

BSc Games Computing with Virtual and Augmented Reality
About this course
Games computing with virtual and augmented reality combines the technical depth of computer science and game development with a focused engagement with the technologies reshaping how interactive experiences are designed and delivered. Virtual reality immerses users in entirely simulated environments, while augmented reality overlays digital content onto the physical world. Together they form what is often called extended reality, and the capacity to build compelling, responsive, immersive experiences in this space is one of the most sought-after capabilities in the technology and entertainment industries. The three-year full-time Games Computing with Virtual and Augmented Reality programme at the University of Lincoln is designed for students who want to combine core computer science and game development skills with a specific focus on extended reality as a platform for game technologies. You will study the programming, mathematics, graphics, and computer architecture that underlie game development, while also developing the specialised skills needed to design interaction, immersiveness, and entertainment in VR and AR environments. The programme includes a sandwich year and a work placement, which are particularly valuable in a rapidly evolving sector where practical experience building real-time applications in professional contexts accelerates development far beyond what purely academic study can achieve. With a typical entry tariff of 120 points, the programme is designed for students who are genuinely enthusiastic about both the technical and creative dimensions of games and extended reality. Lincoln's growing technology community and industry connections support both placements and graduate employment. Graduates are well positioned for roles as games developers, XR developers, immersive experience designers, technical artists, and software engineers in games studios, technology companies, training simulation firms, architectural visualisation companies, and the healthcare and education sectors where VR and AR applications are growing rapidly.
Syllabus & Modules
Typical curriculumStudent Satisfaction
National Student Survey - 30 respondents (78% response rate)
Similarly Ranked Alternatives
What comes next? 🎓
Choosing the right university starts with choosing the right school. Explore transparent, data-driven school profiles powered by official DfE statistics.
Explore Schools on WhatSchool.ai →


