Animation BA (Hons) drafted
Program start date | Application deadline |
2023-09-01 | - |
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:
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 succeedWhy you should study this course
2
and briefs that respond to the needs of the creative industries.2
(subject to additional costs).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:
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
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
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
.