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Software Design with Virtual Reality and Gaming – BSc

  • CAO Points: 244

  • Location: Athlone

  • years: 3


Course Overview

Software development is an enormous growth area in ICT engineering. Over 900 software companies are currently in operation in Ireland employing more than 24,000 people. Ireland’s reputation as a centre of software excellence is unrivalled in Europe. It is home to multinational and indigenous firms generating €16 billion of exports annually. The sectors wide-ranging activities include software development, R&D, business services and EMEA/International headquarters.

Game development is one of the fastest growing sectors in the entertainment industry. Annual video games sales are approximately €30 billion and are expected to rise to €40 billion in the next four years. The value of the computer games industry worldwide is in excess of €85 billion and it is an area with enormous potential for development. Last year, there was global investment of over €3 billion in Virtual Reality (VR) and Augmented Reality (AR) industries. It reflects the exciting potential to provide immersive environments in gaming and movies that were not possible before now. Our VR and Gaming specialisation prepares you to work as a software developer in these fast-paced industries.

As a student on this course, you’ll work with the latest tools and technologies to enhance your skillset. Software development languages, tools and methodologies provide the backbone of this programme. These skills are critical to following a career in the game development industry but they also have widespread application across many domains.

Contact Details

Dr. Niall Colgan

Head of Department

Email: Niall.Colgan@tus.ie

John Barrett

Course Co-ordinator

Email: John.Barrett@tus.ie

Mark Daly

Course Co-ordinator

Email: Mark.Daly@tus.ie

What are the entry requirements?

Leaving Certificate

Grade O6 at ordinary level in 5 subjects in the Leaving Certificate exam. Two of these subjects must be mathematics and a language (English or Irish).

Further Education/Prior Learning Applicants

Applications will also be considered for Direct/Advanced Entry from those with a FETAC Level 5/6 qualification (or equivalent) and/or relevant prior learning. Click here to learn more.

Mature Applicants

Candidates applying as mature applicants may be required to attend an interview and may be requested to take an aptitude test to prove their suitability for a place on this programme.

International Applicants

International applicants should apply directly to the International Office at TUS, allowing plenty of time for completing the visa process. Applications for September start should be made by 1st June at the latest to ensure visas are processed in time. You should familiarise yourself with visa processing times for your country of origin to ensure you make a timely application. Find out more here.

Course Modules

  • Digitalisation for Connected Devices 1.1

    Credits: 5

    Connected devices are physical objects that are equipped with sensors, software, and network connectivity that allow them to communicate with other devices and exchange data. This module introduces learners to the domain of connected devices and digitalisation, Learners will describe the features of a digitalisation strategy and explain the role of connected devices in the Internet of Things. Learning will take place in a largely practical environment, with a hands-on approach where learners will create a visualisation which connects to an Excel range of data sources and interface various sensors to a single board computer and determine output values.

  • Web App Development with AI 1.1

    Credits: 5

    This module covers topics that include theories, components and services that constitute the Internet. Theories will be supported with practical’s allowing the learner to understand the different components and construction of web pages and forms. Learners will learn how cascading style sheets (CSS) are associated with and influence the appearance of webpages/websites. Learners will also use a lightweight framework for developing and designing responsive websites. Learners will then have to apply the theories and technologies demonstrated in lecturers to design, create and deploy a responsive website employing CSS, video and images. Learners will also gain experience uploading websites to the cloud.

  • Mathematics for Software Design 1.1

    Credits: 5

    The purpose of this module is to equip the student with the necessary skills to solve a range of problems in Algebra and Real Analysis pertinent to a first-year honours degree programme. No prior knowledge beyond basic numeracy is assumed. Technologies such as Geogebra, Moodle Quizzes, and CMAs are employed to help the student comprehend new concepts and to build a foundation for modules to follow.

  • Communication for University

    Credits: 5

    The module develops students’ oral and written communication skills and equips them with key IT skills for the third-level academic environment.

  • Game Development and Immersive Technology 1.1

    Credits: 5

    In this module, students will gain a fundamental insight into the application creation process. Gaining an understanding of the principles and methodologies behind the rules and play of games. Complimenting this, students will develop digital media skills for the purpose of content creation. This includes an introduction to multimedia authoring tools such as GIMP and Audacity.

  • Software Development 1.1

    Credits: 5

    This module introduces students to computer programming using the Java language. It focuses on the fundamentals of structured software development while building essential programming skills. Students will learn to design, write, test, and debug small programs, gaining a solid understanding of core concepts such as data types, operators, selection, and looping constructs including while, for, and do loops.

  • Digitalisation for Connected Devices 1.2

    Credits: 5

    This module builds on the learnings of digitalisation for connected devices 1.1 where learners were introduced to the domain of connected devices and digitalisation. In this module learners will implement event handling using a visual development environment. Learning will take place in a largely practical environment, with a hands-on approach. They will use a visualisation system such as Power BI to create basic forms and controls and create an end to end connected device data visualisation system and build interfaces to the connected device using a mobile Web browser.

  • Web App Development with AI 1.2

    Credits: 5

    In this module, learners will understand the architecture of web applications, server side and client-side technologies. Learners will focus on developing a dynamic client-side application developed using JavaScript and DOM scripting that will be deployed to the cloud. Learners will also gain knowledge in cognitive services used in industry and understand how data is processed, labelled and embedded using a well-defined API.

  • Mathematics for Software Design 1.2

    Credits: 5

    The purpose of this module is to equip the student with the necessary skills to solve a range of problems in Analysis, Complex Numbers, and Statistics pertinent to a first-year honours degree programme. No prior knowledge beyond basic numeracy is assumed. Technologies such as Moodle Quizzes are employed to help the student comprehend new concepts and to build a foundation for modules to follow.

  • Communication for Engineering

    Credits: 5

    This module will develop students’ ability to communicate about technical topics relating to their discipline in Engineering.

  • Game Development and Immersive Technology 1.2

    Credits: 5

    This module introduces students to the application creation process with a focus on game development and digital media. Students will explore the principles behind game design and gameplay, while developing skills in creating multimedia content. The module also provides hands-on experience with multimedia authoring tools such as GIMP and Audacity. By the end, students will be able to document game concepts, develop prototype games, create and edit audio and video content, and understand key concepts such as multimedia integration, encoding, and compression for the web.

  • Software Development 1.2

    Credits: 5

    This module builds on introductory Java programming by developing students’ understanding of structured software development and enhancing their coding skills. It focuses on writing more advanced programs, including the use of arrays and array lists, creating and calling methods with parameters, and interpreting returned results. Students will also learn to design and implement classes based on UML diagrams, incorporating variables, constructors, and methods, and to create and interact with objects effectively.

  • Software Development for Gaming 2.1

    Credits: 5

    This module reinforces the fundamentals of software development learned in first year with a language that is core to the game engines utilized by the programme.

  • Software Development 2.1

    Credits: 5

    This module starts out by reinforcing the Java fundamentals from primitives up to, and including, classes and objects. From there. demonstrating an understanding and ability to apply the core tenets of OOP (encapsulation, inheritance and polymorphism) are especially important. In addition, abstract classes and interfaces are also covered. This module also starts the journey towards Java Foundations Associate Certification.

  • Agile Methodologies 2.1

    Credits: 5

    This module provides an introduction to the following different types of agile methodologies: Scrum, Extreme Programming, and Kanban by focusing on the key processes of Requirements, Pair Programming and Test Driven Development.

  • Mathematics for Software Design 2.1

    Credits: 5

    This module has the following aims:

    1. To further build on the foundation from year 1 for subsequent mathematical courses especially in Algebra, Analysis, Statistics, and Complex Analysis.
    2. To provide the necessary problem-solving skills for other subjects in year 2 and later.
    3. To use symbolic mathematical software and tutorials to improve the student’s problem-solving skills.
  • Game Development 2.1

    Credits: 5

    This module introduces students to the key elements of 2D game development using the Unity Game Engine, this includes developing an understanding of graphics, sprites/tile-sheets, animation, text, audio, and collision detection. Students will apply what they learn by designing, building, and presenting their own 2D game. To do this, they will use tools and features within Unity, allowing them to interact with PC hardware and run their game on Windows and/or mobile platforms.

  • Databases 2

    Credits: 5

    This module builds on foundational database knowledge by focusing on the design and development of relational database applications. Students will gain practical experience using a database development environment while learning key concepts such as database normalisation and structured query language (SQL).

  • Software Development for Gaming 2.2

    Credits: 5

    This module builds on the principles learned in Software Development for Gaming 2.1 and introduce higher levels of abstraction with a language that is core to the game engines utilized by the programme.

  • Software Development 2.2

    Credits: 5

    Firstly, how Java handles exceptions is covered. Next, the Collections/Generics framework is detailed. Lambda expressions and records are also explained. The students complete the topics on the Java Foundations Associate Certification syllabus.

  • Agile Methodologies 2.2

    Credits: 5

    This module provides in-depth coverage of agile Planning, Tracking, and Reporting within Scrum, Extreme Programming, and Kanban. The module also focuses on the concepts of Test-Driven Development and Software Configuration Management / Version Control.

  • Mathematics for Software Design 2.2

    Credits: 5

    This module has the following aims:

    1. To further build on the maths from earlier semesters.
    2. To provide the necessary problem-solving skills for other subjects in year 2 and later.
    3. To further develop knowledge in probability theory applicable to Machine Learning and AI applications.
    4. To apply Graph Theory and Petri Nets to a wide range of Software Engineering based problems.
  • Game AI and Physics 2

    Credits: 10

    Game AI & Physics provides students with the essential concepts of AI and Physics in relation to Game Development. Participants use a state-of-art game engine to develop interactive simulations which allows them to demonstrate their learning.

  • Software Development for Gaming 3

    Credits: 5

    This course introduces advanced software development concepts using C++, focusing on object-oriented and component-oriented programming principles such as inheritance, interfaces, abstract classes, and generics. Students learn to select and implement appropriate data structures for managing game and user data, alongside resource management and common design patterns. Through practical exercises and projects, they develop solutions based on real-world game development scenarios, including managing game entities, handling resource lifecycles, and designing reusable gameplay systems. By the end of the course, students will be able to apply advanced C++ features and design strategies to build game applications.

  • Software Development 3

    Credits: 5

    Building on ideas taught in second year, this module teaches the fundamentals of Object-Oriented Programming. GUIs, RMI and Serialisation are also included.

  • Networks 3

    Credits: 5

    This module provides students with a comprehensive understanding of the infrastructure underpinning the Internet and modern communications networks. Topics covered span the core layers of the networking stack, including the Application, Transport, and Network layers, as well as Local Area Networks.

  • Placement Preparation 3

    Credits: 5

    The placement preparation module supports all aspects of the process of applying for and securing of actual work placement in industry.

  • VR Application Development

    Credits: 5

    The use of third-party engines and tools is the norm in the production of computer games and Virtual Reality (VR) simulations. The aim of this module is to provide the student with a complete understanding of a game/VR engine’s architecture, components and toolchain. The module, which is practically based, allows the student to experience and explore the game and VR development process. This includes the creation of gameplay scripts, deployment of a demo and using best practices when developing VR applications.

  • Software Engineering 3

    Credits: 5

    This module introduces key concepts in software engineering, focusing on how software systems are designed, developed, and improved. It explores different approaches to agile development, software process models, and the importance of architectural design, including common patterns and application structures. Students will learn about quality assurance, standards, and measurement techniques used to evaluate both software products and development processes. The module also covers process improvement frameworks such as CMMI, along with methods for analysing and enhancing workflows. In addition, it examines risk management at project, product, and business levels, including identifying, analysing, planning, and monitoring risks.

  • Game Development 3

    Credits: 5

    This module introduces students to the key elements of 2D game development using the Unity Game Engine, this includes developing an understanding of graphics, sprites/tile-sheets, animation, text, audio, and collision detection. Students will apply what they learn by designing, building, and presenting their own 2D game. To do this, they will use tools and features within Unity, allowing them to interact with PC hardware and run their game on Windows and/or mobile platforms.

  • Placement for Software Design 3

    Credits: 25

    This module provides students with practical experience in the software engineering industry through an industrial placement. It complements academic learning by allowing students to apply their software design, programming, and testing skills in a real-world environment. By the end of the module, learners will be able to solve problems collaboratively, communicate effectively within an organisation, produce technical documentation, and reflect on current issues in the software engineering field.

What can you do after this programme?

Typical employers include Ericsson, Valeo, Cisco, Avaya (Nortel), SAP, Hewlett-Packard, Google, Microsoft, IBM, Riverdeep, as well as financial institutions and SMEs.

Successful graduates of this programme are eligible to progress to a relevant level 8 course.

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Additional Information

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