"Being taught industry standard techniques by industry professionals allowed me to expand my portfolio dramatically."
"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 (www.supermassivegames.com)
Our MSc in Computer Games & Entertainment is part of the PlayStation®First Academic Partnership Programme offered by Sony Computer Entertainment Europe (SCEE) uk.playstation.com. Our course provides students with unique access to PlayStation® professional development hardware (dev kits) and software (SDK) to equip students with industry relevant game development skills across PlayStation®3 and PlayStation® Vita. www.worldwidestudios.net/london
"We are delighted to announce that Reflections, a Ubisoft studio will be taking on two Goldsmiths MSc Computer Games and Entertainment Programming students for Internship." Dr Chris Jenner: Expert Programmer
“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
Leading UK Developer Creative Assembly is the developer of the hit game series Total War. They are currently working on a new cross-platform title based on the Alien IP. Based in Horsham.
"Jagex Games Studio in Cambridge is looking forward to receiving applications from Goldsmiths’ talented MSc Games and Entertainment students for their summer internships in 2014”. Sue Stather, Graduate Recruitment Specialist, Jagex Games Studio (RuneScape and Transformers Universe MMO Development Studio).
Roll7 is a New Cross based Indie Video Games Developer and has been offering placements to Goldsmiths MSc Games Students for 3 years Roll7 is just about to release its first console title OlliOll, exclusively for PSVita and we are looking for another 1 or 2 Goldsmiths programming interns for 2014 to work on a Sony backed PS4/Vita cross-play title.
The computer games and entertainment business is a fast growing multi-billion dollar worldwide business, with games platforms ranging from Playstation 4, Xbox One, Nintendo Wii U, mobile and handhelds including iPhone, iPad and Android phones, PC-based, and massively multiplayer online games (MMOG) involving tens of thousands of people.
With ongoing strong demand for graduate computer games programmers from the UK and abroad, this MSc will produce graduates who are well positioned to get a job in this exciting worldwide industry. Potential employers include EA, Ubisoft, Sony, Activision, Microsoft, Cinesite, Framestore, and many more.
In a wider sense, the influence of computer games programming is spreading to other digital media industries outside games, including gamification and the medical sector, games based learning, new forms of social networking and the interactive visualisation of scientific and live financial business data.
Computer games are starting to fundamentally change the way people interact with computerised systems.
(1) Advanced Programming
(2) Computing in Geometry, Graphics & Vision
(3) Games & Interactive Entertainment Industries
(4) Additional Modules (other important topics for these industries)
(5) Final Project & Dissertation
(Goldsmiths is a member of TIGA)
The MSc in Computer Games & Entertainment has achieved Creative Skillset accreditation.
You can apply directly to Goldsmiths via the website by clicking the ‘apply now’ button on the main programme page.
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.
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.
You will be required to demonstrate sufficient proficiency at programming in a major language, such as C, C#, C++ or Java, before being accepted on the programme. This may take the form of text or – during an interview – a practical challenge to programme a well-known method or algorithm. A portfolio of relevant work (such as programming samples, art-based/sketch book, games assets, or games programmed/designed) will strengthen your application.
You should have (or expect to be awarded) an undergraduate degree of at least upper second class standard in computing, engineering or mathematical sciences, and an interest in - and capability for - working in interdisciplinary contexts.
You might also be considered if you aren’t a graduate or your degree is in an unrelated field, but have relevant commercial experience and can show that you have the ability to work at postgraduate level.
Due to the popularity of this programme, successful applicants will be required to pay a deposit of £100 to secure any offer of a place on the programme. The deposit will be credited against your tuition fees when you enrol. Please note: you'll only be required to provide a deposit if you are offered a place, you don't need to pay a deposit in order to apply.
If your first language isn't English, you need to demonstrate the required level of English language competence to enroll and study on our programmes.
Please check our English language requirements for more information.
Get in touch via our online form
+44 (0)20 7919 7766
+44 (0)20 7919 7702
Co-director of MSc in Computer Games & Entertainment
William is well known for his pioneering work with IBM (1987-93) in evolutionary art and computing at the IBM UK Scientific Centre in Winchester. He is co-author of the book 'Evolutionary Art and Computers', published in 1992, which covers the work during this period with the mathematician Stephen Todd. His award-winning organic computer animated films were shown at SIGGRAPH and many computer graphics events around the world, and he had major art exhibitions, touring the UK, Germany, Australia, Hong Kong and Japan for four years. During this period his work received much press and TV coverage and a number of IBM patents emerged from this work.
From 1993 to 2003, William was CEO of Computer Artworks Ltd, which initially worked with the music industry for two years (clients included BMG Music) then focused on producing computer games for Playstation 2, Xbox and PC. Employing around 90 people, clients included Microsoft, Nokia, Atari and Sony Computer Entertainment. Hit games developed included the award-winning ‘The Thing’ (PS2, Xbox, PC) for Vivendi Universal which was a number one hit in the UK and Germany. (The game is a sequel to the cult John Carpenter film of the same name.) Other products included the cult PC game Evolva for Virgin Interactive and Organic Art for Warner Interactive and Mattel. The average turnover was approximately £5m per annum, with two development studios in London and Brighton. William was responsible for negotiating and closing contracts valued at $100K to $5m with USA and European Publishers.
William is Director and Founder of Games Audit Ltd (2003), which is an Operational and Technical Due Diligence Company focusing on the development of Playstation3, Xbox360, Nintendo Wii, PC and MMO games for clients which include Banks, VCs and City Investment companies, Games Publishers and Developers. Games Audit clients include:
On Creative Computing courses provided to international students, and in the context of a flourishing creative industry, William featured in the following video:
Find out more about the making of The Thing in this interview with William in Edge Magazine.
Co-Director of MSc in Computer Games & Entertainment
Frederic was previously the director and founder of the former MSc in Arts Computing at Goldsmiths, before joining William Latham to create the new MSc in Computer Games and Entertainment. He received his BEng in Electrical Engineering, with honors in aeronautics, from the Polytechnic School of Montreal, his MEng from McGill University in Computer Vision and Biomedical Imagery, and his PhD from Brown University (in 3D shape representation). In the mid-nineties he was leading R&D projects in the industry of 3D Geographical Information Systems, with Thales – part of Thomson-CSF – based in Paris, France.
His current research interests incorporate ideas from computer vision, together with the physics of waves and shocks and their modelling in modern mathematics via singularity theory. Frederic is also working on perceptual models grounded in geometry, based in part on Gestalt theory. Frederic has initiated several 'shape-based' projects mixing the arts, humanities, social sciences, and computing, including CyberCity and CyberMonument, digital sculpting (with the Mid-Ocean Studio), digital archaeology (co-founder of the SHAPE lab at Brown University), and FoldSynthProtein Folding Visualisation Project (with William Latham and Stephen Todd at Goldsmiths and the Bioinformatics group at Imperial College, London).
Leader of the Programming, Tools and Middleware, and AI courses
Andy is a games industry veteran – from his involvement in computer chess and console games in the 1970s through Psygnosis technology group, Rage games, Confounding factor and now Sony Computer Entertainment. He's now split between SN Systems, Sony's console tools specialist, and Goldsmiths. Andy has contributed to many recent triple-A game titles by troubleshooting performance issues.
Andy holds a half time senior lecturing position with us, and keeps a half time position at Sony, SN Systems in Bristol, as a Compiler Engineer (since 2004). Previously he was Technology programmer at Confounding factor (2003-04), on the game "B-17 Flying Fortress: The mighty 8th" (1999-2003), at Psygnosis (1994-99).
Andy has experience with every aspect of computer science from video codecs, speech recognition, game engines, mathematics, geometry processing, operating systems to compilers.
Andy is a contibutor to the Game Programming Gems series and has given talks at GDC and other conferences. He has been featured in IT Now magazine and on Gamasutra:
Andy holds a BSc with Honours in Physics and Electronics from the University of Manchester, and an MSc in Mathematics from the Open University.
Leader of the Audio engineering and Mobile technology courses
Mick Grierson specialises in applied real-time audiovisual interaction and cognition research. He has over 15 years' experience working in film, television and music, creating motion graphics, music, sound and interactive installations for the arts, games and entertainment industries. He is currently principle investigator on a £300,000 three-year industry fellowship, developing a range of interactive audiovisual software for platforms including iPhone, iPad and PS3. This work continues his previous fully-funded research in experimental audiovisual interaction within commercial gaming environments.
As a software developer and artist, clients range from traditional broadcast (BBC, Channel 4, Universal), to public institutions and researchers (Beau Lotto, Science Museum, soundandmusic.org), to world-leading musicians and artists (Christian Marclay, Greyworld, Vernon Reid). Throughout 2005-06 he designed motion graphics and digital audiovisual installations for the hit TV show Derren Brown: Trick of the Mind, including the now classic "Zombie" experiment. In 2007 he released the Mabuse Audiovisual Composition environment, which has been downloaded by tens of thousands of VJs and performers. In 2008 he collaborated with the Sonic Arts Network and the South Bank Centre to create a freely available interactive audiovisual interface for use by people who are deaf and hard of hearing, and received considerable international press attention after demonstrating his Brain Computer Interface for Music to the BBC. In 2009 he released the open source C++ audio DSP library, Maximilian. Maximilian consists of professional level C++ DSP code for interactive audio, game and application software development.
Mick holds a PhD from the University of Kent. He is Director of Creative Computing at Goldsmiths.
Leader of the Advanced Programming and Tools and Middleware in Games courses (2008-10)
Gareth Lewis helped us design the curriculum back in 2007, and then led the programming aspect of our courses the first two years, until the summer of 2010. Gareth went back to work full time for the industry in mid-2010.
His background is primarily in video games development and programming, having worked for several leading developers and publishers, including Acclaim, Sony SCEE and Mivrosoft Lionhead Studios, as well as being involved with some of the most creative products such as Peter Molyneux famous Fable and Black & White games franchise. In addition to teaching programming on the MSc CGE course, while at Goldsmiths he was a games technical management consultant working with clients across Europe, including ITI Techmedia (now part of Scottish Enterprise) and Hotgen.
Gareth has Master's degrees in Cognitive Psychology and Business Administration, Postgraduate Diplomas in Technology Management and Business Administration, and a degree in Computer Science.
Gives students a strong basis in programming development in the context of the Games and Entertainment industries. From Z-buffering to lighting calculations, weather effects, curved surfaces, multiple layer Internet gaming, network programming, many of the major techniques needed to develop a competitive game engine shall be covered. Object Oriented programming represents the core methodology upon which the course is based using the C++ programming language, scripting (Python or Lua) and other technologies (such as Android or iPhone dev. for mobile, casual, on-line games; assembly for debugging). The course also puts an emphasis on special topics of current (and future) concern to the industry: procedural programming, multicore parallel processing and design, computer vision for gesture recognition and tracking.
Gives students a strong basis in the mathematics and theory which is fundamental to the development of modern games, special effects, and entertainment systems. The course is divided into various modules.
Gives students a solid understanding of the industries of computer games and interactive entertainment, inclusive of special effects for films and animations. Gives an overview of the industries and teaches students the main management methods used in practice. Main topics covered include:
Students will undertake a project towards their dissertation, typically over the Spring-Summer period (May to September). We offer three options to our students:
This is based on a research theme selected by the student and agreed upon by the lecturing team. Recent examples include:
The project is based on a theme, e.g. “Myths and Legends.” The goal will be for each student to create a playable game on a common platform (e.g. a PC, handheld device, console or mobile phone). The project will demonstrate the use of skills, knowledge and programming techniques learned in each of the taught modules. Working in small teams, students will be required to build 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.
Typically within the greater London area and for a minimum of three months, each student regularly reports back on their experience during the placement and provides a final presentation/viva and report as for the other two options, but not necessarily with demos (proof of programming work is ensured via a designated mentor at the studio/company).
All students are required to write a report (alike a thesis format) and present their result/experience at a final viva in front of a small examination committee, usually by mid-September.
Companies offering placements include: Creative Assembly, Supermassive, Ideaworks (Marmalade), Rebellion, Roll7, Climax Studios, GameSys, SONY SCEE, Splash Damage, BeefJack, Playmob, Ubisoft Reflections.
Mainly based on coursework (involving programming), essays, final project and dissertation; some lecturers may also conduct exams/quizzes.
The taught programme is organised into three terms (full-time). The Autumn term runs from early October to mid-December, the Winter/Spring term from mid-January to the end of March, and the Summer term runs, typically, from late April to mid-September. Taught courses are given during the Autumn and Winter/Spring terms, while the Final Project takes place during a Summer term (in the second year for part-time students).
Andrew Dyer, games programmer at Supermassive Games
"The MSc Computer Games & Entertainment course has done an excellent job preparing me for working at the front lines of the games industry, and as a programmer specifically. It has been intensive and very thorough, encouraging us all to understand first-hand the workings of graphics, animation, and physics systems that ultimately helped me working with them at a higher level during my internship at Supermassive Games and subsequent employment at the studio."
"I enjoy drawing and scripting. I would like to make a game about social intelligence and I think I want to be a director or producer. The MSc in Computer Games and Entertainment is super tough for beginners but there's plenty of support so it's never unmanageable."
"Being taught industry standard techniques by industry professionals allowed me to expand my portfolio dramatically."
"The course has good links to the industry which has been exploited fully with regular guest lectures and the opportunity to engage in gaming culture from a developer’s perspective. Group assignments have been structured in such a way that they emulate industry working environments. The course has given me the ability to approach and tackle real world game programming challenges with confidence."
"The course was great and gave as good insight on the most important aspects of games development. I think that it is suited for both intermediate and advanced programmers because due to the relatively open nature of the projects everyone could work depending on their skill level. All the projects were equally challenging for all. It is really good that almost every project was done in C++ because it is the most important language to know in the games industry."
This programme is focused on providing you with the skills and experience needed to secure a job in the computer games industry.
All of the graduates from the 2012/13 MSc in Computer Games & Entertainment course have secured placements at UK computer games companies.
You'll develop excellent games programming skills. These skills are highly transferrable, as games programming is viewed by other industries as being very demanding and requiring a high level of technical ability.
The global computer games industry is valued at 60 billion USD and is predicted to continuously grow in years to come. It's a mature industry with companies such as EA, Ubisoft, and Blizzard Activision giving long-term career prospects, shares, and benefits. There is a big skills shortage in this growing sector.
Lars and Michael both studied MSc Computer Games & Entertainment and now work at Sony London Studios.
“During his time with Asylum, Aris (Tsevrenis) was always a joy to work with, his attitude and passion for the work was plain for all to see. While still learning Aris is always happy and willing to tackle even the most complex of tasks and was never afraid to flag problems or issues in a clear and helpful manner. In working with other programmers, Aris has an open attitude to how things work, and has at times found clever approaches to speed up some of the more mundane tasks sometimes found in development. He is able to work well with the code and coding style of others, and can and has contributed code to existing and legacy systems without problem or causing issues to the other programmers working on the project. All in all, Aris is a valuable addition to any coding team and I would have no hesitation about working with him again.”
"Ross (Freemantle) was a strong candidate and was able to hit the ground running, picking up the continuing development of one of our internal tools. He cooperated closely with the game teams to work towards adding the additional features they required. I was particularly impressed with his ability to work independently and with little instruction."
“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”.
"We were all stunned by Matt's ability to hit the ground running. We gave him a project that we thought was long term and something he would only be able to start during his internship. He had the entire project completed by the end of the summer! We had no hesitation in offering Matt a permanent position when his internship finished."
Matthew (Wash): Title of project report: "Porting the Enlighten Runtime to a Low Power Consumption GPU Device". Matt also represented Geomerics @ SIGGRAPH in Vancouver in July 2011. Matthew was hired by Geomerics in September 2011.
“Fabio (Franconeri) shows strong potential and is learning quickly. He has a good programmer's brain and is able to tackle more complex tasks now, requiring less supervision. I think he is going to develop into a valuable asset to the team."
"Murari (Vasudevan) is getting the hang of it and learning. He is keen, and is definitely adapting to the professional environment and showing improvement.”
Steve (Powell) started an internship late Summer, working on IdeaWorks game engine SDK. His internship will run well into the Autumn. "We gave Steve a job! He's a good guy, and has quite a broad range of useful skills."
"James' (Peacock) internship has been a great success. We have been very pleased with the progress he has made over the course of his internship. His programming knowledge and confidence have grown rapidly and we have been able to assign an increasing variety of tasks to him, all of which have been approached with a positive and professional attitude. He has become a valued member of the programming team and we hope he will choose to accept our offer of a job at our Oxford studio. So thanks for recommending Rebellion to him in the first place!"
"We are delighted to announce that Reflections, a Ubisoft studio will be taking on two Goldsmiths MSc Computer Games and Entertainment Programming students for Placement in 2014."
"As a small developer with a compact, close-knit team, working with Goldsmiths Master's students was an excellent opportunity to bring on a likeminded and talented student who brought new skills and approaches to our team. As many of our projects blend "hard-core" C++ code with Flash and Flex there was an equal exchange of knowledge between us and our placement, with our student gaining knowledge in Flash and cross platform development. Crucially for our student, their internship took place during a crunch period on a major project, so they gained essential lessons in the late nights, bug fixing and the high stress of shipping a gold master!"
"Our last Goldsmiths intern, Nikos (Asfis) has been a truly excellent addition to the team; we have now brought him on in a more serious capacity and he is not only doing great work himself, but also starting to manage our Singapore team too. Overall a fantastic outcome!"
"We were so impressed with James (Huxtable) and his talent, that at the end of his internship, we have offered him a full time role at the studio and believe he will be a very important part of the team for years to come."
Lars Erik (Coward Eek): Lars did a piece of R&D for Sony on dance using move technology to characterise gestures and body movements. Sony hired Lars at the end of his internship. "Lars joined our team for a few months this summer where we gave him a challenging, self contained project to work on. He impressed with his ability to grasp the concepts quickly, code the solution and produce tools to aid the debugging of the system. Ultimately he produced a report that advised the strengths and weaknesses of this system and proposed changes to the dataset in order to get better results. He did this pretty much all on his own with minimal intervention. We were so pleased we ended up hiring him. Thanks."
Benjamin (Waring): Ben worked on a video dance game prototype. "Ben joined our team for three months and was responsible for implementing some game prototypes that we wanted to prove out. After being briefed, he created a presentation to outline the work he planned to do and then worked with artists, designers and technical people to build the demos. He became pretty self sufficient and created a finished demo which we then used to convey to senior management the pros and cons of the game ideas. Overall having Ben on our team was a valuable experience for us".
Five students from the course have scooped first prize in the first-ever Ukie game jam competition, which gave them the chance to work with industry experts and showcase their creative talents to some big players in the industry.
The havok physics engine gives an new game play spin to a classic game concept in this MSc work by Thomas Manning.
Each year we bring guest speakers to Goldsmiths from the games and entertainment industries. This is one of the ways we create more links with the industry and are able to offer to our students help in getting internships in various games studios during the Summer term.
The Goldsmiths campus is best reached via London Bridge and either New Cross Gate (preferred) or New Cross stations. Campus maps and directons are available here: www.gold.ac.uk/find-us/
Content last modified: 10 Jan 2014
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