An applied Swiss-inspired curriculum combining algorithmic rigour, systems architecture, digital trust and practical engineering capability for modern technology leaders.
The BSc in Game Development at Brookfield School of Computing is engineered to provide deep competency across core computer science, systems design, and targeted domain applications. Students develop fluency in software craftsmanship, distributed architectures, algorithm optimization, and data governance.
Instruction balances rigorous theoretical foundations with practical code repositories, laboratory simulations, and ethical technology review aligned with modern international computing standards.
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM101 | Introduction to Game Design, Gameplay Mechanics & Ludology | Theory | Analyze game loops, core mechanics, player agency, game balance, MDA framework and ludology in Game Development. |
| GAM102 | C# Programming & Unity Engine Foundations Lab | Practical | Construct 2D interactive game scenes, write custom C# MonoBehaviours, handle collisions and user input in Unity. |
| GAM103 | Linear Algebra, Vector Trigonometry & 3D Coordinate Geometry | Theory | Calculate dot/cross products, vector projections, transformation matrices and raycasting calculations for games. |
| GAM104 | 2D Asset Pipelines, Spritesheets & Tilemaps Workshop | Practical | Design, animate and import modular 2D spritesheets, tilemaps and kinematic physics colliders in Unity/Godot. |
| GAM105 | Computer Systems Architecture, Game Loops & Frame Timing | Theory | Analyze CPU-GPU rendering pipelines, delta-time interpolation, frame rate decoupling and tick physics engines. |
| GAM106 | Audio Engineering, FMOD & Dynamic Sound Design Lab | Practical | Integrate spatialized dynamic audio, interactive event-triggered audio loops and sound effects using FMOD and Unity. |
| GAM107 | Game Industry Ethics, Monetization Models & Digital Rights | Theory | Evaluate loot box regulations, dark pattern design ethics, microtransactions, ESRB/PEGI ratings and copyright. |
| GAM108 | Git LFS Version Control & Asset Management Workshop | Practical | Manage large game binaries and 3D meshes using Git LFS, branching conventions and automated asset builds. |
| GAM109 | Game Design Document (GDD) Formulation & Pitching | Theory | Author comprehensive Game Design Documents specifying core mechanics, level progression, art bibles and monetization. |
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM201 | 3D Game Mathematics, Quaternions & Transform Hierarchies | Theory | Compute 3D rotations without gimbal lock using unit quaternions, scene graph parent-child hierarchies and frustums. |
| GAM202 | 3D Game Development & Scene Architecture Lab (Unity / Unreal) | Practical | Build fully textured 3D environments with navmesh pathfinding, rigid-body physics and third-person camera controllers. |
| GAM203 | 3D Modeling, UV Unwrapping & Texturing (Blender) | Practical | Model low-poly game assets in Blender, generate clean topology, unwrap UV maps and export PBR materials. |
| GAM204 | Rigging, Skeletal Animation & State Machine Transitions Lab | Practical | Rig 3D humanoid skeletal meshes, paint weight vertices and configure Mecanim animation state machines and blend trees. |
| GAM205 | Shaders & Computer Graphics: The Programmable Pipeline | Theory | Analyze vertex shaders, fragment/pixel shaders, lighting models (Blinn-Phong, PBR) and graphics rasterization. |
| GAM206 | HLSL / Shader Graph Shader Programming Workshop | Practical | Write custom surface shaders and post-processing effects using HLSL and Unity Shader Graph / Unreal Material Editor. |
| GAM207 | Data Structures & Optimization for Real-Time Simulation | Theory | Implement quadtrees, octrees, spatial hashing, object pools and memory cache optimization for 60+ FPS games. |
| GAM208 | Game Physics, Raymarching & Particle Systems Lab | Practical | Configure particle emitters, cloth simulations, force fields and custom raycast collision detection routines. |
| GAM209 | Applied Game Development First-Year Practicum: Playable 3D Level | Practical | Deliver a complete, polished playable 3D game level featuring mechanics, sound, UI and environmental lighting. |
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM301 | Artificial Intelligence for Games: State Machines & Behavior Trees | Theory | Design non-player character (NPC) decision architectures: finite state machines (FSM), hierarchical behavior trees, utility AI. |
| GAM302 | Game AI Implementation & NavMesh Agent Pathfinding Lab | Practical | Program autonomous enemy combat behaviors, flanking tactics and dynamic obstacle avoidance using behavior trees. |
| GAM303 | Unreal Engine Architecture, C++ Gameplay Framework & Blueprints | Theory | Analyze Unreal UObject hierarchy, gameplay framework (Pawn, Character, PlayerController) and garbage collection. |
| GAM304 | Unreal Engine C++ Gameplay Programming Workshop | Practical | Write performant C++ gameplay classes, exposed UPROPERTIES and blueprint macro libraries in Unreal Engine 5. |
| GAM305 | Spatial Computing, AR/VR Tracking & Interaction Paradigms | Theory | Evaluate 6-DOF tracking, stereoscopic rendering, vergence-accommodation conflict and spatial gesture interfaces. |
| GAM306 | Virtual Reality Application Development Lab (OpenXR) | Practical | Build immersive VR experiences supporting teleportation, physics hand interactions and grab mechanics with OpenXR. |
| GAM307 | Level Design Theory, Spatial Pacing & Environmental Narrative | Theory | Architect level layout flow, visual guidance landmarks, environmental storytelling and player cognitive load. |
| GAM308 | Grayboxing & Level Geometry Prototyping Workshop | Practical | Graybox modular game levels with ProBuilder / Unreal Geometry Tools, conduct blind playtests and iterate pacing. |
| GAM309 | Game Analytics, Telemetry & Player Experience Research | Theory | Formulate quantitative player retention metrics, churn analysis, heatmaps, playtesting protocols and UX evaluation. |
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM401 | Multiplayer Game Architecture, Client-Server Networking & UDP | Theory | Analyze authoritative server models, client-side prediction, entity interpolation, lag compensation and delta compression. |
| GAM402 | Multiplayer Network Replication & Matchmaking Lab | Practical | Implement authoritative network replication, RPCs, client prediction and dedicated server builds using Photon / Mirror. |
| GAM403 | Advanced Real-Time Graphics: Lumen, Nanite & Ray Tracing | Theory | Analyze global illumination, software/hardware ray tracing, virtualized micropolygon geometry and temporal anti-aliasing. |
| GAM404 | Unreal Lumen Lighting & Nanite Asset Pipeline Lab | Practical | Construct cinematic photo-realistic game environments utilizing Unreal Engine Nanite geometry and real-time Lumen bounces. |
| GAM405 | Game User Interface (UI/UX) & HUD Architecture | Theory | Design diegetic vs non-diegetic HUDs, responsive canvas scaling, gamepad navigational accessibility and sound feedback. |
| GAM406 | UI Toolkit / UMG Responsive Interface Engineering Lab | Practical | Build responsive HUD systems, inventory grids, skill trees and animated menus using Unity UI Toolkit / Unreal UMG. |
| GAM407 | Procedural Content Generation (PCG) & Algorithmic Worlds | Theory | Formulate Perlin/Simplex noise generation, cellular automata, wave function collapse and grammar-based generation. |
| GAM408 | Procedural Dungeon & Terrain Generation Workshop | Practical | Write procedural dungeon generators and endless terrain mesh generators using voxel algorithms and noise seeds. |
| GAM409 | Industrial Game Development Team Project: Vertical Slice Game Studio | Practical | Collaborate as a multidisciplinary team to deliver a publisher-ready commercial vertical slice game build. |
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM501 | High-Performance Game Profiling & Memory Optimization | Theory | Analyze draw calls, GPU fillrate bounds, CPU bottlenecks, occlusion culling and memory garbage collection spikes. |
| GAM502 | Unity Profiler & Unreal Unreal Insights Performance Lab | Practical | Profile live frame execution with Unreal Insights, eliminate garbage allocation and achieve consistent 60/120 FPS. |
| GAM503 | Mobile & Cross-Platform Game Optimization (iOS / Android / Switch) | Theory | Optimize battery thermal dissipation, texture compression (ASTC), draw call batching and dynamic resolution scaling. |
| GAM504 | Mobile Game Porting, Touch Controls & Performance Tuning Lab | Practical | Port a 3D game project to mobile platforms with touch input virtual joysticks, ASTC textures and thermal profiling. |
| GAM505 | Game Publishing, Live Operations (LiveOps) & Cloud Backend | Theory | Architect cloud game backends, player authentication, cross-platform cloud saves, battle pass events and analytics. |
| GAM506 | Cloud Backend Integration & PlayFab / Nakama Lab | Practical | Connect game clients to Nakama / PlayFab servers for multiplayer leaderboards, cloud saves and match matchmaking. |
| GAM507 | Intellectual Property, Licensing & Swiss Game Publishing Law | Theory | Analyze commercial distribution agreements (Steam, Epic Store, App Store), IP trademarks, music licensing and publishing law. |
| GAM508 | Automated Game Testing & Continuous Deployment Lab | Practical | Configure automated headless game client test runners, synthetic bots and multi-platform CI/CD build distribution. |
| GAM509 | Senior Game Development Capstone Project: Production Architecture & GDD | Practical | Author comprehensive technical architecture documentation, milestone schedules, asset budgets and vertical slice specs. |
| Code | Module Title | Type | Discipline & Learning Outcome |
|---|---|---|---|
| GAM601 | Emerging Frontiers: Generative AI in Games & Neural Rendering | Theory | Evaluate neural radiance fields, AI NPC dialog generation, automated texture synthesis and procedural animation. |
| GAM602 | Senior Game Development Capstone Project: Commercial Game Build | Practical | Engineer the complete production game build featuring core gameplay, polished art, responsive UI and stable audio. |
| GAM603 | Senior Game Development Capstone Project: Playtesting, QA & Performance Audit | Practical | Execute rigorous structured playtests with real players, collect quantitative telemetry and optimize frame rates. |
| GAM604 | Executive Game Production Leadership & Studio Management | Theory | Lead creative game teams, manage production sprint backlogs, allocate budget resources and pitch to publishers. |
| GAM605 | Multi-Platform Build Release, Steamworks & Console Certification Lab | Practical | Package final release builds, integrate Steamworks achievements and validate against console certification standards. |
| GAM606 | Societal Impact, Video Game Psychology & Escapism Ethics | Theory | Analyze game addiction psychology, representation in digital media, serious games for education and digital wellness. |
| GAM607 | Industry Technical Game Portfolio & Build Defense | Practical | Present playable vertical slice builds, code walkthroughs and art showcases before a panel of veteran game developers. |
| GAM608 | Peer Review, Release Marketing & Public Dissemination | Theory | Prepare press kits, gameplay trailers, Steam store pages and community engagement strategies for game launch. |
| GAM609 | Final Game Development Capstone Project Demonstration & Oral Defense | Practical | Conduct a live public play demonstration of the game and pass an oral academic dissertation examination in Game Development. |
Secondary School Diploma / Swiss Matura / International Baccalaureate or recognized foreign upper-secondary certificate. English proficiency IELTS 6.0+ or equivalent.
Brookfield School of Computing is an independent private education institution in formation. Academic programmes, entry requirements, fees and awards are subject to institutional review and applicable Swiss legal regulations.