SWITZERLAND DIGITAL THINKING GLOBAL PERSPECTIVE
Undergraduate / BSc Pathways Programme Code 117 Human–Computer Interaction & UX

BSc in Interactive Media Technology

An applied Swiss-inspired curriculum combining algorithmic rigour, systems architecture, digital trust and practical engineering capability for modern technology leaders.

Duration 3 Years (6 Semesters)
Curriculum Model Modular Degree Candidate
Delivery Mode Full-Time / Blended Learning
Next Intakes October & February
CURRICULUM ARCHITECTURE

Academic Overview & Learning Objectives

The BSc in Interactive Media Technology 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.

Modular code development & test coverage
Secure systems design & vulnerability mitigation
Distributed computing & cloud orchestration
Ethical technology & algorithmic transparency
MODULAR SYLLABUS

Curriculum Structure by Academic Section

Semester 1
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT101 Introduction to Game Design, Gameplay Mechanics & Ludology Theory Analyze game loops, core mechanics, player agency, game balance, MDA framework and ludology in Interactive Media Technology.
IMT102 C# Programming & Unity Engine Foundations Lab Practical Construct 2D interactive game scenes, write custom C# MonoBehaviours, handle collisions and user input in Unity.
IMT103 Linear Algebra, Vector Trigonometry & 3D Coordinate Geometry Theory Calculate dot/cross products, vector projections, transformation matrices and raycasting calculations for games.
IMT104 2D Asset Pipelines, Spritesheets & Tilemaps Workshop Practical Design, animate and import modular 2D spritesheets, tilemaps and kinematic physics colliders in Unity/Godot.
IMT105 Computer Systems Architecture, Game Loops & Frame Timing Theory Analyze CPU-GPU rendering pipelines, delta-time interpolation, frame rate decoupling and tick physics engines.
IMT106 Audio Engineering, FMOD & Dynamic Sound Design Lab Practical Integrate spatialized dynamic audio, interactive event-triggered audio loops and sound effects using FMOD and Unity.
IMT107 Game Industry Ethics, Monetization Models & Digital Rights Theory Evaluate loot box regulations, dark pattern design ethics, microtransactions, ESRB/PEGI ratings and copyright.
IMT108 Git LFS Version Control & Asset Management Workshop Practical Manage large game binaries and 3D meshes using Git LFS, branching conventions and automated asset builds.
IMT109 Game Design Document (GDD) Formulation & Pitching Theory Author comprehensive Game Design Documents specifying core mechanics, level progression, art bibles and monetization.
Semester 2
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT201 3D Game Mathematics, Quaternions & Transform Hierarchies Theory Compute 3D rotations without gimbal lock using unit quaternions, scene graph parent-child hierarchies and frustums.
IMT202 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.
IMT203 3D Modeling, UV Unwrapping & Texturing (Blender) Practical Model low-poly game assets in Blender, generate clean topology, unwrap UV maps and export PBR materials.
IMT204 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.
IMT205 Shaders & Computer Graphics: The Programmable Pipeline Theory Analyze vertex shaders, fragment/pixel shaders, lighting models (Blinn-Phong, PBR) and graphics rasterization.
IMT206 HLSL / Shader Graph Shader Programming Workshop Practical Write custom surface shaders and post-processing effects using HLSL and Unity Shader Graph / Unreal Material Editor.
IMT207 Data Structures & Optimization for Real-Time Simulation Theory Implement quadtrees, octrees, spatial hashing, object pools and memory cache optimization for 60+ FPS games.
IMT208 Game Physics, Raymarching & Particle Systems Lab Practical Configure particle emitters, cloth simulations, force fields and custom raycast collision detection routines.
IMT209 Applied Interactive Media Technology First-Year Practicum: Playable 3D Level Practical Deliver a complete, polished playable 3D game level featuring mechanics, sound, UI and environmental lighting.
Semester 3
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT301 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.
IMT302 Game AI Implementation & NavMesh Agent Pathfinding Lab Practical Program autonomous enemy combat behaviors, flanking tactics and dynamic obstacle avoidance using behavior trees.
IMT303 Unreal Engine Architecture, C++ Gameplay Framework & Blueprints Theory Analyze Unreal UObject hierarchy, gameplay framework (Pawn, Character, PlayerController) and garbage collection.
IMT304 Unreal Engine C++ Gameplay Programming Workshop Practical Write performant C++ gameplay classes, exposed UPROPERTIES and blueprint macro libraries in Unreal Engine 5.
IMT305 Spatial Computing, AR/VR Tracking & Interaction Paradigms Theory Evaluate 6-DOF tracking, stereoscopic rendering, vergence-accommodation conflict and spatial gesture interfaces.
IMT306 Virtual Reality Application Development Lab (OpenXR) Practical Build immersive VR experiences supporting teleportation, physics hand interactions and grab mechanics with OpenXR.
IMT307 Level Design Theory, Spatial Pacing & Environmental Narrative Theory Architect level layout flow, visual guidance landmarks, environmental storytelling and player cognitive load.
IMT308 Grayboxing & Level Geometry Prototyping Workshop Practical Graybox modular game levels with ProBuilder / Unreal Geometry Tools, conduct blind playtests and iterate pacing.
IMT309 Game Analytics, Telemetry & Player Experience Research Theory Formulate quantitative player retention metrics, churn analysis, heatmaps, playtesting protocols and UX evaluation.
Semester 4
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT401 Multiplayer Game Architecture, Client-Server Networking & UDP Theory Analyze authoritative server models, client-side prediction, entity interpolation, lag compensation and delta compression.
IMT402 Multiplayer Network Replication & Matchmaking Lab Practical Implement authoritative network replication, RPCs, client prediction and dedicated server builds using Photon / Mirror.
IMT403 Advanced Real-Time Graphics: Lumen, Nanite & Ray Tracing Theory Analyze global illumination, software/hardware ray tracing, virtualized micropolygon geometry and temporal anti-aliasing.
IMT404 Unreal Lumen Lighting & Nanite Asset Pipeline Lab Practical Construct cinematic photo-realistic game environments utilizing Unreal Engine Nanite geometry and real-time Lumen bounces.
IMT405 Game User Interface (UI/UX) & HUD Architecture Theory Design diegetic vs non-diegetic HUDs, responsive canvas scaling, gamepad navigational accessibility and sound feedback.
IMT406 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.
IMT407 Procedural Content Generation (PCG) & Algorithmic Worlds Theory Formulate Perlin/Simplex noise generation, cellular automata, wave function collapse and grammar-based generation.
IMT408 Procedural Dungeon & Terrain Generation Workshop Practical Write procedural dungeon generators and endless terrain mesh generators using voxel algorithms and noise seeds.
IMT409 Industrial Interactive Media Technology Team Project: Vertical Slice Game Studio Practical Collaborate as a multidisciplinary team to deliver a publisher-ready commercial vertical slice game build.
Semester 5
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT501 High-Performance Game Profiling & Memory Optimization Theory Analyze draw calls, GPU fillrate bounds, CPU bottlenecks, occlusion culling and memory garbage collection spikes.
IMT502 Unity Profiler & Unreal Unreal Insights Performance Lab Practical Profile live frame execution with Unreal Insights, eliminate garbage allocation and achieve consistent 60/120 FPS.
IMT503 Mobile & Cross-Platform Game Optimization (iOS / Android / Switch) Theory Optimize battery thermal dissipation, texture compression (ASTC), draw call batching and dynamic resolution scaling.
IMT504 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.
IMT505 Game Publishing, Live Operations (LiveOps) & Cloud Backend Theory Architect cloud game backends, player authentication, cross-platform cloud saves, battle pass events and analytics.
IMT506 Cloud Backend Integration & PlayFab / Nakama Lab Practical Connect game clients to Nakama / PlayFab servers for multiplayer leaderboards, cloud saves and match matchmaking.
IMT507 Intellectual Property, Licensing & Swiss Game Publishing Law Theory Analyze commercial distribution agreements (Steam, Epic Store, App Store), IP trademarks, music licensing and publishing law.
IMT508 Automated Game Testing & Continuous Deployment Lab Practical Configure automated headless game client test runners, synthetic bots and multi-platform CI/CD build distribution.
IMT509 Senior Interactive Media Technology Capstone Project: Production Architecture & GDD Practical Author comprehensive technical architecture documentation, milestone schedules, asset budgets and vertical slice specs.
Semester 6
9 Modules
Code Module Title Type Discipline & Learning Outcome
IMT601 Emerging Frontiers: Generative AI in Games & Neural Rendering Theory Evaluate neural radiance fields, AI NPC dialog generation, automated texture synthesis and procedural animation.
IMT602 Senior Interactive Media Technology Capstone Project: Commercial Game Build Practical Engineer the complete production game build featuring core gameplay, polished art, responsive UI and stable audio.
IMT603 Senior Interactive Media Technology Capstone Project: Playtesting, QA & Performance Audit Practical Execute rigorous structured playtests with real players, collect quantitative telemetry and optimize frame rates.
IMT604 Executive Game Production Leadership & Studio Management Theory Lead creative game teams, manage production sprint backlogs, allocate budget resources and pitch to publishers.
IMT605 Multi-Platform Build Release, Steamworks & Console Certification Lab Practical Package final release builds, integrate Steamworks achievements and validate against console certification standards.
IMT606 Societal Impact, Video Game Psychology & Escapism Ethics Theory Analyze game addiction psychology, representation in digital media, serious games for education and digital wellness.
IMT607 Industry Technical Game Portfolio & Build Defense Practical Present playable vertical slice builds, code walkthroughs and art showcases before a panel of veteran game developers.
IMT608 Peer Review, Release Marketing & Public Dissemination Theory Prepare press kits, gameplay trailers, Steam store pages and community engagement strategies for game launch.
IMT609 Final Interactive Media Technology Capstone Project Demonstration & Oral Defense Practical Conduct a live public play demonstration of the game and pass an oral academic dissertation examination in Interactive Media Technology.
Pathway Snapshot
  • Target Award Private Bachelor Pathway Candidate
  • Study Level Undergraduate / BSc Pathways
  • Language English
  • Delivery Full-Time / Blended Learning
Eligibility Guidelines

Secondary School Diploma / Swiss Matura / International Baccalaureate or recognized foreign upper-secondary certificate. English proficiency IELTS 6.0+ or equivalent.

Institutional Disclosure

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.