If you are starting a game design or development degree this September, you have probably already seen some version of the same warning: bring a decent computer. What is less common is a university actually putting a number on it.
Falmouth University, home to one of the UK's most highly regarded game courses, does exactly that. Its own published guidance to students tells them to budget roughly £1,300 to £1,800 for a machine capable of handling the coursework. That is Falmouth's figure, not ours, and it is worth taking seriously precisely because it comes from people who see, every year, what happens when students turn up under-equipped.
We build machines for students in exactly this position, so we wanted to unpack what actually sits behind that guidance: what the course software really asks of a PC, and where corners tend to get cut in ways that cause problems later.
Why a university is even naming a figure
Course guidance documents do not normally get into hardware detail. When one does, it is usually because the software involved is genuinely demanding, and because the institution has watched enough students struggle on underpowered laptops to think it worth spelling out.
Game design courses fall into that category. They are no longer just about learning to code or draw. Increasingly, they run on real-time 3D engines, and that shifts the bar for what a coursework machine needs to do.
Unreal Engine 5 is doing a lot of the heavy lifting
Unreal Engine 5 has become a mainstay of UK game design teaching, and not just for building playable levels. Courses are leaning into virtual production techniques, the same real-time rendering approach used on film and TV sets, as part of the curriculum. Birmingham City University is one UK institution notably building coursework around this kind of virtual production and UE5 work.
That matters for prospective students because UE5 is a different proposition to the game engines many will have dabbled with at school or college. It is built to render convincing lighting and detail in real time, and running it well, rather than just tolerating it, takes real hardware.
What that actually demands from a PC
None of this requires memorising a spec sheet. But there are a handful of components where the course software genuinely pushes harder than a typical laptop is built for:
- A genuinely capable modern GPU with good ray tracing performance. UE5's lighting and rendering features lean on this directly, and it is the single biggest factor in whether the engine feels responsive or sluggish while you work.
- A strong multi-core CPU. Compiling shaders and baking lighting are CPU-heavy tasks that happen constantly during development, not just at the end of a project.
- Plenty of RAM. Game engine projects and asset-heavy scenes add up fast, and running out of memory mid-session is a quick way to lose unsaved work.
- Fast NVMe storage. Engine projects and cached data are large and genuinely I/O heavy, so slow storage shows up as loading delays and stutter, not just longer file transfers.
None of these are exotic requirements. They are simply the practical consequence of working with a real-time engine rather than a lightweight teaching tool.
It is rarely just the engine
The other thing that catches students out is assuming the game engine is the only demanding piece of software they will touch. In practice, most game design courses expect students to move fluidly between several different tools across a single project.
- 2D and 3D art packages for concept work and asset creation
- Blender or similar, for modelling and preparing assets before they go into the engine
- Video editing software, for cutting together showreels and presentation footage
A machine that only just scrapes by on the engine alone tends to become genuinely limiting once these extra tools are running alongside it, or when a deadline means several are open at once. Specifying for the engine in isolation and hoping the rest fits around it is a common mistake, and one that tends to surface at the worst possible time.
Reliability is not a nice-to-have when you are a student
For most PC buyers, a hardware fault is an inconvenience. For a student mid-term, it can be considerably worse. A machine that needs to be sent away for repair during a deadline-heavy period can cost real marks, not just a few days of frustration, particularly when coursework is tied to fixed submission dates that do not move for a broken graphics card.
That is part of why we think it is worth treating a degree machine as an investment in the whole course, not just a spec list to satisfy on day one.
How we approach a student build
We build machines for students in exactly this position, and we spec around the actual software your course uses, engines, creative suites, editing tools, rather than treating "student PC" as an excuse to quietly lower the spec. A game design student and, say, a business studies student have very different computing needs, even if they are the same age and on the same budget guidance from their university.
If you know your course leans on UE5, virtual production work, or a particular creative suite, that is genuinely useful information for us. It shapes which components actually matter for you, rather than us guessing at a generic build.
Build it with us
If you want to talk through what your course actually needs before September, have a play with our PC configurator or just get in touch and describe the software you will be using. Every system we build is hand-built to order in our Stevenage workshop, stress-tested before it leaves us, and backed by our 5-year warranty, so the machine you start term with is still the one you are relying on at final submission.



