For 2020–21, we have made some changes to how the teaching and assessment of this programme are delivered. Find out more
This MA responds to the pressing need for a high quality postgraduate degree serving the computer games and entertainment industries. The emphasis is on games design, art and animation, and will also develop the fundamentals of computer programming, entrepreneurship/business, and your own practice. You'll also be able to work with industry partners.
The computer games and interactive entertainment business is a fast-growing multi-billion dollar worldwide business, with games platforms from handhelds and mobiles including iPhones, iPads and Android phones, through consoles such as the Playstation 4, Xbox One and Nintento Wii U, to PCs and massively-multiplayer online games involving tens of thousands of people.
This MA will produce graduates who are well-positioned to have a career in this exciting worldwide industry, meeting the strong demand for graduate computer games designers and artists in the UK and abroad. The programme is delivered by a mix of professionals from the games and effects industries and from the research world.
The influence of computer games is spreading to other digital industries, with gamification and games-based learning, social machines and interactive visualisation of scientific and financial data all exploiting techniques from computer games, and all fields where graduates from this MA could make their mark.
We work with industry leaders to shape the course content, and work closely with the following studios to offer industry placements:
- Creative Assembly Sega
- Reflections Ubisoft
- Sony SCEE
- Splash Damage
- Climax Studios
- Hadrian York
Computer Games Programming
If you’re interested in developing technical skills in advanced programming, mathematics, AI and graphics for computer games development, you may want to find out about the MSc Computer Games Programming.
Contact the department
If you have specific questions about the degree, contact Alan Zucconi.
What you'll study
For 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
The skills you will learn throughout the programme will have a focus on games design, art and animation, in addition to gaining the fundamentals of computer programming, entrepreneurship/business and practice.
You will study the following modules:
|Compulsory modules||Module title||Credits|
|Games Design and Games Analytics||15 credits|
|Business and Practice||15 credits|
|Introduction to Modelling and Animation||15 credits|
|Advanced Modelling and Animation||15 credits|
You will take three 15 credit option modules to the value of 45 credits from a range of modules offered by the Department of Computing.
You will also study:
Industry Placement or Research Project and Dissertation (60 credits)
Industry Seminars Series (shared with the MSc in Computer Games Programming course)
- 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
Please note that due to staff research commitments not all of these modules may be available every year.
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
It’s not currently possible for international students to study part-time if you require a Tier 4 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.
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.
Find out more about postgraduate fees and explore funding opportunities. If you're applying for funding, you may be subject to an application deadline.
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 of your education history, including the dates of all exams/assessments
- The email address of your referee who we can request a reference from, or alternatively an electronic 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 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.
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.
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.
We encourage all MA Computer Games Art and 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 VR Studio, containing HTC Vives, Oculus VR headsets, and a multi-camera motion capture studio for development work.
We expect that you will leave this programme with strong creative skills, production experience and management capability, giving you the potential for senior roles in the computer games and entertainment industries.
This MA builds on the success of the MSc in Computer Games and Entertainment, and will develop your skills in game design, art and animation. You'll have the opportunity to work with students from this industry-recognised programme on placements and final projects. Through these creative collaborations with artists, games designers and developers we hope that many exciting and innovative projects will emerge. This mix of students also replicates the typical mix of workers in games development and special effects studios.
It's likely that this will encourage exciting and innovative projects to emerge, through creative collaborations
You'll be well equipped to pursue a career in the computer games industry, covering mainstream computer games for mobile, PC, tablet and console platforms, through to gamification and 'serious games'.
Or you could choose to work in the broader entertainment industries – including advertising, special effects, television and web/design studios.
Graduate employment destinations of our computing programmes include:
- Games development studios (including Rebellion, Supermassive, Creative Assembly, MindCandy)
- Games publishers (including EA, Ubisoft, Microsoft, Zynga and Sony SCEE)
- Special effects and TV companies (including Framestore, Double Negative, The Foundry)
- The advertising industry (including M&C Saatchi, JWT)
- Web development and design companies (including Dock9, We R Interactive)
- 'Serious games' companies (including PlayGen)
- Start-up companies founded by students
Find out more about employability at Goldsmiths.
William Latham is well known for his pioneering Organic Computer Art created in the 80s and 90s, whilst a Research Fellow at IBM in Winchester. His book on interactive evolutionary design, “Evolutionary Art and Computers” is cited a leading publication in this domain. In 1993 he moved into Rave Music, creating album covers and videos for bands such as The Shamen for three years.
He then spent ten years as creative director in computer games development, founded a games development company with studios in London and Brighton, and created games published by Universal Studios, Microsoft, SONY and Warner Bros. Among the games he has produced is "The Thing", a game based on the famous John Carpenter horror movie of the same name, released on Xbox, PlayStation, PC.
In 2007, he became a Professor in Computing at Goldsmiths, where he worked on research projects with Imperial College, York University, and the Oxford Weatherall Institute. His "Mutator VR" Sci-Fi art experience for the HTC Vive has been exhibited to much acclaim at Ars Electronica in Austria, as well as in Venice, Kyoto, and St. Petersburg.
He is co-director of SoftV Ltd, a company which develops Neuroscience Patient Games Apps for the NHS, and co-founder of London Geometry Ltd. William was an undergraduate student at Christchurch College, Oxford University, and a postgraduate student at The Royal College of Art.
Pat has had an extensive career in the games industry. He has worked as a senior artist, 3D modeller, and animator for a number of companies, including three years at 4J Studios , seven years at Visual Sciences, 11 years at Codemasters, and four years at DMA Design. He has worked for a range of development studios around the UK including Sony, Juiced, and Relentless. He has also worked on many famous games, including the original Lemmings game. He is currently a director of Stormcloud Games in Abertay, where he is responsible for art direction, and the management of small art teams. He has also been a part-time lecturer at Abertay University on the Computer Games Courses.
Richard Leinfellner is a seasoned Interactive Entertainment Executive with a proven track record of hits going back to the genesis of video games in the 80’s. He has held executive leadership roles at Electronic Arts, Mindscape, Babel Media and Palace Software delivering titles to critical acclaim and commercial success resulting in revenues exceeding £250m. Games Credits include Barbarian, Cauldron, Shadow of the Horned Rat, Populous 3, Theme Park World, Formula 1, and Battleforge amongst others.
His teaching focuses on the business of making games, practical games design techniques, programming (C++, C#, low level Microcontrollers) as well as the Unity3D and Unreal Engine 4 development platforms.
Alan Zucconi is a passionate lecturer and developer currently working in the intersection between Creativity and Education. Recognised as one of Develop’s 30 Under 30 (leading UK Games Development Magazine), he is deeply interested in using new media to drive innovation in Higher Education. Alan is the author of one of the most popular online educational blogs, which has helped thousands of developers all over the world to ship their games. Following its success, he published one of the leading textbooks on Shader Coding for Unity. Recently, he has worked on Pikuniku (Nintendo Switch, published by Devolver Digital), Still Time (PS4 & PS Vita, in collaboration with SONY) and 0RBITALIS. He has professional and academic experience with Artificial Intelligence, Machine Learning and Data Analysis.
Alan is also a Video Game STEM Ambassador, with a strong focus on intersectional feminism and supporting underrepresented groups in the game industry.