BSc, 3 years, UCAS: GG46
Typical A level offer: AAB-ABB
Subject overview
Why computing?
Computing is an essential part of 21st-century life, and is an exceptionally fast-moving subject that gives rise to a range of interesting and challenging problems. The complexity of today’s computing systems requires the skills of knowledgeable and versatile scientists who have a firm grasp of the fundamental concepts as well as in-depth knowledge of specific areas. These range from digital media, distributed systems, networks, web services and the internet – each with their individual technologies – to business models and problem-solving inspired by natural systems.

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Why computing at Sussex?
We are a leading centre for teaching and research in many aspects of computing, including computer science, digital media, human-computer interaction, AI and cognitive science.
Computing at Sussex has excellent teaching and facilities and was ranked 21st in the UK in The Guardian University Guide 2014, 22nd in the UK in The Times Good University Guide 2013 and 30th in the UK in The Complete University Guide 2014.
Our degrees are based on a common first year, offering you the flexibility to change course if you wish. They provide a firm foundation in the core topics and, in addition, allow you to take options that reflect your particular interests (for example, computer graphics and animation, intelligent systems, robotics, or web technologies).
We offer cutting-edge modules informed by our internationally recognised research – computing at Sussex was rated in the top 15 of UK universities for the quality and volume of our research in the 2008 Research Assessment Exercise (RAE). 95 per cent of our research was rated as recognised internationally or higher, with 70 per cent rated as internationally excellent or higher, and one-fifth rated as world leading.
We teach core technical skills such as Java programming, software design and relational database management, while also covering professional issues with a focus on employability.
We offer attractive, well-equipped computer laboratories with modern high-spec PCs, a state-of-the-art media technology laboratory, two special-purpose broadcast studios with digital video-editing facilities, and laboratories with PA and recording equipment for sound-based modules.
Our BSc courses in Computer Science, Computer Science and Artificial Intelligence, Computing for Business and Management, Computing for Digital Media are accredited by the BCS, the Chartered Institute of IT, as contributing to the requirements for professional registration.
We have strong links with industry, including a groundbreaking partnership with one of the world’s leading financial services companies, and an advisory board that assists in shaping course content to ensure our graduates are highly employable.
For information about industrial placement opportunities during your studies, refer to Department of Informatics: Placements year and internships and Professional placements.
Also refer to Department of Informatics: Which degree is right for me?
Dan's faculty perspective
‘My research centres on the technology that enables computing, whether that be mobile phones, smart environments or the internet, to blend into our lives. The sheer number of devices and the complexity of their interconnection alone raise challenges but to blend effectively, computing must reflect our social relations: what is acceptable, who we present ourselves as in different situations and the trust reflected from evolving relationships between people.
‘To study these issues often requires collaboration with other branches of computer science, sociologists, artists and companies. We explore possibilities by developing prototypes, simulating behaviour and deploying real systems.
‘My research is very strongly reflected in my teaching, where mobile phone programming, developing large web-based systems and analysing social networks all feature as topics. And the connection between research and teaching is two way: often students undertaking final-year projects and internships suggest new approaches and challenges as they become technically creative and expert in their own right.’
Dr Dan Chalmers
Senior Lecturer in Informatics,
University of Sussex
Programme content
From consoles to PCs, mobile phones to handhelds, and from online to virtual environments, gaming is everywhere. Game production is one of the fastest growing sectors in the UK, and Brighton is central to that growing industry with a host of game and digital media companies. Sussex provides the perfect academic setting for this degree, with many potential employers in Brighton when you graduate.
You will be at the forefront of advances in game production, multimedia, audio technology, artificial intelligence, advanced computer graphics and special effects. The course covers the fundamentals of game systems and software development, together with creation of the media content necessary for the implementation of games.
The course gives you the experience and qualifications necessary to work in many multimedia and gaming industries, from web development to games and 3D effects. You are taught skills in areas including 3D graphics, game software development, artificial intelligence, multimedia and video systems fundamentals, multimedia content creation and web design, computer architecture and networks. You also undertake games-based individual and group projects. At the end of your course, you will have a portfolio of work built up over three years and covering a range of digital media.
You will make use of our state-of-the-art facilities, providing tools for software development, 3D modelling and rendering, and multimedia content creation. You will have access to a professional broadcast studio, sound-recording facilities and video-editing systems. The Media Technology Laboratory enables you to undertake practical assignments using the up-to-date technologies found in the modern gaming and digital media industries.
We continue to develop and update our modules for 2014 entry to ensure you have the best student experience. In addition to the course structure below, you may find it helpful to refer to the 2012 modules tab.
Core content
Our courses offer breadth and flexibility and are designed around module themes, including:
Computer Systems focuses on the inner workings of the main subsystems supporting computing, operating systems and networks
Computing Foundations lays the basis for an understanding of the logical and mathematical principles underlying computing
Graphics and Animation focuses on image modelling and rendering, and bringing computer-generated images to life either programmatically or using industry-standard software tools
Intelligent Systems examines the design and implementation of intelligent computer systems that reason and learn from data
Management covers the uses of information technology in business, with more specialised topics including financial planning and marketing
Music and Audio explores the application of computers in music creation and analysis, such as automatic composition and programmatic control of audio from within software applications
Professional Issues helps you develop your communication skills, deepen your understanding of your role in society as a scientist and manage your professional development
Programming equips you with the skills necessary to create computer programs, starting with object-orientation and progressing to the study of other programming paradigms
Robotics and Adaptive Systems focuses on autonomous systems that modify their behaviour according to their environment, also exploring relationships with neuroscience, psychology and biology
Software Engineering covers the theory and practice of building large computer applications, from analysis of required functionalities to deployment
Video Production gives practical experience of both the technical and creative issues in producing live video
Visual Effects covers the techniques for generating synthetic productions that look real, including 2D and 3D graphics, camera tracking and compositing
Web Computing introduces the technologies underlying the internet, including web architectures, web services, and distributed computing
How will I learn?
We teach by a combination of lectures, seminars, exercise classes, individual and small-group supervision and computer-based practical work. Some teaching is by means of group projects, linked to particular modules, while studio work provides a team-based environment for technical development and implementation.
We also run a peer-assisted learning scheme, which has non-compulsory additional classes to provide extra support for particular modules. These classes are run by students who have already taken the module.
Assessment is by a combination of exams, coursework (such as software exercises, reports, oral presentations and essays), group projects and a large-scale individual project.
For more information, visit Studying at Sussex.
Also refer to Department of Informatics: Final-year projects.
What will I achieve?
- You can expect to develop a firm foundation in your chosen area that will provide a solid basis for your future career development. Our degrees also provide a range of invaluable transferable skills, including those of presentation, organisation, communication, problem-solving, time-management and teamworking.
- You learn to apply appropriate theories and techniques to the design and development of computing systems, and to use the correct criteria and tools for the planning, development, documentation, testing and evaluation of software systems.
- You also learn to manage your personal professional development in preparation for further study or the world of work, and beyond.
- In the computer science modules, you gain an understanding of the hardware and software that support computer systems and the internet, and the fundamental principles underlying computing, independent of their current technological manifestation.
- In the artificial intelligence (AI) modules, you discover how AI supports the design of intelligent computer systems, and study adaptive behaviour, reasoning, creativity and learning in both humans and machines.
- In the business and management modules, you gain an understanding of the uses of information technology in business, and you also learn about financial planning, marketing and strategic management.
- In the digital media modules, you gain practical experience in using computers to create and communicate digital content, including video, 3D graphics, audio and web-based multimedia.
Please note that these are the modules running in 2012.
Year 1
Core modules
Year 2
Core modules
Data Structures & Algorithms
15 credits
Spring teaching, Year 1
This module provides an introduction to data structures and algorithms for computer scientists. The module introduces a number of fundamental data structures, including arrays linked lists, stacks, queues, trees, hash tables and graphs. These are presented both abstractly, via the notion Abstract Data Types, and concretely in terms of their implementation in an object-oriented framework. The data structures are discussed and analysed in terms of efficiency of the basic operations they support and their application to program design problems. Consideration is given to important, fundamental algorithms for searching and sorting data.
Further Programming
15 credits
Spring teaching, Year 1
This module follows on from "Introduction to Programming" and provides an introduction to more advanced programming concepts and techniques. This module covers Java programming, including the use of subclasses and library classes to create well-organised programs, the choice and implementation of appropriate algorithms and data structures (e.g. arrays, lists, trees, graphs, depth- and breadth-first search, the minimax and A* algorithms), and the construction of graphical user interfaces for Java programs.
Introduction to Computer Systems
15 credits
Spring teaching, Year 1
Topics covered on this module include: the key elements of a computer; how information is stored - from transistors to files; how information is processed - from logic circuits to programmes; how information is transferred - from buses to the internet; computers and the physical world - peripheral devices and embedded computers; operating systems and virtual machines; and the history and future of computing.
Introduction to Multimedia
15 credits
Autumn teaching, Year 1
The module will provide you with a basic understanding of human perception and how this relates to the capture, display, storage and transmission of multimedia. It will introduce you to the technical principles and hardware underlying the capture, display, storage and transmission of sound, video, image and graphical based multimedia.
Topics covered include: perception; the internet and networked multimedia; multimedia and web design; digital capture and image formats; digital video; display systems; digital audio systems; laboratory work, such as multimedia systems investigations, and Flash and HTML based multimedia applications.
Introduction to Programming
15 credits
Autumn teaching, Year 1
The module introduces you to a collection of basic programming concepts and techniques, including designing, testing, debugging and documenting programmes.
For both absolute beginners and those with prior computing experience, the module introduces the programming language Java, a language used for other components of undergraduate modules. Java will be the primary language used for programming assignments in nearly all first year modules taught by the department of Informatics.
You do not need previous experience of programming to take this module, but you will need basic knowledge of NT/Windows2000/XP.
Mathematical Concepts
15 credits
Autumn teaching, Year 1
A refresher mathematics module covering sets and functions, vectors and matrices, proof by induction and simple numerical integration.
Professional Skills
15 credits
Spring teaching, Year 1
This module will cover important professional skills in 4 categories: Technical communication, technical and academic writing, professional conduct, and IT law.
Topics include:
Technical communication skills (2 lectures)
1. Giving effective oral presentations
2. Graphical aids for oral presentations
Writing skills (12 lectures)
1. Report writing
2. Reviewing
3. Correct attribution of credit and referencing
Professional conduct (6 lectures)
1. Codes of professional conduct
2. Computers and Society, including the workplace and education
3. Ethical implications of the internet, artificial intelligence, virtual reality, and emerging new technologies
IT law (4 lectures)
1. Digital evidence: Information retrieval, retention and protection
2. Privacy and data protection
3. Contract law and employment law for IT
4. Intellectual property in the IT sector
Programming Concepts
15 credits
Autumn teaching, Year 1
This module introduces algorithmic problem solving. It will answer the following questions: what is a problem specification, an algorithm, and a computation? What are their properties? How does one develop an algorithm? How can one rigorously argue that an algorithm computes correct solutions to a given problem? How can one measure the efficiency of an algorithm and the complexity of a problem?
For the sake of writing algorithms, a simple algorithmic language (pseudo code) is used. The focus is on algorithmic thinking, not coding. Basic data structures will be used to provide some elementary examples. Searching, sorting and other simple (and intuitive) algorithms can then be specified and developed. Principles like divide-and-conquer will be applied and explained.
Two important properties of algorithms are correctness and complexity. Algorithms should only compute correct solutions of a problem, and to establish correctness, you will consider relevant (propositional and predicate) logic, focusing on logical reasoning principles rather than logical calculi. Finally, you will discuss the concept of the time complexity of an algorithm and asymptotic complexity classes.
The exercise classes and coursework are based on a series of examples. The algorithms developed in this module should be implemented in Java concurrently or at a later stage in the further programming module.
3D Modelling and Rendering
15 credits
Autumn teaching, Year 2
This module introduces computer graphics modelling and rendering. Topics covered include: computer graphics fundamentals, such as basic 3D geometry transformation; mesh descriptions; and shading and lighting. You will also look at industry standard software for modelling and rendering geometry.
Compilers and Computer Architecture
15 credits
Autumn teaching, Year 2
Topics on this module include: low-level versus high-level languages; an introduction to language implementation techniques, compilers and interpreters, grammars and parsing; hardware implications, instruction set design and implementation; lexical analysis; the relevance of finitestate automata and regular grammars; implementation techniques; problems for particular languages, syntax analysis overview of grammars and parsing techniques; top-down and bottom-up parsing; predictive parsing, shift-reduce parsing; implementing hand-coded top-down predictive parsers; semantic analysis and code generation from trees and from flat intermediate codes; symbol tables; type checking; handling of specific high-level language constructs; runtime storage allocation and scoping; instruction set consequences; hardware aspects of performance enhancement caches, pipelining and parallelism; recent developments in processor design; code optimisation and an introduction to flow analysis.
Machine Learning
15 credits
Spring teaching, Year 2
This module provides you with an introduction to the important field of machine learning that aims to present a diverse range of concepts and techniques without losing sight of the unifying principles of the field.
Machine learning approaches will be considered in terms of three key ingredients: tasks, models and features. You will be introduced to binary classification and related tasks and issues in the evaluation of classifier performance. The concept of learnability will be considered.
A number of machine learning approaches will be introduced, including: linear regression, the perceptron classifier, decision tree models and rule induction, instance-based learning, the naïve bayes classifier and the k-means clustering algorithm.
Throughout the module, an applied, example-based approach will be adopted in presenting the material. Where mathematics is needed to understand a particular technique or concept, it will always be reviewed in advance.
Natural Language Engineering
15 credits
Autumn teaching, Year 2
Natural Language Engineering introduces techniques and concepts involved in analysing of text by machine, with particular emphases on various practical applications that this technology drives.
Topics covered on the module will include both a variety of core, generic text processing models (e.g. , segmentation, stemming, part-of-speech tagging, named entity recognition, phrasal chunking and dependency parsing) as well as problems and application areas (e.g. document classification, information retrieval and information extraction).
We will be making extensive use of the Natural Language Toolkit which is a collection of natural language processing tools written in the
Python programming language.
Operating Systems
15 credits
Spring teaching, Year 2
This module studies the system-level structures that underpin operating systems and networks. The primary focus is on processes, showing how they contain dynamic threads and address spaces, and on understanding how both shared memory and messages can be used to communicate between processes. Concepts covered will include: process management; memory management; file systems; synchronisation primitives; communication abstractions and their implementation over packets switched networks, using TCP and IP as examples. Particular emphasis will be on showing how to make these structures secure.
Program Analysis
15 credits
Autumn teaching, Year 2
Part 1: Foundations
The first part of the module introduces the idea of the asymptotic analysis of algorithms, and in particular we will consider the following: specifying a problem; the notion of an algorithm and what it means for an algorithm to solve a problem; the upper, lower and tight asymptotic bounds associated with an algorithm; the best-, worst- and expected-case analysis of an algorithm; the lower bound for a problem.
In the remainder of Part 1 we consider a number of important data structures, with particular emphasis on priority queues and the generic graph data structure. Several basic graph algorithms will be considered, in particular: depth-first search of graphs; breadth-first search of graphs; and topological sorting of directed acyclic graphs.
Part 2: Generic Design Paradigms
In Part 2 we will consider four of the most important methods used as the basis for algorithm design: greedy methods; divide and conquer approaches; dynamic programming; and network flow.
In considering these generic design paradigms we will look at a number of well-known problems, including: interval scheduling; single source shortest path; minimum spanning tree; Huffman codes construction; weighted interval scheduling; subset sum; sequence alignment; network flow; and bipartite matching.
Programming for 3D
15 credits
Spring teaching, Year 2
This is an introductory module on programming for 3D graphics. You will look at the fundamentals of using high-level development languages to produce interactive 3D graphics.
Software Engineering
15 credits
Spring teaching, Year 2
This module studies large-scale software production. Emphasis is placed on the whole life-cycle of a software product: requirement analysis, software architecture and design, implementation, quality assurance and maintenance activities. The module also investigates social issues in software engineering such as team-structures and conflict management. Other issues covered include agile software engineering methods, testing, test-driven development, coding practice and standards, design and code reviews, and version control.
Coursework will be team-based and involve the production of a significant software deliverable such as an interactive gaming application.
3D Animation
15 credits
Autumn teaching, Year 3
This is an advanced module in 3D animation. It includes computer graphics fundamentals for character and object animation, such as transformations, tweening, mesh descriptions and character rigging. You will look at industry standard software for modeling, rendering and animating geometry.
Games and Multimedia Environments Project
45 credits
Autumn & spring teaching, Year 3
Individual project based on the production of a significant piece of interactive multimedia software.
This module will give students the opportunity to complete an extensive piece system design and implementation work under the supervision of a member of faculty. You will be able to chose from a range of project topics or offer a project of their own. All topics will require the application of skills and knowledge gained through previous modules and will involve you in the design and build of an interactive game or multimedia application (using programming, modelling, simulation tools as appropriate).
There will be no formal lectures to attend. The teaching methods used will simply be weekly individual/small group meetings to discuss progress.
The final year Games and Multimedia Environments Project should be viewed as the culmination of the degree - it gives students a chance to demonstrate all they have learned and produce a key portfolio piece for their future employment. It will be the most demanding part of the undergraduate degree.
It is very different from most other courses. Although you will be supervised, they are on their own to a large extent. The onus is on you to define the problem boundaries, to investigate possible solutions, and to present the results verbally, in writing, and to demonstrate them in action.
The results of the project will be submitted in two parts: a final report and the code for the system built. You will be expected to give a presentation and demonstration of their work. Project report and presentation/demonstration are examined.
To help you manage your workload sensibly, you need to submit an interim report that describes the early phase of their project, involving a debate on professional issues, requirements analysis, and planning. This interim report is also assessed.
Human-Computer Interaction
15 credits
Autumn teaching, Year 3
Human computer interaction (HCI) is concerned with understanding and designing interactive technologies from a people-centred perspective. This HCI module will give an introduction to the basic principles, methods and developments in HCI, with the objective of getting you to think constructively and analytically about how to design and evaluate interactive technologies, with opportunities to apply the principles and methods in practice. Topics include: principles of design, evaluating interactive technologies, understanding users, generating requirements, prototyping and iterative evaluation.
Multimedia Design and Applications
15 credits
Spring teaching, Year 3
Prerequisite: Java programming skills.
Computers now manipulate many more media than simple text and numbers. This module examines how modern computing systems manage, deliver and present multimedia such as audio, video, and interactive graphics. Topics include: information coding; multimedia hardware; networked multimedia; ergonomics; interface design; and multimedia applications.
Video Production Techniques
15 credits
Autumn teaching, Year 3
The module looks at the tools and techniques used in broadcast and video production. You will be introduced to: camera basics and techniques; sound recording; lighting for studio and non-studio work; pre-production methods (resource management, team organisation, visual continuity); and post-production, including non-linear video editing and audio post.
Web 3D Applications
15 credits
Spring teaching, Year 3
Through lecture notes, demonstrations, surgeries (in class and online) and self directed e-learning and laboratory based tuition, this module will explore Web 3D technologies including but not limited to: 3D modelling methods and tools, navigation and interaction, web programming, etc. applied to the implementation of Web 3D applications. The main focus of this module is to gain practical experience on simple 3D modelling and programming (e.g. 3ds Max, pseudo 3D methods, X3D/VRML, HTML, XML, JavaScript, etc.) to build a Web 3D application (usually a small set of web pages with some 3D content). Example Web3D applications may include, but are not limited to, a virtual museum, car simulation, 3D product visualisation, burglary simulation or simple web game.
Entry requirements
Sussex welcomes applications from students of all ages who show evidence of the academic maturity and broad educational background that suggests readiness to study at degree level. For most students, this will mean formal public examinations; details of some of the most common qualifications we accept are shown below. If you are an overseas student, refer to Applicants from outside the UK.
All teaching at Sussex is in the English language. If your first language is not English, you will also need to demonstrate that you meet our English language requirements.
- A level
Typical offer: AAB-ABB
Specific entry requirements: Successful applicants must also have GCSE (or equivalent) Mathematics, with at least grade B.
- International Baccalaureate
Typical offer: 34 points overall
For more information refer to International Baccalaureate.
- Access to HE Diploma
Typical offer: Pass the Access to HE Diploma with at least 45 credits at Level 3, of which 30 credits must be at Distinction and 15 credits at Merit or higher.
Specific entry requirements: The Access to HE Diploma should be in Computing or Science. Successful applicants must also have GCSE (or equivalent) Mathematics, with at least grade B.
For more information refer to Access to HE Diploma.
- Advanced Diploma
Typical offer: Pass with grade B in the Diploma and A in the Additional and Specialist Learning.
Specific entry requirements: The Additional and Specialist Learning must be an A-level (ideally in Computing, IT, Mathematics or another science subject). Successful applicants must also have GCSE (or equivalent) Mathematics, with at least grade B.
For more information refer to Advanced Diploma.
- BTEC Level 3 Extended Diploma
Typical offer: DDD-DDM
Specific entry requirements: The BTEC Level 3 Extended Diploma would normally be in IT (although applicants in other subject areas can be considered). Successful applicants must also have GCSE (or equivalent) Mathematics, with at least grade B.
For more information refer to BTEC Level 3 Extended Diploma.
- European Baccalaureate
Typical offer: Overall result of at least 77%
For more information refer to European Baccalaureate.
- Finnish Ylioppilastutkinto
Typical offer: Overall average result in the final matriculation examinations of at least 6.0
- French Baccalauréat
Typical offer: Overall final result of at least 13/20
- German Abitur
Typical offer: Overall result of 1.8 or better
- Irish Leaving Certificate (Higher level)
Typical offer: AAAABB-AABBBB
- Italian Diploma di Maturità or Diploma Pass di Esame di Stato
Typical offer: Final Diploma mark of at least 90/100
- Scottish Highers and Advanced Highers
Typical offer: AAABB-AABBB
Specific entry requirements: Successful applicants must also have Mathematics at Standard Grade, grade 1 or 2.
For more information refer to Scottish Highers and Advanced Highers.
- Spanish Titulo de Bachillerato (LOGSE)
Typical offer: Overall average result of at least 8.0
- Welsh Baccalaureate Advanced Diploma
Typical offer: Pass the Core plus at least AB in two A-levels
Specific entry requirements: Successful applicants must also have GCSE (or equivalent) Mathematics, with at least grade B.
For more information refer to Welsh Baccalaureate.
English language requirements
IELTS 6.5 overall, with not less than 6.0 in each section. Internet-based TOEFL with 88 overall, with at least 20 in Listening, 19 in Reading, 21 in Speaking and 23 in Writing.
For more information, refer to alternative English language requirements.
For more information about the admissions process at Sussex:
Undergraduate Admissions,
Sussex House,
University of Sussex, Falmer,
Brighton BN1 9RH, UK
T +44 (0)1273 678416
F +44 (0)1273 678545
E ug.enquiries@sussex.ac.uk
Related subjects
Fees and funding
Fees
Home/EU students: £9,0001
Channel Island and Isle of Man students: £9,0002
Overseas students: £16,2003
1 The fee shown is for the academic year 2013.
2 The fee shown is for the academic year 2013.
3 The fee shown is for the academic year 2013.
To find out about your fee status, living expenses and other costs, visit further financial information.
Funding
Unlimited scholarships of £1,000 are available. These will be awarded on entry to students who firmly accept our offer of a place by the UCAS deadline and achieve three A grades at A level in a single sitting, excluding General Studies.
The funding sources listed below are for the subject area you are viewing and may not apply to all degrees listed within it. Please check the description of the individual funding source to make sure it is relevant to your chosen degree.
To find out more about funding and part-time work, visit further financial information.
Care Leavers Award (2014)
Region: UK
Level: UG
Application deadline: 31 July 2015
For students have been in council care before starting at Sussex.
First-Generation Scholars Scheme (2014)
Region: UK
Level: UG
Application deadline: 12 June 2015
The scheme is targeted to help students from relatively low income families – ie those whose family income is up to £42,622.
First-Generation Scholars Scheme EU Student Award (2014)
Region: Europe (Non UK)
Level: UG
Application deadline: 12 June 2015
£3,000 fee waiver for UG Non-UK EU students whose family income is below £25,000
Leverhulme Trade Charities Trust for Undergraduate Study (2014)
Region: UK
Level: UG
Application deadline: 1 March 2014
The Leverhulme Trade Charities Trust are offering bursaries to Undergraduate students following an undergraduate degree courses in any subject.
Careers and profiles
Computing and associated subjects are highly regarded in industry, and many companies seek to recruit our graduates. The computing skills you acquire through your course are widely sought by employers, as are transferable skills such as practical problem-solving, communication skills and an understanding of scientific methods. The range of careers open to computing graduates is constantly broadening as the IT industry diversifies.
We maintain a database of employers and cultivate personal links with relevant organisations to help you find jobs. Many of our graduates find employment in the flourishing computing, digital media and games industry in the Brighton area, and these employers also provide opportunities for interesting and fulfilling summer jobs and part-time work.
Recent graduates have taken up a wide range of posts with employers including: web designer at Fibre Interactive games • QA engineer at Gamesys • user-focused developer (Android specialist) at Ribot • web developer at Sharp Telecommunications • web designer at Bozboz Ltd.
Specific employer destinations listed are taken from recent Destinations of Leavers from Higher Education surveys, which are produced annually by the Higher Education Statistics Agency.
Also refer to Department of Informatics: Student perspectives and Department of Informatics: Career opportunities.
Careers and employability
For employers, it’s not so much what you know, but what you can do with your knowledge that counts. The experience and skills you’ll acquire during and beyond your studies will make you an attractive prospect. Initiatives such as SussexPlus, delivered by the Careers and Employability Centre, help you turn your skills to your career advantage. It’s good to know that 94 per cent of our graduates are in work or further study (Which? University).
For more information on the full range of initiatives that make up our career and employability plan for students, visit Careers and alumni.
Contact our School
School of Engineering and Informatics
The School of Engineering and Informatics brings together the areas of mechanical and electrical engineering with informatics, in particular computer science and artificial intelligence, and product design.
Department of Informatics
The Department of Informatics is an internationally renowned centre for teaching and research in computer science, and provides the skills and knowledge required for a future in this dynamic field.
How do I find out more?
For more information, contact:
Department of Informatics,
University of Sussex, Falmer,
Brighton BN1 9QJ, UK
E informaticsoffice@sussex.ac.uk
T +44 (0)1273 678195
Department of Informatics
Visit us
Sussex Open Day
Saturday 5 October 2013
Open Days offer you the chance to speak one to one with our world-leading academic staff, find out more about our courses, tour specialist facilities, explore campus, visit student accommodation, and much more. Booking is required. Go to Visit us and Open Days to book onto one of our tours.
Campus tours
Not able to attend one of our Open Days? Then book on to one of our weekly guided campus tours.
Mature-student information session
If you are 21 or over, and thinking about starting an undergraduate degree at Sussex, you may want to attend one of our mature student information sessions. Running between October and December, they include guidance on how to approach your application, finance and welfare advice, plus a guided campus tour with one of our current mature students.
Self-guided visits
If you are unable to make any of the visit opportunities listed, drop in Monday to Friday year round and collect a self-guided tour pack from Sussex House reception.
Jonathan's staff perspective
‘Sussex provides world-leading teaching and excellent academic facilities, with a vibrant student life in a fantastic location. All of this meant that I left Sussex with a unique set of experiences and a degree that has prepared me for my future.
‘Joining Student Recruitment Services at the University has enabled me to share my experiences of Sussex with others. Coming to an Open Day gives you the opportunity to meet our research-active academics and our current students, while exploring our beautiful campus. But don’t worry if you can’t make an Open Day, there’s plenty of other opportunities to visit Sussex. Check out our Visit us and Open Days pages or our Facebook page to find out more.
‘I’ve loved every moment of my time at Sussex – these have been the best years of my life.’
Jonathan Bridges
Graduate Intern, Student Recruitment Services
