Eindhoven, Netherlands
Eindhoven, Netherlands
Undergraduate Fees International Students
Post Graduate Fees International Students
He completed the Master in Game Technology at BUas (2019–2020), diving deep into how conflict in games shapes empathy ... View More
He completed the Master in Game Technology at BUas (2019–2020), diving deep into how conflict in games shapes empathy toward NPCs through a tactical online experiment—turns out conflict does boost emotional connection. After that, he joined Gaming Minds Studios in Germany, working on Railway Empire 2. Now he’s back at BUas pursuing a Professional Doctorate (PD), focusing on player relations in characters and working with industry mentors including someone from RimWorld. His journey shows how BUas empowers designers to go from concept to industry—and even back to research View Less
Graduated in Leisure Studies around 1997 (when BUas was still NHTV). She fell in love with BUas—not just for academics... View More
Graduated in Leisure Studies around 1997 (when BUas was still NHTV). She fell in love with BUas—not just for academics, but for student life, networking through unions like Phileas Fogg, and lifelong friendships. Her career eventually led her to the Maritime Museum Rotterdam, where she handles marketing, communications, campaigns, and even orchestrated a €5 milllion interactive offshore exhibition that simulates life on a platform—immersive, educational, and wildly successful. She now also teaches part-time at Hogeschool Rotterdam, turning her story full circle View Less
A team formed in the B’GAME Incubator (in BUas’s innovation district) launched Verdant Games in 2024. These former B... View More
A team formed in the B’GAME Incubator (in BUas’s innovation district) launched Verdant Games in 2024. These former BUas students turned their industry ideas into a growth-stage indie studio based right where they studied. It's not just an alumni success story—it’s BUas incubating real-world business from day one. View Less
These two met at NHTV/BUas and went on to co-create a hit sequel to Descenders, an extreme sports game that got major at... View More
These two met at NHTV/BUas and went on to co-create a hit sequel to Descenders, an extreme sports game that got major attention—even Xbox wanted it. Their partnership shows how BUas projects can evolve into mainstream success View Less
The below information is required while
completing the university application :
High School Diploma or Equivalent & Transcript
You’ll need a secondary school diploma equivalent to the Dutch HAVO or VWO—think IB, A-levels, or similar. Official transcripts are required, and if they’re not in English, Dutch, French, or German, you’ll also need certified translations. BUas may ask Nuffic to assess your credentials if there’s any doubt.
2. Proof of English Proficiency
Non-native English speakers must show one of the following:
IELTS Academic (minimum overall score of 6.0, and 6.0 in speaking)
TOEFL iBT (minimum score of 80, with at least 20 in speaking)
Cambridge English (B2 First, C1 Advanced, or C2 Proficiency) with a minimum speaking score of 169
Or similar scores on PTE or LanguageCert. Some applicants may be exempt if their previous education was in English or on Nuffic’s approved list.
3. Motivation Letter (and Portfolio if Required)
A motivation letter explaining why you want to study your chosen programme at BUas is a staple of your application. Some programmes—like Creative Media and Game Technologies—also require a portfolio submission.
4. Copy of Passport (or Valid ID)
You’ll need a valid passport copy for your application—and for later visa and residence permit procedures if you’re an international student.
5. Birth Certificate
Required for city hall registration and visa processes—especially if you’re applying for a student visa or residence permit for stays longer than 4 months. Must be in English, Dutch, French, or German, and no older than 3 years. Translations need to be authenticated with an apostille.
6. Statement of Enrollment or Predicted Grades (if diploma not yet obtained)
If you haven’t finished your final year yet, BUas requires a statement (in English) from your school stating your diploma title and expected graduation date—especially useful for conditional admission.
On the national front, BUas clocked 26th place in the UniRank system. It may not be flashy, but it’s a consistent stamp of quality among Dutch applied sciences schools
This isn’t just a flash; it’s a decade-long dominance. BUas’s Creative Business programs have held the #1 spot in their category for ten years straight. That’s staying power—and serious curriculum muscle
One of BUas’s student-made games, Atan, grabbed a prestigious BAFTA Student Award—a massive nod on the global stage. It shows that BUas doesn’t just produce polished graduates—it builds creators making bold, industry-grade work while still learning
In 2025, BUas earned the Gold Unreal Academic Partner status from Epic Games. That’s not just an accolade. It plugs students directly into the heartbeat of real-world game development, tools, and networks that big studios rely on
BUas consistently cracks the upper tier in global game-school rankings. In 2025, they landed high in the GAMEducation Global Ranking, positioning themselves among the top game-design schools worldwide. That speaks to a reputation built on quality and results, not just good press
In 2024, BUas students took a giant leap. Within the B’GAME Incubator at the university’s innovation district, a group of emerging developers officially launched Verdant Games, an indie studio born from student projects and nurtured by BUas’s hands-on ecosystem. Today, Verdant is a fast-growing studio with big ambitions—kind of the emblem of how BUas doesn’t just teach creativity, it sparks startups in real time
In 2024, BUas joined KreativEU, a European consortium linking applied-sciences and research universities. It’s not a trophy—it’s a strategic move that expands BUas’s research, exchange, and innovation footprint across Europe
Back in 2023, BUas’s Leisure and Hospitality programs were climbing the charts—ranked 27th worldwide by QS. That’s real proof: a specialized, professional-focused school holding its own globally
BUas boasts international accreditations that matter: UNWTO TedQual for Tourism & Hotel Management, THE-ICE for Hotel Management, IFMA for Facility Management, WLO for Leisure Studies, and ECA’s Internationalisation Quality Certificate. That’s a web of global endorsements, giving employers and students confidence
BUas teamed up with ROE Visual to bring a full-scale XR (extended reality) stage to their campus—making them the first applied sciences university in the EU with this tech. This immersive stage lets media and production students blend live action with digital environments in real time, opening up new avenues for filming, virtual production, and creative experimentation
BUas conducted exploratory research into how augmented reality transforms staged entertainment, bridging live performance with immersive digital overlays. This work isn’t just academic—it sits at the intersection of theatre, tech, and audience experience, opening new possibilities for live shows and interactive productions
Starting in April 2024, BUas spearheads the Digital Innovation District for Society, part of the Regiodeal Midden-Brabant. This regional project transforms how the local community—think businesses, governments, citizens—interacts with digital innovation. It’s about building a living ecosystem of co-designed prototypes, services, and social solutions over multiple years. It’s not a single invention; it’s innovation at scale, shaping society in tangible ways
From June 2024 to July 2026, the AIDA project uses AI to elevate how data gets analyzed. Within BUas, researchers explore automated insights that can drive decisions across tourism, media, logistics, and more. It’s less about proving AI works, and more about applying it where people live, study, or work—cutting through noise to extract value. That’s applied R&D in action
Within the Built Environment Academy’s Places & Flows Lab, BUas revealed the Tangible Landscape, an interactive, hands-on tool for urban planning and spatial design. It allows users to manipulate physical models that immediately reflect in digital simulations—bridging tactile feedback with virtual data, letting architects and planners feel the space they design
In collaboration with MindLabs, BUas rolled out MAI, a digital human integrated into their new MindLabs building. MAI isn’t just a cool virtual avatar—she’s part of a space that merges digital realities, emotion-tracking, and behavior analysis for both entertainment and serious research applications.
In 2021, BUas launched DIGIREAL, a research initiative aimed at integrating immersive technologies—like VR, AR, AI, and digital twins—into a coherent R&D strategy across the university. It wasn’t about one tool; it formed the backbone of BUas’s research as a whole, creating a unified framework that guides how students and faculty apply digital realities meaningfully and responsibly across domains. The outcome was a formal, institution-wide agenda for innovation built from the ground up.
Between 2019 and 2022, the InnovaT project reimagined higher education instruction. BUas, with partners across Europe, crafted blended teaching methods combining MOOCs, e-learning, and traditional face-to-face training. It wasn’t just theory—it produced real outputs: academic papers, conference contributions, and teaching models grounded in shared international experience. What this really means: BUas didn’t just teach innovation—they created it in how they teach
BUas’s CRADLE lab pioneered the Marine Spatial Planning Challenge simulation platform starting in 2016. This serious-game framework helps model ocean and environmental planning, blending ecosystem modeling with gaming to support maritime spatial planning. It's more than a game—it's a decision-support tool trusted by researchers, policymakers, and international stakeholders.
Since 2008, BUas has embedded Houdini, a powerful procedural asset creation tool, into its game development curriculum. This wasn’t just teaching a software—it shaped an entire talent pipeline, culminating in the Everything Procedural Conference (launched in 2017), which gathers industry and academia for discussions on procedural generation in games and VFX
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