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Computer Game And Animation Design

1 year full-time or 2 years part-time

We will be making some changes to the way our programmes will be delivered in 2021-22 to ensure we continue to respond to the ongoing Covid-19 pandemic. All programmes will be delivered in-person on campus with some specific sessions within each programme being delivered online in a pre-recorded format. Where necessary, changes will also be made to assessment formats.

This MA is tailored for people who want to start a career in the game industry. One of the only programmes in the UK taught by actual game developers, it will teach you game design, art & animation, and game programming, and has a strong focus on entrepreneurship and business.

As a fast-growing 150-billion-dollar business, the game industry offers countless professional opportunities. The MA Computer Games: Art & Design is right for you if you want to make game development a sustainable career and to work in this creative and rewarding industry.

This is also one of the only programmes taught by actual game developers, designers, and artists with years of experience in the game industry.

Why Study MA Computer Games: Art & Design at Goldsmiths

  • Learn to design and develop games using state of the art tools and game engines from actual game developer and industry veterans
  • Focus on which skills you want to learn, through a selection of option modules you can choose from
  • Collaborate with colleagues from other courses, including the MSc Computer Games Programming and the MA Independent Games and Playable Experience Design
  • Build your portfolio through practical coursework
  • Access state of the art game labs and facilities
  • Get your first internship in the game industry (or work on a research project instead)
  • Take part in the many events and game jams we organise every year, and be part of the creative and diverse environment that surrounds Goldsmiths
  • Access the strong UK community of publishers and creators with innovative voices creating ground-breaking titles

Who should apply

The MA Computer Games is the perfect fit for anyone who is – or wants to be – in one of the following positions:

  • People who want to find a job in the game and entertainment industries
  • Game designers who want to learn how to code to bring their ideas to life
  • 3D Artists, riggers, and animators who want to master state-of-the-art modelling software
  • Character artists and concept artists and who want to create assets for games
  • Game developers who want to improve their programming skills
  • Creative folks who want to use interactive technologies for their projects

There are no technical prerequisites for the MA, as the course will cover the basics of modelling, animation, and programming in the first week. However, a creative background is strongly recommended, and any experience with 3D modelling software or game engines is very welcome.

MSc Computer Games Programming

If you are more interested in developing game-related technical skills such as advanced programming, mathematics, Artificial Intelligence (AI), and shader coding, you may want to read about our MSc Computer Games Programming.

You will be working alongside the MSc students, and if you are unsure which programme is for you, you may be able to switch between them in the first two weeks of the course.

Contact the department

If you have specific questions about the degree, contact the programme leader, Alan Zucconi.

What you'll study

You will study five compulsory modules which will deepen your skills in games design, art, and animation, in addition to teaching you the fundamentals of game programming and entrepreneurship.

There are no exams on this programme. Every module is assessed via coursework only, which also gives you the unique chance to develop a portfolio.

Compulsory modules Module title Credits
Introduction to Modelling and Animation

Introduction to Modelling and Animation

15 credits

This module covers the basics of 3d modelling, texturing, rigging and animation. Students will learn how to use modelling software to create a range of 3D rigid body assets varying from buildings to vehicles to household objects to vegetation to roads and terrain, etc. Lighting and texturing will be taught as well as simple rigging and animation workflows.

At the end of the module, the students will be able to use Industry standard export pipelines, to integrate the assets they have created into simple prototype projects in a game engine (such as Unity or Unreal).

You will learn:

  • Navigation in 3d space, primitives and hierarchies
  • Hard surface poly modelling
  • Modelling from reference and concept art
  • Ligh8ng and simple shader workflows
  • Animation principles, forward and inverse kinematics
  • So; body modelling
  • Simple low poly character, skinning and rigging
  • Simple character animation, walk cycles
  • Export pipelines using Ox and obj formats
15 credits
Business and Practice

Business and Practice

15 credits

A single term module focused on imparting high-quality postgraduate entrepreneurial and employment skills.

This module is led by Richard Leinfellner; an industry veteran with 30 years of experience making commercially successful games. Richard has held executive roles as Executive Producer & Vice President at Electronic Arts as well as CEO of Babel Media, he started his career as an assembly language programmer & co-founder of Palace Software in 1984.

The module focuses on the skills needed to build a viable/investment-ready business plan and pitching it to investors/employers in a industry style Dragons Den. Topics include using LEAN rapid development methodologies & tools, assessing & mitigating real risks, copyright, business structure, writing compelling CVs as well as supporting students in obtaining work placements.

15 credits
Introduction to Programming for Games

Introduction to Programming for Games

15 credits

This module covers the basics of multi-platform game development, using one of the most popular game engines in the world: Unity. The module also teaches the fundamentals of C#, which is used to implement everything from your game logic to character controllers.

At the end of the module, you will be able to create your very own game and publish it on different platforms.

"Advanced Programming for Games" is the second part of this module, which can be optionally chosen if you are interested in deepening your game programming knowledge.

15 credits
Game Design and Games Analytics

Game Design and Games Analytics

15 credits

A single term module focused on games design and how to use player behaviour to maximise acquisition/retention.

This module is taught by industry veteran Richard Leinfellner, who has more than 40 published game credits ranging from Programmer to Executive Producer.

You will study how to deconstruct designs from a designer vs a player perspective allowing you to build your own design patterns, reward cycles and hence optimise player enjoyment. We will cover how to rapidly prototype your designs using a game engine. Mobile considerations, multiplayer and the use of analytics is covered allowing the student to make informed design choices.

15 credits
Advanced Modelling and Animation

Advanced Modelling and Animation

15 credits

This module builds on the previous introduction to Modelling and Animation and engages the student in a range of harder and more expert problems. Students will be expected to build a rich 3D fantasy world of their own design, with objects such as fantasy buildings and architecture and assets suitable for importing into a 3D games engine world. Working from their concept art in a selected game genre, students will learn how to model characters within poly budgets, UV texture then rig them to create animated walk and run cycles with blended set key moves, using Inverse Kinematics, Physics, cloth, fluids and AI packages where necessary.

Lessons will cover the following:

  • Nurbs surface modelling and texturing
  • SoN body modelling of human forms.
  • Using industry-standard texturing workflows - Complex UV mapping and substance painter
  • Using Constraints, deformers, driven keys, Kinema3cs and Spline IKs and vehicle rigging
  • Complex Animation Walk and Run cycles, baked anima3on, trax editor and animation export
  • Paint Effects, Particles, Dynamics, Dynamic Effects, Fluids and nCloth clothing
15 credits
Computer Games Final Project

Computer Games Final Project

60 credits

Prepares students to join the industry by helping them polish their portfolio. Work is done either in small teams, on a selected individual research project, or as part of an internship/placement.

Typical examples of final projects include designing and building a level of a complete 'first playable' prototype game (or 'the vertical slice') for PC, or consoles or mobile platforms, of a quality to be suitable to be shown to a publisher. Alternatively, the student may choose to create a tool or process suitable for games related workflow.

The student may choose to do an internship with a games or related company. They would use this as the basis for a reflective report. When choosing this option, the student would be required to make their own arrangements to obtain such employment.

60 credits

You will also take 45 credits of modules from a list made available by the department, allowing you to focus your study on subjects you are interested in. The following is an indicative list of option modules available on this programme.

Option modules Module title Credits
Approaches to Play 1

Approaches to Play 1

15 credits

From basic design tools to conceptualising, prototyping and play testing an array of games, this module will teach you how to create compelling game mechanics within playable experiences.

You'll explore how emotion, sensory experience, interaction design, framing and purpose unfold through game design, and grapple with the tools which make play compelling. Additionally, this module looks a the different kind of possible models for play such as cooperation, skill, experience, chance, whimsy, performance, expression and simulation.

In addition to learning game design, students will learn how to talk about and understand games. From designers working with a formalised ludic approach to artists exploring liminoid spaces within play, the range of approaches will be explored.

You will leave this class with a clear understanding of the state of games and play as well as with a lexicon on how to discuss work within this space.

15 credits
Approaches to Play 2

Approaches to Play 2

15 credits

What are the keys to creating successful playable spaces? What kinds of digital play experiences work in physical environments? Leveraging your ability to experiment, this course will give you the opportunity to rapidly prototype and explore the environmental aspects of play.

Along the way you'll be brainstorming, pitching and storyboarding experience design and physical games, analysing critical interventions using technology and play in public space and leveraging technology in multiple contexts such as theatre and museum installations.

You'll also be looking at movement in physical play, using technology to enhance experiences, multi and cross sensory based experience design, current uses of emerging technologies in physical games and museum settings and the ways in which user testing and iteration cam improve play experiences.

15 credits
History of Computer Games, Art and Animation

History of Computer Games, Art and Animation

15 credits

The BBC 1960's TV programme "It's a Knockout" inspired the UK games developer Mediatonic to create Fall Guys. In the 1990's, dolls houses provided the inspiration for Will Wright's game The Sims. Kafka's novel, 'The Castle,' was a major influence on the Japanese games designer, Suda 51. Thus, culture and history have had a major impact on games design innovation and provide invaluable source material and inspirational starting points for games designers and artists.

On this course, taking a games industry perspective, students will learn about the history of computer games development, art and animation, starting in Renaissance times with three-point perspective through to computer graphics in the 1960s and 70s and the emergence and growth of interactive entertainment from the games of the 80s and 90s to the VR industry today.

With a view to enhancing students' "games design potential", they will learn about Surrealism, Cubism, Pop Art, Dada, the History of Perspective, Computer Art, Rave Culture, Cyber Culture and Punk Rock. Creative research is then carried out by the student on these cultural themes to source ideas, images and designs that can be translated into innovative new games designs for mobile, console, VR and PC. This process uses standard games industry games design document templates.

The students then use the research methods and templates acquired to create their own original games designs based on cultural themes. Giving students a "cultural-based" games design strategy that they can use in their own games development practice to develop new and original gameplay mechanics and designs to set them apart from the competition.

A historical section of the course is games-industry-focussed, examining some of the world's most famous games designers and also development trends and commercial drivers on an international scale and how research and creativity can be translated into commercial and indie games.

You will learn:

  • Historical and cultural research methods to explore, find and select material suitable for conversion to computer games.
  • Learn how to take the research outcomes and translate them into your original games designs.
  • How to use and complete games industry games design templates to a professional standard.
  • Create eight mini-games concept documents of your own design spanning all the cultural themes covered. This will include diagrams, sketches and drawings.
  • Create a major games design document and video animatic within a fixed budget and development constraints. This will include diagrams, sketches and drawings.
  • How to be an innovative games designer and researcher.
15 credits
Narrative and Interactive Fiction

Narrative and Interactive Fiction

15 credits

This module gives students an introduction to the art and craft of producing interactive fiction and delivering it on the Web. A historical overview of the field, from early examples of interactive narrative in theatre through books and film to computer-based interactive narrative, provides context for you to explore making your own works of interactive fiction, using engines for developing each of choice-based and parser-based narratives.

You will be expected to play through historical and contemporary works, critically assess them for effectiveness, and contribute to the playtesting and assessment of peers' work.

15 credits
Advanced Programming for Games

Advanced Programming for Games

15 credits

This one term long module (following the introduction module) is targeted directly at those who wish to work in the games industry. Technical and art positions at major or independent studios are difficult to secure, with many requiring tough tests and interviews. The approach is highly practical focusing on the key skills valued by employers in senior staff.

As well as focusing on the required programming the module also teaches the organisational skills required to work at a high level. Artists talking this module will benefit from knowing how the asset pipeline works.

15 credits
Programming for Game Engines

Programming for Game Engines

15 credits

This module introduces students to professional-grade game engines (such as Unreal) that can be used across a wide array of disciplines including games, computational arts, film, design and science to build virtual worlds. Students will learn how to combine various components of a complex 3D rendering engine, such as geometry, lighting, particle systems, 3D audio and user input, to realize their ideas. Coursework is project-based and students are encouraged to work in mixed artist/engineer teams.

15 credits
Mixed Realities

Mixed Realities

15 credits

Students will learn advanced techniques for immersively combined real world with virtual contents including augmented reality, photogrammetry, motion capture, and computer vision. In the lab, they will be able to apply these techniques to create a mixed reality application that combines real and virtual content appropriately, and leverage the body in this experience.

15 credits
Introduction to Virtual Reality

Introduction to Virtual Reality

15 credits

The course will introduce students to Virtual Reality and cover a selection of the topics below:

  • VR history and its place in broader media art history
  • Introduction to VR hardware
  • Examples of VR applications across creative disciplines
  • Human Perception and the Psychology behind VR
  • VR graphics
  • 3D interaction (navigation, object interaction)
  • Narrative in VR and critical approaches to VR
  • Embodiment
  • Technical topics: character rigging in 3D, 3D audio etc
  • Design of VR experience as part of a creative practice

Students will gain practical experiences in the above areas creating VR applications. The technical focus of the module will be on coding for VR using game engines (C# in Unity), with opportunities for exploration of web-based VR (e.g. AFrame).

15 credits
Data and Machine Learning for Artistic Practice

Data and Machine Learning for Artistic Practice

15 credits

This module will expose students to state-of-the-art techniques, tools, and open questions related to creative uses of data, signal processing, and machine learning. The emphasis will be on developing hands-on skills using these techniques in creative projects, and on exploring the creative potential of these techniques.

Specifically, students will learn about topics including:

  • Representations and feature engineering for sensor data, audio data, image and video data, social media data, etc.
  • Signal processing techniques for working effectively with this data (e.g., perceptual audio and video features, smoothing filters,
    onset detection)
  • Communication protocols for working with real-time data (e.g., OpenSoundControl, Web Sockets, serial)
  • Applications of classification to creative and interactive contexts: e.g., human pose recognition, activity recognition, semantic
    audio analysis
  • Applications of regression to creative and interactive contexts: e.g., creating continuous gestural controllers and multimodal
    mappings (such as music visualisations, gesturally-controlled instruments)
  • Applications of temporal modeling to creative and interactive contexts: e.g., gesture recognition, temporal analysis of music or
    video
  • Current topics in signal processing and machine learning in music, art, and other creative industries (e.g., Google's "Deep
    Dream," chat bots, image style transfer)
  • Tools for working with data, signal processing, and machine learning in creative projects, including tools for real-time data
    analysis
  • Reasoning about fundamental questions in machine learning and data mining, including e.g., how can an algorithm learn from
    data? What feature representations should we use for a given problem? How do we know whether one algorithm is better than
    another?
15 credits

Download the programme specification . If you would like an earlier version of the programme specification, please contact the Quality Office.

Please note that due to staff research commitments not all of these modules may be available every year.

For 2021-22 and 2020–21, we have made some changes to how the teaching and assessment of certain programmes are delivered. To check what changes affect this programme, please visit the programme changes page.

What our students say

Michael Kirby

I was able to make connections to professionals from the industry, gain new friends, have insightful discussions with my tutors and became a more confident person.

During my time at Goldsmiths, I learned a lot and was always pushing myself to do better with my work, I have always enjoyed making video games and it has been my life long passion since I was 4 years old. I took a big jump of faith joining my course at Goldsmiths and I wouldn't take it back for a second. I was able to make connections to professionals from the industry, gain new friends, have insightful discussions with my tutors and became a more confident person. My favourite moments on my degree was the work I did on my game projects and learning the fundamentals of game engines such as Unity and Unreal. Overall I learnt a lot about myself and the industry as a whole.

A few months after I graduated from Goldsmiths I started my first job in the games industry at Roll7 as a Junior UI Designer. I am enjoying the opportunity I have been given and I am making new connections and working on some amazing stuff. I was able to get this job because of the skills I learnt and because of the connections I made on my course.

My future is looking pretty good, I have managed to get my foot through the door into the industry of my choice. I have no major plans set in stone, but I look forward to what the future brings my way.

The Computing department classrooms were my favourite part of studying at Goldsmiths, if the rooms were free I would use the computers to catch up and improve upon my work and skills, at times I would meet with my peers or teammates to discuss the lessons and practice group presentations.

Zipeng Cheng

‍The MA Computer Games Art & Design course is the main reason why I choose to study at Goldsmiths which provides me with a good chance to study and enhance my skills further with other brilliant students and teachers with different backgrounds.

‍The MA Computer Games Art & Design course is the main reason why I choose to study at Goldsmiths which provides me with a good chance to study and enhance my skills further with other brilliant students and teachers with different backgrounds. Before this course, I worked as a 2D game artist making concept designs and illustrations. So the most surprising experience about my studying here is that this course provides various content for students, not only involving the artistic part of game development but also programming, project management, and other areas. It is a very good chance for a student who is interested in the game development industry to find out what is the best position for you in a development team.

‍I am working as a Technical Artist now. Because My studying experience in Goldsmiths made me interested in the technical part of game art-making which I did not know a lot before. After I got in touch with the game engines and DCC tools through this course, I started to understand the interesting points of work as a Technical Artist and the possibility of this job. So I changed my mind and focused on how to deliver amazing digital artworks from a technical perspective. It is changing and interesting at the same time.

‍As an international student, studying life in South East London is fresh to me, which gives me a chance to feel the local's life in London. Not the stereotype of London, but more daily lifestyle experience. It is a very precious experience in my life.

Entry requirements

You should have (or expect to be awarded) an undergraduate degree of at least second class standard in a relevant/related subject, such as Game Design/Development, Art, Design, 3D Modelling, Animation or Computer Science.

You might also be considered for some programmes if you aren't a graduate or your degree is in an unrelated field, but have relevant experience and can show that you have the ability to work at postgraduate level.

A portfolio of relevant work (such as programming samples, art-based/sketchbook, games assets, or games programmed/designed) will strengthen your application. If you have worked on other, non-games related creative projects, you are welcome to show that in your portfolio, as everything that can show your creativity and commitment is welcome.

In some instances, we may ask to see more of your work or to conduct a short interview.

International qualifications

We accept a wide range of international qualifications. Find out more about the qualifications we accept from around the world.

If English isn't your first language, you will need an IELTS score (or equivalent English language qualification) of 6.5 with a 6.0 in writing to study this programme. If you need assistance with your English language, we offer a range of courses that can help prepare you for postgraduate-level study.

Fees, funding & scholarships

Annual tuition fees

These are the fees for students starting their programme in the 2021/2022 academic year.

  • Home - full-time: £10870
  • Home - part-time: £5435
  • International - full-time: £16120

If your fees are not listed here, please check our postgraduate fees guidance or contact the Fees Office, who can also advise you about how to pay your fees.

It's not currently possible for international students to study part-time if you require a Student Visa, however this is currently being reviewed and will be confirmed in the new year. Please read our visa guidance in the interim for more information. If you think you might be eligible to study part-time while being on another visa type, please contact our Admissions Team for more information.

If you are looking to pay your fees please see our guide to making a payment.

Additional costs

In addition to your tuition fees, you'll be responsible for any additional costs associated with your course, such as buying stationery and paying for photocopying. You can find out more about what you need to budget for on our study costs page.

There may also be specific additional costs associated with your programme. This can include things like paying for field trips or specialist materials for your assignments. Please check the programme specification for more information.

Funding opportunities

Find out more about postgraduate fees and explore funding opportunities. If you're applying for funding, you may be subject to an application deadline.

Scholarships

BAFTA scholarship

UK students offered a place on this MA are eligible to apply for the BAFTA Scholarship Programme.

How to apply

You apply directly to Goldsmiths using our online application system.

Before submitting your application you'll need to have:

  • Details ofyour education history, including the dates of all exams/assessments
  • Theemail address of your referee who we can request a reference from, or alternatively an electronic copy of your academic reference
  • Apersonal statement – this can either be uploaded as a Word Document or PDF, or completed online

          Please see our guidance on writing a postgraduate statement

  • If available, an electronic copy ofyour educational transcript (this is particularly important if you have studied outside of the UK, but isn't mandatory)

You'll be able to save your progress at any point and return to your application by logging in using your username/email and password.

When to apply

We accept applications from October for students wanting to start the following September.

We encourage you to complete your application as early as possible, even if you haven't finished your current programme of study. It's very common to be offered a place that is conditional on you achieving a particular qualification.

Late applications will only be considered if there are spaces available.

If you're applying for funding, you may be subject to an earlier application deadline.

Selection process

Admission to many programmes is by interview, unless you live outside the UK. Occasionally, we'll make candidates an offer of a place on the basis of their application and qualifications alone.

Find out more about applying.

Facilities

Talks, Events, and Conferences

We encourage all MA Computer Games: Art & Design students to work closely with their fellow MSc Computer Games Programming colleagues. We strive to provide an ideal environment for teamwork on games development projects and assignments, better preparing students to face a job in the game industry.

Students also have access to the Computing Department VR Studio containing HTC Vives, Oculus VR headsets, and a multi-camera motion capture studio for development work.

On top of that, each year we bring guest speakers to Goldsmiths from the game industry. This is one of the ways we create more links with the industry and can offer our students help in getting internships in various games studios during the summer term.

Seminar Series: Games & Entertainment Industries

A series of talks organised by Prof William Latham and Richard Leinfellner, bringing key figures from the creative industries all around the world. The list of previous speakers includes:

  • Steve Goss, Creative Director, Supermassive Games
  • Richard Wilson, Head of TIGA
  • David Bishop, Head of Game Design, MindCandy
  • John Ribbins, Creative Director, Roll7
  • Jeff Wagner, Senior Technology and Production Consultant, SideFx
  • Russell Clarke, Director of Product Development, Ideaworks Game Studio
  • Sam Martin, Head of Technology, Geomerics
  • Jonathan Taylor, MediaTonic
  • Lee Singleton, Square Enix
  • David Amor, MAG Interactive
  • Greg Furber, Rewind
  • Adam Whittaker, Natural Motion/Zegami
  • Andrew Oliver and Phillip Oliver, Rebellion
  • Tom Hegarty, Roll7
  • Sam Hayhurst, 22 Cans
  • Matt Carrol, Sports Interactive
  • Martin Rigby, Investor
  • Gaetano Dimita, IP Games Expert, Queen Mary Legal Faculty

Games Library Night

A biannual event taking place during Reading Week and organised by course leaders Alan Zucconi and Federico Fasce, which celebrates the more independent side of the game industry. We use these opportunities to showcase students' games to the public and give space to underrepresented voices in the industry. The list of previous speakers have included:

  • Chris Priestman, Writer, designer, & editor
  • Leon Killin, Founder, Balance Patch
  • Marina Díez, 3 of Cups Games
  • Jupiter Hadley, Founder, IndieGamesPlus
  • Allan Cudicio, Twin Drums
  • Anisa Sanusi, Founder, Limit Break Mentorship

Global Game Jam

The Global Game Jam is a yearly event in which people from all over the world work on making a small game over the course of a weekend. For three years in a row, Goldsmiths has been proudly hosting the largest GGJ site in London. Thanks to the support of the Hacksmiths, we offered space, food and even beds to all students and developers who took part in the jam.

We also run a series of workshops and talks, which have included:

  • Rex Crowle ("Knights And Bikes", "Tearaway", "LittleBigPlanet")
  • Marijam Didžgalvytė, Left Left Up
  • Amy Dickens, Developer Advocate
  • Claire Blackshaw, Media Molecule
  • Sergio Ronchetti, Fallen Flag Studio

Other events

Here at Goldsmiths we also organise other inter-departmental events. This includes several "Tea & Testing" sessions during the year, which give students a safe space to playtest their games. We also run occasional career fairs opened to all postgraduate students at Goldsmiths.

Student work

You can see some of the games and projects our students worked on as part of their studies on the GamesAtGold page on itch.io.

Zipeng Cheng

Zipeng Cheng created this Unreal Engine 4 project from scratch, producing a finished game demo.

Read more

Careers

Industry Placements & Career Paths

As part of the MA, students may choose to do an internship with a games-related company. Over the years we worked closely with industry leaders and game studios to offer industry placements.

Many internships result in permanent positions, and almost 100% of our graduates find work four to five months after finishing the programme. Some have gone on to work in major studios like EA, Ubisoft, Sony, Creative Assembly, Microsoft, Cinesite, Framestore, Splash Damage, Rebellion Studios, Mediatonic, Frontier, Supermassive and Roll7, as well as getting funded for start-ups such as Terrardhard.

Company Testimonials

The following are some quotes from companies who have liaised with us to offer industry placements to MA and MSc Computer Games students.

Supermassive Games

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

Jonathan Amor, Director of Technology, Supermassive Games

Ubisoft Reflections

"We are delighted to announce that Reflections, a Ubisoft studio, will be taking on two Goldsmiths MSc Computer Games Programming students for Internship."

Dr Chris Jenner, Expert Programmer

Rebellion

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

Jason Kingsley OBE, CEO and Creative Director of Rebellion

The Creative Assembly (SEGA)

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

Martin Servantes Director of Operations & Finance

Jagex Games Studio

"Jagex Games Studio in Cambridge is looking forward to receiving applications from Goldsmiths' talented MSc Computer Games students for their summer internships in 2014".

Sue Stather, Graduate Recruitment Specialist, Jagex Games Studio

Find out more about employability at Goldsmiths.

Staff

Similar programmes

MSc Computer Games Programming

This MSc is tailored for people who want to work in the game industry. You will learn multi-platform game development and gain a solid foundation in programming to help you develop your own skills. The MSc has a strong focus on business and entrepreneurship, including the possibility to work with industry partners as part of your internship.

Computer Game And Animation Design

Source: https://www.gold.ac.uk/pg/ma-computer-games-art-design/

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