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FORWARD
University
Under review

Bachelor of Science in Games and Real-Time Media

The games and real time media industry is larger than film and music combined, its technology now drives simulation, training, visualisation and the immersive web, and Africa is almost entirely absent from its production side. Games and real time media is a demanding technical discipline of ...

BSc (Hons)Hybrid4 years (8 semesters)Intake August 2027176 credit units

Employment thesis

What this programme is designed to produce

Forward publishes the destination of every programme before you enrol. If the thesis stops holding, the programme is reviewed and, where necessary, retired. Next review: 2032.

Roles

  • Games developer and engineer
  • real time graphics programmer
  • gameplay and systems designer
  • simulation and visualisation engineer
  • technical artist
  • immersive and extended reality developer
  • engine and tools developer
  • creative technology founder

Employer types

  • Games studios and their global partners
  • simulation
  • training and visualisation firms
  • immersive and extended reality companies
  • technology and platform firms
  • advertising and interactive agencies
  • education and serious games developers
  • the graduate's own studio or venture
  • film and virtual production teams
  • and the graduate's own venture
  • incubated through the Forward Venture Studio

Target outcomes we hold ourselves to

  • This programme targets strong graduate compensation in a globally remote accessible technical field and supports studio ventures. Progression routes include the School's masters programmes and doctoral study.

Compulsory · The Forward Core

How the Core works →

Every Forward programme, including this one, carries the same five cross-cutting requirements. They are graded, not optional.

  • AI Fluency
  • Quantitative Reasoning
  • Ethics and African Context
  • Human-Advantage Skills
  • Enterprise

Includes 12 months paid work-integrated learning

Students complete COP 190 Workplace Immersion in the Year 1 recess term, COP 290 Co-operative Education Placement I (six months, paid, assessed) and COP 390 Co-operative Education Placement II (six months, paid, assessed), totalling not fewer than twelve months. Placement hosts are contracted by the Co-operative Education Office. The employer completes a structured capability assessment carrying 40 to 50 per cent of the placement mark and signs the capability claims that enter the Capability Passport. Online students are placed with accredited hosts in their own city or country under remote academic supervision, or have their existing employment accredited as the placement site under Part D4. Read the co-op commitment

Am I eligible?

Check yourself against the published requirements

7 questions written specifically for Bachelor of Science in Games and Real-Time Media. Every answer is checked against a requirement Forward has published, and the result tells you which page that requirement comes from. Indicative only, the admissions office decides on your full file.

Question 1 of 70%

What is the highest qualification you hold or are completing?

Requirement tested: A completed upper-secondary qualification (UACE, A-level, IB, high-school diploma or recognised equivalent), or a post-secondary award.

Curriculum structure

The same degree, in both pathways

Every Forward programme is published in both pathways: Path One, the term plan of two six-month terms, and Path Two, the block sequence of twelve four-week blocks. Same competencies, same assessments, same award. Toggle to see this programme in each.

Path One term plan shown

Path One · The Term Model

TERM 1 (SIX MONTHS) | FORMERLY YEAR 1, SEMESTER 1 | YEAR 1 | 22Year 1
22 credit units
CodeCourseCUHours
FDC 101
AI Fluency I: How Intelligent Systems Work
Both
42-2-0
BGRM 110
Programming and Computational Thinking
Performance
52-2-4
BGRM 111
Mathematics for Games and Graphics
Objective
43-2-0
BGRM 112
Introduction to Games and Real Time Media
Both
53-2-2
BGRM 113
Digital Media and Asset Foundations
Both
42-2-2
TERM 2 (SIX MONTHS) | FORMERLY YEAR 1, SEMESTER 2 | YEAR 1 | 22Year 1
22 credit units
CodeCourseCUHours
FDC 102
Quantitative Reasoning and Evidence
Both
42-2-0
BGRM 130
Game Engines and Architecture
Performance
52-2-4
BGRM 131
Graphics Programming I
Both
53-2-2
BGRM 132
Gameplay Programming and Systems
Objective
43-2-0
BGRM 133
Interactive Design and Player Experience
Both
42-2-2
COP 190
Workplace Immersion (4 weeks, recessterm)
Performance
00-0-0
TERM 3 (SIX MONTHS) | FORMERLY YEAR 2, SEMESTER 1 | YEAR 2 | 22Year 2
22 credit units
CodeCourseCUHours
FDC 201
Ethics, Society and the African Context
Both
42-2-0
BGRM 210
Data Structures and Algorithms for Games
Performance
52-2-4
BGRM 211
Physics and Simulation
Both
42-2-2
BGRM 212
Graphics Programming II and Rendering
Performance
42-2-4
BGRM 213
Networked and Multiplayer Systems
Both
53-2-2
TERM 4 (SIX MONTHS) | FORMERLY YEAR 2, SEMESTER 2 | YEAR 2 | 22Year 2
22 credit units
CodeCourseCUHours
FDC 202
Human Advantage: Argument, Writing and Teams
Both
42-2-0
COP 290
Co-operative Education Placement I (6 months)
Performance
100-0-0
BGRM 230
Technical Art and Pipelines
Performance
63-2-4
BGRM 231
Immersive and Extended Reality
Both
21-0-2
TERM 5 (SIX MONTHS) | FORMERLY YEAR 3, SEMESTER 1 | YEAR 3 | 22Year 3
22 credit units
CodeCourseCUHours
FDC 301
AI Fluency II: Building, Evaluating and Auditing
Both
42-2-0
BGRM 310
Real Time Tools and Engine Development
Performance
63-2-4
BGRM 311
Audio and Feedback for Interactive Media
Performance
52-2-4
BGRM 312
Performance Engineering for Real Time
Performance
52-2-4
BGRM 313
Games Production and Project Management
Both
21-0-2
TERM 6 (SIX MONTHS) | FORMERLY YEAR 3, SEMESTER 2 | YEAR 3 | 22Year 3
22 credit units
CodeCourseCUHours
FDC 302
Enterprise, Employability and Financial Literacy
Both
42-2-0
COP 390
Co-operative Education Placement II (6 months)
Performance
100-0-0
BGRM 330
Simulation and Serious Games
Performance
52-2-4
BGRM 331
Creative Enterprise and the Games Business
Both
31-2-2
TERM 7 (SIX MONTHS) | FORMERLY YEAR 4, SEMESTER 1 | YEAR 4 | 22Year 4
22 credit units
CodeCourseCUHours
FDC 401
AI Fluency III: Domain Deployment, Governance and Assurance
Both
31-2-0
BGRM 410
Live Operations and Player Data
Performance
63-2-4
BGRM 411
Intelligent Agents and Procedural Systems
Performance
52-2-4
BGRM 412
Advanced Real Time Systems
Both
42-2-2
BGRM 413
Games Specialisation Elective I
Objective
43-2-0
TERM 8 (SIX MONTHS) | FORMERLY YEAR 4, SEMESTER 2 | YEAR 4 | 22Year 4
22 credit units
CodeCourseCUHours
FDC 402
Capability Portfolio and Day One Preparation
Both
31-2-0
BGRM 430
Games Capstone: A Shipped Interactive Product
Performance
90-2-16
BGRM 431
Emerging Platforms and Interactive Futures
Both
42-2-2
BGRM 432
Games Specialisation Elective II
Objective
32-2-0
BGRM 433
Professional Practice and Creative Technology Leadership
Objective
32-2-0

Total credit units: 176

Curriculum source

Forward University Curriculum Compendium

Assessment

Assessment follows Part E without variation. Across the programme the aggregate weighting is 35 per cent continuous assessment and built artefacts, 25 per cent authentic performance including practical examination and oral defence, 30 per cent external practitioner assessment in the final year, and not more than 40 per cent written examination in any single course. The capstone is client verified and the Day One Assessment contributes 5 per cent of the final year mark. Assessment principles. Assessment is authentic, criterion referenced and, for every capability claim above Level 2, verified by someone other than the teaching lecturer. There is no compensation between competencies: a student must master each one, and a marginal performance in one cannot be offset by strength in another. Feedback is returned quickly, within seven days of a block closing in the Block Sequence, so that it can inform the next unit. A student who does not yet meet the standard is given a further, structured attempt under Part E rather than being carried forward, which protects the value of the award while supporting progression. Reasonable adjustments for disability are made under Part D without altering the competency standard.

Work-integrated learning

Students complete COP 190 Workplace Immersion in the Year 1 recess term, COP 290 Co-operative Education Placement I (six months, paid, assessed) and COP 390 Co-operative Education Placement II (six months, paid, assessed), totalling not fewer than twelve months. Placement hosts are contracted by the Co-operative Education Office. The employer completes a structured capability assessment carrying 40 to 50 per cent of the placement mark and signs the capability claims that enter the Capability Passport. Online students are placed with accredited hosts in their own city or country under remote academic supervision, or have their existing employment accredited as the placement site under Part D4.

Your week at Forward

A typical week on Bachelor of Science in Games and Real-Time Media

Path One, the Term Model: your own pace across a six-month term, one live session a week, short flexible lessons, and assessment on demand.

Monday

Tuesday

Wednesday

Thursday

Friday

Mandatory live session Flexible bite-sized lesson Optional event

Curriculum explorer

Drill into the degree, step by step

Choose a study path, then a year, then a term or block, then a course. Credit totals add up as you go, and every course shows what comes before it and what it unlocks.

Step 1, choose a year

Step 2, choose a term

TERM 1 (SIX MONTHS) | FORMERLY YEAR 1, SEMESTER 1 | YEAR 1 | 22

Year 1 · this step is worth 22 CU

Cumulative

22

Programme total

176

22 CU of 176 CU completed by the end of this step (13%)

Step 3, choose a course

Pick a course to see the detail

Credits, assessment, prerequisites and what each course unlocks later.

The twelve Forward capabilities

What this programme develops in you

Every Forward degree develops the same twelve cross-cutting capabilities. The profile below is the level this programme is designed to develop and verify by graduation, on the four-level scale in Part B2 of the Curriculum Compendium. Every claim above Level 2 is verified by someone other than the teaching lecturer.

  • C1Intelligent Systems Fluency CriticalLevel 4 of 4, Leading
  • C2Quantitative and Evidential ReasoningLevel 3 of 4, Independent
  • C3Ethical and Contextual JudgementLevel 3 of 4, Independent
  • C4Communication and PersuasionLevel 3 of 4, Independent
  • C5Disciplinary MasteryLevel 4 of 4, Leading
  • C6Technical Production and Craft CriticalLevel 4 of 4, Leading
  • C7Problem Framing and Systems Thinking CriticalLevel 4 of 4, Leading
  • C8Collaboration and Multidisciplinary TeamingLevel 3 of 4, Independent
  • C9Enterprise, Value and Commercial LiteracyLevel 4 of 4, Leading
  • C10Professional Conduct and Workplace Performance CriticalLevel 3 of 4, Independent
  • C11Learning to Learn and Adaptive CapacityLevel 4 of 4, Leading
  • C12Stewardship and Public ContributionLevel 3 of 4, Independent

Critical capabilities for this programme: Intelligent Systems Fluency · Technical Production and Craft · Problem Framing and Systems Thinking · Professional Conduct and Workplace Performance. A graduate cannot pass out of this programme below the stated level on any capability marked critical.

Programme Learning Outcomes

What you will be able to do

Each outcome is assessed, and each is tagged with the Forward capabilities it is verified against.

  1. PLO 1Program real time interactive systems to professional standard.
  2. PLO 2Build real time graphics and rendering.
  3. PLO 3Design and build gameplay and interactive systems.
  4. PLO 4Build simulation and physics for interactive media.
  5. PLO 5Engineer performance for real time constraints and real hardware.
  6. PLO 6Build immersive and extended reality experiences.
  7. PLO 7Apply intelligent systems to games and interactive media.
  8. PLO 8Ship and operate an C8, C9 interactive product to players or users.
  9. PLO 9Cost, pitch and defend a C8 game or interactive venture to a decision maker.
  10. PLO 10Acquire and demonstrate C10 a new capability without formal instruction, evidenced in the Capability Passport.

Why this programme exists

The games and real time media industry is larger than film and music combined, its technology now drives simulation, training, visualisation and the immersive web, and Africa is almost entirely absent from its production side. Games and real time media is a demanding technical discipline of programming, graphics, simulation and design, and it is essentially untaught as a rigorous degree in the region. This programme builds the engineer and designer who can build real time interactive systems and games to professional standard, with the engine, the code and shipped projects from Year 1, opening one of the most globally remote accessible technical careers.

Admission requirements

Uganda Advanced Certificate of Education with two principal passes including Mathematics; plus Uganda Certificate of Education with five passes including Mathematics and English. Applicants complete a structured problem framing task or submit a portfolio scored against Capabilities C6 and C7. All applicants must demonstrate competence in English, the language of instruction, through their qualifications or an approved proficiency test under Part A. International and non standard qualifications are assessed for equivalence against the profile above under the Credential Portability provisions, so that a suitably prepared applicant may enter from anywhere in the world. Selection considers the whole application, including the structured admission task, and is conducted without discrimination under the University's admissions policy. Alternative pathways: Foundation Year, diploma entry with advanced standing, mature age entry and recognition of prior learning, all governed by Part A5 and Part G. Online applicants additionally complete the compulsory Digital Readiness orientation under Part D6.

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