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Computer Games Technology - BSc (Hons)
Currently viewing course to start in 2024/25 Entry.
September 2024 — UCAS code G450 - BSc / I621 - MSci
BSc (Hons) Computer Games Technology is a course that focusses on the technical expertise required to develop computer games. The core modules deep-dive into 2D and 3D graphics rendering, physics, artificial intelligence and human-computer interaction required for the development of high-end computer games platforms....
64 points required
Calculate UCAS pointsClearing places available
- Level Undergraduate
- Study mode Full Time
- Location City Centre
- Award BSc (Hons)
- Start date September 2024
- Fees View course fees
- School School of Computing and Digital Technology
- Faculty Faculty of Computing, Engineering and The Built Environment
This course is:
Available with Professional Placement year
Open to International Students
Overview
Clearing 2024
64 points (or equivalent) is the minimum you will need to be considered for this course in Clearing.
Use the UCAS Tariff Calculator to work out your points.
I'm a third year Music Technology student. When I was looking for Music Technology courses, Birmingham City University really stood out to me. I was keen on attending a Bachelor of Science and the course really focussed on the science aspects as well as maintaining the artistic elements of music and sound production. The support of the tutors has been fantastic. The professional standard and the facilities on campus are great due to their accessibility around the clock. The easy access to studios has been extremely helpful in completing my work and keeping on top of deadlines. At BCU, there's been a heavy focus on employability and what I could do with all aspects of my degree. The university has organised the industrial mentor forum, a space where students can communicate with alumni and people within the industry. The Acoustics Special Interest Group also consisted of more bespoke talks from people within the acoustics industry about different aspects of the work and how individual companies run. This is how I developed contact with an acoustic consultancy to complete my placement year. I act as an Acoustic Technician at Dragonfly Consulting. It went so well that I'm returning upon my graduation to continue working with them. The university has given me opportunities I don't think I would have received anywhere else.
I'm a second year computer science student studying at Birmingham City University. As a Computing student, there are plenty of computer labs available. There's entire rooms filled with Cisco networking equipment, as well as laptops that can be rented out to complete your work. Several of the facilities have now moved over to STEAMhouse, which is a £70 million build that is now the new home for Computing and Digital Technology students. One of the main things for me was getting employment at the end of my university degree. And Birmingham City University offers a wealth support for moving into the work environment. The course is a very important focus and a very industry focussed as well. I've been offered roles as a student demonstrator for Python programming. I found that the best way to show that you've understood something is to be able to teach somebody else.
I'm studying Computer Networks and Security. So far, I've really enjoyed my time at BCU. I felt really included within the student community. For the past two years, I've been involved in Innovation Fest. This is an annual event that showcases student work from the faculty. A lot of employers visit this festival, which allows us to widen our professional network. Throughout my time at BCU, I've had some time to
develop a relationship with the Careers+ team and go through tailoring my CV and my cover letters with them. Because of this, I have been presented with many opportunities which they have tailored to me and my needs. Through this, I was encouraged to apply for the women in tech competition.
So it was a one week program and I was working with the team from Cyferd. It's a software company,
and I successfully won and have taken up the placement year with them as a Junior Development Lead.
I look forward to coming back and applying the skills I've learnt throughout my placement and applied them within my studies.
BSc (Hons) Computer Games Technology is a course that focusses on the technical expertise required to develop computer games. The core modules deep-dive into 2D and 3D graphics rendering, physics, artificial intelligence and human-computer interaction required for the development of high-end computer games platforms. The course will also involve working in small and large multi-disciplinary (creative and technical) teams for the development of computer games.
While studying your computer games degree, you will use our state-of-the-art computer games technology lab, which is kitted with high-performance PCs with dual monitors and cutting edge GPUs, Sony PlayStation, Nintendo Switch and XBox development kits, as well as a variety of industry standard software.
Our collaborations with Microsoft, Unity and Sony, coupled with our state-of-the-art technology will help you develop the skills you need to be successful in the games industry and beyond.
This course aims to develop critical, current, analytical and agile graduates, who:
- produce computer games in a legal and ethical manner;
- have a diverse understanding of the key issues that exist in games development;
- combine the critical faculties that derive from a traditional academic degree with the professional skills and flexibility needed to get the best jobs in the games development industry;
- can manage their own personal development and lifelong learning;
- are equipped to be familiar with a variety of contemporary industry tools and agile enough to respond to new technologies and consumer trends.
What's covered in the course?
On the course, you will learn a range of technical and professional skills, including understanding fundamentals and advanced coding practices, graphics programming, network communications and artificial intelligence. You will work independently and in teams, as well as develop strong written and oral communication skills.
The course philosophy highlights the importance of going beyond your studies – therefore, we encourage you to participate in many extracurricular activities. As we are located in the heart of Birmingham city centre, we are close to many independent game studios, who host events throughout the year. We also regularly participate in international game development competitions such as Global Game Jam and Microsoft’s Imagine Cup, all of which give you the opportunity to showcase your talent on a wider stage, and network with others in the industry.
You will not only learn about mainstream and traditional video game development, but also explore allied and emerging disciplines such as serious and educational game development, augmented and virtual reality, as well as simulations. You’ll have the opportunity to execute a 30-week work placement in the industry, which you can complete at home or overseas. The experience allows you to place the specialist knowledge and skills acquired on the course in a real world working context.
The experience will allow you to create a network of professional contacts, and build your CV, both of which are essential for entering the job market. Upon graduation, you could progress into a range of careers in the game industry, for example game or graphics programmer, tools programmer or QA tester in either larger companies or independent studios. You will also have the skills to enable you to work in allied disciplines such as a serious or educational game developer. Alternatively, you could work in more traditional computing or software engineering roles, start your own company or progress into further education.
Introducing STEAMhouse
STEAMhouse is a centre for technology, innovation, creative thinking, prototyping and business development. Our brand new £70 million pound building is the new home for the School of Computing and Digital Technology.
Professional Placement Year
This course offers an optional professional placement year. This allows you to spend a whole year with an employer, following successful completion of your second year, and is a great way to find out more about your chosen career. Some students even return to the same employers after completing their studies.
If you choose to pursue a placement year, you will need to find a suitable placement to complement your chosen area of study. You will be able to draw on the University’s extensive network of local, regional, and national employers, and the support of our Careers teams. If you are able to secure a placement, you can request to be transferred to the placement version of the course.
Please note that fees are payable during your placement year, equivalent to 20% of the total full-time course fee for that year.
Accredited By
This course is accredited by:
The state-of-the-art hardware and software combined with astounding teaching, has fast tracked my games development skills, I am now going into my second year with an independently published title.
Nadia Nadeem
Why Choose Us?
- National Student Survey Results - 93% of students rated the teaching on this course as good or very good (NSS 2024)
- Access to developer kits - We are proud to be one of the first universities that can offer access to developer kits from the three major video game platforms - PlayStation, Xbox and Nintendo
- We work in partnership with Unity and Unreal - This means that we have met strict standards of excellence and are authorised to offer training courses and Unity Certification Exams on behalf of Unity Technologies
- State-of-the-art facilities - Our computing facilities include a dedicated computer games development lab which houses high specification game development PCs, VR and AR headsets, Sony PlayStation Dev Kits and Xbox controllers
- We are a TIGA accredited course - The TIGA (The Independent Game Developers Association) accreditation is awarded to the very best undergraduate and postgraduate university courses that produce industry ready graduates. BCU are also winners of 'best educational initiative and talent development' at the TIGA Games Industry Awards 2023 and the Innovative Teaching Award at the TIGA Games Education Award 2023
- Top 5 in the UK for Animation and Games Design (Guardian League Table 2024)
Open Days
Join us for an on-campus Open Day where you'll be able to learn about this course in detail, chat to students, explore our campus and tour accommodation.
Next Open Day: 28 September 2024
Entry Requirements
These entry requirements apply for entry in 2024/25.
All required qualifications/grades must have been achieved and evidenced at the earliest opportunity after accepting an offer to help confirm admission and allow for on-time enrolment. This can also include other requirements, like a fee status form and relevant documents. Applicants can track their application and outstanding information requests through their BCU mySRS account.
64 points (or equivalent) is the minimum you will need to be considered for this course in Clearing.
Use the UCAS Tariff Calculator to work out your points.
Essential requirements
112 UCAS tariff points
Please note: If you qualify for our BCU Accelerate scheme, you could receive an offer that is two grades below our normal entry requirements. Find out more about BCU Accelerate.
If you have a qualification that is not listed, please contact us.
Fees & How to Apply
UK students
Annual and modular tuition fees shown are applicable to the first year of study. The University reserves the right to increase fees for subsequent years of study in line with increases in inflation (capped at 5%) or to reflect changes in Government funding policies or changes agreed by Parliament. View fees for continuing students.
Award: BSc (Hons)
Starting: Sep 2024
- Mode
- Duration
- Fees
- Full Time
- 3 years
- £9,250 in 2024/25
- Apply via Clearing
International students
Annual and modular tuition fees shown are applicable to the first year of study. The University reserves the right to increase fees for subsequent years of study in line with increases in inflation (capped at 5%) or to reflect changes in Government funding policies or changes agreed by Parliament. View fees for continuing students.
Award: BSc (Hons)
Starting: Sep 2024
- Mode
- Duration
- Fees
- Full Time
- 3 years
- £16,085 in 2024/25
Places available to start in September 2024
If you'd like to start this course full-time this September, you can apply through Clearing.
International and part-time students can apply online as normal using the links above.
Want to start in September 2025? You can start your application via UCAS now.
Personal statement
UK / EU students are required to submit a personal statement as part of their application for this course.*
The personal statement gives you a crucial opportunity to say why you’re applying and why the institution should accept you.
Here are the key areas you’ll need to address:
- Course choice - Why does this course appeal? What areas are of particular interest?
- Career plans - If you have a specific career in mind, say how your chosen course will help you pursue this goal.
- Work experience - Mention any work that is relevant to your subject, highlighting the skills and experience gained.
- School or college experience - Highlight skills gained at school/college, eg summer schools or mentoring activities.
- Non-accredited skills or achievement - eg Duke of Edinburgh Award, Young Enterprise scheme.
You should also mention your future plans – if you’re planning to take a year out, don't forget to give your reasons. Talk about any subjects you’re studying that don’t have a formal assessment and any sponsorships or placements you’ve applied for. And don't be scared to add in details about your social, sports or leisure interests.
Worried about Personal Statements?
If you've got no idea where to start or just want to check you're on the right track, we’ve got expert advice and real examples from our students to help you nail your personal statement. You can even download our ultimate personal statement guide for free.
*Non-EU students are not required to submit a personal statement when applying for this course.
Course in Depth
Year One
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
This module will introduce you to the basic principles behind programming for example language syntax, structure of a computer program, development of algorithms and use of object oriented programming. You will use an appropriate professional game engine in order to develop your skills in 2D game development.
This module will complement and build upon the programming skills that you learnt in CMP4264 2D Game Programming. This time you will focus on learning the principles behind programming and developing a simple 3D computer game using a professional game engine. You will explore working with 3D scenes and cameras; implementing a range of media assets for example 3D models, meshes, 3D animations as well as sound and audio.
This module will equip you with the necessary background knowledge about common data structures and algorithms. It will develop your skills for writing them, and analysing their efficiency and correctness. You will cover topics such as how computers represent and operate on arrays, lists, sets, queues, stacks, graphs and networks, as well as how to write and analyse algorithms.
This module provides students with the technical skills and experience to produce 3D models and turntable renders for use in visual effects.The skills developed in this module will inform and underpin the use of 3D models throughout the rest of your course.
The module aims to develop your modelling skills to a highly competent standard, developing your knowledge of the fundamentals of 3D modelling as well as providing you with experience of using industry-standard modelling tools. By the end of the module you will be able to approach modelling productions by drawing on a suite of 3D modelling methods and tools. The module will also provide an overview of how 3D assets are used in a variety of industries.
As modern game development moves toward creating richer, more detailed worlds than ever before, so do the demands on the systems for managing and processing the vast quantities of digital resources used in these worlds. This module will interrogate the problems and potential solutions that can be employed to tackle these issues. In this module, we'll analyse the game asset pipeline.
The asset pipeline, simply put, is the steps it takes to get a game asset into the game. Students will use a game engine to develop their own 3D game, managing assets for the game accordingly. This unit covers the set of techniques and concepts related to the creation of a modern computer game using industry-standard middleware. You will be introduced to game programming skills related to asset management (pre-production, production and integration). We will also cover plugin tools designed to facilitate export from art creation tools and their import into middleware. Often bespoke solutions are required and programmers have to create their own tools from scratch (known as Tools Programmers), this module introduces the premises that are required for most games.
This module will help you to develop important academic and professional skills. Team work, project and time management, as well as research, verbal and written communication skills are core skills that a graduate will need to demonstrate. In order to help you develop these types of skills the module will be delivered using a problem based learning approach.
Year Two
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
The module is an opportunity to learn and critically reflect on the skills of collaboration by enabling you to create an interdisciplinary project with students from complementary disciplines, or with academic staff. Collaboration is a vital employability skill within the Creative Industries and this module allows you to develop these skills, making use of University facilities and with the support of academic staff.
This module adopts a problem-based learning strategy. You will be assigned to project teams where you will work on developing a game together. Previous examples of this type of work have been submission of games to Microsoft’s international student competition, the Imagine Cup as well as working on ideas provided by industry. In your teams you will work with the tutors to guide the development of your ideas. The teams will then work with an appropriate 3D game engine in order to implement it. The emphasis of the module is for you to experience a work-based environment where teamwork, project and time management are essential skills for successful completion of a project which is a valuable skill for future employment.
Computer graphics is a sub-field of computer science which studies methods for digitally synthesising and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Computer graphics is responsible for displaying art and image data effectively and meaningfully to a user. It is also used for processing image data received from the physical world. Computer graphics development has had a significant impact on many types of media and has revolutionised animation, movies, advertising, video games, and graphic design in general.
You will learn about the document object model and how you can dynamically manipulate it with JavaScript to create interactive games for the Web. You will consider accessibility and usability issues, and how you can overcome them. You will learn about website deployment and how you can use it to make your websites accessible to other people. The module will also enable you to present your game online in the form of a website for use in your portfolio.
This module focuses on C++ programming, helping you to develop your skills in the use of an object-oriented programming language and to learn how to debug, optimise and test C++ programs. The learning and teaching strategy is centred on lab sessions where tutors provide advice, guidance and formative evaluation.
This module will build on the principles taught in the level 4 module 3D Game Programming. It will focus on 3D game engine functionality and how they manage and work with3D objects, worlds and spaces. The programme aims to emphasise the important technical skills associated with making computer games where this module enhances knowledge of game engine concepts and programming skills with a game engine in a number of different contexts such as high-specification and low-specification PCs and converting (porting) source code to other operating systems.
Professional Placement Year (Optional)
In order to qualify for the award of BSc (Hons) Computer Games Technology with Professional Placement Year a student must successfully complete the following module.
This module is designed to provide you with the opportunity to undertake a credit bearing, 40- week Professional Placement as an integral part of your Undergraduate Degree.
The purpose of the Professional Placement is to improve your employability skills which will, through the placement experience, allow you to evidence your professional skills, attitudes and behaviours at the point of entry to the postgraduate job market. Furthermore, by completing the Professional Placement, you will be able to develop and enhance your understanding of the professional work environment, relevant to your chosen field of study, and reflect critically on your own professional skills development within the workplace.
Final Year
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
The purpose of the module is to enable you to undertake a sustained, in-depth and research-informed project exploring an area that is of personal interest to you. In agreement with your supervisor, you will decide upon your topic which will take the form of a practical outcome (artefact) with accompanying contextual material. The main consideration when choosing your topic is that it must be aligned to the programme you are studying, and you should consider the relevance of this topic to your future academic or professional development.
At this level, you will be expected to work independently but you will receive additional one-to-one support from your supervisor, who will be familiar with your chosen topic area. As you progress on the module, extra support will be available and this may take the form of group seminars, workshops and online materials that will help to develop your project.
Artificial intelligence is concerned with the goal of building intelligent computing machines. It is multidisciplinary and as such spans several other subjects, such as computer science (of which it is often viewed to be part), robotics, economic behaviour, psychology. AI techniques are also employed in the rapidly expanding field of predictive analytics in data mining. A good grasp of mathematical reasoning and logic is important therefore, and the study of the topics presented here will help further develop these skills.
The module will provide students with a theoretical foundation underpinning the design and development of mobile games in combination with practical elements for the implementation of mobile games on mobile platforms (such as iOS). Furthermore, this module will provide students with an insight into the practices of the mobile gaming sector, in particular issues relating to their publishing, marketing and commercialisation.
The games console industry is a very lucrative market appealing to consumers of all ages and backgrounds. Game consoles are still one of most important ways of publishing AAA game titles. In recent years, AAA game studios no longer exclusively use commercial game engines with many vendors keen that students get the opportunity to work with them too. This module will provide you with the opportunity to explore how to develop games for consoles working with industry standard technology.
The Game industry has overtaken the film industry in terms of revenue and audio is an integral part of developing high impact titles. In this module, you will explore the fundamentals of sound design for interactive environments, including sound effects, Foley sound, soundscapes and dialogue. The module will cover the integration of audio into game engines like Unity and middleware such as FMOD, and mixing techniques particular to the gaming industry.
Download course specification
Download nowThis is a practical ‘hands-on’ course, which will encourage you to develop a wide range of technical skills needed to develop computer games for mainstream game studios, small ‘indie’ companies or develop your skills as a researcher or entrepreneur in emerging applied game technology fields. The technical and professional skills are also transferable to other computing disciplines.
As the course progresses, you will learn the fundamental principles through to advanced concepts behind computer game and graphics programming. You will learn to use a range of commercial game engines and how to manipulate different game assets. You will also learn about computer communication networks and game distribution, as well as how to implement artificial intelligence.
As you progress through the years you will become more independent in your approaches to learning. You will work both individually and within teams, with the tutors providing expert guidance and mentoring, all of which is designed to develop your confidence so you can undertake progressively more complex and challenging technical tasks.
Our assessment strategy is very reflective of industry needs and therefore will predominantly be coursework based - approximately 70 per cent. You will learn to present your ideas confidently and showcase your work to a variety of audiences, both as members of a team or as an individual. You will also learn to communicate your ideas and findings through written pieces of work, for example by formulating proposals and technical reports.
Guidance in your academic studies will be provided in the form of a range of support mechanisms. This will include formative feedback from tutors, as well as having access to a wide range of excellent support services that exist within the University.
The first year of the course focuses on developing your fundamental skills in designing, developing and programming simple 2D and 3D games. As you progress through to the second year the emphasis moves to developing more sophisticated 3D games and learning to develop more complex solutions to technical problems. The third and fourth year focus more on the fundamental technologies behind how games and game engines are made.
You will also be expected to become more independent in your problem solving, undertaking larger individual and team projects, where you will be required to develop novel and innovative ‘game-based’ solutions to a range of different and diverse scenarios.
Attendance requirements
For more information on attendance requirements, course contact time and suggested self-study hours, download the course specification.
![Tiga Accreditation](https://cphfcrflaa.cloudimg.io/_bcuimages/tigafull-132735960673163713.jpg?w=200)
Accredited by TIGA (The Independent Game Developers' Association)
This course is accredited by TIGA (The Independent Game Developers' Association). TIGA Accredited courses teach skills required by the games industry.
![Athena Swan Bronze Award](https://cphfcrflaa.cloudimg.io/_bcuimages/advance-he-membership-logostandaloneas-bronzecolour-132491385733944626.png?w=200)
Athena Swan Bronze Award
We have successfully secured the Athena SWAN Departmental Bronze Award recognising a commitment to gender equality.
The Athena Swan Charter is a framework which is used across the globe to support and transform gender equality within higher education (HE) and research.
Employability
Enhancing your employability
Engaging with industry and gaining work experience during your studies is essential if you are going to be taken seriously in the job market. Getting work experience in the games industry can be challenging, so we encourage you to take advantage of as many of the extra-curricular activities available. These may include industry sponsored talks and events, game jams, voluntary work, internships and placements.
The University is eager to recognise you have made the effort to gain industry experience and stand out from the typical graduate, so we offer a range of options for you to get extra awards and recognition for your work in industry and attain employability skills. All of this has been incorporated into an additional University programme called Graduate+.
You have the option to undertake an assessed sandwich year between your second and third year, which will provide you with valuable work experience and give you the real-life skills you need. It may not always be possible to get a placement in the game industry, so we actively encourage you to broaden your interests to allied sectors, for example software development companies. We also encourage you to gain relevant work experience by taking on short-term internships with local companies.
The second-year Interdisciplinary Project and Industry Project and Practice modules, as well as the third-year Consultancy and IT module, are all devised to promote employability. These modules give you the opportunity to work on live projects, working across disciplines where you use games to help solve problems in other fields which are not normally associated with games. These modules also encourage you to develop your skills and learn how to commercialise your own game ideas.
Placements
There are a range of opportunities for you to gain industry experience during your studies examples of activities our students have done include:
- Game developer for local indie studios
- Web programmer
- QA in game development
- Software engineer
- IT support and administration
- Internal placements within the University
Hear from our students
Daniel Hind
Computer Games Technology student Daniel Hind is working as a Code Intern at Rebellion. This is a traditional C++ games industry programming role.
Nadia Nadeem
Nadia landed a placement with well-known, Microsoft games studio, Rare. Her gaming passion along with her degree, created a platform for her to take that first step into her dream career of joining an AAA studio as a games developer.
International
Birmingham City University is a vibrant and multicultural university in the heart of a modern and diverse city. We welcome many international students every year – there are currently students from more than 80 countries among our student community.
The University is conveniently placed, with Birmingham International Airport nearby and first-rate transport connections to London and the rest of the UK.
Our international pages contain a wealth of information for international students who are considering applying to study here, including:
- Details of the entry requirements for our courses
- Some of the good reasons why you should study here
- How to improve your language skills before starting your studies
- Information relevant to applicants from your country
- Where to find financial support for your studies.
Facilities & Staff
Our Facilities
We are constantly investing in our estate and are currently in the process of spending £260 million on new learning facilities. This course will be taught at Millennium Point at the City Centre Campus.
The course is supported with a wide range of cutting-edge facilities in the City Centre Campus. We have a state-of-the-art computer games technology lab which contains high-performance PCs, Sony PlayStation development kits and a range of industry standard software including Unity, Unreal and a suite of professional Microsoft development tools.
We also have many open access areas where students can study together and even hire out laptops for use in these spaces and others within the university.
Within the University there are many internationally recognised research teams giving you the opportunity to collaborate with them on exciting interdisciplinary projects.
![](https://cphfcrflaa.cloudimg.io/_bcuimages/ctn-facilities-networking-130790149161051612.jpg?auto=format&fm=jpg)
Computer networking
The laboratories are well-equipped for all our computer networking courses, as well as specialist areas for practical work such as voice-over internet protocol (VoIP), forensic and ethical hacking technologies, wireless and mobile technologies and radio frequency identification technologies to name but a few.
![](https://cphfcrflaa.cloudimg.io/_bcuimages/ctn-facilities-software-development-130790150928029789.jpg?auto=format&fm=jpg)
Software development and computer programming
There are a number of open access, software development and computer programming laboratories that can be used to develop systems and programmes, including database management systems such as MySQL, to name but a few.
![](https://cphfcrflaa.cloudimg.io/_bcuimages/ctn-facilities-systems-labs-130790153104218105.jpg?auto=format&fm=jpg)
Systems laboratories
Our embedded systems laboratories are used to develop real-time systems, such as specialist hardware training and development resources, and industrial-standard software development and simulation tools. These include microcontroller software and robotics design and development, to name but a few.
![](https://cphfcrflaa.cloudimg.io/_bcuimages/ctn-facilities-electronic-systems-130790154476703290.jpg?auto=format&fm=jpg)
Electronic systems
To underpin the basic principles of electronic systems, we have a well-equipped laboratory of general and specialist test and measurement kits, including powered prototyping development boards, dual power supplies, frequency generators and counters and digital multi-meters to name but a few.
Forensic computing
Our successful development of forensic computing has led to a specialist forensics laboratory that is fully equipped with essential hardware and software for this sensitive area of study. The laboratory includes high-spec PCs with built-in multi interface Tableau write blockers, EnCase and FTK computer forensic software and steganography detection and analysis software, to name but a few.
More on our facilities
Our staff
Dr Xi Guo
Senior Lecturer in Computer Games Technology
Dr Xi Guo is currently a Senior Lecturer in the Centre of Digital Media Technology in the School of Computing and Digital Technology of Birmingham City University. She is the course leader for BSc Computer Games Technology, and she leads the Web Game Development and 3D Game Programming modules.
More about XiDr Carlo Harvey
Associate Professor, Director of Future Games and Graphics
Dr Carlo Harvey is an Associate Professor in Computer Games Technology at Birmingham City University, in the School of Computing and Digital Technology. He teaches C++ for Games, Computer Graphics and Artificial Intelligence / Machine Learning. He is the Director of Future Games and Graphics overseeing the research arm for Games and Graphics within...
More about CarloDr Andrew Wilson SFHEA
Associate Professor
Andrew is an Associate Professor in Computing and Data Science within the College of Computing. He has developed and led many undergraduate and post graduate technology courses as course leader.
More about Dr AndrewNathan Dewell
Assistant Lecturer
Nathan Dewell is an Assistant Lecturer in Computer Games Technology at Birmingham City University, in the School of Computing and Digital Technology. He teaches Game Studio Production and Game Asset Pipeline. He is part of the research arm for Games and Graphics within the DMTLab at BCU.
More about NathanLianne Forbes
Senior Lecturer and Course Leader in BSc Visual Effects
Lianne has 14 years of high-end VFX film industry experience. Her focus is on forging strong links between the University and industry. She plans to develop student awareness of industry practices and produce more opportunities for them to engage with industry professionals.
More about LianneMathew Randall
Senior Lecturer
Dr Mathew Randall is a Senior Lecturer at Birmingham City University in the UK, where he lectures in visual effects and computer graphics. He is a member of the Graphics and Vision Research group, specializing in real-time analysis and manipulation of motion captured performances and applications of virtual production technology. He is a senior...
More about MathewDr Kurtis Weir
Lecturer in Human Computer Interaction
Dr Weir specialises around Human-Computer Interaction with a keen interest in accessibility and disability, particularly looking at XR systems and their design philosophies.
More about Kurtis