Games

Love games? Why not make them your life? One of the largest global sectors of the creative industries is in constant need of new imagination and tech savvy graduates

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BSc (Hons) Games Programming

Overview

HOW YOU'LL LEARN

You’ll learn the foundations and then go on to develop your technical expertise in programming using C++, mathematics, physics and problem solving skills within the context of applying game design theory and mechanics.

High quality games bring together both the technical and creative aspects of games programming and you’ll have plenty of hands-on experience. Through the deconstruction of existing games and the application of Artificial Intelligence principles, you’ll become better placed to understand the markets of the future and how best to impact them. By the end of the course you’ll have a portfolio showcasing your own complex, world-based creations and the technical skills required to build them.


OUR FACILITIES

There are core elements of technology essential to your future work in the programming industry and at SAE you will be trained in all industry specific programmes and platforms. You’ll also have access to top specification PC labs running the latest industry standard software and our student gaming lounge.

Visit our facilities page to learn more about the equipment available at each of our campuses.

We also hold opportunities to visit our creative campuses throughout the year, from Open Days to individual tours.


YOUR FUTURE IN GAMES

With over 33.6m gamers in the UK and with gaming accounting for over 40 per cent of the country’s entertainment industry, there is a clear need for talented games programmers. The UK is a leading force in video games development in Europe and is home to 23 of the world’s top 100 development studios.

Games programming graduates from SAE have gone on to work for blue chip organisations such as Microsoft and Bloomberg and have worked on titles including Pokémon Art Academy, Lego Lord of the Rings and GastroGnome. 


Enquire Now

 

APPLY DIRECT

APPLY UCAS:

London 

Liverpool

Oxford


UCAS CODE G620


DURATION 2 years full-time


START DATES

  • 3 September 2018

AVAILABLE AT* 

  • London
  • Liverpool
  • Oxford


In Partnership with Middlesex University
Modules

Introduction to Games Programming

You will receive an essential introduction into programming fundamentals and an overview of basic physics and mathematical concepts. The module focuses on the development of knowledge and skills in object oriented programming (OOP), game mechanic basics, object transformation and how user input is handled. In addition you will explore the integration of audio as you learn to programme basic gameplay.

Indicative List of Topics

  • Introduction to maths stats, logic, and algorithms
  • Programming Basics
  • OOP Basics
  • User Input
  • GUI
  • Sound/Audio Integration
  • Object Transformation

Projects

  • Various programming assignments to demonstrate basic skills in a given IDE
  • Programme Project to adapt basic programming task such as GUI, game mechanics, object handling and audio implementation within a game engine

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Implement programming paradigms and data structures
  • Describe the principles of object oriented programming (OOP)
  • Identify game related mathematics and physics principles

Skills

  • Produce stable code using OOP
  • Programme using basic game mechanics
  • Implement game data visualisation within a GUI
  • Integrate effective sound and audio assets into a game

Information, Communication and Professional Media Practice

In this module we introduce you to proven concepts and routines of academic research, critique and writing, and nurture these skills to ensure that you apply good study practice and management throughout your studies. We aim to familiarise you with the theories of culture and communication and develop a basic understanding of the creative media industries and your potential role as a professional creative media practitioner. Together, all of these skills will help you develop transferable career skills to aid your job search upon graduation.

Indicative List of Topics

  • Learning theories and methods
  • Introduction to basic concepts and tools of project management, including group and collaborative work
  • Tools for career development
  • Defining and developing goals and outcomes
  • Concepts of, practices in, and reasons for research
  • Writing skills (articles, essays, journals, reports, proposals) and the differences between concept development and presentation format
  • Essay structure, paragraph structure, sentence structure
  • Concept of a thesis/hypothesis
  • Ownership, intellectual copyright and plagiarism
  • Referencing, APA and Harvard
  • Introduction to culture and cultural movements
  • Overview of the creative media industries

Projects

  • Cultural and Industry Analysis
  • Career Pathway
  • Industry Sector Comparison

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Summarise basics of learning theories and their application in learning, communication and teamwork
  • Explain academic practice, critical thinking and reasons for their importance
  • Identify key players in the creative media industries and discuss their interplay with wider cultural, economical, political and geographical phenomena
  • Articulate a thought-through plan for development of a career, project or concept

Skills

  • Derive tasks from goals, plan time and resources accordingly and manage working in group context
  • Present an objective argument succinctly in written form employing a standard referencing system
  • Apply the most appropriate method of learning in a given scenario and adapt learning methods when needed
  • Discuss culture and communication in different media disciplines (audio, picture, film, web)

Foundations of Game Design and Game Production

We will introduce you to fundamental concepts covering game design theory, game level design practices and common techniques used in game production. You will hone your critical analysis skills needed to deconstruct games, in order to get hands-on experience re-creating and modifying them. We ensure, from the start, that you are using industry vocabulary to describe the processes of game production techniques and through the study of industry related articles, you will become accustomed to the workflows used in modern developmental pipelines.

Indicative List of Topics

  • Game Design
  • Game Mechanics & Machinations
  • Interactive Storytelling & Narrative Design
  • Level Design
  • Teaching Mechanisms & Reward Systems
  • Level Design Flow & Mechanics
  • Shaping the World & Evoking Emotions
  • Architecture & Urban Planning
  • Proprietary & Third Party Engines
  • Game Development Workflows
  • Digital Assets Pipelines
  • Assets Importing & Handling
  • Tools Interoperability
  • Level Editors
  • Versioning & Backup
  • Iteration & Testing
  • Documentation Development
  • Game Project Management Tools

Projects

  • Level Narrative & Prototyping Assignment
  • Digital Assets Pipeline Research Presentation
  • Design Document

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Utilise game design terminology and vocabulary
  • Create design documents, schematics and flow diagrams and 
develop solutions to design problems
  • Set up projects with game development tools and middleware
  • Communicate games project objectives effectively using design documentation

Skills

  • Integrate various types of game assets, using various tools and formats
  • Implement level design through flow analysis and pacing
  • Create a game that adheres to a design brief
  • Apply pipelines and creative workflows in games development

Applied Mathematics and Environment Programming

The aim of this module is to develop your knowledge of a wide range of mathematics and physics theories and principles used in games programming. Combining the principles of Artificial Intelligence with the knowledge of how game worlds are constructed and their environment is simulated, aims to ensure that you will have the fundamental skills to develop and programme complex world-based games.

Indicative List of Topics

  • Math Programming
  • Physics Programming
  • Environment Programming
  • Artificial Intelligence Fundamentals
  • World Construction
  • Environmental Simulation

Projects

  • Programming project to demonstrate the implementation of a functional physical behavior, for a given object
  • Programming project to create code for simulating a realistic environment, within a game engine

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Calculate mathematical rules for gameplay and game engines
  • Formulate the physical behaviour of game entities
  • Select artificial intelligence methods that are most suitable for particular situations

Skills

  • Create functioning game worlds
  • Simulate a recognisable environment with a generated population
  • Apply fundamental artificial intelligence techniques
  • Implement a realistic, functional physical behaviour for determined objects

Network Programming and Tool Development

In addition to the network fundamentals, operations for multiplayer games will be examined whilst we encourage you to develop tools which will aid the overall game development process, ultimately facilitating a more efficient workflow, akin to industry standards.  

Indicative List of Topics

  • Network Programming
  • Server-Client Communication
  • Lag Compensation
  • Prediction
  • Tool Development (e.g. Editor, File converters)
  • File I/O
  • Writing Custom Importers (e.g. 3D mesh files, XML)

Projects

  • Programming assignment to demonstrate effective use of different programming elements for producing a tool
  • Programming Project to engage in a team project and support the team with the necessary network programming for implementing a multiplayer game and/or highscore/game state storage on a server

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate various networking protocols and models
  • Analyse network latencies and develop measures to mitigate them
  • Identify key tasks in the game development process and plan actions to optimise these

Skills

  • Implement a network framework, suitable for multiplayer games
  • Conduct simulations of network traffic and optimisation of network communication
  • Development of tools for commonly used operations

Creative Production

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

This module aims to further your ability to engage in a reflective process in parallel, with your production practice. It seeks to provide you with the opportunity to explore focused production practice in your own, or other related disciplines and to advance their holistic production skills. Building on previous production management experience, through adhering to specific briefs in larger production situations, the module aims to develop your aesthetic judgement to give you a focussed opportunity to develop advanced production skills in a specific field, on a larger scale.

Indicative List of Topics

  • Practical Production Planning
  • Production Techniques in relevant discipline
  • Specialised digital production software
  • Innovative use of built-in software features
  • Production Planning
  • Methods for evaluation
  • Reflective and Critical Analysis
  • Giving, receiving and learning from feedback
  • Cross-disciplinary production practice

Projects

  • Creative Production

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate their own production processes and creative decisions
  • Discuss media production processes in a wider theoretical context
  • Differentiate between good ideas, and good ideas that will improve a production in its entirety

Skills

  • Apply production theories to practical production techniques
  • Produce complex digital media products to a high standard
  • Experiment with production techniques based on feedback
  • Produce detailed, yet concise project evaluations

Practical Mobile App Design

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

We provide you with an overview of the mobile app industry, its history, user areas and user culture. We will provide you with an understanding of, and skills in, User Interface Design (UID) and User Experience (UX) specifically for mobile app design. By using a ‘drag and drop’ middleware to be able to, without programming skills, design and develop a viable concept for a mobile app, and produce a working version at completion.

Indicative List of Topics

  • Overview of Application (App) industry
  • Uses, users and user needs
  • User Experience (UX) and User Interface Design (UID)
  • Key Functions
  • Application Architecture
  • Design Process
  • Legal and Copyright considerations
  • Testing, Distributing and Selling Apps
  • Information architecture
  • Basic Concepts of Coding
  • Middleware for App creation
  • Use of Media
  • Use of device functions (camera, microphone, accelerometer)
  • Prototyping

Projects

  • Mobile Application Case Study
  • Mobile Application Development

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Illustrate understanding of User Experience (UX) needs, in an App context
  • Analyse user needs and behaviour when using Apps
  • Explain architecture of applications
  • Discuss the cultural impact of mobile apps, their development and use

Skills

  • Use established middleware to produce basic working apps
  • Apply knowledge of consumer needs in User Experience (UX) and User Interface Design (UID)
  • Plan and carry-out basic User Experience (UX) surveys
  • Design and manage content of mobile apps

Advanced Artificial Intelligence

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

The aim of this module is to extend your knowledge of Artificial Intelligence (AI) to an advanced level. You will experiment with scientific AI methods, like neural networks for example, constantly analysing the performance and robustness of practical, advanced AI methods in the creation of new worlds, taking the gaming experience to a new level of engagement.

Indicative List of Topics

  • Behaviour Trees
  • Flocking
  • Advanced Pathfinding
  • Neural Networks
  • Pattern Recognition
  • Machine Learning

Projects

Project to design, implement and analyse a complex algorithm that makes use of all of the AI techniques discussed in the module.

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Demonstrate an understanding of essential concepts of artificial intelligence in simulated environments
  • Analyse optimisation techniques that can be applied to existing and new AI code
  • Evaluate agent decision-making strategies, in a virtual world
  • Define fundamental requirements that facilitate a stable AI System


Skills

  • Implement various advanced AI techniques within a game
  • Programme a decision making AI system

Game Optimisation, Analysis and Interfacing

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Get ready to examine the internal structure of the operating system’s mechanisms in depth, to enable you to further optimise their applications. You will complete this module by understanding the techniques that the industry uses in order to allow user-generated content to shape games, including the community in their product.

Indicative List of Topics

  • Multithreading
  • Performance Analysis
  • Graphics Pipeline Optimisation
  • CUDA and OpenCL
  • Overview and comparison of scripting languages
  • Interfacing with a Scripting Language
  • Disclosure of data structures and interfaces

Projects

Programming optimization project to ensure that students will be able to achieve the development of high performance applications

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse game code critically, to identify areas for optimisation
  • Identify modularisation solutions, for multithreading game processes
  • Analyse the profiling result of real-time running applications

Skills

  • Create effective distribution of application tasks into multiple, parallel processes
  • Integrate scripting languages, to realise user interfaces
  • Implement appropriate optimisation techniques

Graphics and Shader Programming for Games

The effective and efficient use of graphical elements is one of the key features that affects the gaming experience, so you will study the technical and creative aspects of graphics programming, learning to analyse and implement key graphics programming tools and techniques to produce high quality games.

Indicative List of Topics

  • Direct X / Open GL
  • Sprites
  • Textures
  • Gameloop / Timer
  • Different Types of Shaders
  • Shader / Render-Pipeline
  • Lights
  • Maps

Projects

Programming assignment, demonstrating graphics implementation or contributing towards a complex game project by programming the graphics engine.

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Examine the render pipeline
  • Differentiate between processes on CPU and GPU
  • Analyse different approaches in graphics programming


Skills

  • Write effective code for graphics programming
  • Programme for CPU and GPU processes
  • Create graphics programming within a game environment

Marketing, Business Planning and Law

This module aims to impart the essential knowledge, concepts and analytical tools of business and marketing to function effectively in the industry. It will also open your eyes to key legal and ethical issues that underpin practices specifically related to the creative media industries. Upon completion of this module, you will have developed key communication skills, whilst being sensitive to the impact of how communication can shape how we, as a society, understand each other in social, cultural and economic contexts.

Indicative List of Topics

  • Business and Management Studies
  • Business Planning
  • Legal Issues and Law
  • Enterprise, Entrepreneurship
  • Ethical Considerations
  • Marketing Concepts
  • Market Segmentation and Targeting
  • Marketing & Promotional Strategies
  • Brand Development
  • Brand Management
  • Product Development
  • Communication Models and Theories
  • Crafting the Pitch
  • Presentation Techniques

Projects

A portfolio of tasks, including business and marketing plan, draft contracts and presentation

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Demonstrate an understanding of basic business and marketing concepts and practices in relation to the creative media industries
  • Discuss legal and ethical issues of the creative media industries
  • Discuss the basic concepts of communication studies

Skills

  • Apply business and marketing planning concepts
  • Effectively communicate business and marketing ideas and proposals
  • Summarise the needs in a given situation and then communicate their ideas succinctly, in a fashion appropriate to that context
  • Develop the contents of a basic contract and draw conclusions as to its tenability

Research Practice and Society

Research is key to the successful outcome of any creative project and this module aims to develop within you an advanced critical understanding of qualitative and quantitative research methodologies and their application for both artistic and scientific research. You will advance your knowledge, planning and implementation of research based inquiry to address specific questions, whilst developing an in-depth understanding of the creative media industries and your potential role as a creative media practitioner. Together we will broaden your understanding of the ongoing interplay between science and the history of ideas, culture and creative media, to give your work the depth it requires to have a profound effect in the market-place.

Indicative List of Topics

  • Research Methodologies and their application in the creative media industries
  • Artistic and Scientific research and practice
  • Theories and Paradigms of research
  • Contemporary issues surrounding research
  • Developing a research question / hypothesis
  • Gathering, analysis, interpretation and presentation of data
  • Literature review and critical analysis of existing research
  • Research Ethics
  • Creative media industries: past, present and future
  • The role of practitioners in the creative media industries
  • History of ideas, and scientific and cultural theories
  • Types of culture
  • Scientific and cultural issues, the development of ideas over time and cultural diversity
  • Decoding science and culture: communication, meaning and semiotics

Projects

  • Cultural Analysis
  • Creative Media Practitioner Analysis
  • Major Project Proposal

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate a range of qualitative and quantitative research methodologies used in creative media
  • Critically analyse previously researched specific contemporary issues relating to different areas of the creative media industries
  • Analyse a variety of creative industry sectors and their relation to the arts
  • Discuss continuing professional development strategies
  • Compare different and changing cultural ideas
  • Critically appraise the interplay between culture and consumers of culture

Skills

  • Apply qualitative, quantitative and mixed research methods in academic and creative media contexts
  • Select the most appropriate research method(s) to address a particular research question
  • Develop a personal continuing professional development plan
  • Communicate their knowledge of cultural issues effectively, through comparative analysis of cultural ideas

Industry Engagement

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Through a range of experiences that may consist of a single placement, or a series of industry engagements you will experience an enhanced understanding of workplace dynamics, facilitate active industry engagement, and be exposed to current realities and practices within your chosen field. You will work to create a portfolio of work that will facilitate an invaluable, informed transition from education to the workplace.

Indicative List of Topics

  • Critically analysing current/historical industry trends and practices (case study approach)
  • Industry Engagement Analysis
  • Becoming a reflective practitioner
  • Logbook Development
  • Building a Portfolio
  • Supervisor Consultation
  • Combination of directed and self directed industry engagement activities

Projects

  • Industry Engagement Portfolio
  • Industry Engagement Activity and Report

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Examine advanced theoretical and applied perspectives, ethical principles and other knowledge applicable to the work/practice context
  • Reflect on the engagement of other industry practitioners and their contribution to the work/practice
  • Posit a well reasoned rationale for the choice of methods of inquiry that have informed creative approaches to action planning/problem solving, contextualising the choices
  • Evaluate the process of designing and developing your industry based activity and how its outcomes have contributed to enhancing your work/practice and that of others

Skills

  • Engage and take responsibility for future professional development using the learning from the project/inquiry process
  • Demonstrate coherent and organised communication, interpersonal and networking skills, when sharing ideas and information within an industry based setting
  • Develop an effective portfolio, with a range of suitable materials that support the students career related focus

Advanced Specialised Project

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

By choosing a specific area of specialisation, you will develop a stronger awareness of your professional interests and the ability of directing the professional development of your future career. You will learn how to assess your own skills and knowledge and develop strategies to bring them to the desired level. We develop your professional practice through the planning and development of either a study or practical based activity, carried out individualy or as a team.

Indicative List of Topics

This module is highly customisable by each student (or group of students), therefore a specific syllabus will be proposed by them and agreed with their assigned tutor and supervised by the programme coordinator. However, the following subjects will be normally included:

  • Self Assessment
  • Project Planning and Management
  • Resource Allocation
  • Time Management
  • Reporting and Presentation

Projects

Depending on the nature of the project, this assignment can be a practical component of one major media production, a portfolio of more than one smaller projects or a written component such as an essay or an argumentative article. Students are required to present their project to their peers, focusing more on their professional development rather than on the project itself.

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Evaluate their preparation on a specific area of the chosen discipline
  • Decide an area of specialisation based on industry and/or personal requirements
  • Evaluate their progress independently
  • Develop subject-specific knowledge according to their proposed project

Skills

  • Apply analytical skills to their own knowledge, in order to identify strengths and weaknesses
  • Develop a study plan to achieve the desired skills or knowledge
  • Organise their and other people’s work effectively, in order to complete the chosen activity
  • Present the outcomes of their work in a convincing and effective manner
  • Develop subject specific practical skills, according to their proposed project

Human Computer Interaction

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

Through an analysis of the complex theory and techniques that the fields of ‘User Interface’ and ‘User Experience’ present to game design workflows, you will be introduced to the concepts behind human computer interaction (HCI). You will learn how to design, test and produce interactions that will captivate your audience and make the gameplay a fulfilling and interactive experience.
Hardware interfaces, device and screen based controls are just some of the techniques that you will analyse to fully comprehend the tools that make a good videogame interface. You will then move on to evaluate the usability of concepts such as transparent interaction design, through the process of evaluation, iteration and user feedback analysis.

Indicative List of Topics

  • HCI & UI Principles
  • Organization & Layout
  • Visual Elements
  • Hardware Interfaces & Device Based Controls
  • Designing for Usability
  • Providing effective feedback, guidance & assistance
  • Iterative design
  • Evaluation methods
  • Heuristic Evaluation

Projects

  • UI Design & Prototyping Project

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Discuss user interaction and user experience concepts
  • Analyse human computer interaction designs in games related contexts
  • Implement user interaction design and user experience prototyping methods and strategies
  • Develop user experience diagrams for digital games

Skills

  • Create interface design documents, schematics and flow diagrams
  • Produce user interaction and user experience designs, using testing and iterative design
  • Create a complete user interaction design of a digital game

Contemporary Game Practice

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

You will explore contemporary trends and practices within the games industry, focusing on gamification and games as media tools, taking into account the wider implications of games as a cultural phenomenon, considering social, economic, cultural, artistic and educational perspectives and practises. You will fully comprehend the use of the phrase ‘game thinking’ and game mechanics in non-game contexts as a means for engaging people in new and innovative ways, that transcend traditional gaming contexts, advancing your commercial mindset leaving you ready to make your mark on the industry at large.

Indicative List of Topics

  • Game Thinking
  • Psychology and Motivation
  • Edutainment
  • Enterprise Gamification
  • Behavioral Design
  • Social Applications
  • Conflict Resolution
  • Digital Games Cultures
  • Focusing on Aesthetics
  • Games as Art
  • Mediality of Games
  • Social Contexts of Computer Games
  • Virtual Worlds and Societies
  • Philosophical Views on a new Medium
  • The Future of Games

Projects

Project where the student will take a non-game related system and incorporate gamification techniques to improve the overall user experience

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Describe techniques adopted in various forms of gamified products, in a variety of contexts
  • Plan and develop concepts and strategies for gamification within a specified area
  • Evaluate the medium of games critically as media within relevant social, artistic and cultural contexts

Skills

  • Implement gamification strategies effectively, to engage players
  • Produce an innovative and creative game solution, that meets planned project objectives

Back End Development

This is an elective module. You are given the opportunity to choose an elective module in Trimester 3 and Trimester 5 of your degree course. Please check electives lists on each of our London, Liverpool, Oxford and Glasgow campuses as local availability may vary.

This module expands your existing skills to develop the back-end management system, to allow all of the data of a game to be stored, accessed and used. You will learn how to design and implement cost-efficient databases and management systems for complicated games that require customisable game objects; each with their own properties that require constant analysis.

Indicative List of Topics

  • Server Hardware, Server OS and Web Servers
  • Back-end Programming Languages and Frameworks
  • Back-end Management Tools, Metrics & Analytics
  • User Tools & Experience
  • Reducing Lag Times and Condense Network Calls
  • Controlling the Game from the Server
  • One User using Multiple Devices
  • Database Architecture
  • Flexible Database Design
  • UDIDs, Keys, Analytics
  • Security Aspects
  • Multiplatform Access
  • XML/JSON
  • Cloud Techniques & Technologies

Projects

  • MMORPG Database Proposal
  • Multiplatform Database Access
  • Cloud Development and Back-end Management for Games

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Describe common server and database development frameworks and systems, used in the game development industry
  • Describe the interoperability between server and client communication models
  • Evaluate server and database development technology and frameworks
  • Analyse risks and benefits of cloud based game back-end solutions

Skills

  • Implement suitable database systems for games
  • Develop database administration tools
  • Manage access to remote database systems programmatically, from various platforms

Major Project (BSc)

Your major project is intended to demonstrate a range of advanced skills in accordance with the requirements of a substantial level six project. Through successful completion, you will also exhibit your capacity to conduct independent projects and manage a large-scale venture. Central to the module is an exploration of research methodologies and their applications or their own artistic style and its presentation to the public. You will develop a project proposal and submit this for approval. You will then manage all aspects involved in the preliminary and planning phases, through to realisation. Your major project is self-generated and may take one of many different forms, there is however an expectation that the final deliverable will be of a calibre that will help progress you into employment or postgraduate work.

BSc (Hons) Route

Research methods for a BSc-Project could imply calculations, measurements, simulations or observations of technical/scientific correlations.

Learning Outcomes

On successful completion of this module students will be able to:

Knowledge

  • Analyse a specialised field of interest
  • Outline creative aspects within their specialised field
  • Discuss appropriate methodologies needed to undertake reliable and valid research, or production of a creative portfolio
  • Plan the complex processes involved in the implementation of a major project

Skills

  • Successfully apply appropriate methodologies needed to undertake reliable and valid research
  • Apply academic and creative/practical skills appropriate to the level of study
  • Manage a major project independently, professionally and efficiently
  • Communicate effectively the outcomes
Entry Requirements

ENTRY 2017/18

Offers will be made to applicants who are expected to meet, or exceed the entry requirements below;

  UCAS tariff points
at A Level
(or equivalent)
Course subjects
at GCSE level
(or equivalent)

BA/BSc (Hons) Audio Production

72

Mathematics 

BA/BSc (Hons) Music Business

72  

BA/BSc (Hons) Digital Film Making

72  

BA/BSc (Hons) Animation (Game Art or VFX specialty)

72  

BSc (Hons) Games Programming

72

Mathematics

BA/BSc (Hons) Web Development

72  

*For students studying in Scotland this is equivalent to National 5, C grade. For any further equivalency queries please contact the Admissions office.

As a creative media education provider, SAE looks for students who are excited about the creative media industries. For applications from mature students, we also consider work and life experience. In such cases, SAE Institute requires applicants to provide satisfactory evidence of their ability to successfully complete the programme. You should submit a digital portfolio and a CV.

For International equivalence of UK qualifications, you can email your query to enquiries@sae.edu. SAE Institute uses the services of NARIC to provide such advice. 

Further information can be found in our Selection and Admission Policy.

Students whose first language is not English will need a qualification that demonstrates competence in English.

For Non EU/EEA applicants we currently accept the following qualifications for admission into our courses at degree level:

Tests for visa purposes can only be taken at approved centres and the centre must follow procedures specified by the UK government.

EU/EEA APPLICANTS

Equivalent qualifications can be accepted, where these qualifications have been verified by NARIC and are adopted widely within the HE sector in the UK. 

Recognition of Prior Learning

Applicants who hold a qualification from another institution, or who have formally completed components of another qualification, must submit authorised evidence of those achievements at the time of application to SAE Institute. 

Please refer to Policy A06 Academic Credit and Recognition of Prior Learning (RPL) for details.

Access to degree via SAE Diploma

Applicants for degree study who have successfully completed the relevant SAE Diploma in a campus outside of the UK may normally progress to the 2nd year of the total programme and carry credit, (120 cps/60 ECTS at level 4 and 60cps/30ECTS at level 5), towards the award.

This only applies to degree programmes validated by Middlesex University.

Fees & Funding

SAE is a private higher education provider.

All of our courses are Designated*. Designation allows students to access funding for their courses in the usual way. 

There are various forms of funding available for students wishing to study at SAE:

  • Student Tuition Fee Loan
    • This is the goverment funded student tuition fee loan. Funding towards tuition fees is available to UK/EU students, but does not cover the whole course fee
  • Alternative Financing
    • Through alternative private student financing providers

Please note that other sources of funding may be available.


Fees

Tuition Fees vary according to the campus and whether you are a UK/EU student or an international student. 

For the London, Oxford and Liverpool campuses, fees are £9,000 per year for UK/EU Students and £12,000 per year for international students. From September 2016 international student fees will rise to £13,000 per year. 

Fees at our Glasgow campus are £7,000 per year UK/EU and £10,000 international students per year. From September 2016 international student fees will rise to £11,000 per year. 

Tuition fees and payment plans for UK and EU/EAA students.*

* International students are not eligible for payment plans. First year tuition fees are payable in advance once you have accepted your offer.



2 Year Degrees

As our degrees are only 2 years, you save a considerable amount on both tuition fees and living expenses when compared to a traditional 3 year degree. So, you can study and graduate with a much lower level of student debt!

The tuition fee loan does not cover the whole course fee, it is capped. So, there is an amount that you may need to pay through your own means. We understand this is not always easy, especially when you don't have an income, which is why we have developed payment plans to spread the difference you need to pay. If you are not eligible for funding, we have payment plans for you too.

Tuition fees and payment plans for UK and EU/EAA students.*

* International students are not eligible for payment plans. First year tuition fees are payable in advance once you have accepted your offer.

*DfE (the Government Department for Education) requires Alternative Providers to undergo annual designation monitoring as a condition of continued designation. This allows students to access support from the Student Loans Company. If this designation monitoring is not successful, students would not be entitled to funding. SAE Institute has been successful in achieving and maintaining designation for all its courses to date. Any updates on our designation status will be posted on our website. If you have any questions around designation, or would like to speak to us, please do not hesitate to get in touch.  

Student Loans

Students studying on higher education courses may be eligible for various forms of funding including student loans and grants.

SAE Institute is a private institution, this means that student tuition fee loans may not cover the full tuition fee.

There may be some differences depending on the region you come from and the information below provides a guide towards what you could be entitled to as well as where to go to find more detailed information.
 



England

Students following Higher Education programmes (BA/BSc or DipHE) can apply for a student loan of up to £6000 per year covering part of the course fees. The Student Loans Company (SLC) Tuition Fee Loan is paid on a student’s behalf to SAE Institute. 

Students may also qualify for a maintenance loan to help you with your day to day living costs.

For more information, advice, eligibility and online application, please visit www.direct.gov.uk/studentfinance



Scotland

Partial funding from SAAS (Student Awards Agency for Scotland) is available as a grant to qualifying Scottish students studying in Scotland of up to £1205 per year.

Scottish students studying in England will get the same tuition fee loan as UK students of up to £6000 per year.

Students may also qualify for a maintenance loan and additional grants dependent on personal circumstances to help you with your day to day living costs.

For more information, advice, eligibility and online application, please visit: www.saas.gov.uk/index.htm
 



Northern Ireland

Tuition Fee support  is available for students who are Northern Ireland residents and studying at a wholly private Higher Education Institution in the UK.

Students may also qualify for a maintenance loan and additional grants dependent on personal circumstances to help with your day to day living costs.

See Student Finance NI for more information: www.studentfinanceni.co.uk



Wales

There is currently no funding available. For up-to-date information visit www.studentfinancewales.co.uk 

 



EU Students

Depending on your circumstances you can apply to Student Finance England for help with tuition fees. EU students who have been resident in the UK for more than five years and can provide evidence of doing so, are also able to apply for the maintenance loan.


For further information, advice and eligibility please visit Student Finance EU: www.gov.uk/student-finance

Future Finance Student Loans

We are really pleased to let you know that we have partnered with Future Finance (as an alternative source of funding for our students*).

The benefits of Future Finance are:

  • They offer loans to all students with a UK domiciled address, (assuming they meet appropriate credit checks, and are 18 or over) irrelevant to which level of study
  • Loans are offered from £2.5 -£40K, and can include living costs as well as tuition fees
  • Loans are repayable up to 10 years and three months after graduation
  • Students can apply for up to four payment breaks of 3 months each during the loan period

Representative 11.4% APR (variable).

Please note that other sources of funding may be available.

* Further details of eligibility requirements, interest rates and other key terms of the loan are available by visiting the Future Finance website sae.financemyfuture.co.uk

Careers

Graduates from this course have many career options and have gone on to diverse employment destinations which include: 

  • Games Developer
  • Games Designer
  • AI Programmer
  • Network Programmer
  • Physics Programmer
  • Audio Programmer
  • Gameplay Programmer
  • Graphics Programmer
  • Shader Programmer
  • Testing and QA 
* This programme may not be available across all of our four UK campuses. If there is insufficient demand to ensure an excellent learning and teaching experience meaning that we are unable to offer this course at the campus of or on the date your choice, we will offer you a place at an alternative campus subject to availability. For further information on course availability, please call our Admissions team on 03330 112 315 or email enquiries@sae.edu. This programme was developed and is delivered and assessed by SAE Institute, awarded by and quality assured by Middlesex University. Students will receive a Middlesex award on successful completion of their studies. SAE Institute reserves the right to make revisions and changes to the information presented in line with continuous improvement actions, and stakeholder feedback.This programme was developed and is delivered and assessed by SAE Institute, awarded by and quality assured by Middlesex University. Students will receive a Middlesex award on successful completion of their studies. SAE Institute reserves the right to make revisions and changes to the information presented in line with continuous improvement actions, and stakeholder feedback.