The computer games industry has a constant demand for suitably qualified people who have a strong technical grounding in programming at high and low levels and an awareness of graphical techniques. These same skills are also valuable in many other computing-related industries as they allow the production of high-performance and high-quality software in any field.

This course includes the foundations of computing, programming, and more advanced study of techniques for programming and producing software that can output high quality three-dimensional graphics in real time.

The programme aims to provide a structured, flexible and coherent programme of study in Computer Games and Animation, which will enable students to develop the skills, knowledge and understanding necessary to pursue careers in related areas. It enables students to develop an understanding of the theoretical and practical issues of computing particularly allowing them to create games and animation software through the application of domain specific techniques and methodologies such as multi-threaded event loops and professional game engines.

Combination of lectures, tutorials and workshops in a classroom environment at Informatics Academy campus. Lessons are typically in blocks of 3-hour sessions. The following is the lecturer-student ratio:
a) For theory- 1:40
b) For practical- 1:32

January, May, September
January, May, September

Course Duration

Full-Time 12 Months

Part-Time 16 Months



Awarded By


Module Descriptor:
This module introduces students to selected areas of current research and development from sociological, technological and economic perspectives. Students work in groups to carry out a strategic analysis of a topic working in the style of an industrial technical analysis task force. Students also carry out an individual analysis of a selected topic. A range of topics will be covered in seminars led by specialist and guest lecturers, with practical experience in the topics. Not all seminars will be directly applicable to all subject areas, but there will be at least 3 relevant to each subject area and students will be required to attend them all in order to develop a broader awareness of current topics and trends.

Module Descriptor:
This module covers the logical and mathematical concepts that underlie the theories of computation. It introduces the notion that some problems are intrinsically more difficult than others (in a precise sense) and some problems are unsolvable. The module also aims to introduce students to the core concepts of formal languages and automata, which play key roles in the study of programming languages, and to develop practical skills in manipulating such entities.

Module Descriptor:
This module covers the theory and practice of the advanced features of object-oriented languages, code quality, the practicalities of large-scale design, and the importance of robustness in software.

Module Descriptor:
This module covers techniques for programming and developing game software in a professional context. It includes an overview of the games industry and of gaming platforms and hardware, software engineering and programming problems specific to games, and development of a game using a standard professional game engine.

Module Descriptor:
This module covers methods, techniques, and strategies for producing program code that runs as quickly as possible and makes the best possible use of the computing resources available. It covers performance measurement, techniques for optimizing program code, and methods for making use of multiple processors, with a focus on applications such as games where high performance is required.

Module Descriptor:
This module covers current practices, skills and techniques applicable to project management and quality assurance for software projects.

Module Descriptor:
An individually supervised project to investigate a chosen problem to form an extended study of a topic selected from a suitable area of the student’s programme of study and that involves the solution of a practical problem. The project is intended to culminate the course giving the students an opportunity to present the breadth and the depth of knowledge gained in their specialist topic.


Course Fee
Full-Time S$ 15,515.00 S$ 19,260.00
Part-Time S$ 15,515.00 NA
(Fee Protection Scheme)
S$ 108.61 S$ 134.82
Non-Refundable Application Fees S$ 107 S$ 321
Student Pass Processing and Administrative Fees NIL S$ 321

All fees stated above are indicative and inclusive of 7% GST. Refer to the personalized PEI-Student Contract for detailed fee payment schedule.

Admission Criteria


Minimum Age: 19

Academic Qualifications:

  • International Diploma in Gaming and Animation Technology and International Advanced Diploma in Gaming and Animation Technology or
  • Other equivalent qualification deemed acceptable by University.

English Language:

  •  IELTS – minimum score of 6.0 or
  •  Certificate in Proficiency in English awarded by Informatics Academy
  •  GCE ‘O’ Level – C6 or Other equivalent English qualification



Assessment Structure

Students will be assessed through a combination of coursework, project and examinations. Coursework may be in the form of class tests and assignments. Assessment methods may vary according to individual module requirements.

Assessment Structure Coursework Exam
Current Research 100% NA
Foundations of Computation 30% 70%
Advanced Object Oriented Programming 50% 50%
Game Development 50% 50%
Optimized Programming 50% 50%
Software Project Management 100% NA
Project 100% NA

Graduation Requirement

Upon successful completion of all modules, students will be eligible for the Bachelor of Science (Honours) in Computer Games and Animation awarded by Oxford Brookes University.

Progression Pathway

Upon successful completion of the Bachelor of Science (Honours) in Computer Games and Animation awarded by Oxford Brookes University, the student is eligible to apply for a Postgraduate programme.

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