MSc in Computer Games & Entertainment

Our groundbreaking MSc has been developed in response to a pressing need to offer a high quality postgraduate programme serving the industries of computer games and entertainment, with an emphasis on programming, maths and graphics, business, IP, entrepreneurship, team management, 3D animation, AI and physics in games.

About the department

1 year full-time or 2 years part-time.
If you're applying for funding, you may be subject to an application deadline. Find out more about funding opportunities for home/EU applicants, or funding for international applicants.

See our tuition fees.
Further information

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Contact the department
Contact Department of Computing or Professor Frederic F. Leymarie
Visit us
Find out about how you can visit Goldsmiths at one of our open days or come on a campus tour.

Partnership: Sony

Jan 2015

Our MSc in Computer Games & Entertainment is part of the PlayStation®First Academic Partnership Programme offered by Sony Computer Entertainment Europe (SCEE) 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.

Placement: 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

Placement: Reflections - a Ubisoft studio


"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

Placement: 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

Rebellion is one of Europe’s largest independent game developer-publishers, with their own state of the art cross-platform games engine and toolset. Rebellion’s latest number one hit was Sniper Elite 3, and they also publish the legendary 2000AD comic featuring Judge Dredd.

Placement: The Creative Assembly (SEGA)

Creative Assembly Logo

‌‌“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.

Placement: Jagex Games Studio

"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). 

Placement: Roll 7 

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.

Further Information: 

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What you study

The programme is delivered by a mix of professionals from the industry and from the research world. We work closely with industry leaders to offer internships at studios including Sega and Sony.

(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


Video: Click to play
Michael studied MSc in Computer Games & Entertainment and now has a job at Sony.




‌  tiga-logo.gif
(Goldsmiths is a member of TIGA)

The MSc in Computer Games & Entertainment has achieved Creative Skillset accreditation.

Applying and entrance requirements

You can apply directly to Goldsmiths via the website by clicking the ‘apply now’ button on the main programme page.

Before submitting your application you’ll need to have: 

  • Details of your education history, including the dates of all exams/assessments.
  • The email address details of your referee who we can request a reference from, or alternatively an electronic soft copy of your academic reference.
  • A personal statement. This can either be uploaded as a Word Document or PDF, or completed online.
  • If available, an electronic soft copy of your 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. 

If you're applying for funding you may be subject to an application deadline. Find out more about funding opportunities for UK/EU students and international students. 

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

Selection process

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.

Entrance requirements

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.

We also accept a wide range of international equivalent qualifications, which can be found on our country-specific pages. If you'd like more information, please contact the Admissions Office.


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.

English language

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.

Find out more about applying 

Contact us 

Get in touch via our online form


+44 (0)20 7919 7766

International (non-EU)

+44 (0)20 7919 7702

Key academic staff

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:

  • Ingenious Ventures, Add Partners and IDG Ventures, ITI Techmedia (Scotland), Imprimatur Capital, IFG (International Film Guarantors), Add Zero, Nesta, NCC (National Computing Center; escrow provider).

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:

Recent blog entry by Andy on #AltDevBlogADay  called " Building the perfect coder " (April 11, 2011).

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,, 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.

Alumni Lecturers

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.

Modules and Structure

Main topics covered

(1) Advanced programming (Introduction to & Advanced programming for games modules)

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 module 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 module 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.

(2) Computing in Geometry, Graphics and Vision  (Maths & Graphics for Games, modules 1 & 2)

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 module is divided into various modules.

  • Mathematics module: linear algebra fundamentals (vectors, matrices, quaternions), calculus review (tangents, curvature, nth order derivatives, integrals, etc.), interpolation techniques, splines, surface meshing, complex numbers and fractals, etc.
  • Computational geometry module: Advances cover state-of-the-art issues, such as: flocking behaviors (animation of crowds), space syntaxes (used in architecture and urban development), 3D bucketing and parallel processing.
  • Computer graphics module: including rendering techniques, 2D and 3D graphics (in interaction, representations). The advances cover the recent issues in graphics, including Non-Photorealistic Rendering (NPR), procedural algorithmics, growth and evolutionary systems, etc.
  • Perception and Vision module: (mainly visual): computer vision including image processing and pattern recognition, use of OpenCV, kinect platform from Microsoft. 

(3) Games & Interactive Entertainment Industries (Business & Practice for Games module):

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:

  • How the industry works across all the domains.
  • How games are made: considering games development from concept to shrink wrap; how development is different for different domains; approaches to developing games; the use of middleware and tools.
  • Team work: the role of the team within development; how to make teams work (Tuckman, Empowerment, psychology, etc.); highlights the positive sides of crunch and the deathmarch, but also highlights the issues of those approaches.
  • Entrepreneurship; how to do it yourself; IP; marketing and hiring.

(4) Additional modules and activities: (may vary from year to year)

  • Tools and Middleware moduleAI in games modulePhysics and (3D) Animation moduleMobile technology (e.g. Android, iPhone, iPad, via workshops and special projects).
  • Shaders and Renderers (typically covered between the programming and maths & gfx modules).
  • Audio-visual processing (e.g. using Kinect, via workshops, coursework).
  • Seminars (e.g. in collaboration with our industry partners).
  • Workshops (e.g. on specific middleware, like Unity, Unreal, Houdini, Maya).

(5) Final Project

Students will undertake a project towards their dissertation, typically over the Spring-Summer period (May to September). We offer three options to our students:

Individual research project:

This is based on a research theme selected by the student and agreed upon by the lecturing team. Recent examples include:

  • Building a cheap kinect-like gesture tracking system;
  • AI (rule-based) platform for game level design;
  • Software development for our mobile technology projects (iPhone based);
Small team game development:

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.

Placement at a games or post-production studio or at a technology company:

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 modules 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).

Programme specification

To find out more about this degree, including details about the ways you'll be assessed and information about our marking criteria, you can download the programme specification.

Graduate Profiles

Graduates of the MSc in Computer Games and Entertainment are very successful at securing jobs in their field within just a few months of graduation. 

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."‌

"Every student from those having unrelated background to experienced software engineers can benefit from this course. Before starting the course, I did not have much programming experience and almost no insight about the components of a game and the necessary tools. The intensive assignments in this course helped me to get a good knowledge in graphics, physics, animation, AI, computer vision and game business. An interesting fact for me was that I could get an internship in a Facebook games company after learning HTML5 and Javascript from scratch with a Physics assignment."

"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."

Skills and careers

This programme is focused on providing you with the skills and experience needed to secure a job in the computer games industry.

100% employment

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, Goldsmiths graduates

Lars and Michael both studied MSc Computer Games & Entertainment and now work at Sony London Studios.


Video: Click to play

Placements provided by our industry partners

Click the company name for further information

Asylum Entertainment

David Mowbray, Technical Lead, October 2010

“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.”

Climax Studios

Gwaredd Mountain, Technical Director, Autumn 2009

"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."

The Creative Assembly

Martin Servante - Director of Operations & Finance

“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”.


Chris Doran, Founder, COO, Geomerics, November 2011

"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.

IdeaWorks Game Studio (Now Marmalade Game Studio)

Russell Clarke, Head of Engineering, October 2010

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."

  • Armagos (Panagiotis): Worked on various mobile (iPhone) games projects.
  • Keith (Galdies): idem.
  • Ilenia (Sparacino): idem.

Mike Healey, Associate Head of Programming, October 2010

"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!"

Reflections - a Ubisoft studio

Dr Chris Jenner: Expert Programmer

"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."


John Ribbins, Creative Director & Co-Founder

"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!"

SEGA Sports Interactive

Miles Jacobson, Managing Director, October 2010

"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."

Sony Computer Entertainment Europe

Diarmid Campbell - Head of London Studio Vision R&D, Sony Computer Entertainment Europe //
Mark Stanley, Lead Programmer - SingStar® - Everybody Dance™ - DanceStar™

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".

Suggested Preliminary Reading

  • “Game Programming Gems,” Vol. 1-6, Mark DeLoura, 2000-6.
  • “Massively Multiplayer Game Development,” (vols. 1 & 2), T. Alexander, 2005.
  • “Death March,” E. Yourdon, 2nd ed., 2003 ( ).
  • “Waltzing with Bears: Managing Risks on Software Projects,” T. Demarco & T. Lister, 2003.
  • “Computational Geometry,” M. Overmars & O. Schwarzkopf, 2nd rev. ed., 2000.
  • “Texturing and Modeling: A Procedural Approach,” D. Ebert et al., 3rd ed., 2002.
  • “The Animator’s Survival Kit,” R. Williams, 2002.
  • “Understanding Comics: The Invisible Art,” S. McCloud, 1994.
  • “Creating Emotion in Games: The Craft and Art of Emotioneering,” D. Freedman, 2003.
  • “3D Game Engine Design,” D. Eberly, 2006.
  • “3D Game Engine Architecture,” D. Eberly, 2005.
  • Graphics Gems Series,
  • GPU Gems Series,
  • ShaderX series, W. Engel.
  • “Agent-Based Software Development,” M. Luck, R. Ashri & M. d’Inverno, 2004.
  • AI Game Programming Wisdom series, S. Rabin, 2002-6.
  • “Creating Music and Sound for Games,” G. W. Childs, 2006.
  • “Fundamentals of Audio & Video Programming for Games,” P. Turcan & M. Wasson, 2003.
  • “Real-Time Collision Detection,” C. Ericson, 2004.
  • “Game Physics,” D. Eberly, 2003.
  • “Effective C++,” 3rd edition, S. Myers, 2005.
  • “More Effective C++,” S. Myers, 1996.
  • “Effective STL,” S. Myers, 2001.
  • “C++ Coding Standards,” Stutter & Alexandrescu, 2004.
  • “Exceptional C++,” Stutter, 2004.
  • “Code Complete,” 2rd rev. ed., S. McConnell, 2004.
  • “Peopleware,” 2nd ed., T. DeMarco, 1999.
  • “Software project Survival Guide,” S.McConnell, 1997.
  • “Professional software development,” S.McConnell, 2003.
  • "Beyond the C++ Standard Library -- an intro. to Boost," B. Karlsson, 2006.
  • "Mathematics for 3D game programming & Computer Graphics," E. Lengyel, 2nd edition, 2003.
  • "3D Math Primer for Games & Graphics Development," F. Dunn & I. Parberry, 2002.

Student work

MSc in Computer Games and Entertainment student showreel 2012 (rendering and graphics)



Students from the MSc win first prize the games industry trade body competition

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. 

Galdies, Keith (2010-11) - iPhone Physics Game

Wash, Matthew (2010-11) - Real-time Ray tracing engine: Buddha

Manning, Thomas (2009-10) - Masters Physics Coursework

The havok physics engine gives an new game play spin to a classic game concept in this MSc work by Thomas Manning.

Seminar Series: Games & Entertainment Industries

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:

MSc CGE Seminars Series — Spring 2013

  1. 14/01/13: Mark Hope, Games Industry Careers, Aardvark SwiftPoster - MH - 14 Jan. 2013
  2. 28/01/13: Steve Goss, Creative Director, Supermassive Games — Poster - SG - 28 Jan. 2013
  3. 19/02/13: Stuart Johnson, Field application engineer, talk on animation, Havok Inc. — Poster - SJ - 19 Feb. 2013
  4. 25/02/13: Guy Davidson, Coding manager, Creative Assembly — Poster - GD - 25 Feb. 2013
  5. 12/03/13: Richard Wilson, Head of TIGAPoster - RW - 12 Mar. 2013
  6. 14/03/13: Gareth Edwards, Founder/Tech. Director, Stargate Resources — Poster - GE - 14 Mar. 2013
  7. 19/03/13: David Bishop, Head of Game Design, MindCandy — Poster - DB - 19 Mar. 2013
  8. 21/03/13: John Ribbins, Creative Director, Roll7
  9. 24/04/13: Ari Desi, SideFx/Houdini —

MSc CGE Seminars Series — Autumn 2011/Spring 2012

  1. 20/10/11: Jeff Wagner, Senior Technology and Production Consultant, SideFx. Afternoon workshop on Houdini
  2. 07/12/11: Russell Clarke, Director of Product Development, Ideaworks Game Studio --- Poster - RC - 7 Dec. 2011
  3. 13/12/11: Richard Evans, Game Designer & AI Expert --- Poster - RE - 13 Dec. 2011
  4. 21/02/12: Andy Payne & Steve Ewart, Havok Inc. --- Poster - Havok - 21 Feb. 2012  
  5. 23/02/12: Peter Aunins & Mark Hope, Aardvark Swift ---  Poster - AS - 23 Feb. 2012  
  6. 19/03/12: John Broomhall, Leading Games Audio Expert --- Poster - JB - 19 Mar. 2012  
  7. 20/03/12: John Ribbins, Creative Director, Roll7 --- Poster - JR - 20 Mar. 2012  
  8. 22/03/12: James Peacock, Games Programmer, Rebellion, Alumnus MSc CGE 2010 --- Poster - JP - 22 Mar. 2012
  9. 26/04/12: Sam Martin, Head of Technology, Geomerics --- Poster - SM - 26 Apr. 2012  
  10. 02/05/12: Jamie Fowlston, Managing Director, Qubesoft --- Poster - QubeSoft - 2 May 2012  
  11. 03/05/12: Jean-Luc Lugrin, Unreal and MOG, Teeside Uni. --- Poster - JLL - 3 May 2012   
  12. 04/05/12: Stuart Godfrey & Thad Frogley, Climax Studios --- Poster - Climax - 4May2012  

MSc CGE Seminars Series — Autumn 2010/Spring 2011

  1. 19/11/10: Alon Shtruzman, COO, PlayCast — Poster 19 November 2010
  2. 03/02/11: Tomas Rawling, Owner/Director, Auroch Digital Ltd — Poster 3 February 2011
  3. 17/02/11: Steve Goss, Creative Director, Supermassive Games — ‌
  4. 24/02/11: Peter Aunins, Director, Aardvark Swift — Poster 24 February 2011
  5. 10/03/11: Lee Winder, Technical Manager, Blitz Games Studios — Poster 10 March 2011
  6. 31/03/11: Russell Clarke, Technical Director, Ideaworks Game Studio --- Poster 31 March 2011 (followed by a visit @ IdeaWorks, on April 14)
  7. 17/05/11: Caroline Howes, Op. Manager, the PlayMob --- Poster 17 May 2011
  8. 17/05/11: John Ribbins, Creative Director, Roll7 — Poster 17 May 2011

MSc CGE Seminars Series — Autumn 2009/Spring 2010

  1. 11/11/09: Jamie MacDonald, ex SCE Wolrdwide Studio VP, Sony SCEE, Senior VP of Production, Codemasters Managing Games Development
  2. 24/02/10: Stuart Godfrey, Climax The Game Player Psychological Profiling on Silent Hill
  3. 03/03/10: John Broomhall, Leading Games Audio Expert  Games Case Studios in Audio
  4. 10/03/10: Simon Bennett, Managing Director, Roll7– Serious Games Development
  5. 17/03/10: Steve Goss, Creative Director, Supermassive Games Game Design, A Dark Art
  6. 24/03/10: Tim Rance, Technical Director, Lionhead, Microsoft Recurrent Technical Challenges in Games Development over 15 years
  7. 28/04/10: Terry Haynes, Senior Producer, HotGen Embedded Games Development
  8. 09/06/10: Michael Jaeger-Jenson, Projects Lead, Framestore Soho onsite visit to company Developing Special Effects from "Where the Wild Things are" to "Sherlock Holmes"

MSc CGE Seminars Series — Winter 2009

  1. 20/01/09: Andy Lomas, Head of CG, FramestoreFramestore and The Golden Compass: The Tools and Techniques of Visual Effects
  2. 27/01/09: Andrew Robson, MD TestologyThe Importance of Testing
  3. 03/02/09: Fred Hasson, Executive Director RedBedlamCollision or Convergence?
  4. 10/02/09: Gwaredd Mountain (TD) & Stu Godfrey (Recruitment), Climax — Come create
  5. 24/02/09: Mark Hobbs, Senior Developer Relations Engineer, and Stuart Gray, Developer Relations Engineer, amBX — amBX SDK: How to cope with the habits of Games Developers
  6. 03/03/09: Matthew Wiggins, Lead Programmer, Codemasters
  7. 10/03/09: Dave Burrows, CTO Sony (SCEE) PSN — 10 things to think about before you code a franchise
  8. 17/03/09: Charlie Skilbeck, Microsoft — Gameplay: Why is it easier to make a crappy game worse than better?

Content last modified: 09 Apr 2015

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