What kinds of industry tools and software do you currently use?
We have well-equipped computer labs. The particular specification of machines in each room will relate to the classes that are held there, and typically the games labs have the highest-specced machines with dual monitors for debugging, etc. We have dedicated graphics labs where students can use scanners, graphics tablets and software including 3D Studio Max, ZBrush, and the range of Adobe and Macromedia tools. Other facilities for the artists include access to green screen and motion capture.
Programmers will start off with Java, XNA, C# and then Microsoft Visual Studio for C++, and also use things like RenderMonkey for shaders. We’re currently setting up a new games lab which will include Xboxes for the students to build and test their games on – though we wouldn’t encourage students to think in terms of a single platform. They can develop projects using a variety of SDK and homebrew kits, and interface devices such as the Wii Remote. It’s important for us to keep facilities as up-to-date as possible, and all equipment and software is replaced and upgraded on a rolling programme. And we’ll always listen to suggestions from students for tools and equipment they’d find useful for their studies.
What prompted Huddersfield to mimic the commercial model for game development with its BSc in Computer Games Programming?
Understanding and actively taking part in production is one of the best ways for students to learn about games. Our students tell us this is one of the most challenging things we ask of them, and one of the things they enjoy most about studying with us. Traditional university teaching focuses on discrete areas of learning which a student may be required to synthesise as an individual project. Whilst we still provide specialised modules across the range of subjects, we now provide team-based project environments where students on different courses – BSc Computer Games Programming and BA Computer Games Design – work together to build functioning games and prototypes. This satisfies a number of demands that would not normally be met – it enables artists and programmers to work together to produce more varied and larger-scale projects than they could do individually, or without access to a multidisciplinary team. And it creates an environment where we can teach and implement teamwork and develop an appreciation of formal production processes and values.
We’ve learned a lot from running our own in-house studio where we currently have placement students working on a title for XBLA, and a new team just starting out on developing new game concepts. By extending this to provide production-based teaching for all our students, we believe we’re providing the best possible environment to learn about making games.

What’s the nature of professional placements within the course? Do they establish a long-term relationship between the studio and the student?
All our courses offer an optional sandwich year after the second year, and students then return for a final year at university. Anyone taking this route must complete a 12-month placement with a company. We don’t guarantee students a placement, though we do have a dedicated unit where staff liaise with companies and promote placement opportunities. Students on placement are supported through continuing contact with the university, both through the placement unit and from their visiting tutor. A placement is a real job for 12 months so students who want to take advantage of it have to develop strong skills and a good portfolio during their first two years of study.
We have an excellent track record at Huddersfield of student placement, and we’re one of the top providers of sandwich education in the UK. The ongoing relationship between placement students and the company they work for is as important to us as to the student. Many of the companies we work with will take students each year and it’s not uncommon for students returning on final year to already be signed up by their placement company before they graduate.