2024/25 entry Applications also open for 2025/26

BSc (Hons) Computer Games Development

Start date:
Study mode:
Course duration:
3 years FullTime, 4 years Placement year
UCAS Code:

Tuition fees

Home full-time per year
International full-time per year
Placement year
Placement year international
All figures are subject to yearly increases. Tuition fees are subject to parliamentary approval.
General enquiries:
0151 231 5090
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Why study Computer Games Development at Liverpool John Moores University?

  • Dedicated Gaming lab with VR-Ready Workstations, PlayStation Development Kit, Xbox Development Kit , VR (Oculus Rift, HTC Vive, Playstation VR, Gear VR) Development Kit, Microsoft HoloLens, and Motion Capture System
  • Incorporating industry standard curriculum - PlayStation First and Unreal Academic Partner into teaching
  • Academic society (LJMU IGDA Academic Chapter) and annual student events such as LJMU Game Showcase and LJMU Game Jam
  • Regular visits by game industry professionals who offer career and technical advice
  • Exciting career opportunities with games development companies like Sony Computer Entertainment Europe, Rockstar North, Electronic Arts, Jagex, Lucid Games, TT-Games, Hello Games, PlayDemand, V-Time and more
  • International Foundation Year course available offering direct progression onto this degree programme - visit LJMU's International Study Centre to find out more

About your course

Taught by leading experts, the BSc (Hons) Computer Games Development at Liverpool John Moores University offers you exciting paid work placement opportunities with leading games development companies plus access to state-of-the-art facilities.

This BSc course will prepare you to be a computer game developer ready to work and succeed in this challenging and exciting industry.

Computer games development is a very technically demanding process and developers are required to possess a wide range of technical skills including computer programming, computer graphics and mathematics. In addition, they are also expected to have strong knowledge of gaming console and PC hardware architecture.

The topics typically covered in this course include:

  • C/C++ computer programming languages
  • Applied mathematics for game physics and computer graphics
  • Shader-based 3D graphics programming using industry standard API such as OpenGL and DirectX
  • Multi-platforms (PC and consoles) gameplay programming, including techniques such as game content pipelining, multi-threading, artificial intelligence, memory management and optimisation
  • Game design, level design, game production and digital game content production.

On this course you will have direct access to experts in the field as well as state-of-the-art facilities at the University. Our Games Technology Lab with its Sony PlayStation and Microsoft Xbox consoles, and industry standard software, together with excellent technical support, mean that you will get plenty of hands-on experience and extensive opportunities to build up a portfolio to show and impress prospective employers.

You will have the opportunity to undertake a year's paid industrial placement thanks to our links with over 450 local, national and international organisations, including SCEE, Lucid Games, Atomicom, Damibu, Setgo Games, Fish in a Bottle, TribePlay in China

The Department of Computer Science and Mathematics has strong links with many local, national and international games development companies, including SCEE, Atomicom, Lucid Games, Damibu, Setgo Games, Eutechnyx, and Jagex to name but a few. These employers work with us to ensure that the course is current and up-to-date, and that graduates are able to meet the demands of the games industry for skilled developers.

Our strong links also mean that you will have plenty of options when you come to choose your work placement. Students have worked in game development companies in many cities, from Liverpool to Kontich in Belgium as well as Cheng-Du in China.

Your Lecturers

This research-informed and practice-driven course is taught by a team of lecturers who have rich industry background and are research active. All teaching staff have doctoral degrees in their respective areas of expertise and they have professional collaborations with Games industry.

Staff in the Department of Computer Science and Mathematics actively participates in research to further the development of state-of-the-art computing technologies. Research within the School is recognised internationally in the area of Networked Systems and Security, Computer Entertainment, and Neural Networks with funding from EPSRC, BBC and the European Union.

  • Liverpool’s Gaming Legacy – how LJMU plays its part

    Liverpool’s Gaming Legacy – how LJMU plays its part

  • 60 Second Elevator Pitch - BSc Computer Game Development

    60 Second Elevator Pitch - BSc Computer Game Development

"After graduating I was headhunted by Jagex to work as a tools programmer on Runescape. This year is Runescape's 15th anniversary and it's still delivering a landmark performance. My LJMU games degree helped me to get noticed and prepared me for the studio team environment."
Simon Cooper, graduate now working at Jagex as Senior Gameplay Programmer

Fees and funding

There are many ways to fund study for home and international students


The fees quoted above cover registration, tuition, supervision, assessment and examinations as well as:

  • library membership with access to printed, multimedia and digital resources
  • access to programme-appropriate software
  • library and student IT support
  • free on-campus wifi via eduroam

Additional costs

Although not all of the following are compulsory/relevant, you should keep in mind the costs of:

  • accommodation and living expenditure
  • books (should you wish to have your own copies)
  • printing, photocopying and stationery
  • PC/laptop (should you prefer to purchase your own for independent study and online learning activities)
  • mobile phone/tablet (to access online services)
  • field trips (travel and activity costs)
  • placements (travel expenses and living costs)
  • student visas (international students only)
  • study abroad opportunities (travel costs, accommodation, visas and immunisations)
  • academic conferences (travel costs)
  • professional-body membership
  • graduation (gown hire etc)


There are many ways to fund study for home and international students. From loans to International Scholarships and subject-specific funding, you'll find all of the information you need on our specialist funding pages.


There are many career openings for Computer Games Technology graduates in computer games development, software engineering, multimedia authoring, and interactive TV development.

Many of our graduates have gone on to work for games development companies like Sony Liverpool, Lucid Games, Bizarre Creations, TT-Games, TT-Fusion, Juice Games, Electronic Arts, Eurocom, Spiral House and many more.

"The placement year allowed me to gain invaluable experience and after completing the course I had a number of job offers from respected games developers in the UK."

Alex Dixon, Computer Games Development graduate, now employed as a programmer at Curve Digital.

Student Futures - Careers, Employability and Enterprise Service

A wide range of opportunities and support is available to you, within and beyond your course, to ensure our students experience a transformation in their career trajectory. Every undergraduate curriculum includes Future Focus during Level 4, an e-learning resource and workshop designed to help you to develop your talents, passion and purpose.

Every student has access to Careers Zone 24/7, LJMU's suite of online Apps, resources and jobs board via the LJMU Student Futures website. There are opportunities for flexible, paid and part-time work through Unitemps, LJMU's in-house recruitment service, and we also offer fully funded Discovery Internships.

One-to-one careers and employability advice is available via our campus-based Careers Zones and we offer a year-round programme of events, including themed careers and employability workshops, employer events and recruitment fairs. Our Start-Up Hub can help you to grow your enterprise skills and to research, plan and start your own business or become a freelancer.

A suite of learning experiences, services and opportunities is available to final year students to help ensure you leave with a great onward plan. You can access LJMU's Careers, Employability and Start-up Services after you graduate and return for one-to-one support for life.

Go abroad

LJMU aims to make international opportunities available to every student. You may be able to study abroad as part of your degree at one of our 100+ partner universities across the world. You could also complete a work placement or apply for one of our prestigious worldwide internship programmes. If you wanted to go abroad for a shorter amount of time, you could attend one of our 1-4 week long summer schools.

Our Go Citizen Scheme can help with costs towards volunteering, individual projects or unpaid placements anywhere in the world. With all of these opportunities at your feet, why wouldn’t you take up the chance to go abroad?

Find out more about the opportunities we have available via our Instagram @ljmuglobalopps or email us at: goabroad@ljmu.ac.uk.

A life-changing experience 

There's so much more to university than just studying for a degree.

What you will study on this degree

Please see guidance below on core and option modules for further information on what you will study.

Further guidance on modules

Modules are designated core or optional in accordance with professional body requirements, as applicable, and LJMU’s Academic Framework Regulations. Whilst you are required to study core modules, optional modules provide you with an element of choice. Their availability may vary and will be subject to meeting minimum student numbers.

Where changes to modules are necessary these will be communicated as appropriate.

Level 4

Core modules

Computer Systems
20 credits

This module provides you with a basic knowledge in relation to the computing platform (hardware, operating systems, networks) upon which applications are developed and hosted. You will need this as support knowledge for subsequent modules at Level 5 and 6.

Professional Practice
10 credits

This module provides you with an opportunity to consider your future role as a computing professional. The tutorials and workshops will be used to develop strategies that you can use, providing opportunities for you to understand the field of Computing in a more effective way. You will develop your understanding of professionalism in computing, of working in the computing industry, and of the ethical frameworks and codes of conduct for the computing industry.

Data Modelling
10 credits

The module develops your ability to model data in various differing scenarios. You are initially required to manipulate and present data in spreadsheet based applications. Then, you are required to solve problems using a data modelling methodology (e.g. entity relationship models/normalisation), ultimately leading towards the construction of database based applications.

Fundamentals of Games Programming
20 credits

In this module, you will develop your high-level programming skills using the industry standard languages for computer games development. You will be introduced to the fundamental concepts of data type creation, utilisation and specification, programmatic computation, logic and how to control application flow. Practical experience with a high-level language and its associated ecosystem will lead to the development of problem solving and decomposition skills in order to solve real-world development problems using the processes of the software development lifecycle.

Maths and Graphics
20 credits

This module teaches you the fundamentals of computer graphics, specifically 2D, and its underlying mathematical principles. You will recap a number of elementary mathematics concepts before being introduced to how complex concepts can solve computer graphics problems. The module teaches you the practical aspects of computer graphics through a series of programming workshop using modern graphics API.

Introduction to Web Development
20 credits

Increasingly, much of the world's software is being run in a web browser. Software offered over the Web provides many sought-after benefits in software deployment: ease of implementation, universality and ubiquity of access, and availability of server-side data and services. This module seeks to endow you with the necessary knowledge and underpinning technologies to develop for the World Wide Web. You will learn techniques and technologies to develop web applications, hosted on a web application server, using a server-side programming language to dynamically generate standards compliant mark-up, driven from a data source. You will use design principles which abstract content from aesthetic and utilises client-side dynamism to enhance the user's experience, using industry standard toolsets and web-focused API.

Introduction to Video Game Studies
20 credits

This module is intended to introduce students to a range of key concepts central to developing an understanding of video games and the history of their theorisation.

Level 5

Core modules

Group Project
20 credits

The module has two main purposes. First, you will be equipped with adequate research skills and experience of working on subject-related research topics, to lead into your final year project. Second, this module works to enhance your professionalism, including teamworking, which boosts employability and your awareness of what is expected in an employment scenario.

Computer Networks
20 credits

This module builds on your fundamental knowledge of Computer Networks and Data Communications, and develops more in depth knowledge of related concepts which will be underpinned by practical Lab work.

Data Structures and Algorithms for Games
20 credits

This module is a technical, skills-focused module. You will be introduced to Data Structures as Abstract Data Types and cover the fundamentals of discrete mathematics which provide the foundations for data structure design and implementation. You will gain exposure of how to create your own implementation in games industry standard languages and their standard libraries. Each structure will be covered from a game programming perspective, demonstrating real-world usage within game engines and game applications. It will require previous experience in programming, building on existing programming-based skills such as problem/functional decomposition and the use of an IDE to develop and test programs.

3D Computer Graphics
20 credits

This module builds on your knowledge of 2D graphics and furthers your knowledge in 3D computer graphics, from the underlying mathematical principles to your application in the development of 3D computer games. The module uses a modern GPU-driven graphics API to demonstrate how complex 3D scenes can be constructed using a wide range of 3D graphical techniques. You will be taught about the programmable pipeline, including shader implementations of lighting and texture calculations.

Digital Games Content Production
20 credits

In this module, you will learn about the associated techniques and tools for creating 3D models for 3D animation and games. This incorporates the digital content creation pipeline for games, rendering and lighting, to generate static and animated content that can be utilised inside a modern games' engine for representation of scene geometry and game avatars. You will cover the various tools and techniques that are used to build assets for games from conception to realisation. You will be exposed to both Digital Content Creation Tools and in-engine editing tools in order to understand the workflow for creating real-time content.

Software Engineering for Games
20 credits

In this module, you will build upon your foundational programming skills by introducing in both a practical and theoretical manner some of the fundamental ideas of software engineering, enabling you to develop and communicate designs for small scale games software systems. As a group, you will apply the Agile Development methodology and its associated design techniques using Object-Oriented principles to produce solutions for games development scenarios using Object-Oriented Programming. You will gain experience of Software Engineering techniques for the design, development and testing of game software and understand the impact of these techniques on the architecture of modern games application, using industry-led tools and techniques.

Optional Modules

Sandwich Year - Computer Games Development
120 credits

The aim is to provide students with an extended period of work experience at an approved partner that will complement their programme of study at LJMU. This will give students the opportunity to develop professional skills relevant to their programme of study as well as the attitude and behaviours necessary for employment in a diverse and changing environment. This extended placement forms a key part of a sandwich degree. All placements need to be assessed and approved prior to commencement in line with the LJMU Placement Learning Code of Practice. The Code of Practice requires students to conduct themselves in a professional and responsible manner during the placement - failure to do so may lead to the placement being terminated prematurely. Placements are normally for one calendar year on a full-time basis. Split placements of a shorter duration may be permissible. There is an expectation that a minimum of 1200 hours will be spent in the workplace.

Study Year Abroad - Computer Games Development
120 credits

The aim is to provide students with an additional year of study at an approved overseas partner that will complement their programme at LJMU. This is an additional year of full-time study at an approved higher education institution. The modules to be studied must be agreed in advance, and must be appropriate for the student's programme of study. Assuming successful completion of this year, mark-bearing credit will be awarded by the Faculty Recognition Group. The grade conversion scale to be used will be made available in advance of the year abroad.

Level 6

Core modules

40 credits

This module presents you with the opportunity to complete a substantial project in a chosen area relevant to your programme. The scope of what is an appropriate artefact varies between programmes and you will discuss this with your programme teams. This module will enable you to use rigorous development or scientific methods to produce an artefact, resulting in an oral and written report.

Advanced 3D Games Development
20 credits

This module will cover the software engineering principles used to implement a full-scale game engine in order to build complex, large-scale 3D games (commonly termed Triple-A games in the games industry). You will focus on the core modules of a modern engine, as well as its gameplay framework, alongside the game play foundations of the games which are built on top of the engine.

Advanced Topics in Games Development
20 credits

This module covers the two major sub-disciplines of advanced topics in games development which are used to convert real-time rendered 3D graphics into game applications Artificial Intelligence and Rigid Body Dynamics (Game Physics). The module will begin with an overview of the underpinning theories of both fields and will focus on how specific algorithms and technologies in each field are applied to dynamically control both characters and the environment of a game application. You will learn how to model AI in a game environment using discretisation techniques and how to model physics in a game engine environment using Numerical Solver-based techniques.

Optional Modules

Mixed Reality Technologies
20 credits

This module will focus on the novel input and output technologies that enables blended experience between the physical reality and virtual reality. It will also cover design of virtual worlds and the development of mixed reality applications, as well as the proposal of mixed reality solutions for a specific application. You will be working collaboratively during lab sessions to develop MR solutions.

Advanced Games Graphics Techniques
20 credits

This module builds on your knowledge of the principles of 3D graphics and furthers your understanding of advanced computer graphics processes. The module uses a modern GPU-driven graphics API to demonstrate how complex 3D scenes can be constructed from complex geometry and rendered in real-time with special effects. You will focus on state of the art approaches to real-time rendering and how graphics programmers are targeting the goal of photorealistic rendering in real-time.

User Experience Design
20 credits

The aim of this module is to enhance your technical knowledge of systems development with an appreciation of the social-technical aspects of design. It covers the evolving area of User Experience (UX) design. This involves you using UX methods to design and prototype an interactive system and then validate your design against user requirements using UX evaluation techniques.

Embedded Systems
20 credits

This module broadens a Software Engineer's horizon to include system and software development for embedded systems, with consideration of the Internet of Things. You are required to have considerable high-level programming knowledge by Level 6. This will be expanded to consider working with lower-level architectural concerns and development software for "baremetal" systems.

Teaching and work-related learning

Excellent facilities and learning resources

We adopt an active blended learning approach, meaning you will experience a combination of face-to-face and online learning during your time at LJMU. This enables you to experience a rich and diverse learning experience and engage fully with your studies. Our approach ensures that you can easily access support from your personal tutor, either by meeting them on-campus or via a video call to suit your needs.

You will begin the course with a 5-day induction and then spend between 15 to 18 hours per week in the classroom. Independent study is a fundamental element of the course and accounts for around 70% of your weekly study time.

Teaching is mostly via lectures with more informal lab sessions, online activities and small-group tutorials to reinforce ideas discussed in the lectures and to give you a chance to develop ideas with staff and other students. In addition to formal lectures and workshop sessions, there are also regular seminars delivered by external speakers and visiting lecturers.

Work-related Learning

A 12-month paid work placement in your third year gives you the ideal opportunity to put into practice all you have learnt in the first two years and gain new skills as well. The placement will give you a taste of what its really like to work in the industry and a head start when you come to negotiate your way around the graduate job market.

Support and guidance

Dedicated personal tutor, plus study skills support

This is a supportive and friendly School. Should you choose to undertake a years work placement, this support will continue as a supervisor will stay in close contact and visit you two or three times at your workplace.

Your Lecturers

This research-informed and practice-driven course is taught by a team of lecturers who have rich industry background and are research active. All teaching staff have doctoral degrees in their respective areas of expertise and they have professional collaborations with Games industry. Staff in the Department of Computer Science and Mathematics actively participates in research to further the development of state-of-the-art computing technologies. Research within the School is recognised internationally in the area of Networked Systems and Security, Computer Entertainment, and Neural Networks with funding from EPSRC, BBC and the European Union.


Assessment varies depending on the modules you choose, but will usually include a combination of exams and coursework.

You will be assessed by a combination of coursework and exams plus an independent final year project which contributes substantially to your final mark. Your tutors will give prompt and constructive feedback via Canvas, our virtual learning environment, face-to-face or in writing. This will help you to identify your strengths as well as the areas where you may need to put in more work.

Course tutors

Our staff are committed to the highest standards of teaching and learning


What you can expect from your School

This programme is delivered in the Byrom Street complex of LJMUs City Campus. Here you'll find high quality lecture theatres, meeting and seminar rooms plus social spaces and a large café. The Avril Robarts Library is just minutes away on Tithebarn Street.

The university reserves the right to withdraw or make alterations to a course and facilities if necessary; this may be because such changes are deemed to be beneficial to students, are minor in nature and unlikely to impact negatively upon students or become necessary due to circumstances beyond the control of the university. Where this does happen, the university operates a policy of consultation, advice and support to all enrolled students affected by the proposed change to their course or module.
Further information on the terms and conditions of any offer made, our admissions policy and the complaints and appeals process.