Animation BA (Honours) FT /PT - the Sheffield Hallam University

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PROGRAMME SPECIFICATION
Please view the disclaimer.
AWARD and COURSE TITLE
BA(Hons) Animation
INTERMEDIATE AWARDS
BA Animation
DipHE Animation
CertHE Creative Digital Media
Mode(s) of Attendance
(eg. FT/PT/SW/DL)
FT/PT/SW
Name of Teaching Institution
Sheffield Hallam University
Location of Delivery
Sheffield Hallam University
Faculty
ACES
Department
MAC
UCAS CODE
W615
Professional/Statutory/Regulatory Currently none
Body Recognising this
Programme
QAA Subject Benchmark
Statement or other relevant
external reference point
Framework for HE Qualifications in England.
Wales and Northern Ireland
Skillset Guidelines on courses for Computer
Games and Animation
See: www.skillset.org/games
and www.skillset.org/animation]
Date of Approval
1
January 2013
PROGRAMME AIMS
This programme aims to equip you with conceptual skills in animation and visual effects
in the context of 'real world' scenarios. You will be encouraged to develop innovative
approaches to the subject with an emphasis on problem solving and interdisciplinary
working. You will develop professional skills including multidisciplinary team-working
skills and the ability to innovate and operate effectively within the creative and media
based industries.
You will become a professionally able graduate skilled in a wide range of techniques,
able to produce media artefacts, with a particular focus on high level practical and
conceptual skills in film, animation and visual effects production. You will become skilled
in a wide range of techniques from traditional 2D animation to high-end 3D computer
animation, and across a range of applications and genre types. You will develop an
understanding of traditional film techniques in relation to cinematography and shot
composition, and how these techniques can be applied to 3D computer animation. You
will be enabled to work flexibly and independently within the diverse media industries.
You will learn in a structure which facilitates interdisciplinary and cross platform work
both in terms of genre and technologies in a culturally diverse environment. You will be
supported to produce creatively driven work to a professional standard and be
encouraged to challenge boundaries, encouraging original thought. You will develop
intellectual and critical approaches to creative tasks and production processes in
animation.
2.
PROGRAMME LEARNING OUTCOMES
The programme provides opportunities to develop and demonstrate knowledge,
understanding and skills in the areas listed below.
2.1
KNOWLEDGE AND UNDERSTANDING
By the end of the programme you will be able to:
1. Apply operational and conceptual skills and techniques of animation and visual
effects in a live production context
2. Explain and apply the founding methods and current professional working practices
of animation and visual effects in the context of the moving image production
process
3. Demonstrate knowledge of a broad range of production disciplines and differing
moving image traditions
4. Make clear connections between meaning, context and form
5. Demonstrate a professional, flexible and confident approach to working practices in
animation media production
6. Operate in an informed way in rapidly changing media industry contexts
7. Relate form, content and visual/audio interpretation.
2.2
Intellectual /Subject/ Professional/ Key skills covered in the Programme
By the end of the programme you will be able to:
2.2.1
1. Make mature and creative animation-based contributions to research, project
development work and specific craft areas in the production process
2. Access, interpret and understand new information from a variety of sources
3. Make informed predictions about potential future developments within the domain of
the discipline
4. Demonstrate attitudes of respect and interest in a wide range of disciplines relevant
to working with practitioners of those disciplines on animation-based digital media
projects
5. Make and justify independent judgements employing skills of critical awareness.
2.2.3
SUBJECT AND PROFESSIONAL SKILLS
By the end of the programme you will be able to:
1. Explain and apply the fundamental principles of animation, visual effects,
cinematography and filmmaking
2. Demonstrate a critical understanding of the pre-production process, generating
ideas, concept art and storyboarding, and of post production and DVD authoring
techniques
3. Design and produce 2D and 3D animations for a range of application areas
4. Design creative process practices and tailor them to meet the needs and
opportunities of given particular circumstances
5. Identify and critically assess new animation techniques and technologies and discuss
their potential application in novel systems
6. Demonstrate an awareness of the structures within the animation industries,
especially with respect to project funding possibilities, and opportunities for
employment
7. Behave ethically and legally, and advise others so they may do the same
2.2.4 KEY SKILLS
By the end of the programme you will be able to:
1. Apply knowledge and understanding of the subject to solve problems creatively
2. Demonstrate professionalism across a range of production contexts including health
and safety in relation to working contexts
3. Work in team environments with a high level awareness of individual contributions to
overall objectives
4. Apply a high level of critical and reflective thinking in the context of originality and
creativity
5. Apply high-level organisational skills in relation to tasks and project workflows
6. Be able to communicate effectively using an appropriate range of tools and
techniques and be able to negotiate effectively in relation to tasks and project
workflows
7. Apply appropriate IT/software tools and skills in the context of specific tasks and
workflows
3
LEARNING, TEACHING AND ASSESSMENT
The Media Arts Portfolio actively embraces the aims of the University's LTA strategy 201112 and is proactive in implementing the mechanisms identified in the key principles which
are:




Promote a supportive and inclusive learning environment
Support the development and maintenance of a course focus
Actively encourage student engagement and participation in the design, delivery
and quality enhancement of the course
Enhance students' experience and improve satisfaction rates
The course LTA strategy is designed to enable you to acquire and improve your knowledge
and understanding of the subject and develop skills and attributes that will enhance your
academic achievement, improve your success in the world of work and underpin your future
career development. Specifically the curricula has been designed and developed in
partnership with students, employers and professional bodies. Well structured work related
learning is integrated into the curricula as is targeted employability and career management
opportunities appropriate to all students.
3.1
Approach to Teaching and Learning in the Portfolio
The Portfolio will use the following teaching and learning approaches to facilitate your
learning:
1

You will be engaged in collaborative and team working in both face-to-face and
virtual learning environments to reflect the on-campus and distributed nature of
learning experiences provided by the Faculty, for example: at Level 4 you receive
formative feedback via SMS, use Video Learning Journals, Wikis and Blogs to
support your studies and promote reflection and communication.

The use of problem-based and project based learning through group multidisciplinary teamwork and active experiential learning will produce motivated,
engaged, enthusiastic autonomous learners with strong employability skills. You and
your teachers will collaborate and communicate in a variety of ways in order to coconstruct knowledge and develop skills appropriate to graduates of the Faculty.

All students will be members of "crit groups"1 comprising students from all years of
their course, where they will be initially mentored by, and later mentor, their peers.

A key feature of all courses is that they are practice based. Providing you with the
opportunity at all levels to build up a portfolio of creative work suitable for gaining relevant
employment and professional recognition is central to the way the courses are
delivered.

The inherent creative approaches which you bring to, and are developed within
course modules, will be set in the context of group project activity - such as in the
common integrated project modules - and professional constraints and contexts such as working to external briefs.

You will be encouraged to adopt a deep approach to learning where the grasping of
concepts and constructing your own learning is seen as more valuable than the
memorising of factual information.

Key skills will be enhanced by experiential learning practices which encourage
reflection and which provide opportunities to practice the full range of skills. Highlevel professional skills will be developed, consolidated, supervised and assessed, as
recognition of the professional and practice-based nature of the Portfolio. The
Portfolio will forge explicit connections between those educational activities and
activities encountered in the workplace. External practitioners and research active
Crit is the abbreviation of 'Critique', the traditional method whereby creative practice students demonstrate their
work and receive feedback from tutors and peers.
staff will bring current real-world experience to course content and input to your
teaching.

Modules, where possible, will have flexible delivery modes, will all be e-enabled and
will utilise best practice in blended learning. You will be encouraged to create and
work with on-line learning logs.

Learning can only be effective if students are clear about the intended learning
outcomes and about the criteria to be used in assessments. These provide far
clearer flexibility for students in demonstrating the achievement of learning and
encourage students to take ownership of their learning (PPD). The formative
potential of assessment will be fully exploited, with learners engaged in self and peer
assessment and evaluation of their learning. The emphasis will be on assessment
for as well as of, learning.
Preparation for Creative Media Projects
The Level 6 Creative Media Project is the culmination of work undertaken throughout your
degree. The necessary critical and academic skills are introduced at Level 4 and developed
throughout the 3 levels of the degree. Key technical skills are introduced at level 4 and
developed in Levels 5and 6. Within the two Integrated Project modules at levels 4 and 5 you
begin to learn to work as part of a multi disciplinary team to bring to fruition a set project.
Further modules support you in the management of the creative process and the application
of project management techniques; Research and Development for Animation and the
Dissertation are modules which specifically support you in your development towards the
project at Level 6.
Shuffle TV2 provides opportunities for you to work in interdisciplinary teams to produce and
manage content and programming. 'Crits' and competitions present you with the opportunity
to showcase your work to colleagues, academics and industry professionals and to discuss
industry standards, expectations and to communicate your own creative ‘voice’.
Industrial Visits, Field Trips and Live Projects
In each level of the course you will go on study visits to industry venues, these address part
of the Learning Outcomes of specific modules. These study visits provide direct and indirect
theoretical underpinning and help develop contextual knowledge and understanding and
provide opportunities for networking and cementing relationships with industry. In level 6
industry visits are a key aspect of your preparation for employment.
Participation in Festivals and Competitions provides opportunities for you to place your work
into the public realm to be viewed by your contemporaries and industry professionals and to
gain public recognition.
You will have the opportunity to engage in 'live projects' throughout your studies. In these
you will undertake project work as a direct response to a brief set by a client. These 'live
projects' provide you with an experience of employment in the industry and provide an
opportunity for you to place your work into the public realm.
3.2
The Approach to Assessment and Feedback in the Portfolio
The details of assessment and the requirements for progression through the course will be
explained to you in course and module briefings and this will be reinforced through individual
2
Shuffle TV is a streamed live video on the University Intranet which is used as a virtual broadcast channel to
screen student work
and group tutorials. At the introduction to each module you will be provided with a module
guide which will contain details of Learning Outcomes, assessment proformas and detailed
guidance. This information will also be available on Black Board (the VLE) together with the
dates for all submissions (Assessment Scheduler).
In common with most creative practice courses formative assessment is used to support you
through the duration of each module. This may be in the form of 'crits', or feedback to
presentations, you will receive advice during tutorials and ongoing advice during workshops
and seminars.
The overall approach to assessment and feedback is one of creating a positive, meaningful
and rewarding learning experience whereby you are encouraged and enabled to achieve
your full
potential. Assessment is viewed very much as an integral part of learning on all
programmes
of study and is designed specifically
 to motivate you and provide engagement
 to support your learning and the acquisition of skills, knowledge and mastery
 to measure your achievement of learning outcomes.
All assessments are matched to learning outcomes and you will experience a variety of
assessment types and tasks. Central to the assessment process is the focussed use of
feedback to promote both learning and improvement. Again, you will experience a variety of
feedback methods.
3.2.1 Assessment of Group Work
A common characteristic of work within the creative digital media industries is the requirement to
work on a common project with development teams consisting of people from different backgrounds
such as film and video, photography, animation, fine art, narrative writing, 2D and 3D graphics etc..
During your course you will study modules aimed to equip you with the highly valued skills
associated with working in such multidisciplinary project teams. Modules are designed to develop
your skills in communication, organisation of work, application of project management techniques
and presenting your work, receiving and providing constructive criticism of work done by team
members. Additionally studying collaboratively had been shown to directly enhance learning and
benefit from activities which require you to articulate and test your knowledge.
To assess group work in a manner that ensures fair assessment of individual contributions four
factors have been identified: what is assessed, the product or the process; what criteria is used and
who determines this; who will apply the criteria and, finally, how will marks be distributed.
Where the focus is on assessing the process by which the group arrives at its products,( this may be
most appropriate for level 4 modules), students are awarded an individual mark by the tutor. The
individual group member's contribution, as defined by pre determined criteria established by the tutor,
and is assessed using an evidence from: team log books, personal portfolios of work, individual
presentations, minutes sheets from meetings and/or direct observation of process by the tutor.
Where the focus of the module aims is directed more at the group product, (this may be more relevant
later in the course when students have had more experience of group work), the tutor may award a
mark, based on pre established criteria, for the product , e.g. 70%, but the members of the group will
determine how to allocate marks to each individual group member. For example if the group consists
of 4 members they have 70x4 % to distribute. If the team decides they have all contributed equally
then all four will have a 70% module grade. If, however it is acknowledged that one group member
made a bigger contribution then that person might be awarded 75%, someone contributing least
awarded 65% and the other 2 group members 70% each. In addition to motivating students to engage
fully this method is perceived as open and fair, and encourages negotiation skills which are part of the
learning process. Final decisions on the award of marks are always made by the academic team.
Specific approaches
Learning outcomes in the First Year are tested in a variety of ways and include the following
mix of methods edited





coursework
time-constrained activities
assessment of group project work
team-based problem solving
reflective pieces of work.
Assessment is both formative as well as summative, to promote learning, and is supported
by timely feedback. Feedback is self, peer and tutor-based and is both written and verbal.
First-year marking schemes on some modules promote the retrieval of initial poor
performance, enabling students to establish a firm foundation of learning on which to
develop and celebrate a profile of success. End of module synoptic tests enable students to
display their synoptic knowledge of curriculum content.
In the Second Year the following instruments are employed to test learning outcomes






coursework
time constrained activities
mini projects
assessment of problem-based learning
team-based projects
reflective pieces of work.
Assessment is again both formative and summative and is supported by timely feedback.
Feedback now is aimed at promoting initial success and developing learner autonomy.
Assessment tasks, some involving group work, for example, increasingly begin to prepare all
students for employment. End of module assessment tasks enable students to display their
synoptic knowledge of curriculum content.
In the Third Year the following instruments are employed





Creative Media Practice Project
presentations
case study work
coursework
reflective pieces of work and action planning.
Assessment tasks now focus very much around individual and negotiated learning and are
designed to stretch and challenge. Level 6 enables you to tailor your studies to suit your
special needs and demonstrate deep and critical learning in a topic of your choice. Some
modules may have an end of module synoptic test, allowing you to demonstrate your
mastery of relevant subject areas. Your grasp of practical, subject-based and key
employability skills is assessed variously through coursework, presentations, case studies
and reflective pieces of work.
In line with many creative practice-based programmes, the portfolio is seen as the most
appropriate instrument to measure your individual achievement. This portfolio will support
your application employment.
3.3
How Student Employability is supported in the Programme
The BA (Hons) Animation course is designed to support your move into employment and is
designed in line with the University's Employability Strategy - 'Education for Employment'.
The key aims of which are:






Planned and supported work-related learning as a core component of the course of
study
Development of high-level and employability-related learning as a core component of
the course of study
Integrated and time tabled career planning and preparation for employment
Personal and professional development planning and personalised professional
support to monitor progress and support transition to the world of work
Opportunities to enhance and develop your competitiveness in the labour market
Support for securing initial graduate level employment and self employment or further
study after you graduate.
The core features identified in the University's Employability Framework are all embedded
within the BA Animation programme of study. Employability was a key driver in the design of
the course and is addressed in modules throughout the three years of its delivery. The first
year provides you with basic technical skills as is appropriate for your specialism. The
common modules ensure that you have a broad range of skills as is appropriate for a fast
changing industry and one where you are likely to have ‘Portfolio’ careers. Level four theory
modules introduce you to a subject specific vocabulary which supports greater precision in
conceptualisation, critique and communication.
The Level 4 and Level 5 Integrated Project modules provide opportunities for you to work on
projects with students from across the other degrees whilst Shuffle TV provides experience
of team work on a live project. A common characteristic of work in the creative digital media
industries is the requirement to work on a common project with development teams
consisting of people from different backgrounds. Work in multidisciplinary teams supports
the development of communication skills, organisational skills, the application of project
management techniques, constructive criticism and the presentation of work and ability to
‘pitch’.
At level 6 you will become familiar with the structure of the creative media industries. This
awareness is furthered within modules such as the module Professional Context at Level 5,
and Distribution Methods and Practices at Level 6 students work at a high degree of
autonomy in the framing and development of their project and in placing this, a substantial
body of work, into the public arena.
Work-based or Work-related Learning Featured in this Programme
Sandwich Course
If you have chosen to study on the 4 year SW course you will study for 3 years at the
university and take one year out of university, year 3, on work placement in industry. In your
first and second year you will undertake a full set of placement preparation activities, these
will include elements of your taught course, beginning in induction week Level 4, and
individual support from your academic tutors, in particular they will advise you on the
development of a portfolio of work to show to prospective employers. They will also advise
you on the development of your C.V. and covering letter for your applications. You will
receive visits from your academic tutor at your place of work during your placement year.
You will also receive support from the Faculty of ACES Professional Employment and
Experience Unit. The unit will advertise industry placements on the dedicated Black Board
site .If you wish to apply for any of these you will be guided by the staff of the Professional
Employment and Experience Unit who will advise you on your C.V. and covering letter. The
Unit liaises with employers, undertakes Health and safety checks and assists in setting up
interviews either within the university or the place of employment.
There are limited placements within this industry and if you fail to find an appropriate
placement by the Easter vacation of your second year the Unit will contact you and discuss
whether you wish to continue to search for a placement, take a year out or transfer onto the
3 year BA (Hons) degree. If you wish to transfer you will also have the option, as other BA
(Hons) students will, of registering for the Integrated Masters Award. This is provisional on
you having attained an average of 60% in the mandatory modules at level 5. However in
exceptional circumstances students who fail to achieve an average of 60% in their
Mandatory modules may progress subsequent to a successful portfolio / show reel review
and interview. This standard and procedure has been set by reference to practice in other
Integrated Masters degrees.
Work-based or Work-related Learning
The BA (Hons) Animation course offers a number of Work Related opportunities through
your 3 years of study. These may include a short placement. There are a growing number of
companies now offering this experience to students. Several projects, specifically the
Integrated Projects at levels 4 and 5 are commissioned by external agencies e.g. Museums
Sheffield. The 2 Integrated Project modules at Levels 4 and 5 are client based and the brief
established with the client. 'Venture Matrix' works with the client to map the project brief to
client needs. Similarly projects may be commissioned by SHU such as recent LTA projects,
and in addition to Venture Matrix students now work with the Incubator to commissions from
external agencies.
The Hallam Award and SHU Ambassador Schemes are work related activities that each
year a number of students engage with.
Type of WBL
Sandwich work
placement short fat
Project with a
commissioning
organisation
Project using SHU
as the
commissioning
organisation
Objectives
Application of knowledge
in a practical context;
development of skills and
attributes relevant to a
professional / vocational
area
Application of knowledge
in a practical context;
project and client
management skills
Location/context
Company or
organisation
Duration
One semester/
six months
Company or
organisation,
including the third
sector
Application of knowledge
in a practical context;
project and client
management skills
SHU
Can be short
term involving
students for a
few days up to
a semester
long activity
Can be short
term involving
students for a
few days up to
a semester
long activity
Hallam Award
Development of
employability skills, in
particular “soft skills”
Voluntary
organisation
SHU Venture Matrix
Application of knowledge
in a practical context;
project and client
management skills
Development of personal
and interpersonal
employability skills
VM organisations or
external company/
organisation
SHU Student
Ambassador
Scheme
SHU
Can be short
term involving
students for a
few days up to
a semester
long activity
One semester
Open days
etc. as
required
4.
PROGRAMME DESIGN AND STRUCTURE
The structure of the course, together with the modules you will study, is shown below. The
course belongs to a wider Portfolio of creative media practice courses comprising Animation,
Digital Media Production and Games Design. Some modules are common to all courses in
the Portfolio these are shown with their titles written against a shaded background.
Drawing for
Animation
CGI
Animation
Foundation
Practice
Skills
Animation
Level 4
Integrated
Project
Animation
55-4982-00L
New module
55-4987-00S
55-4791-00L
55-4984-00S
55-4986-00S
Semester
1and 2
2
1
1 and 2
2
1
Part time
Yr1
Yr1
Yr2
Yr2
Yr2
Yr1
Visual
Storytelling
3D
Animation
Project
Professional
Context
Level 5
Integrated
Project
Traditional
3D
Animation
Techniques
(Chosen
from
available
module list)
55-5973-00S
55-5972-00S
55-5980-00S
55-5979-00S
55-5981-00S
First Year
(Level 4)
Module Code
Second Year
(Level 5)
Module Code
Analysis
Elective Pool
A
Elective Pool
A
Semester
1
1
1
2
2
2
Part time
Yr3
Yr3
Yr4
Yr3
Yr4
Yr4
Second Year (Level 5)
Image
Acquisition
Digital
Compositing
for Film
Module Code
55-5971-00S
55-5969-00S
Elective Pool
A
Elective Pool
A
Semester
1
2
Part time
Yr3
Yr4
Research and
Development
for Animation
Dissertation
Distribution
Methods and
Practices
Creative Media Project
Module Code
55-6981-00S
55-6798-00L
55-6980-00S
55-6836-00L
Semester
1
1 and 2
2
1 and 2
2
Part time
Yr 5
Yr 6
Yr 5
Yr 6
Yr 5
Third Year
(Level 6)
(Chosen from
available
module list)
In your second year you will be able to chose one Elective module in each semester from
Pool A, this will allow you to either specialise in animation or visual effects, or, if you wish to
take
one elective from each specialism and therefore maintain a broader diet of modules.
In the first 3 years all modules are 20 credit modules except the final year Creative Media
Practice Project module, which is a 40 credit module. Each year is typical of other Higher
Education degree courses in that you will acquire120 credits of learning.
Each year is themed to include study of modules that address the theories, methods and
contexts relevant to Digital Media Production as well as giving you the opportunity to be
creative and carry out project-type work where you will build up your portfolio of creative
work. Electives are available in the second and third year to enable you to tailor the course
to suit your own interests and learning needs.
Part Time Study
If you chose to study part time you will take 60 credits of modules per academic year. In your
first year this will be an even weighting of 30 credits per semester, one complete 20 credit,
semester long, module and half of a 20 credit year long module. In the second year all
modules are 20 credit semester long to facilitate student exchange, therefore you will have
an uneven weighting of modules with either 40 credits in semester one and 20 in two or 20 in
semester 1 and 40 in semester 2. In your third year the credit weighting of your studies will
be even with 30 credits in each semester, (see diagram)
Each year is themed to include study of modules that address the theories, methods and
contexts relevant to Animation and Visual Effects as well as giving you the opportunity to be
creative and carry out project-type work where you will build up your portfolio of creative
work.
First Year
Modules in the First Year will lay the foundation for the key skills that will underpin the rest of
your studies.

The module Animation Analysis gives you a set of approaches for being able to
describe, deconstruct, interpret and contextualise work produced by and for creative
practice specialists. By understanding how others have addressed and framed
problems you will gain firm insights into how your work should be evaluated by
yourself and will be evaluated by others.

The module Drawing for Animation will provide you with the grounding in life drawing
and observational drawing and an introduction to character design and
storyboarding.

In the module Animation you will learn about traditional stop-frame animation as well
as 3D computer generated animation. You will be expected, for example, to make
use of the skills you acquire on these modules in your Level 4 Integrated Project
work.

In the Practice Skills module you will receive a flavour of the skills developed on each
of the other courses in the Portfolio. This will enable you to work effectively in
multidisciplinary teams with other specialists.

The Level 4 Integrated Project provides you with an early opportunity to develop your
creative skills and to learn about the key skills required to work in such
multidisciplinary teams.

In CGI Foundation Animation you will develop your understanding of the CG
animation pipeline. You will be taught essential skills in computer based animation
which will enable you to apply the key CG animation skills that you will need for the
remainder of your course.
Second Year
At level 5 you will have the opportunity to specialise either in Animation or Visual Effects
through the choice of two 20 credit modules, one in each semester or you may chose to
study one elective from each specialism and so maintain a broader diet of modules. You will
continue to develop this specialism in your final year specifically in your Dissertation and
your Creative Media Project

The module Visual Storytelling will provide you with the opportunity to study the ways
in which visual culture works and visual narratives are developed.

The Professional Context module takes a multi-disciplinary view of the broad digital
media industry, and enables you to acquire a strong understanding of the nature of
the industry, the employment opportunities that exist and the related professional
issues.

The Level 5 Integrated Project module further develops your multidisciplinary teamworking skills and creativity. By now you will be able to offer your specialist skills in a
context where a range of skills are needed to produce work to professional
standards.
In two of your level 5 modules you can begin to specialise. If you wish to specialise in
animation the two animation modules build on your First Year studies and, develops
significantly your skills and knowledge as an animator.


In the module Traditional 3D Animation Techniques you will further enhance your
animation skills. You will be taught a series of different animation skills in the areas
of traditional hand-drawn animation, stop-motion and computer based animation.
You will be expected to draw upon and refine the skills you have acquired in the first
year of your studies.
In the 3D Animation Project you will develop the skills of observational drawing, an
essential and fundamental requirement, underpinning the development of high quality
content and for communicating creative concepts.
If you wish to specialise in visual effects the two modules build on your First Year studies
and, develops significantly your skills and knowledge in Visual Effects.

The module Image Acquisition will introduce, discuss and debate a number of
established approaches to narrative based communication through the moving
image.

Digital Compositing for Film is a module that will enable you to acquire skills and
experience in the production of effects that may be applied to a range of media
including film and theatre.
The second year (Level 5) is the point at which you may decide to continue your studies and
register for the MArt Animation this is provisional on you having attained an average of 60%
in the mandatory modules at level 5. However in exceptional circumstances students who
fail to achieve an average of 60% in their Mandatory modules may progress subsequent to a
successful portfolio / show reel review and interview. This standard and procedure has been
set by reference to practice in other Integrated Masters degrees.
In addition to the Mandatory modules you will be able to choose an Elective module from a
list, currently those below, specific to the Creative Media Production programme of courses
which will allow you to develop and extend your practice.
Screenwriting (short form)
Documentary Production
App Design and Development
Creative Sound Practice
Introduction to Concept Art
Third Year

In the Third Year, you have the opportunity to use the 40-credit Creative Media
Project module to tailor the course towards your own needs and interests. This block
of study is individually assessed, so your mark will reflect your own success and
achievement. Work towards the module can be group-based, though, with
individuals taking separate roles. This will be negotiated with your tutors. You are
supported in your studies for this module through the Research and Development for
Animation module (see below) and the Dissertation module.

The Dissertation module provides you with the opportunity for a substantial piece of
independent study which supports your research for your project. This consolidates
and further advances your academic and professional knowledge. It provides the
opportunity for you to further develop self reflection and enquiry into your own
practice and to develop your analytical and critical skills in relation to your
professional practice. The module hones your ability to communicate your deeper
understanding of your practice through the communication of the issues you have
engaged with and the resolutions you have arrived at. You will be supported through
regular meeting with your peer group and individual tutorials with your supervisor.

In the Research and Development for Animation module you will learn about and
make a critical study of the animation development process, looking specifically at
storyboarding, narrative and character development.

In the "Distribution Methods and Practices" module you will learn how to make an
animation available to an audience. You will study various showreel devices such as
the web and DVD. You will learn how to promote and market yourself as an animator
and visual-effects artist.
You will be able to choose a module from a list, currently those listed below, specific to
the Creative Media Production course which will allow you to develop and extend your
practice.
Life Drawing
Sound Design and Sonic Arts Practice
Animation and Visual Effects
5.
PROGRESSION/CAREER ROUTES
Possible course progression or career routes after you have completed this programme
include the following:
5.1
COURSE PROGRESSION OPPORTUNITIES
Your studies in this course will provide you with a strong grounding for postgraduate studies
at Sheffield Hallam University. You may decide to continue your studies and register for the
MArt Animation this is provisional on you having attained an average of 60% in the
mandatory modules at level 5. However in exceptional circumstances students who fail to
achieve an average of 60% in their Mandatory modules may progress subsequent to a
successful portfolio / show reel review and interview. This standard and procedure has been
set by reference to practice in other Integrated Masters degrees.
You will be particularly well prepared for courses such as the MA Animation for Computer
Games and MA Animation and Special Effects courses. Other opportunities exist for
studying for an MPhil through taking part in a research programme.
5.2
CAREER ROUTES
The course prepares you for a range of careers in the animation/media industry. Being
skilled in the use of industry-standard animation tools and the film production process, you
will be able to find employment as animators in television, cinema, the film industry, the
games industry and as freelance creative media professionals. The latter are in demand in
many sectors, especially where companies require distinctive websites and powerful
marketing. Specific job opportunities exist in the following areas:





6
6.1
Visual effects design for film and television.
Animation for entertainment software and the games industry
Visualisation design for interactive learning
Commissioned and subcontract work in animation and media for the cultural and
creative industries
Other career routes have been located in the area of teaching, specifically within the
area of training.
ENTRY REQUIREMENTS AND ENTRY PROFILE
Specific Entry Requirements for entry to the initial stage of this programme are
Academic Qualifications (including A / AS level grades and subjects, where
applicable)
Curriculum 2000 A levels - 240 tariff points from a minimum of two GCE A levels
Advanced subsidiary and key skills may contribute to the score

Vocational Certificate of Education - 240 tariff points from a minimum of
two VCE A levels or a VCE double award. VCE advanced subsidiary levels
and key skills may contribute to this score

Pre 2002 A levels - 18 points from two relevant A levels.

GNVQ - advanced/level 3 merit plus an A level or advanced subsidiary
level in a relevant subject

BTEC National Certificate/Diploma - overall pass

Scottish Highers 240 tariff points from a minimum of four Highers to include
a relevant subject
Irish Leaving Certificate - four grade Cs at higher level including a relevant
subject
Access - 12 credits at level 3 and four credits at level 2 from an Open
College Network-accredited course.
Foundation Diploma - pass



Level of English language
capability

Any other specific, formally
certified qualifications

Previous relevant work or workrelated experience

Any specific articulation
arrangements recognised for this
programme


6.2
Professional qualifications
Any other specific entry
requirements
GCSE – minimum pass grade C (Or
equivalent)
IELTS 6.0 with 5.5 in each element
GCSE Maths – minimum pass Grade C
(or equivalent)
NA
NA
NA
NA
APPLICANT ENTRY PROFILE:
Applicants should meet the specific entry requirements specified above. As a student on the
course you will be characterised by the following attributes:






A creative aptitude using any appropriate medium
A desire to acquire enhanced skills in creating 2D and 3D animated content in
entertainment software such as computer games
The ability to work in groups or teams with shared goals
An ability to problem solve creatively
The ability to manage time effectively
Strong oral, written and visual skills.
The major criterion for acceptance on the course is that you should be able to demonstrate
an interest and commitment to the creation of artwork and its realisation in digital media.
You should be able to show appropriate evidence of preparation for the course, including, for
example, art work in 2 or 3 dimensions, a game, a showreel or storyboards.
6.3
The University will select non-standard entrants to the programme in the
following ways
Applicants without formal qualifications will be considered individually on merit, taking
account of skills and previous experience. The Admissions Team will take account of:



Relevant industrial experience backed up by references
Relevant industry based or professional qualifications
International qualifications relevant to the applicant's country of origin.
In most cases, such applicants will be interviewed by a member of the Admissions Team.
6.4
Use of Prior Credit (APCL/APEL): prior certificated credit or prior experiential
credit may be used within the Programme in the following ways
The use of prior credit is only available where it is an appropriate subject area and level, and
within the guidelines of SHU's APL Policy. Please see the guidance below:
'Accreditation of Prior Learning (APL) is the generic term used for the award of credit on the
basis of demonstrating learning that has occurred at some time in the past. The term
encompasses the accreditation of prior experiential learning (known as APEL)
The accreditation of prior certificated learning (APCL) is a process whereby academic credit
for learning that has been previously assessed and/or accredited at HE level, through a
formal course of study, may be used towards the credit requirements of a Sheffield Hallam
award. This is also sometimes known as credit transfer. Evidence to support a claim for prior
certificated learning will involve a formal qualification or awards or part of an award, with
formal documentation such as a results transcript or formal certificate and/or evidence of
assessment, as appropriate, from a University, College or Professional Body.
The University is committed to policies and procedures, which will encourage wider
participation in higher education. the accreditation of prior experiential learning (APEL) is the
process by which an individual's prior learning, gained from experience rather than formally
assessed study, may be assessed and formally recognised to provide academic credit
towards a target award'.
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