DigiPen Institute of Technology

Bachelor of Science in Computer Science in Real-Time Interactive Simulation

The B.S. in Computer Science in Real-Time Interactive Simulation programme is a computer science degree that is highly focused on the technical area of graphics and simulations. Students begin with a solid foundation in mathematics, physics, and programming, then apply that knowledge in yearly team-based projects where they design, programme, test, and finally release their own fully playable games to the public. Those who successfully complete the B.S. in Computer Science in Real-Time Interactive Simulation programme will have gained the knowledge and skills to produce highly complex software systems at a professional level.

Students in the B.S. in Computer Science in Real-Time Interactive Simulation programme will learn how to:

  • Programme a variety of simulations and games, including text-based, 2D, and 3D games, from start to finish.
  • Draft game design and technical design documents to aid in the scheduling and organisational aspects of game production.
  • Implement efficient graphical user interfaces (GUIs), including the management of windows, menus, and dialog boxes.
  • Create robust artificial intelligence algorithms to serve as the cognitive processes for computer-controlled game objects.
  • Apply concepts such as computer networks, TCP/IP, and internet programming to multiplayer video game environments.


Graduates of the B.S. in Computer Science in Real-Time Interactive Simulation programme are prepared to pursue a variety of entry- and intermediate-level positions in the areas of software engineering in general and video game development in particular, including:

  • Computer Scientist
  • Software Engineer
  • Artificial Intelligence Programmer
  • Quality Assurance Engineer
  • Engine and Tools Programmer
  • Game Graphics Programmer
  • Gameplay Programmer
  • Audio Programmer
  • Web Developer


Learn more about SIT-DigiPen's Bachelor of Science in Computer Science in Real-Time Interactive Simulation.

DigiPen Institute of Technology Academic Calendar AY2016/17

  • Bachelor of Science in Computer Science in Real-time Interactive Simulation
  • Bachelor of Science in Computer Science and Game Design
  • Bachelor of Fine Arts in Digital Art & Animation
  • Bachelor of Arts in Game Design

Academic Calendar AY2016/17

Fall 2016

Orientation - First Year Students

18 Aug 2016 – 24 Aug 2016 (exclude weekends) & 29 Aug 2016 – 2 Sep 2016

Classes Begin

5 Sep 2016

Final Exams

12 Dec 2016 – 16 Dec 2016

Semester Ends

16 Dec 2016

Winter Break

19 Dec 2016 – 2 Jan 2017

Spring 2017

Classes Begin

3 Jan 2017

Final Exams

10 Apr 2017 – 14 Apr 2017

Semester Ends

14 Apr 2017


15 Apr 2017 – 1 May 2017

Summer 2017

Classes Begin

2 May 2017

Final Exams

7 Aug 2017 – 11 Aug 2017

Semester Ends

11 Aug 2017

DigiPen Institute of Technology Academic Calendar AY2015/16

  • Bachelor of Science in Computer Science in Real-time Interactive Simulation
  • Bachelor of Science in Computer Science and Game Design
  • Bachelor of Fine Arts in Digital Art & Animation
  • Bachelor of Arts in Game Design

Academic Calendar AY2015/16

Fall 2015

Orientation - First Year Students

17 - 28 Aug 2015

Classes Begin

31 Aug 2015

Final Exams

7 - 11 Dec 2015

Semester Ends

11 Dec 2015

Winter Break

12 Dec 2015 - 3 Jan 2016


2 - 3 Jan 2016

Spring 2016

Classes Begin

4 Jan 2016

Final Exams

11 – 15 Apr 2016

Semester Ends

15 Apr 2016


16 Apr 2016 - 2 May 2016

Summer 2016

Classes Begin

3 May 2016

Final Exams

8 Aug 2016 – 12 Aug 2016

Semester Ends

12 Aug 2016

DigiPen Institute of Technology Academic Calendar AY2014/15

Academic Calendar AY2014/15

Fall 2014

Orientation - First Year Students

29 Aug 2014

Classes Begin

1 Sep 2014

Final Exams

8 - 12 Dec 2014

Semester Ends

12 Dec 2014

Winter Break

13 Dec 2014 - 4 Jan 2015


2 - 4 Jan 2015

Spring 2015

Classes Begin

5 Jan 2015

Final Exams

20 - 24 Apr 2015

Semester Ends

24 Apr 2015


25 Apr - 3 May 2015

Summer 2015

Classes Begin

4 May 2015

Final Exams

10 -14 Aug 2015

Semester Ends

14 Aug 2015

DigiPen Institute of Technology Academic Calendar AY2013/14

Academic Calendar AY2013/14

Fall 2013

Orientation - First Year Students

29 - 30 Aug 2013

Classes Begin

2 Sep 2013

Final Exams

9 - 14 Dec 2013

Winter Break

15 Dec 2013 - 5 Jan 2014


2 - 5 Jan 2014

Spring 2014

Classes Begin

6 Jan 2014

Final Exams

14 - 19 Apr 2014

Semester Ends

19 Apr 2014


20 Apr - 4 May 2014

Summer 2014

Classes Begin

5 May 2014

Final Exams

11 - 16 Aug 2014

Semester Ends

16 Aug 2014

Grading System

DigiPen Institute of Technology

  • Bachelor of Science in Computer Science in Real-Time Interactive Simulation
  • Bachelor of Science in Computer Science and Game Design
  • Bachelor of Fine Arts in Digital Art & Animation
  • Bachelor of Arts in Game Design

The following system applies to undergraduate students.

The following grading system is in use and, except where otherwise specified, applies to both examinations and term work. The weight of a final examination grade is a matter individually determined by each instructor. See the following Grade Point Average section for additional information.

A Excellent

= 4.0 quality points

A- Excellent

= 3.7 quality points

B+ Good

= 3.3 quality points

B Good

= 3.0 quality points

B- Good

= 2.7 quality points

C+ Fair

= 2.3 quality points

C Fair

= 2.0 quality points

C- Fair

= 1.7 quality points

D Poor

= 1.0 quality points; lowest passing grade; failing grade for major

F Failure

= 0 quality points

The following grades do not affect the GPA:

AU - Audit
Indicates that the student attended the course without expectation of credit or grade.

IP - In Progress
Indicates that the grade was not available from the instructor at the time the transcript was printed.

I - Incomplete
This grade is used when circumstances beyond a student’s control prohibit the student from taking the final exam or completing course work. It is not a grade given to students who need to retake a course because the student has fallen substantially behind. Students will not be given an “I” grade for unacceptable reasons, including, but not limited to, the need to rewrite a paper, the demands of a time-consuming job, the desire to leave town for a vacation or family gathering, the desire to do well on tests in other courses, etc.

Students who want to repeat a course can drop it prior to the end of the eighth week of classes, and they will receive a “W” (see “Withdrawal” below). Otherwise, the instructor will assign the appropriate final grade (“D” or “F,” for example).

Arrangements for the “I” grade and its completion must be initiated by the student and agreed to by the instructor. An Assignment of Final Grade for Completion of an Incomplete (I) Form must be completed each time a grade of “I” is assigned. On the form, the instructor will specify to both the student and the department the work remaining to be done, the procedures for its completion, the grade in the course to date, and the weight to be assigned to work remaining to be done when the final grade is computed.

If make-up work requires classroom or laboratory attendance in a subsequent term, the students should not register for the course again; instead, the student must audit the course and pay audit fees. If the makeup work does not require classroom or laboratory attendance, the instructor and student should decide on an appropriate plan and a deadline for completing the course. When the student completes the course, the instructor will submit a change of grade to the Registrar’s Office. Should the work not be completed within the agreed upon time frame, the Institute will assign a grade of “F.”

These procedures cannot be used to repeat a course for a different grade. An “I” grade will not be assigned to a student who never attended class; instead, instructors may assign a failing grade.

W - Withdrawal
Indicates withdrawal from the course before the end of the eighth week of classes or withdrawal from the Institute. The grade of “W” will not be assigned to any student who has taken the final examination in the course. An instructor may not withdraw a student from a course.


DigiPen Institute of Technology Computer Science in Real-Time Interactive Simulation, BS

Programme Structure.

Semester 1

• CS100 Computer Environment

This course provides students with a detailed examination of the fundamental elements on which computers are based. Topics covered include number systems, representation of numbers in computation, basic electricity, electric circuits, digital systems, logic circuits, data representations, digital memory, computer architecture, and operating systems. Operational code and assembly languages are discussed, examined, and used in either a microprocessor or micro-controller environment, such as a personal computer or an autonomous car.

• CS120  High-Level Programming I – The C Programming Language

In presenting the C programming language, this course serves as a foundation for all high-level programming courses and projects. It provides the fundamentals of programming, including control flows, such as statement grouping, decision-making, case selection, procedure iteration, and termination test and basic data types, such as arrays, structures, and pointers. Additionally, it intensively discusses the lexical convention, syntax notation, and semantics.

• CS120L High-Level Programming I Lab

CS120L is the lab component of the introductory High-Level Programming I course. Students meet for two hours weekly to apply the concepts presented in CS120 in a lab environment.

• ENG110 Composition

This course focuses on generating and discussing ideas for composition and engages in all stages of the writing process, with emphasis on the development and application of critical thinking skills. The primary focus of the course is developing the ability to construct, write, and revise argumentative/persuasive essays. Assignments may also include other types of writing, such as narrative, descriptive, and comparative essays.

• GAM100 Project Introduction

This class presents an overview of the way the game development industry works and a history of game development. It exposes students to the positions and job responsibilities that each member of a game development team has, along with the industry requirements for concept pitches, design documents and schedules. It also introduces sprite animation, object motion, and input processing, which students use in the creation of a game of their own design.

• MAT140 Linear Algebra and Geometry

The two main themes throughout the course are vector geometry and linear transformations. Topics from vector geometry include vector arithmetic, dot product, cross product, and representations of lines and planes in three-space. Linear transformations covered include rotations, reflections, shears and projections. Students study the matrix representations of linear transformations along with their derivations. The curriculum also presents affine geometry and affine transformations along with connections to computer graphics. This course also includes a review of relevant algebra and trigonometry concepts.

Semester 2

• COM150 Interpersonal and Work Communication

Students explore how their culture, gender, economic status, age and other personal characteristics influence their work communications. The course explores verbal and non-verbal communication skills in a global work environment. Students learn written communication techniques most effective for use in the technology workplace. Additionally, students explore and practice negotiation skills, both internally and externally at their workplace.

• CS170  High-Level Programming II – The C++ Programming Language

This course is a continuation of High-Level Programming I (CS120). It introduces the C++ language with particular emphasis on its object-oriented features. Topics covered include stylistic and usage differences between C and C++, namespaces, function and operator overloading, classes, inheritance, class and function templates, STL lists, and vectors. Concurrent enrolment in CS170L is required.

• CS170L High-Level Programming II Lab

CS170L is the lab component of the High-Level Programming II course. Students meet weekly to work on topics presented in the CS170 lectures in a lab environment.

• CS230  Game Implementation Techniques

CS230 presents game implementation techniques and engine architecture. Students investigate foundational concepts of game architecture, such as game-system component separation and game flow, while learning about essential elements such as the game state manager, input/output handler, and frame rate controller. CS230 introduces Windows programming, state machines, and collision detection algorithms, which students will integrate into their own remakes of classic games. As part of their implementation, students create and expand their own collision, vector, and matrix libraries, enabling them to incorporate basic physics engines. Students survey concepts in space partitioning, particle systems, map editors, and other elements as a bridge to more advanced concepts in implementation techniques and engine architecture.

• GAM150 Project I

This project focuses on the creation of a simple game or simulation. Students work together on teams of three or four members. All projects must be written entirely in C (C++ is not allowed) and cannot use external libraries or middleware of any kind (except those provided by the instructor). Topics include effective team communication, planning, documentation, debugging, source control, testing, and iterative software development techniques.

• MAT150 Calculus & Analytic Geometry I or MAT180 Vector Calculus I

This course introduces the calculus of functions of a single real variable. The main topics include limits, differentiation, and integration. Limits include the graphical and intuitive computation of limits, algebraic properties of limits, and continuity of functions. Differentiation topics include techniques of differentiation, optimisation, and applications to graphing. Integration includes Riemann sums, the definite integral, anti-derivatives, and the Fundamental Theorem of Calculus.


This course extends the standard calculus of one-variable functions to multi-variable vector-valued functions. Vector calculus is used in many branches of physics, engineering, and science, with applications that include dynamics, fluid mechanics, electromagnetism, and the study of curves and surfaces. Topics covered include limits, continuity, and differentiability of functions of several variables, partial derivatives, extrema of multi-variable functions, vector fields, gradient, divergence, curl, Laplacian, and applications.

Semester 3

• CS180 Operating Systems I, Man-Machine Interface

This course presents an overview of modern operating systems, in particular Windows and Linux/Unix as implemented on modern PCs. After an overview of what an operating system is and does, the following is also covered: organization and design (the kernel and various subsystems), process management (creation and management of processes and threads, including an introduction to multithreaded programming), networks (the TCP/IP stack and the organization of the Internet), interprocess communication, process synchronization (locks, semaphores, and methods to avoid deadlocks), memory management (hardware and process views of memory layout and demand-paged virtual memory), file systems, and security and protection (viruses, worms, and Trojan horses).

• CS200 Computer Graphics I

CS200 presents fundamental mathematical elements, data structures, and algorithms useful for animating and viewing 2D primitives. The course aims to fulfil two objectives. The first objective is to provide students with a sufficient mathematical and algorithmic background to design and implement 2D graphics applications. The second objective is to prepare students with the knowledge required for writing 3D graphics applications. The first half of the course deals with scan-conversion algorithms for rasterizing 2D primitives such as lines, circles, ellipses, triangles, and arbitrary polygons. The second half of the course is concerned with the viewing and animation of these 2D primitives. The course covers topics such as interpolation techniques, transformations, culling, clipping, animation techniques, and the 2D viewing pipeline.

• CS225 Advanced C/C++

This course builds on the foundation created in the first two high-level programming courses (CS120/170). It presents advanced topics of the C/C++ programming language in greater detail. Such topics include advanced pointer manipulation, utilizing multi-dimensional arrays, complex declarations, and standard library functions. Advanced C++ topics include class and function templates, operator overloading, multiple inheritance, runtime type information, the standard template library, and performance issues.

• GAM200 Project II

This project is divided into two semesters and focuses on the creation of a simple real-time game or simulation with 2D graphics (3D games are not allowed). Students work together on teams of three or four members to implement technical features, such as audio effects, music playback, pattern movement, simple artificial intelligence, same-machine multiplayer (networking is not allowed), particle systems, scrolling, and simple physics. All projects must be written with a core of C++ code and cannot use middleware such as pre-existing physics engines, networking engines, etc. Additional topics may include basic software architecture, essential development practices, fundamentals of team dynamics, and task prioritisation methods.

• MAT200 Calculus & Analytic Geometry II OR MAT230 Vector Calculus II

This course builds on the introduction to calculus in MAT150. Topics in integration include applications of the integral in physics and geometry and techniques of integration. The course also covers sequences and series of real numbers, power series and Taylor series, and calculus of transcendental functions. Further topics may include a basic introduction to concepts in multivariable and vector calculus.


This course is a continuation of MAT180. Topics covered include differential operators on vector fields, multiple integrals, line integrals, general change of variable formulas, Jacobi matrix, surface integrals, and various applications. The course also covers the theorems of Green, Gauss, and Stokes.

• PHY200 Motion Dynamics

This calculus-based course presents the fundamental principles of mechanics for simulation and engineering majors. Students learn the laws that govern the mechanical world and how to use these laws to form a simulated world. They examine the concepts involved with kinematics, Newtonian dynamics, work and energy, momentum, rotational motion, and statics.

Semester 4

• CS250 Computer Graphics II

CS250 examines the mathematical elements and algorithms used in the design and development of real-time 3D computer graphics applications, such as games, cockpit simulators, and architectural walk-throughs. 3D computer graphics involve drawing pictures of 3D objects, usually on a 2D screen. This process of generating a 2D image of a 3D graphics application can be described as a series of distinct operations performed on a set of input data. Each operation generates results for the successive one. This process is called the graphics rendering pipeline, and it is the core of real-time computer graphics. The graphics pipeline can be conceptualised as consisting of three stages: application, transformation, and rasterization. The course begins by introducing the 3D graphics pipeline. The application stage is examined from the viewpoint of the representation, modelling, and animation of 3D objects. Topics include user interaction, camera animation techniques, simulation of dynamic objects, and collision detection techniques. Next, the course examines the process of mapping 3D graphic objects from model-space to viewport coordinates. The transformation stage implements this process. Finally, the conversion of a geometric primitive in viewport coordinates into a 2D image is studied. The rasterization stage implements this final process.

• CS280 Data Structures

This course introduces the classical abstract data types (ADT) in computer science. ADTs provide the hierarchical views of data organisation used in programming. Among the topics covered are the algorithms and primitives of the data structures for arrays, linked lists, stacks, queues, trees, hash tables, and graphs. In addition, the course provides an introduction to algorithm complexity and notation.

• CS365 Software Engineering

This course covers a wide range of topics in software engineering from the practical standpoint. It encompasses project management issues as well as technical development principles and methods. Topics include system architecture, security, methodologies and notation, UML, object oriented analysis and design, requirements analysis, implementation, verification, validation, maintenance, and software engineering standards. Risk management and iterative design receive special emphasis. Student teams apply acquired knowledge to a substantial project.

• GAM250 Project II

In this class, students work to complete and polish the projects they began in GAM200. Additional topics may include intermediate software architecture, advanced debugging techniques, bug tracking, formal playtesting, game pacing, and game balance.

• MAT250 Linear Algebra

This course presents the mathematical foundations of linear algebra, which includes a review of basic matrix algebra and linear systems of equations as well as basics of linear transformations in Euclidean spaces, determinants, and the Gauss-Jordan Algorithm. The more substantial part of the course begins with abstract vector spaces and the study of linear independence and bases. Further topics may include orthogonality, change of basis, general theory of linear transformations, and eigenvalues and eigenvectors. Other topics may include applications to least-squares approximations and Fourier transforms, differential equations, and computer graphics.

• PHY250 Waves, Optics, and Aerodynamics

This calculus-based course provides a fundamental understanding of fluid dynamics, oscillations and waves, optics, and thermodynamics. By understanding the physical laws governing these phenomena, students are able to implement ray casting and ray tracing algorithms, as well as create realistic flight simulators, lens effects, and many-body simulations.

Semester 5

• CG130 3D Computer Animation Production I

This course introduces students to the basic theories and techniques of 3D computer animation. The curriculum emphasises standard 3D modelling techniques, including polygonal and spline modelling, texture map creation and application, keyframing, and animating through forward kinematics and inverse kinematics. (Earlier catalogs listed this course as GAT 300.)

• CS260 Computer Networks I, Interprocess Communication

This course introduces the hierarchical network communication in a distributed computing environment. Course topics cover network technologies, architecture, and protocols. The curriculum gives specific emphasis to the TCP/IP stack and in making students familiar with writing portable socket based software. It prepares students for programming multi-player games in later semesters.

• CS300 Advanced Computer Graphics I

This course introduces students to algorithms that are essential to creating photorealistic images in interactive simulations. Topics covered include an overview of modern GPU (graphics processor unit) architecture and the common graphics APIs used, including OpenGL and DirectX. Rendering techniques covered include texturing, illumination models, transparency, shading algorithms, mapping techniques (bump mapping, environment/reflection mapping, etc.), and shadows. Students learn how to implement all algorithms by using vertex and pixel shaders.

• CS330 Algorithm Analysis

This course provides students with an introduction to the analysis of algorithms, specifically proving their correctness and making a statement about their efficiency. Topics for discussion may include loop invariants, strong mathematical induction and recursion, asymptotic notation, recurrence relations, and generating functions. Students examine examples of algorithm analysis from searching and sorting algorithms.

• GAM300 Project III

This project is divided into two semesters and focuses on the creation of an advanced real-time game or simulation with hardware-accelerated graphics. BSCS in RTIS students work together on teams of three to five members and implement technical features, such as networking, artificial intelligence, and physics. All projects must be written with a core of C++ code and cannot use middleware, such as pre-existing physics engines, networking engines, etc. Additional topics may include advanced software architecture, 3D art pipelines, building content tools, and advanced team dynamics.

• MAT258 Discrete Mathematics

This course gives an introduction to several mathematical topics of foundational importance in the mathematical and computer sciences. Typically starting with propositional and first order logic, the course considers applications to methods of mathematical proof and reasoning. Further topics include basic set theory, number theory, enumeration, recurrence relations, mathematical induction, generating functions, and basic probability. Other topics may include graph theory, asymptotic analysis, and finite automata.

Semester 6

• COL499 Career Search Preparation: Materials, Logistics, And Communication

College 499 is a capstone course for students to prepare their job application materials and learn how to effectively search for an entry-level job in their field. The goal of the course is for each student to have a polished resume, cover letter, business card, and online/web presence by the end of the semester, as well as a search strategy for seeking employment.

• CS315 Low-Level Programming

This course introduces students to modern microprocessor architectures using x86 series for case studies. In this course, students are expected to write both assembly language programs and to use assembly language to optimize various C/C++ programs. Topics may include pipelining, superscalar/VLIW machines, register-renaming, out-of-order execution, multi-core architecture, caches, multicorecache coherency, x86 instruction set architecture, application binary interfaces, Flynn’s taxonomy, and Streaming SIMD extensions.

• CS350  Advanced Computer Graphics II

This course deals with the efficient representation and processing of complex 3D scenes in order to avoid bottlenecks in the use of the CPU and the GPU. Specific topics include a variety of spatial data structures (binary space-partitioning trees, octrees, kd-trees, and grid data structures), several object-culling methods (occlusion, viewport, and portal), and finally the construction and uses of bounding volumes and their hierarchies for collision detection and related geometric operations.

• GAM350 Project III

In this class, students work to complete the projects they began in GAM300. Additional topics may include large project software architecture, advanced testing techniques, internships, and an introduction to resumes and interviews.

• MAT300  Curves and Surfaces

This course is an introduction to parameterized polynomial curves and surfaces with a view toward applications in computer graphics. It discusses both the algebraic and constructive aspects of these topics. Algebraic aspects include vector spaces of functions, special polynomial and piecewise polynomial bases, polynomial interpolation, and polar forms. Constructive aspects include the de Casteljau algorithm and the de Boor algorithm. Other topics may include an introduction to parametric surfaces and multivariate splines.

• Any 200-level or higher CS course not required or PHY350


• An elective of the student’s choice from any department at DigiPen Institute of Technology Singapore


Semester 7

• ART210 Art Appreciation

This introduction to art provides students with a better understanding of the artistic influences upon our modern culture. Along with the history of art, students study the meanings, purposes, styles, elements, and principles of art and the various media used to create works of art. In helping students gain basic awareness, knowledge, and enjoyment of the visual arts, the course provides the groundwork for further personal study in the arts. In turn, this influences the development of their creativity.

• GAM400 Project IV

This project is divided into two semesters and focuses on the creation of an innovative game, simulation, or demo. Students may use current software and hardware technologies with instructor approval, such as web technologies, gaming consoles, mobile devices, commercial physics engines, commercial game engines, hands-free input devices, etc. These technologies can be used to implement technical features, such as 3D animation, advanced lighting and rendering, advanced 3D physics, high-performance networking, and advanced AI algorithms. Innovation can also come from the design, visuals, and/or audio components of the project. Students work independently or in teams, as appropriate to the scope of their project. Additional topics may include advanced interviewing techniques and writing effective resumes.

• Select one: ANI125, ART400, ART140, FLM115, FLM151, FLM152, or MUS 115


• Any 200-level or higher CS course not required or PHY350


• An elective of the student’s choice from any department at DigiPen Institute of Technology Singapore


• One English elective chosen from any ENG course, ENG116 and above


• MAT256 or any MAT course greater than 300


Semester 8

• GAM450 Project IV

In this class, students work to complete the projects they began in GAM400. Additional topics may include working in the industry, personal networking, and career strategies.

• Any 200-level or higher CS course not required or PHY350


• Any 200-level or higher CS course not required or PHY350


• An elective of the student’s choice from any department at DigiPen Institute of Technology Singapore


• One English elective chosen from any ENG course, ENG116 and above


• One humanities & social science elective from any three-credit HIS, PSY or SOS courses



DigiPen Institute of Technology Computer Science in Real-Time Interactive Simulation, BS

Graduates from the following list of Polytechnic Diploma programmes are eligible for credit exemptions in the DigiPen BSCS RTIS degree programme:


  • Nanyang Polytechnic

1) Diploma in Digital Entertainment Technology

2) Diploma in Digital Entertainment Technology (Games)

3) Diploma in Mechatronics Engineering

4) Diploma in Electronics, Computer & Communications Engineering

5) Diploma in Information Technology

6) Diploma in Engineering Informatics

7) Diploma in Business Informatics

8) Diploma in Multimedia & Infocomm Technology

9) Diploma in Business Enterprise IT


  • Ngee Ann Polytechnic

1) Diploma Digital Visual Effects

2) Diploma Engineering Informatics

3) Diploma Financial Informatics

4) Diploma Mechanical Engineering

5) Diploma Multimedia & Animation

6) Diploma Multimedia Computing

7) Diploma Network Systems & Security

8) Diploma Biomedical Engineering

9) Diploma in Electrical Engineering

10) Diploma in Electronic & Computer Engineering

11) Diploma in Enterprise IT Systems

12) Diploma in Information Technology (Technology option)

13) Diploma in Information Technology (Computer Studies option)

14) Diploma in Mobile Business Solutions


  • Republic Polytechnic

1) Diploma in Digital Entertainment Electronics

2) Diploma in Information Technology

3) Diploma in Interactive and Digital Media (Game Development option)

4) Diploma in Game Design


  • Singapore Polytechnic

1) Diploma in Aerospace Electronics

2) Diploma in Biotechnology

3) Diploma in Computer and Network Technology

4) Diploma in Digital Media

5) Diploma in Digital Media and Infocomm Technology

6) Diploma in Information Technology

7) Diploma in Electronics and Communication Engineering

8) Diploma in Electronics, computers and Communication Engineering

9) Diploma in Game Design and Development

10) Diploma in Infocomm Security Management

11) Diploma in Information Communication Technology

12) Diploma in Computer Engineering

13) Diploma in Multimedia and Technology

14) Diploma in Marine Engineering

15) Diploma in Mechtronics

16) Diploma in Electrical and Electronics Engineering

17) Diploma in Electrical and Electronics Engineering (Electronic and Biomedical)

18)  Diploma in Info-communication Engineering and Design


  • Temasek Polytechnic

1) Diploma in Computer Engineering

2) Diploma in Electronics

3) Diploma in Info-communication

4) Diploma in Interactive Media Technology

5) Diploma in Mechatronics

6) Diploma in Media & Communication Technology

7) Diploma in Cyber & Digital Security

8) Diploma in Game & Entertainment Technology

9) Diploma in Information Technology

10) Diploma in Interactive Media Informatics

11) Diploma in Interactive Media Design

12) Diploma in Moving Images

13) Diploma in Mobile & Wireless Computing

14) Diploma in Internet Computing

15) Diploma Intelligent Building Technology

16) Diploma Internet & Multimedia Development

17) Diploma Communications & Media Management

18) Diploma Business Process & Systems Engineering

19) Diploma Business Information Technology

20) Diploma 3D Interactive Media Technology

21) Diploma in Digital Forensics


Applicants who are not graduates from a Polytechnic in Singapore, but have completed a formal 12th year education equivalent to A-Levels, are eligible to apply for the following degree programme at SIT.

Overseas University Partner

Degree Programmes

Subject Requirement(s)

DigiPen Institute of Technology

Bachelor of Science in Computer Science in Real-Time Interactive Simulation

  1. A/H2 Mathematics
  2. HL Mathematics
  3. Also see additional requirements for all DigiPen programmes


Credit transfers and duration of studies will be reviewed on a case-by-case basis.

Students who have relevant post-secondary qualifications may complete DigiPen’s degree programmes within seven semesters. To be eligible for the abridged programme, students must successfully satisfy the following criteria:

  1. The course(s) being evaluated must be taken at a bona fide, legitimate institution recognised and approved by a regulatory authority that oversees the educational system in the country where the institution is. These courses must appear on official transcripts from the institution. The final decision regarding the transfer credits remains at DigiPen’s discretion.
  2. The course(s) must be comparable in academic quality to DigiPen courses including the number of credits or contact hours. Application will be denied for courses not meeting this standard.
  3. Transfer credit will be considered for courses in which the grade of “B -” or better is recorded. “Credit” or “Pass” grades will not be accepted for transfer credit.
  4. Course(s) transferred to a student’s major may also require a validation examination in order to be accepted.

Actual number of credits may vary from one student to another depending on the individual course work completed. Any course(s) not transferred must be completed within the duration of the programme.


DigiPen Institute of Technology Computer Science in Real-Time Interactive Simulation, BS

All students have to complete a 12-week immersion programme at the home campus of DigiPen Institute of Technology in Redmond.  Students will take classes in Redmond’s summer semester and work with faculty and students from different programmes. The estimated cost for the programme ranges from S$8,000 - S$9,000 (based on prevailing currency exchange rates and flight ticket prices).

redmond campus

Arriving at DigiPen’s Redmond Campus on the First Day (Photo courtesy of Axel Liu)

with sit logo

Come join us over at Redmond Overseas Immersion Programme!  (Photo courtesy of Lee  Chang Yuan)

School Experience

capstone project 2

Pottery Class (Photo courtesy of Axel Liu)

pottery class

DigiPen Playtesting (Photo courtesy of Lee Chang Yuan)

Out of Class Experience

play time 2

Yummy!! Having a full meal at DigiPen Redmond canteen (Photo courtesy of Ng Yuan Li)

It has been an enriching experience for myself and the OIP has given me the experience of working as a team with tight deadlines. Walter Goh (BFA Sep 2010 student)

I love my time there! Chastan Victoria Yvette (BAGD Sep 2010 student)



DigiPen Institute of Technology Computer Science in Real-Time Interactive Simulation, BS

For admission-related queries, please email to

For general and programme-related queries, please email to


Associate Professor Alvin Chan
Programme Director


Assistant Professor Lim Wee Han
Deputy Programme Director



SIT@SP Building
510 Dover Road
Singapore 139660