a very broad way and also focus on particular areas of interest. I have genuinely found it exciting and inspiring to participate and I found the atmosphere just as I hoped: creative, relevant, stimulating, professional and fun.”
Nicola Hutchison, teacher at Hertfordshire College of Music and active multidisciplinary artist

"The MSc Composition course was a real eye-opener as to the many applications of composition, allowing me to produce work far beyond the realms of what I thought possible."
Chris Moorhead, freelance composer for media, and session player

"It has been a life changing experience for me, and that is no overstatement. Your particularly vigorous and passionate dedication to cracking open our own personal artistic consciousness underpinned a revelatory roller coaster ride from which I learned and will continue to learn a great deal."
Alex Simler, instrumental teacher at Hertfordshire Music Services

Careers

Graduates from this programme will be ideally positioned to pursue a career in the thriving field of acoustic/electroacoustic composition and sound design for film, television, and interactive games. You may, in addition, consider positions in music publishing, music journalism and criticism, teaching or you may continue your higher education at doctoral level.

Graduate successes

Sebastien Crossley graduated in 2010, and is currently composing for a new Channel 4 sitcom.

Nichola Hutchison graduated in 2011 and teaches composition at Hertfordshire College of Music. She is also active as a multidisciplinary artist creating A/V installations for galleries.

Chris Barn graduated in 2012 and is composing for the Channel 4 Random Acts series with renowned poet Benjamin Zephaniah.

Edward Abela graduated in 2013, and has composed for several short films for SABB productions, SMMusic Library, and Candie & Bell, amongst others.

2014 graduate Jamie Stonehouse is now working as an assistant composer and audio engineer at media company Urban Soul Orchestra, and has just been awarded a 3-year studentship for doctoral studies at Kent University.

Callum Judd graduated in 2015 and is working as a free lance composer for a variety of commercial projects, including a documentary on Japan.

Teaching methods

Lecture, seminars and tutorials are typically scheduled over two consecutive days a week, plus some extra sessions for particular workshops, performance, recording, as necessary. In addition to scheduled sessions, students are expected to engage in continuous self-directed study and studio practice.

Structure

Core Modules
-Creative Economies
-Major Study:Music Projects
-Music, Media and Production (Discourse/Reflection)
-Practice 1:Soundtrack and the Cinematic
-Practice 2: Soundtrack in Digital and Interactive Media
-Research and Enquiry

Optional
-Creative Economies (Online)
-Research and Enquiry (Online)

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Our Computer Science MPhil and PhD programme gives you an opportunity to make a unique contribution to computer science research. Read more
Our Computer Science MPhil and PhD programme gives you an opportunity to make a unique contribution to computer science research. Your research will be supported by an experienced computer scientist within a research group and with the support of a team of advisers.

Research supervision is available under our six research areas, reflecting our strengths, capabilities and critical mass.

Advanced Model-Based Engineering and Reasoning (AMBER)

The AMBER group aims to equip systems and software engineering practitioners with effective methods and tools for developing the most demanding computer systems. We do this by means of models with well-founded semantics. Such model-based engineering can help to detect optimal, or defective, designs long before commitment is made to implementations on real hardware.

Digital Interaction Group (DIG)

The Digital Interaction Group (DIG) is the leading academic research centre for human-computer interaction (HCI) and ubiquitous computing (Ubicomp) research outside of the USA. The group conducts research across a wide range of fundamental topics in HCI and Ubicomp, including:
-Interaction design methods, eg experience-centred and participatory design methods
-Interaction techniques and technologies
-Mobile and social computing
-Wearable computing
-Media computing
-Context-aware interaction
-Computational behaviour analysis

Applied research is conducted in partnership with the DIG’s many collaborators in domains including technology-enhanced learning, digital health, creative industries and sustainability. The group also hosts Newcastle University's cross-disciplinary EPSRC Centre for Doctoral Training in Digital Civics, which focusses on the use of digital technologies for innovation and delivery of community driven services. Each year the Centre awards 11 fully-funded four-year doctoral training studentships to Home/EU students.

Interdisciplinary Computing and Complex BioSystems (ICOS)

ICOS carries out research at the interface of computing science and complex biological systems. We seek to create the next generation of algorithms that provide innovative solutions to problems arising in natural or synthetic systems. We do this by leveraging our interdisciplinary expertise in machine intelligence, complex systems and computational biology and pursue collaborative activities with relevant stakeholders.

Scalable Computing

The Scalable Systems Group creates the enabling technology we need to deliver tomorrow's large-scale services. This includes work on:
-Scalable cloud computing
-Big data analytics
-Distributed algorithms
-Stochastic modelling
-Performance analysis
-Data provenance
-Concurrency
-Real-time simulation
-Video game technologies
-Green computing

Secure and Resilient Systems

The Secure and Resilient Systems group investigates fundamental concepts, development techniques, models, architectures and mechanisms that directly contribute to creating dependable and secure information systems, networks and infrastructures. We aim to target real-world challenges to the dependability and security of the next generation information systems, cyber-physical systems and critical infrastructures.

Teaching Innovation Group

The Teaching Innovation Group focusses on encouraging, fostering and pursuing innovation in teaching computing science. Through this group, your research will focus on pedagogy and you will apply your research to maximising the impact of innovative teaching practices, programmes and curricula in the School. Examples of innovation work within the group include:
-Teacher training and the national Computing at School initiative
-Outreach activities including visits to schools and hosting visits by schools
-Participation in national fora for teaching innovation
-Market research for new degree programmes
-Review of existing degree programmes
-Developing employability skills
-Maintaining links with industry
-Establishing teaching requirements for the move to Science Central

Research Excellence

Our research excellence in the School of Computing Science has been widely recognised through awards of large research grants. Recent examples include:
-Engineering and Physical Sciences Research Council (EPSRC), Centre for Doctoral Training in Cloud Computing for Big Data Doctoral Training Centre
-Engineering and Physical Sciences Research Council (EPSRC), Centre for Doctoral Training in Digital Civics
-Wellcome Trust and Engineering and Physical Sciences Research Council (EPSRC) Research Grant: a £10m project to look at novel treatment for epilepsy, confirming our track record in Systems Neuroscience and Neuroinformatics.

Accreditation

The School of Computing Science at Newcastle University is an accredited and a recognised Partner in the Network of Teaching Excellence in Computer Science.

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