Game design bsc combines coding, creativity, and critical theory to deliver a distinctive new provision in interactive audiovisual media. This interdisciplinary programme is one of the first of its kind in the russell group, combining modules from computer science and the school of the arts to deliver a holistic grounding in how games are made, why they’re made, and what they tell us about the world.
Introduction
- You will develop skills in coding and programming, games scholarship, and creative design through a combination of modules from Communication & Media, Computer Science, English, Music, and Philosophy. These individual disciplines are drawn together by a set of bespoke Game Design modules in which you will produce work that will form part of your professional portfolio.
Year in industry
- This programme is available with an optional year in industry. If you choose to take this option, year three is spent on a paid placement within an organisation in industry, broadly defined. You will be supported by the Department of Computer Science throughout your placement, and your reflexive written account of the experience will contribute towards your final degree result. If you wish to study this programme with a year in industry please put the option code YI in the further choices section of your UCAS application form.
What you'll learn
- The basics of programming
- Creative principles
- Understanding of software engineering, artificial intelligence, and communication technologies
- Advanced study of computer game and app development
- Techniques of critical thinking and analysis
- Communication and teamwork skills
- Principles of software design and software development
- Project management
- How to develop a professional portfolio
Year one
- Year one will establish the foundations for your studies, introducing you to the basics of programming, creative principles, and the academic context for game design. Your first year of study will be made up of compulsory modules, establishing the foundational principles and skills required for the rest of your studies; and one optional module.
Games and meaning (sota102)
Credits: 15 / Semester: semester 2
- This module introduces students to the semantics of video game design and the techniques of close reading. It examines how mechanics, environment and audio design, genre conventions and iconography can be used to create meaning, both in support and subversion of explicit narrative. Students will learn to make connections between the disparate artforms involved in game design and develop the ability to form their own readings of games. The module is taught in 2-hour workshops which involve a mixture of theory lectures and in-depth discussion of specific games, including student-led choices. Assessment consists of a 2000-word coursework essay (85 percent), of which there is a formative, peer-reviewed ‘pitching’ exercise in week 6, and a 5-10 minute in-class presentation or video essay (15%), delivered during the second half of the module.
Creative Principles in Game Design (SOTA103)
Credits: 15 / Semester: semester 1
- This module provides an introduction to the principles and materials of game creation, highlighting available creative pathways within the Game Design Studies and Game Design programmes. Students will learn basic terminology and concepts, and critically engage with various topics within the field of game design. Comprehension of these topics is supported by lectures and seminars, and through critical engagement with texts, articles, interviews, and other resources over the course of the term. Students will then apply what they’ve learned to realize original ideas in the form of design documents.
Object-Oriented Programming (COMP122)
Credits: 15 / Semester: semester 2
- The intention of COMP122 is to introduce students to the concepts and methodology of object-oriented programming using the Java programming language. Topics covered include hierarchical structures, polymorphism, collections and iterators, exception handling, and graphical user interface design. Basic concepts of software design methodology, testing, and version control are also included in the module. It is normally expected that students have prior programming experience.
Introduction To Programming (COMP101)
Credits: 15 / Semester: semester 1
- The module provides an introduction to procedural programming using current language platforms. The module incorporates program design, problem solving, the importance of maintainable, robust software and testing as well as introducing procedural language main programming constructs. Students gain practical experience with program design, programming and testing during weekly laboratory sessions.
Programming Language Paradigms (COMP105)
Credits: 15 / Semester: semester 1
- This module is for students that already have some programming skills. Students will learn about the two main programming paradigms: imperative programming and functional programming. Since most introductory programming courses teach imperative programming, this module will focus on the functional paradigm. Students will learn how to program in Haskell, a popular functional programming language. They will learn how to formulate programs in a functional way, and the common techniques and idioms that are used to solve problems in functional programming.
Introduction to Artificial Intelligence (COMP111)
Credits: 15 / Semester: semester 1
- Artificial intelligence (AI) is the theory and development of machines able to perform tasks normally requiring human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. In the 21st century, AI techniques became an essential part of the technology industry. High-profile examples include autonomous vehicles, medical diagnosis, creating art, proving mathematical theorems, playing games, search engines, and online assistants. This module provides an application driven introduction to AI through studying the basic problems most AI systems have to deal with: search problems, reasoning under uncertainty, knowledge representation, planning, and learning in intelligent systems. The module will also provide a basic introduction to the history and philosophy of AI as well as recent issues in ethics of AI.
Introduction to digital audio workstations (musi109)
Credits: 15 / Semester: semester 1
- This module is an introduction to MIDI sequencing in Logic Pro and Ableton Live. It is suitable for complete beginners and intermediate users of Logic. Through lectures and workshops, both of which involve much hands on practice, students learn about MIDI sequencing, software instruments and Digital Audio Workstations (DAW). Topics and techniques covered include recording and editing MIDI; use of effects processors and mixing, software synthesis and sampler instruments. Two creative coursework projects, concentrating on differing compositional approaches and styles, enable students to demonstrate the technical and compositional skills taught and practiced during the module.
Introduction To Sound And Music In Audiovisual Media (musi170)
Credits: 15 / Semester: semester 2
- This module introduces students to the use and role of music in a range of audiovisual media. It focuses specifically on the sound and music of mainstream narrative cinema, as the lead expression in contemporary audiovisual media and one that has shaped this aspect of other artforms, such as television and videogames. From the relationship between music and early moving pictures, to the importance of re-using popular musics to score gender or sexuality in the modern Hollywood blockbuster, the module considers both the historical practicalities of sound and music in cinema and some of the key critical ideologies that have been shaped by and shaped the soundtracks of film. Through a focus on key case studies and fundamental theories, students will acquire a firm grounding in the history, nature, and critical discussion of the function of sound and music in film specifically, and audiovisual media more generally. The module is delivered in a manner designed to be equally accessible to students from a non-Music background.
Data Structures and Algorithms (COMP108)
Credits: 15 / Semester: semester 2
- This module introduces students to some basic algorithms and data structures. It gives some fundamental concepts of design and analysis of algorithms, and implementation of algorithms by choosing appropriate data structures.
Spatial Design in Games (SOTA104)
Credits: 15 / Semester: semester 2
- This module will cover practical topics related to the design of virtual spaces in games. Students will critically examine the architectural principles embedded within existing games and will apply these principles to the design of original 2-dimensional and 3-dimensional game spaces. Lectures are supported by design texts and other textual resources.
Course options
- Studying with us means you can tailor your degree to suit you. Here's what is available on this course.
Your experience
- As a Game Design student, you’ll benefit from our expertise in each of the five disciplines, and have access to new and recently refurbished facilities. This includes dedicated spaces for students to research video games, featuring gaming consoles (e.g. Playstation 4 with PSVR, Playstation 3, Xbox One, Xbox 360, Nintendo Wii), gaming PCs, and a diverse library of titles.
- You’ll also have access to Windows and Mac labs. These suites have a range of different software for content creation, including Unity and Unreal (game engines), FMOD (middleware for game sound and music), and Blender (modelling and animation).
- For sound production, the Electronic Music Research Studios provide fully sound-proofed and treated studio spaces for surround sound mixing, electronic music composition and sound design research.
Supporting your learning
From arrival to alumni, we’re with you all the way:
- Careers and employability support, including help with career planning, understanding the job market and strengthening your networking skills
- A dedicated student services team can help you get assistance with your studies, help with health and wellbeing, and access to financial advice
- Confidential counselling and support to help students with personal problems affecting their studies and general wellbeing
- Support for students with differing needs from the Disability advice and guidance team. They can identify and recommend appropriate support provisions for you.
Why study Music at Liverpool?
- We pride ourselves on being an innovative department that embraces the full spectrum of music, from the great works of the past to emerging trends such as sound for computer games
- Our staff and students come from a variety of performance and non-performance backgrounds and share interests that span classical, popular, world and film music
- Long established as a classical music department, in 1988 we created the Institute of Popular Music – the world’s first specialist centre for the study of Popular Music
- Music placed in the top quartile for impact classified as outstanding (4) (REF 2021)
- Our recently refurbished facilities boast brand new studios, teaching spaces, and industry standard equipment. These include recording and production studios, an SSL studio, practice rooms with Yamaha pianos, a multipurpose rehearsal and performance space, iMac suites and a games research lab
- In March 2022 we opened the Tung Auditorium, a new state-of-the-art performance venue seating up to 400 people, with space for a 70-piece orchestra.
Careers and employability
- Digital games represent one of the fastest-growing forms of entertainment media. This programme aims to equip you with the technical, creative, and critical skills that will help you find employment in this dynamic and rapidly growing field, whilst assembling a professional portfolio of work.
- You’ll have opportunities throughout the programme to develop a professional portfolio, as well as various options to gain workplace experience.
Work experience opportunities
- Internships with enterprise activities, including support to form your own development studios alongside your studies.
- Students who take the year in industry option will be able to spend their work experience year managing their chosen companies, with support from the University.