Students researching and discussing games

Master Game Technology

Do you want to take your skills further, know more about research and immerse yourself in a relevant topic concerning the development of games? Then choose the Master Game Technology!

Working on practical solutions

Why study Game Technology at BUas?

    BUas Quiz

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    Study overview

    Industry partners asked us to train master’s students with high-level skills in researching, testing, and resolving contemporary issues related to the content, creation, and culture of video games. The gap between academic and applied knowledge offers great opportunities for those able to review academic literature to look for findings that could be applied to create practical applications.

    This Master in Game Technology is a great opportunity for anyone who wants to gain the very sought-after research skills that the industry is focusing on more and more, while becoming an expert in their chosen field, whether that be art, design, or programming. 


    The Master Game Technology focuses on facilitating your growth in research and development with support from industry partners and expert lecturers from the game industry. Training in research methods allows you to develop deep insights into your chosen area of game development.


    Staff of the Master Game Technology consists of industry veterans, trained at master’s or PhD level. This ensures a practical focus, realistic assignments, a large international industry network, and knowledge that is directly applicable to modern game development, along with supervisors that understand academic rigour.

    Guest lectures

    Throughout the course, you will be able to attend guest lectures from a variety of experts covering current and future research practices in game studios and academia. This ensures exposure to up-to-date knowledge. It also gives the opportunity to increase your professional network before you enter the industry.

    You will also be able to partake and teach in the bachelor's courses, sharing your knowledge with our bachelor's students and finding a pool of excited participants for your own research.

    Research areas

    Applicants can enter the programme with their own research proposal that describes the research area they want to work in and their current skills and experience in that field. Research areas our programme shows strong expertise in include: procedural content generation, deep learning, animation, graphics, rendering, development and production pipelines, enhanced board games, player experience and data.

    Examples of papers

    Sometimes it can be difficult to visualise how you can do research in your sector. Is research in Art even possible? What kind of data could a Design & Production paper yield? What are some interesting developments in the Programming-related fields?

    Here you will find some examples of papers written in the Master Game Technology, divided into our three disciplines.

    Visual Arts (VA)

    Design and Production (DP)

    Programming (PR)


    The programme is structured in four blocks, each consisting of ten weeks. At the end of every block you present your work and progress is evaluated. The work involves both a research thesis and the practical development of artefacts which allow you to gather data and prove the application of your research.

    Block A: Concept (15 ECTS)
    During this first block you will be finetuning your topic of choice and phrasing your research question. You will also learn how to tackle your thesis and do your literature review so you know exactly what has been written on your topic.

    Block B: Pre-production (15 ECTS)
    During the second block you will be describing and planning your research and doing your first tests to check your process.

    Block C: Production (15 ECTS)
    In this block you will conduct your research, collect your data, and interpret it. Your thesis is coming together, and you can see how your initial research question can be answered.

    Block D: Release (15 ECTS)
    Finally, it is time to put in the finishing touches on your work and share your knowledge with the world by publishing your paper.

    Year long graduation

    You will spend the year on a specific topic based on your own proposal. We will assist you in finding a research question that allows you to explore that topic in depth, and all of your assessments are related to that research and work delivered.

    Research and development

    We offer courses on a variety of fundamental research and development topics. You follow courses covering general research methodologies, game-related research, and also presentation skills and thesis writing. The curriculum has set sessions for critique, discussions and debates in which students present their project progress and examine each other’s decisions and approaches.

    Self-directed learning

    We want you to take ownership and responsibility of your own learning. We strongly promote innovation, possibly in new or unfamiliar environments, and often with an actual product or set of prototypes and a proof of concept in mind.

    Individual supervision

    You will be assigned an individual supervisor with a connection to your field of research. Further support is available through access to researchers and specialists in any relevant area of game development.

    Industry involvement

    We put a strong focus on collaborating with the industry. The industry is involved with reviewing your intake assignment, which can lead to the assignment of an industry supervisor. During the year, the industry is invited to presentations and poster sessions creating valuable moments for feedback.


    The Master Game Technology is a one-year, full-time programme. The total study load is 60 ECTS credits. To give you an idea: 1 ECTS credit equals 28 study hours. For this course it is expected you will be putting in 40 hours of work each week.

    We offer you a small-scale study environment as the number of students involved in the master's programme is limited. For questions on the content of the programme, lecturers can be easily reached. In addition, the programme coordinator is available to help with day-to-day issues. If you wish to discuss personal problems that may be affecting your life as a student, you can contact the student counsellor.



    Diede Apers - Rendering Engineer at EA DICE

    Your career

    After your graduation you will be prepared for future positions such as a specialist in art, programming, or design and roles in R&D. These positions are not entry-level jobs, and a couple of years of work experience within the game industry is essential. This games master’s programme offers you the possibility to achieve these positions more rapidly by providing you with thorough research skills and strong communication skills.

    After your graduation you are entitled to the degree of Master of Science.

    (left: Diede Apers - Rendering Engineer at  EA DICE)