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Masters Degrees (Video Games)

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Composing for video games is one of the most exciting and innovative areas of media composition. It is the only truly interactive and non-linear medium. Read more
Composing for video games is one of the most exciting and innovative areas of media composition. It is the only truly interactive and non-linear medium. It’s like scoring a film that hasn’t been edited yet. That presents the most exciting technical and creative challenges. In the highly competitive world of professional composition, a career as a video game composer still offers some of the best opportunities.

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.

Our MA will bring you the real-world professional tuition you need to lay the solid foundations of a career composing music for video games.

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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
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.

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

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. 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 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.

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This Masters in Commercial Games Development provides students with an intellectual experience of study in the field of games technology. Read more
This Masters in Commercial Games Development provides students with an intellectual experience of study in the field of games technology. Developed and delivered by staff with both technical and commercial expertise, you will be engaged in advanced research and enterprise activity within PlayWest, UWE Bristol's in-house commercial games studio.

Key benefits

Designed to meet the increasing shortage of technically adept games developers and programmers, the course also offers a unique pathway of advanced professional development.

During the course, you will develop a portfolio of live commercial and technical projects, gaining practical experience, academic skills and a deeper awareness of commercial processes.

Course detail

As well as giving equal weight to both the research component and the games development component, the course aims to establish an essential bridge between ground-breaking academic research and the entertainment software industry itself, often overlooked or misunderstood by both.

Modules

• Commercial Games Studio - In this module you will focus on the development of commercial entertainment software products in a real-world industry setting. It will involve working on commercial projects slated for release or stakeholder handover.

• Games Research and Development - Immerse yourself in this rapidly moving stream of innovation, and learn how to deploy new technologies across a range of contexts and emerging application areas. This module forms the basis of a portfolio providing an entry point to research and development within the Games industry and also to academic research and real-world application.

• Dissertation by Research and Development - This is your chance to show your grasp of a complex and specialised area of knowledge, and your software engineering skills, by addressing a research problem with theoretical and methodological approaches.

Format

The two taught modules will use collaborative game development techniques to help you develop both individual technical skills and advanced team working skills.

Staff will be embedded in the activities, leading teams and individuals under industry conditions.

You will use reflective video logs and streaming as effective industry and academic resources. Game jam learning will be used for producing prototypes, strengthening group dynamics and fostering continuing professional development and communities of practice.

Assessment

We will use a variety of assessment tools appropriate to the modules.

For Advanced Games Development, you will submit a portfolio with group and individual vivas.

For the Research and Development for Games module, assessment will be through video development logs, prototypes and a technology research portfolio of academic standard research papers.

Careers / Further study

As well as post-doctoral study and employment in PlayWest itself, the course prepares students for a diverse range of roles within games development (indie and AAA provision), visualisation, virtual and augmented reality, software provision, visual effects, and mobile and app development.

How to apply

Information on applications can be found at the following link: http://www1.uwe.ac.uk/study/applyingtouwebristol/postgraduateapplications.aspx

Funding

- New Postgraduate Master's loans for 2016/17 academic year –

The government are introducing a master’s loan scheme, whereby master’s students under 60 can access a loan of up to £10,000 as a contribution towards the cost of their study. This is part of the government’s long-term commitment to enhance support for postgraduate study.

Scholarships and other sources of funding are also available.

More information can be found here: http://www1.uwe.ac.uk/students/feesandfunding/fundingandscholarships/postgraduatefunding.aspx

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This programme aims to address the growing demand for translators with skills in translating technical texts. The programme will familiarise you with the sociocultural, linguistic and technical dimensions that characterise specialised multilingual material. Read more

Summary

This programme aims to address the growing demand for translators with skills in translating technical texts.

The programme will familiarise you with the sociocultural, linguistic and technical dimensions that characterise specialised multilingual material. Through working with dedicated software and high-tech industry standard equipment, you will learn the skills you need to enter the professional market and gain the knowledge to pursue further research in this field.

There is a particular emphasis on learning translation tools (in particular SDL Trados) and on localisation, especially for video games. This programme is not limited to specific language pairs. You can work into and out of English and another language of your choice.

You will be taught by staff who are leaders in the field of translation and whose work has influenced organisations such as OFCOM. They work closely with industry and bring in key professionals in the field to teach and give talks, thus helping you to make vital industry contacts.

Roehampton boasts state-of-the-art language labs with cutting-edge translation software, including SDL Trados, Swift and WinCAPS. The lab also features a training suite and an open access area where you can work independently.

In recent years our graduates have found work with a broad range of organisations including: media companies and broadcasters such as the BBC, France TV, and RTVE; subtitling companies such as IMS, Deluxe, ITFC; and translation and localisation providers including Pole To Win, London Translations and JF Traduções e Interpretações.

As a Specialise Translation student you will become a member of the Centre for Research in Translation and Transcultural Studies, which promotes excellence in research into translation-related areas including language learning, audiovisual translation, accessibility to the media and other areas of translation.

Content

This course covers the theoretical and the practical aspects of specialised translation. In the compulsory module ‘Technical and Scientific Translation’ you will practice your skills in translating highly specialised documents into your chosen language. During the course you will also address the main theoretical issues shaping translation today and understand how these theories relate to the practice of translation.

IT skills are central to a translator's work so the compulsory module ‘Translation Tools’ will familiarise you with some of the translation tools you will be using in your professional life. These include terminology databases, translation memory tools, and other computer-assisted translation systems. You will be taught how to carry out efficient documentation and make appropriate use of research tools in solving technical and scientific translation problems.

You could also study ‘The Localisation of Video Games’ where you will examine the principles and practices of localisation in the area of multimedia interactive entertainment software. Other optional modules currently include ‘Subtitling: Concepts and Practice’, where you will explore the techniques of subtitle synchronisation using specialised software. MA students will also undertake a dissertation, which will provide you with the ideal opportunity to undertake an in-depth investigation of a translation-related topic that is of interest to you.

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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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The MSc in Human-Centred Interactive Technologies is a full-time, one-year taught course that is intended for students seeking a professional career related to human-computer interaction, user experience, usability or related fields or those wishing to pursue research in the area. Read more
The MSc in Human-Centred Interactive Technologies is a full-time, one-year taught course that is intended for students seeking a professional career related to human-computer interaction, user experience, usability or related fields or those wishing to pursue research in the area. The course is intended for students who already have a good first degree in a computer science or an appropriate discipline related to human-computer interaction or have equivalent industrial experience. The course covers a range of topics associated with designing interactive systems for good usability and enhancing the user experience. The course has been specifically designed for students wishing to specialise in the design and evaluation of interactive technologies.

The MSc Human-Centred Interactive Technologies course was updated for October 2016 entry. The course had been running successfully for eight years, but in that time the landscape of interactive systems has changed considerably, with the growth of iPhones and apps and the introduction of tablet computers. We have also responded to feedback from students who have asked for more integrated modules and more opportunities to practice interaction design.

Course Aims
The aims of the course are:
-To provide a specialist education in the theories of and methods for designing and evaluating interactive technologies
-To provide an opportunity to engage in a rigorous and scholarly manner with a range of current research topics around designing and evaluating interactive technologies
-To provide practical experience of designing and evaluating interactive technologies
-To develop the skills necessary to conduct research, particularly with users, into the design, engineering or science of interactive technologies
-To provide experience of undertaking a sizeable individual project, on a subject related to research in human-centred interactive technologies
-To prepare students for entry into research degrees or industry-based projects

Learning Outcomes
A fundamental objective of the course is to provide students with a sound theoretical knowledge and practical experience of the skills essential to the design and evaluation of interactive technologies. Having completed the course, students will be able to understand theories of the design of interactive technologies and critique individual technologies from a theoretical viewpoint. In particular they will be able to:
(a) choose appropriate methods for empirical investigations for the design, prototyping and evaluation of interactive technologies, including both quantitative and qualitative methods

(b) plan and undertake a range of empirical investigations of existing or proposed interactive technologies at all stages of the development lifecycle

(c) analyse, draw conclusions from and present the results of such investigations, and

(d) conduct a range of expert and theoretical analyses of interactive technologies to investigate their usability, accessibility and appropriateness for different user groups.

Graduates completing the course will be equipped to play leading and professional roles related to the designed and evaluation of interactive technologies in industry, commerce, academia and public service. The MSc in Human-Centred Interactive Technologies is also intended to provide a route into a PhD or research in this rapidly expanding field.

Project

The dissertation project undertaken by students over the summer is carried out individually, which might involve collaboration with another organisation. A collaborative project is still supervised by a member of the Department.

Projects are worth 50% of the total mark for the MSc. Examples of previous projects include:
-A Gesture Language for Interaction with Art and Cultural Artefacts in Museums
-Analysis of WCAG 2.0 Techniques and Remote Evaluation by People with Visual Disabilities
-Cultural issues in design of online banking websites: a Chinese case study
-Evaluating Human Error through Video Games
-Have the Same Image in Mind? Investigation of Personas in Web Design
-Inattention and Immersion in Video Games
-Measuring User Experience of Mobile Phones: a Study with Retrospective Protocol and Emotion Word Prompt List
-The Application of Game Mechanics to a Virtual Learning Environment
-The Design and Evaluation of NHS Pharmacy Dispensing Computer Software
-Using User-Generated Content as Discourses on the Gaming Experience

Careers

Here at York, we're really proud of the fact that more than 97% of our postgraduate students go on to employment or further study within six months of graduating from York. We think the reason for this is that our courses prepare our students for life in the workplace through our collaboration with industry to ensure that what we are teaching is useful for employers.

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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.

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This postgraduate Games Design course has been developed to provide part-time students the opportunity, support and guidance to fully explore the activity of designing and developing games of all types. Read more
This postgraduate Games Design course has been developed to provide part-time students the opportunity, support and guidance to fully explore the activity of designing and developing games of all types. What is particularly unique is that this MA Games Design is delivered entirely via the Internet using readily available online tools and proprietary applications. It is completely distance learning and there is no requirement for on-campus attendance.

The course team offers a rich mix of staff with current industry experience as well as practiced academic staff with significant experience in postgraduate delivery and academic research. The course seeks to encourage the inquiry into generally accepted ‘game design practice’ and strive to push the boundaries of what is achievable in this young discipline. Students are engaged through a wide ranging programme of stimulating lectures and tutorials to develop their knowledge and skills in the design of games.

LEARNING ENVIRONMENT AND ASSESSMENT

The MA Games Design has been specifically designed to accommodate the needs of part-time provision via distance learning. Students tend to be adults in employment who want to take the course on a part-time basis to fit around their other working commitments. We accommodate such needs by offering a clear structure of progression, balanced by flexible personal tutorials: for which you can expect to have weekly one-to-one contact with academic staff via web based visual conferencing. It is this bespoke interaction with academic staff that our students tell us they find both supportive and inspirational.

Weekly lessons are delivered electronically and the contents are discussed during video-based tutorials. Set exercises test the students understanding of each topic before moving on to the next.

Assessment is by 100 per cent coursework in the form of concise project reports or academic papers. For each of the 40 credit modules you undertake, you will have both a mid-module assignment and an end of module assignment to complete. Through weekly tutorials you will receive on-going formative feedback and guidance, but the final module mark and summative feedback is based on the end of module assignment only.

OPPORTUNITIES

Opportunities within commercial design practice. Graduates will improve their chance of employment in the games industry with their demonstrated enhanced specialism and understanding developed on the course. Graduates will also find themselves strongly placed to develop their own practices and consultancies, or further themselves with the developing field of games design academia.

FURTHER INFORMATION

All students are encouraged to pursue a unique personal line of inquiry within the broad subject area of Games Design. This culminates in the Postgraduate Project/Dissertation response at the end of the course. This activity is developed through specifically designed exercises and project briefs that promote the students' facility to analyse games and game play and formulate their own response to all manifestation of play and game types that occur.

Graduates of the course will have a sophisticated understanding of the design of games across a range of industry and theoretical standpoints. Fundamental to the philosophy of the course is the provision of an opportunity for students to explore and realise their individual aspirations and potential, creating a framework for developing more fully as skilled and informed professional practitioners. This is enabled through discussion and feedback with the course team and relevant peer groups.

Reflecting the diversity of activity that falls within the boundaries of games design the course encompasses three distinct strands of activity. These are design, art and modelling. In the commercial world of game development these strands are often interwoven and the emphasis can change from company to company. Likewise these strands can vary from individual project to project within a company. To accommodate this varied field of skills the common lecture theme of the course encompasses all of these activities and an individual engaged in the course may respond in one, two or all three of the strands of activity.

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The MA Games Enterprise is an innovative new course that will give you the opportunity to develop design, production and enterprise skills. Read more
The MA Games Enterprise is an innovative new course that will give you the opportunity to develop design, production and enterprise skills. It builds upon the existing successful teaching at undergraduate degree level within this subject area that has produced award-winning game developers, SMEs, artists and designers.

The course is aimed at those who wish to expand their existing skills and develop their practice within an environment that functions as a small development company, but who also wish to tailor their learning to their own specialism. Using proven industry simulation techniques and collaborative practices, this course emulates team-based activity as used within the industry. As part of the course you will develop a game project that has robust documentation, detailed business strategy and, of course, a game to be proud of.

See the website http://courses.southwales.ac.uk/courses/1559-ma-games-enterprise

What you will study

Each module will use industry standard project management software, such as Trello, Github and BaseCamp where appropriate, which will also facilitate the capturing of developmental evidence for development and research journals.

Selection of modules include:
- Design and Aesthetics
- Technology and Engine
- Contexts and Market
- Playtesting, Prototyping and Evaluation
- Major Project

Common Modules:
The Faculty understands the importance of a strong grounding in research knowledge and skills, enterprise and innovation as part of a balanced postgraduate education.

We also recognise that each student has different requirements of their postgraduate experience.

You can choose to study one of the following three, 20 credit common modules. Each of these has a different focus, enabling you to select the module that will be most beneficial to you.

- Creative and Cultural Entrepreneurship:
This module aims to develop your knowledge of the methods to identify, develop and manage enterprise and innovation in the creative sector. It will then help you apply this to your own entrepreneurial project.

- Research and Practice in the Creative and Cultural Industries:
The focus of this module is on the development of research knowledge and skills, while also encouraging critical engagement with approaches to creative practice. You will also explore ideas, debates and issues in the creative and cultural industries.

- Research Paradigms:
This module focuses on research paradigms and their theoretical underpinnings. It also looks at key conceptual tools drawn from a wide range of subject areas relevant to postgraduate research in the creative industries.

PLEASE NOTE: Modules are subject to change.

Learning and teaching methods

The course will be taught through a variety of seminars, discussions and presentations. All staff are active in research, consultancy, or employed within the games industry.

Work Experience and Employment Prospects

Successful graduates will be in a position to apply for roles within games development and also have the skills and knowledge to be able to set up their own start-up companies.

Assessment methods

You will study through a mixture of lectures and seminars. Guest speakers from within the industry will enhance your experience – these might be from within the areas of design, programming, development or enterprise. Towards the end of the course you will produce a final game with accompanying documentation that exemplifies the design process, play testing and evaluation, promotion and enterprise and, in addition, have opportunities to showcase your work towards publishing your final game.

Facilities

Our purpose built ATRiuM Building at our Cardiff Campus features state-of-the-art facilities for audio and video production and editing, graphic design, studio recording and more. The building is an engine room for the next generation of media practitioners and thinkers.

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The master of arts degree in telecommunication and film focuses on the media (television, film, and digital/online platforms) as informative, influential and meaning-producing forms. Read more
The master of arts degree in telecommunication and film focuses on the media (television, film, and digital/online platforms) as informative, influential and meaning-producing forms. The program emphasizes the study of these media in terms of law and policy, technological systems, economic and industrial infrastructures, news and public affairs, management leadership, individual and societal effects, history, aesthetics, and cultural studies.

The program is not a master of fine arts degree. It offers no graduate-level courses in television/film production, news announcing, sports production, or similar hands-on activities.

Visit the website https://tcf.ua.edu/academic-programs/graduate-studies-policies/

Implementation

The principal goals of the program are to develop students’ analytical and interpretive skills through thoughtful and informed consideration of the possibilities, limitations, and responsibilities of the media. Our students study television, film, the Internet, video games and other digital media systems.

The program culminates in a Master’s thesis or a research project specific to an area such as:

- law and policy,
- programming and economic analysis,
- news analysis,
- audiences and social implications,
- media effects,
- cultural studies,
- cinema and television critical studies, or
- another emphasis when the student can combine particular interests with those of appropriate faculty members.

A specific course of study is selected in consultation with the student’s advisor and with the approval of the student’s program committee.

Degree Plans

Plan I: Thesis Option

Students choosing to write a Master’s thesis must complete a minimum of 30 graduate credits, including six credits for thesis research and courses stipulated by the student’s program committee. At least 18 of these credits must be in TCF courses.

- The thesis should evidence capability for research, originality of thought, facility in organizing materials, and lucid writing.

- The subject of the thesis must be approved by the student’s program committee. The student should select a topic during his or her second semester.

- The thesis must follow an approved style manual, such as The MLA Handbook for Writers of Research Papers or the Publication Manual of the American Psychological Association.

- The thesis must be prepared in accordance with the Graduate School’s Student Guide to Preparing Electronic Theses and Dissertations.

- An oral defense of the completed thesis, conducted by the student’s thesis committee, is required.

- At least six weeks before graduation, the thesis must be electronically submitted to the Graduate School.

Plan II: Nonthesis Options:
Students who choose Plan II must successfully complete the courses stipulated by the student’s program committee.

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Learning how to make new discoveries that will contribute to a better understanding of normal and dysfunctional human behaviour and how to influence that behaviour. Read more

Overview

Learning how to make new discoveries that will contribute to a better understanding of normal and dysfunctional human behaviour and how to influence that behaviour.

Have you always wanted to discover what it is that makes people tick? Do you have questions about human behaviour that have not yet been tackled? Whether you are driven by scientific curiosity or are intrigued by the potential for more accurate diagnoses and for effective interventions in health or education, the Research Master’s in Behavioural Science is for you.

See the website http://www.ru.nl/masters/bs

Multidisciplinary approach

At Radboud University, we believe that a multidisciplinary approach is necessary to gain the best understanding of human behaviour. We combine knowledge and research methods from the fields of psychology, educational sciences and communication science. These disciplines are not taught separately but instead are brought together in most of our courses, making our approach unique.

Half of the programme consists of research experience. There are many issues you could tackle and a large research faculty you could work with. For example, there are over fifty staff members at the Behavioural Science Institute. The institute has internationally renowned researchers with expertise in a very wide range of topics. And that's not counting the other top scientists we invite to give workshops.

Why study Behavioural Science at Radboud University?

- Students get substantial hands-on research with a minor and major research project on different topics.
- We teach our students research methods and statistics, which we bring to life by revealing their applications to current hot issues in the field.
- Students are free to choose courses and research topics to create their own unique programme.
- Students can do the internship for their major research project abroad. Financial support for international research internships is available within Radboud University and the Behavioural Science Institute.
- You will participate in group-oriented education and be part of a small, select group of highly motivated national and international students.
- Master’s students are free to use any of the state-of-the-art equipment and labs found on campus, including the Virtual Reality Lab, Observational Lab and eye-tracking equipment.
- We have three Faculty Assistant positions for ambitious students to work alongside their course.
- A majority of our graduates gain PhD and other research positions and many students publish their Master’s thesis in peer-reviewed journals.

Discovering more

Due to our interdisciplinary approach, we accept Bachelor’s students from a wide variety of related fields, like psychology, pedagogy, educational science, biology, artificial intelligence and communication science. Simply put, this programme is for social scientists who want to discover the how and why behind human behaviour.

Quality label

The Master's in Behavioural Science was recently awarded the quality label ‘Top Programme' in the Keuzegids Masters 2015 (Guide to Master's programmes), which indicates the programme belongs to the very best programmes in Dutch Master's education, across the entire range of disciplines.

Our approach to this field

The staff of the Behavioural Science Institute at Radboud University originate from the fields of psychology, educational sciences and communication science. Together they tackle issues regarding human behaviour. We believe that in order to fully understand human behaviour you need to use knowledge from all these fields together instead of separately. For example, looking at a psychological issue from a communication perspective could offer new and valuable insights that will lead to better diagnosis or interventions.

At Radboud University we will not just teach you existing research methods in the different fields. You will also learn to look beyond conventions and combine or adjust methods from other disciplines to enable you to do research that will answer your questions. You will not only become a highly skilled researcher but also an innovative one.

Our research in this field

More than half of the Master’s programme in Behavioural Science consists of research. In the first year you’ll do a minor project in which you choose from a list research themes that are provided by staff members or PhD students.

In the second year, you’ll do a major project in the form of a nine month internship which provides you with the experience - and data - needed to write your Master’s thesis. Most internships are carried out within the Behavioural Science Institute (BSI), working closely with colleagues, many of whom are internationally renowned researchers. However, there is also the option to arrange an internship abroad.

To broaden your scope, we expect you to choose different research themes for the minor and major projects, preferably in different groups within the BSI.

Examples of Major Projects in the field of Behavioural Science
- Differential behaviours of teachers toward boys and girls in science classes
- The role of maternal pregnancy stress and other general children’s health issues
- The recovery potential of within-workday break activities
- The effectiveness of an intervention promoting water consumption via children’s social networks
- The effectiveness of video games to reduce anxiety in children using a randomised controlled trail
- The role of experience on clinical diagnostic decision-making
- Exploring the underlying cognitive mechanisms to learn more about the ability to learn to categorise new face groups

Career prospects

The career prospects of a graduate of Behavioural Science are good; almost 100% of our alumni have a job.

- Skills and knowledge
Besides the necessary theoretical knowledge about behavioural science and training in advanced quantitative data analysis, this programme also offers courses (7 EC in total) that will teach you additional skills that every researcher needs: to understand the ethics of research, to understand the process of academic publishing and grant proposals, and to comment on papers and proposals of others. We also encourage students to participate in workshops, colloquia, symposia and conferences to gain experience in the international academic field of behavioural science.

See the website http://www.ru.nl/masters/bs

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Our groundbreaking MSc has been developed in response to a pressing need to offer a high quality postgraduate programme serving the industries of computer games and entertainment, with an emphasis on programming, maths and graphics, business, IP, entrepreneurship, team management, 3D animation, AI and physics in games- http://www.gold.ac.uk/pg/msc-computer-games-entertainment/. Read more
Our groundbreaking MSc has been developed in response to a pressing need to offer a high quality postgraduate programme serving the industries of computer games and entertainment, with an emphasis on programming, maths and graphics, business, IP, entrepreneurship, team management, 3D animation, AI and physics in games- http://www.gold.ac.uk/pg/msc-computer-games-entertainment/

The computer games and entertainment business is a fast growing multi-billion dollar worldwide business, with games platforms ranging from Playstation 4, Xbox One, Nintendo Wii U, mobile and handhelds including iPhone, iPad and Android phones, PC-based, and massively multiplayer online games (MMOG) involving tens of thousands of people.

With ongoing strong demand for graduate computer games programmers from the UK and abroad, this MSc will produce graduates who are well positioned to get a job in this exciting worldwide industry. Potential employers include EA, Ubisoft, Sony, Activision, Microsoft, Cinesite, Framestore, and many more.

The programme is delivered by a mix of professionals from the industry and from the research world. We work closely with industry leaders to offer internships at studios including Sega and Sony.

In a wider sense, the influence of computer games programming is spreading to other digital media industries outside games, including gamification and the medical sector, games based learning, new forms of social networking and the interactive visualisation of scientific and live financial business data. Computer games are starting to fundamentally change the way people interact with computerised systems.

Partnership: Sony‌‌

‌Our MSc in Computer Games & Entertainment is part of the PlayStation®First Academic Partnership Programme offered by Sony Computer Entertainment Europe (SCEE) uk.playstation.com. Our course provides students with unique access to PlayStation® professional development hardware (dev kits) and software (SDK) to equip students with industry relevant game development skills across PlayStation®3 and PlayStation® Vita. http://www.worldwidestudios.net/london

Placement: Supermassive Games

"Following two years of successful placements at Supermassive Games, which resulted in full time jobs, we are looking forward to inviting Goldsmiths students to take part in our internship assessment day again this year."
Jonathan Amor, Director of Technology, Supermassive Games

Placement: Reflections - a Ubisoft studio

"We are delighted to announce that Reflections, a Ubisoft studio, will be taking on two Goldsmiths MSc Computer Games and Entertainment Programming students for Internship."
Dr Chris Jenner, Expert Programmer

Placement: Rebellion

"Having now placed four interns from Goldsmiths here at Rebellion, two of which have gone on to become permanent members of staff, we are very much looking forward to future applications from talented and creative Goldsmiths MSc Computer Games students”
Jason Kingsley OBE, CEO and Creative Director of Rebellion

Rebellion is one of Europe’s largest independent game developer-publishers, with their own state of the art cross-platform games engine and toolset. Rebellion’s latest number one hit was Sniper Elite 3, and they also publish the legendary 2000AD comic featuring Judge Dredd.

Placement: The Creative Assembly (SEGA)

Following two continuous years of The Creative Assembly (SEGA) successfully taking Goldsmiths MSc Games Programming Students on placements we are pleased to announce that we have reserved a minimum of three placements for Goldsmiths MSc students starting the course in September 2013, on site during the period May to September 2014. Subject to interview/ portfolio process”. Martin Servantes Director of Operations & Finance

Leading UK Developer Creative Assembly is the developer of the hit game series Total War. They are currently working on a new cross-platform title based on the Alien IP. Based in Horsham.

Placement: Jagex Games Studio

"Jagex Games Studio in Cambridge is looking forward to receiving applications from Goldsmiths’ talented MSc Games and Entertainment students for their summer internships in 2014”.
Sue Stather, Graduate Recruitment Specialist, Jagex Games Studio (RuneScape and Transformers Universe MMO Development Studio)

Placement: Roll 7

Roll7 is a New Cross-based indie video games developer and has been offering placements to Goldsmiths MSc Games students for three years. Roll7 is just about to release its first console title OlliOll, exclusively for PSVita, and we are looking for another 1 or 2 Goldsmiths programming interns for 2014 to work on a Sony backed PS4/Vita cross-play title.

Contact the department

If you have specific questions about the degree, contact the Department of Computing.

Structure

Final Project & Dissertation
During this final project, you will undertake a project towards your dissertation, typically over the Spring-Summer period (May to September). We offer three options to our students:

Individual research project:

This is based on a research theme selected by you and agreed upon by the lecturing team. Recent examples include:
Building a cheap kinect-like gesture tracking system
AI (rule-based) platform for game level design
Software development for our mobile technology projects (iPhone based)
Assessment
Mainly based on coursework (involving programming), essays, final project and dissertation; some lecturers may also conduct exams/quizzes.

Attendance

The taught programme is organised into three terms (full-time). The Autumn term runs from early October to mid-December, the Winter/Spring term from mid-January to the end of March, and the Summer term runs, typically, from late April to mid-September. Taught modules are given during the Autumn and Winter/Spring terms, while the Final Project takes place during a Summer term (in the second year for part-time students).

This programme is focused on providing you with the skills and experience needed to secure a job in the computer games industry.

Skills

You'll develop excellent games programming skills. These skills are highly transferrable, as games programming is viewed by other industries as being very demanding and requiring a high level of technical ability.

Careers

The global computer games industry is valued at 60 billion USD and is predicted to continuously grow in years to come. It's a mature industry with companies such as EA, Ubisoft, and Blizzard Activision giving long-term career prospects, shares, and benefits. There is a big skills shortage in this growing sector.

Placements provided by our industry partners

Asylum Entertainment
Climax Studios
The Creative Assembly
Geomerics
IdeaWorks Game Studio (Now Marmalade Game Studio)
Playmob
Rebellion
Reflections - a Ubisoft studio
Roll7
SEGA Sports Interactive
Sony Computer Entertainment Europe

Alumni

See what some of our graduates have gone on to do on our alumni news page.

100% employment

All of the graduates from the 2012/13 MSc in Computer Games & Entertainment course have secured placements at UK computer games companies.

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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This programme offers you the opportunity to undertake in-depth study on a chosen aspect of film and cinema studies. Following first semester modules in Research Methods and in Media, Culture, and Creativity, you embark on a 40,000 word dissertation (or practice-based equivalent). Read more
This programme offers you the opportunity to undertake in-depth study on a chosen aspect of film and cinema studies. Following first semester modules in Research Methods and in Media, Culture, and Creativity, you embark on a 40,000 word dissertation (or practice-based equivalent). Specialist film staff across the College of Arts and Humanities at Bangor will be on hand to supervise, as you develop, sustain, consolidate and resolve a self-directed programme of work in the field of film studies, either creative or theoretical, over an extended period of time. The MRes is supported by a dedicated College-wide seminar series, which offers you the opportunity to present your own work in progress, and to develop an understanding of critical paradigms and research in Bangor and beyond.

Successful applicants for this programme will have an excellent first degree in a relevant discipline or equivalent practical/industrial experience, and a demonstrated ability to work independently to bring a self-directed project to completion.

Modules:

Media, Culture, and Creativity Theory: This module builds on one of the School of Creative Studies and Media Department’s greatest strengths, by bringing students together with other practitioners and researchers from other fields of study in a forum for a wider discourse about current research in the media and creative industries. The module will provide a systematic overview of major 20th and 21st century critical schools and theoretical approaches, which are key for an advanced understanding of how to read and analyse creative, cultural and media artefacts such as fiction, non-fiction, poetry, drama, film, video games and other new media texts.

Research Methods: This module equips you with an understanding and critical overview of key methodological issues associated with various types of research in the Media, Cultural and Creative Industries, in preparation for the dissertation.

MRes Humanities Dissertation: With guidance from academic staff, students following the MRes Humanities Dissertation module will be asked to choose a topic of their own, for further research. Students will be expected to produce an independently researched piece of work which will reflect the knowledge and skills acquired from the taught modules. The topic chosen may be specific to one culture or comparative.

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