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Students
Tuition Fee
USD 23,820
Per year
Start Date
Medium of studying
On campus
Duration
48 months
Program Facts
Program Details
Degree
Bachelors
Major
Arboriculture
Area of study
Arts | Manufacturing and Processing
Education type
On campus
Timing
Full time
Course Language
English
Tuition Fee
Average International Tuition Fee
USD 23,820
Intakes
Program start dateApplication deadline
2023-09-01-
About Program

Program Overview






Course overview

From the outset, this course gives you the opportunity to create a highly creative portfolio relevant to your chosen area of creative practice.

Other benefits include the following:

  • Our graduates could be expected to work as 3D animators, 2D animators, riggers, modellers, character designers, environment artists, story boarders, animation directors, writers and comic artists.
  • The course cultivates a form of teaching where students experiment, exercise and practise. Our students explore, experiment and design with both analogue (drawing and primary visual research) and digital technologies and generate outcomes in 3D and 2D.
  • The Animation team fosters inclusivity in character development and narrative, drawing upon the traditions of cultures from around the globe, both contemporary, historical and mythological, with considerations of race, age, gender, disability and variety of body type.




  • Global Ready

    An international outlook, with global opportunities








    Teaching excellence

    Taught by lecturers who are experts in their field








    Employability

    Career ready graduates, with the skills to succeed




    Why you should study this course

  • The outward facing nature of the course. Professional practice is a key component of the course with scope to undertake placements

    2

    and briefs that respond to the needs of the creative industries.
  • A flexible approach enabling you to individually develop your creative practice and portfolio towards a wide range of potential career paths.
  • Opportunity to develop skills and experiment with a wide range of technology and traditional media.
  • Opportunity to take a placement or study abroad year

    2

    (subject to additional costs).
  • Teaching staff are industry experienced practitioners and/or research active. Staff have worked for a wide range of clients and on major arts funded projects. Staff bring this experience into the teaching environment through practical teaching activities and project work that is core to the curriculum - it also helps to maintain currency and professional alignment to course content. Staff maintain a continuous relationship with industry and have a significant and growing portfolio of collaborative and industry-focused projects that inspire student research and development activities. (Staff may be subject to change).
  • Program Outline

  • Year one

  • Year two

  • Placement year

  • Final year

  • In the first year, the curriculum is shared across related courses allowing you to gain a broad grounding in the discipline before going on, in the second and third years, to specialist modules in your chosen field.

    Modules

  • Hacklab and Creative Play – 20 credits

    Creative play is the use of playful approaches to solve problems and develop solutions. This is an intensive real-world simulation module where you will be handed a live brief (either commercial, artistic, social or cultural) with a problem to solve. You will work collaboratively with students in the Creative Technologies cluster to create a ‘rapid prototype’ solution that can be presented to the client or wider public. Modelled on a ‘hackathon’, where coders, designers, project managers and others collaborate intensively on a project, this module will aim to enable you to develop skills across project management techniques, working to a creative brief, collaboration and problem-solving, as well as applying your subject specialist skills in an interdisciplinary team.

    Compulsory

  • Narrative and Storytelling - 20 credits

    Digital technologies have impacted the ways we tell and share stories. The module will examine traditional approaches to narrative in the context of new and emerging forms of storytelling such as games, virtual production, interactive web experiences, and immersive production. This module will enable you to think about the way that networked culture has enabled new forms of storytelling and creative design.

    You will explore the theoretical and practical dimensions of and approaches to narrative and storytelling drawing on the foundations of narratological theory and its practice. You will also investigate the effects of immersive forms of digital storytelling such as games, visual production, interactive storytelling, and extended reality (XR).

    Compulsory

  • Skills Lab – 20 credits

    This module aims to develop your skills in a range of specialist fields through applied practice. The module explores design principles and skills across a range of areas and you will apply your understanding of these design principles through the use of industry-standard software to respond to task briefs.

    It will introduce you to analogue and digital tools and methods used to produce artefacts in the creative industries including but not limited to VFX, games art, animation, digital media, and virtual production. You will receive specialist skills training in your field of study and apply the learned skills in a series of task-based artefacts.

    Compulsory

  • From 2D to 3D: Developing Visual Skills - 20 credits

    This module explores complex specialist skills development in the creative field of study, developing an understanding of professional approaches to processes through the application of skills. The focus of skills development will be on 2D and 3D visualisation and their application. In addition, you will be introduced to personal development planning and will be supported to become reflective learners through seminar and tutorial work.

    Compulsory

  • Prototyping, Concept Development and Design – 20 credits

    This module aims to encourage you to explore ideas development through practical exercises in concept development, prototyping, and design. This module will provide an introduction to problem analysis including brainstorming, the use of genres within the creative industries, concept sketching, prototyping, virtual production, design elements and the synthesis of these skills within visualisation techniques and the presentation of these concepts to the given audience

    You will engage with the perspectives, tools, and methods used within professional practice in the creative industries to develop initial concepts into testable prototypes for development and present these in a pitch presentation.

    Compulsory

  • People, Pipelines, and Production – 20 credits

    This module will introduce you to the contemporary creative industries landscape, exploring theoretical and professional foundations in the practice of digital design and development in games, digital media, animation, VFX, and related fields. It will engage with the changing production context and the impact of new and emerging technologies on people, pipelines, and processes across these media forms.

    The module will explore approaches to production within the context of the creative industries, focusing on roles and responsibilities, production processes, and pipelines and workflows.

    Compulsory

  • In year two, you will continue to develop the skills and knowledge you’ve learnt. We do this by embedding the following four principles into the curriculum and developing your:

  • Technical skills – digital fluency, backed with the right academic knowledge
  • Study skills – to be an adaptive, independent and proactive learner
  • Professional skills – to have the behaviour and abilities to succeed in your career
  • Global awareness – the beliefs and abilities to be a resilient, confident and motivated global citizen
  • You will develop more advanced knowledge and skills to do with: character design, creature creation, and modelling, amongst others.


    Modules

  • Animation Studio and Experimentation – 20 credits

    In this module, you will build on your experience and understanding of the processes of animation learned at level 4. The module encourages experimentation and problem solving whilst taking a broader approach to animation production, learning new techniques to address new challenges.

    You should develop your understanding of two-dimensional and three-dimensional digital animation theory and practice whilst developing a personal visual language. The project brief will include opportunities to examine developing media toolsets for animation and related outputs. An exploration of the concepts and applications of developing media activities within professional practice will also be included in the module.

    Compulsory

  • Character Design and Animation – 20 credits

    Bringing together best practice across VFX, animation and games, this module should advance your knowledge of 3D animation practices and character design. It builds on skills gained at Level 4 and examines fundamental techniques such as character sheets concept art and pre-visualisation, through to production, turntable renders, rigging, and walk cycles. You will also gain experience of working with different render engines to produce render passes, or AOVs (Arbitrary Output Variables) for compositing purposes. You may have the opportunity to collaborate with students from Games Art and Visual Effects (VFX).

    Compulsory

  • The Creature Workshop – 20 credits

    This module examines 3D character design techniques using sculpting platforms such as Mudbox or ZBrush from concept to development. You will create specific creatures (and relevant assets such as props or weapons) and rig them for animation in the context of games, film, and other creative formats. The module explores key animation skills in terms of breaking down the distinct stages of animation workflow such as testing, refining, and rigging. You will be expected to research anatomy and myology as the basis for their designs and produce characters that are broken down into manageable components for later use in the pipeline. You may have the opportunity to collaborate with students from Games Art and Visual Effects (VFX).

    Compulsory

  • Pre-production in Animation – 20 credits

    The pre-production process in animation focuses on concepting, storyboarding, scripting, animatics, design, and logistics, and takes you through the pre-production pipeline in preparation for final animation production or related media.

    In this module, there is an emphasis on effective time management, professionalism, and preparedness. You will seek to develop a body of work that demonstrates a personal visual language that responds to market trends, innovation and emerging markets and avenues of employment, whilst simultaneously identifying the area of professional practice that you wish to pursue.

    Compulsory

  • Modelling and Rigging – 20 credits

    Modelling and creating musculoskeletal structures for movement is core to the 2D and 3D animation process. In this module, you will look at the industry conventions that underpin effective modelling and rigging for animation, games, and live action content. Exploring both digital and physical production methods, you will have the opportunity to explore form using software or physical/mechanical production.

    You are strongly encouraged to draw upon a range of cultural references and explore variety and difference to inform your project outcomes. There will be an examination of developments and innovations together with opportunities to explore traditional and newly developing techniques in modelling and rigging. You will explore and evaluate the creative processes employed within various methods of the depiction of 3-dimensional form.

    Compulsory

  • Collaborative Practice in Animation – 20 credits

    Working collaboratively is core to the animation process and in this module, you will work as part of a creative team to produce a completed animation-related project, offering you the opportunity to experience first-hand the requirement for effective interpersonal engagement and professionalism across several disciplines. You should gain understanding of team dynamics and how to leverage your own and collaborators’ skills and abilities to the advantage of the overall team to successfully deliver the project.

    You will be required to attend regular team briefings, keep an accurate production log, and maintain a high level of professional communication with your team for the duration of the module. You will have an opportunity to define your own area of specialist interest and to take ownership of your individual contribution to the team project, which you will be marked on.

    Compulsory

  • There’s no better way to find out what you love doing than trying it out for yourself, which is why a work placement

    2

    can often be beneficial. Work placements usually occur between your second and final year of study. They’re a great way to help you explore your potential career path and gain valuable work experience, whilst developing transferable skills for the future.

    If you choose to do a work placement year, you will pay a reduced tuition fee

    3

    of £1,250. For more information, please go to the fees and funding section. During this time you will receive guidance from your employer or partner institution, along with your assigned academic mentor who will ensure you have the support you need to complete your placement.


    Modules

  • UK Work Placement – 0 credits

    This module provides you with an opportunity to reflect upon and gain experience for an approved placement

    2

    undertaken during your programme. A placement should usually be at least 26 weeks or equivalent; however, each placement will be considered on its own merits, having regard to the ability to achieve the learning outcomes.

    Optional

  • International Study/Work Placement - 0 credits

    This module provides you with an opportunity to reflect upon and gain experience for an approved international study/work placement

    2

    undertaken during your programme. A work/study placement should usually be at least 26 weeks or equivalent; however, each placement will be considered on its own merits, having regard to the ability to achieve the learning outcomes.

    Compulsory

  • Year three aims to bring you to the level to enter the world of work by consolidating your knowledge and skills from Year one and two. You could also work on a large final project in an area of your interest, with the support of a mentor and your Academic Personal Tutor.


    Modules

  • Animation Challenge Project – 20 credits

    The ability to address and respond to client briefs in a variety of contexts is core to animation practice and the positioning of animators within the professional landscape. This module provides you with the opportunity to externalise your practice by executing and synthesising responses to a range of professional, live, competition and self-initiated briefs.

    You will undertake projects that are relevant to your professional goals and will address issues including visual development, scheduling, turnaround times, verbal and visual presentation, budgeting and meeting the expectations of clients and contractees. Emphasis will be on ideas generation, encouraging you to formulate and articulate solutions professionally and within strict deadlines.

    Compulsory

  • Animation in Context – 20 credits

    Animation and related disciplines are informed by contemporary artistic, technical, historical, and cultural factors. You will undertake an exploration of contemporary, cultural, and technological debates and precedents relevant to your practical work so that you can locate your work within contexts of professional creative practice. Through this investigation, you will engage with industry, responding to the expectations of your chosen area of practice. Using this research, you will craft a report that will form the basis of the proposal for your Final Major Project.

    Styles of presentation for this component of the submission are flexible including visual/audio visual content. It must be a critically researched endeavour, in a text-based or scripted format which includes a bibliography, full referencing of sources and follows the guidelines provided in lectures and handouts. You should draw upon a range of primary and secondary research to formulate a critical report with which to facilitate your transition into professional creative practice.

    Compulsory

  • Professional Practice Portfolio – 20 credits

    In this module, you will build on the skills and reflection developed in earlier stages. You will collect and collate your work and reflect on the relations, interpretations, and context of your current animation practice. You will be expected to demonstrate/evidence your awareness and understanding of the particularities of your chosen career direction through focused research, and to place your career aims in a professional context/ marketplace(s). The module will provide the opportunity for you to consider your own body of work within the context of your chosen field. At the conclusion of your final year, you will be required to present your work in an appropriate form for distribution within a professional context.

    Compulsory

  • Working in Collaboration – 20 credits

    In this module you will develop your ability to negotiate the challenges of working as part of a creative and technical team within and across disciplines. Throughout this module, you will be expected to further develop appropriate levels of negotiation, reflection, technical and visual research, and idea development together with growing awareness of different approaches to practice. You will be expected to plan, record, and implement the creation of finished artefacts in collaborative teams.

    This module addresses the collaborative culture of studio production across the animation and games art pipelines and responds to the need for collegiate communication in a professional working environment. Starting with a negotiated brief, you will produce work that will demonstrate meaningful planning, time management and high-quality output. You will minute and action appropriate expectations negotiated during the daily scrum which will be presented in the form of a production report at the end of the module.

    Compulsory

  • Final Major Project – 40 credits

    This module provides you with an extended period of studio practice to allow you to consolidate and refine your practice and produce a substantial, sustained, and coherent body of work leading towards a relevant professional portfolio. You are guided to both conceive and manage complex and challenging projects, by responding to a variety of live externally set briefs, and/or by extending your own studio practice.

    Projects may be hypothetical or personal, providing suitable context and purpose can be evidenced and supported in the proposal. You may choose to work collaboratively with clients, organisations, and audiences, or individually, establishing a realistic and externally tested personal practice. You will be expected to develop your skills in terms of managing complex, multi-dimensional challenges, integrating the skills and depth of knowledge acquired at Levels 4 and 5, whilst expanding your own discipline expertise. You will be expected to demonstrate the integration of analytical, theoretical, creative, and craft/ technological skills, explore/expand upon your personal philosophy, and evidence familiarity with the professional practices of the creative industry.

    You will be expected to demonstrate a high order of professional and transferable skills (relevant to your chosen discipline) including, for example, presentation and pitching skills, written and visual documentation, client meeting, brief writing, self-reflection, and portfolio preparation and exhibiting.

    Compulsory

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    About University
    PhD
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    Bachelors
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    Foundation
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    Overview:

    • Founded in 1843 as the Coventry School of Design
    • Received university status in 1992
    • Over 30,000 students from over 150 countries
    • Campuses in Coventry, London, and Scarborough
    • Known for its focus on practical, industry-focused education

    Student Life:

    • Over 150 student clubs and societies
    • Sports teams in various disciplines
    • Student support services include counseling, mental health support, and disability support
    • Campus facilities include a gym, swimming pool, and student union

    Academics:

    • Offers undergraduate and postgraduate degrees in a wide range of subjects
    • Faculty with industry experience and research expertise
    • Teaching methodologies include lectures, seminars, workshops, and project-based learning
    • Academic support services include writing centers, math labs, and peer mentoring
    • Unique academic programs include:
      • Centre for Applied Science and Technology
      • Centre for Business in Society
      • Centre for Intelligent Systems

    Top Reasons to Study Here:

    • Ranked among the top 150 universities in the UK (Times Higher Education World University Rankings 2023)
    • Excellent industry connections and partnerships
    • Specialized facilities such as the National Transport Design Centre and the Centre for Advanced Manufacturing
    • Notable alumni include:
      • Sir Frank Whittle, inventor of the jet engine
      • Sir David Attenborough, naturalist and broadcaster
      • Sir Patrick Stewart, actor

    Services:

    • Counseling and mental health support
    • Health center
    • Accommodation services
    • Library with over 1 million books and resources
    • Technology support
    • Career development services

    Total programs
    698
    Admission Requirements

    Requirement What we're looking for
    A level BBC
    GCSE Minimum 5 GCSEs graded 9-4 including English
    BTEC DMM
    IB Diploma 29 points
    Access to HE The Access to HE Diploma. Plus GCSE English at grade 4 / C or above.

    We recognise a breadth of qualifications, speak to one of our advisers today to find out how we can help you.

    Chat with us

    Portfolio

    You may be required to attend a

    portfolio showcase, activity session or audition

    or submit a portfolio via email (as is appropriate to your course), either virtually or face to face, as is practical to arrange. Invites for these sessions will be sent directly to your contact email.

    Each application will be considered on its merits.


    Are you eligible for the Fair Access Scheme?

    We believe every student should have the opportunity to dream big, reach their potential and succeed, regardless of their background. Find out more about our

    Fair Access Scheme

    .

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