PROGRAMME SPECIFICATION
AWARD and COURSE TITLE
INTERMEDIATE AWARDS
Mode(s) of Attendance
(eg. FT/PT/SW/DL)
Name of Teaching Institution
BA(Hons) Animation
BA Animation
DipHE Animation
CertHE Creative Digital Media
FT/PT/SW
Sheffield Hallam University
Location of Delivery
Faculty
Department
UCAS CODE
Sheffield Hallam University
ACES
MAC
W616
Professional/Statutory/Regulatory
Body Recognising this
Programme
Currently none
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 PROGRAMME AIMS
January 2013
This programme aims to equip you with high level 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 select and evaluate the appropriateness of these for the production of high quality media artefacts. You will demonstrate high level practical and conceptual skills in film, animation and visual effects production and become skilled in a wide range of techniques from traditional 2D animation to high-end 3D computer animation. You will
demonstrate the ability to apply these across a range of applications and genre types.
You will develop a critical 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 and apply entrepreneurial skills 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 produce creatively driven work to a professional standard that demonstrates the ability to synthesise information, challenge boundaries, show original thought and 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 a high level of 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 advanced operational and conceptual skills and techniques of animation and visual effects in a live production context
2. Select, justify 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 and their historic context.
4. Make clear connections between meaning, context and form within specific cultural products.
5. Demonstrate a professional, flexible and confident approach to working practices in animation media production and a willingness to take risks.
6. Operate in a manner informed by current research and an understanding of the current context, in rapidly changing media industry contexts
7. Relate form, content and visual/audio interpretation within defined cultural contexts.
2.2 Intellectual /Subject/ Professional/ Key skills covered in the Programme
By the end of the programme you will be able to:
1. Make mature and culturally informed creative animation-based contributions to research, project development work and specific craft areas in the production process
2. Demonstrate the ability to access, interpret and explore the implications, uncertainties and possible ambiguities of new information from a variety of sources
3. Make informed predictions about potential future developments within the domain of the discipline
3
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.
2.2.1 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
2.2.2 KEY SKILLS
By the end of the programme you will be able to:
1. Critically evaluate methodologies and methods in an understanding of the subject to solve problems creatively
2. Demonstrate professionalism across a range of production contexts showing an understanding of roles and responsibilities including health and safety in relation to working contexts
3. Demonstrate the ability to work in team environments, identifying who and how team members may achieve desired outcomes.
4. Apply a high level of critical and reflective thinking demonstrating cultural awareness and a knowledge of current research in the context of originality and creativity
5. Demonstrate the ability to identify complex problems related to aims and outcomes, 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
6. Apply appropriate IT/software tools and skills in the context of specific tasks and workflows
LEARNING, TEACHING AND ASSESSMENT
The Media Arts Portfolio actively embraces the aims of the University's LTA strategy 2011-
12 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:
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. High-
1
Crit is the abbreviation of 'Critique', the traditional method whereby creative practice students demonstrate their work and receive feedback from tutors and peers.
level 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 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 Year 3 and Year 4 Creative Media Practice Project and Advanced Creative Media
Project are the culmination of work undertaken throughout your degree. The necessary critical and academic skills are introduced at Level 4 and developed throughout the 4 levels of the degree. Key technical skills are introduced at level 4 and developed in Levels 5, 6 and
7. 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 .
At level 7
Communicating Research specifically supports development towards your project.
Shuffle TV
2 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 some 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 levels
6 and 7 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.
2 Shuffle TV is a streamed live video on the University Intranet which is used as a virtual broadcast channel to screen student work.
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 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 iterative formative feedback 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 the 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 has 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, is assessed using 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
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.
Level 7
In the Final Year the following assessment methods are used:
Proposal for major creative media practice project
presentations
case study work
coursework
reflective work and project planning.
critical reflection and feedback for advanced creative media practice project and curation / management of public showing.
During the final year, assessment tasks support individual and negotiated learning. They are designed to challenge the student to work to professional industrial standards
The show-based project is a key component of the Final Year and enables students to tailor their studies to suit their special needs and demonstrate an informed and critical learning in a topic of their choice. Their grasp of practical, subject-based and key employability skills is assessed variously through coursework, presentations, case studies and reflective pieces of work.
Overall, your portfolio of creative work is regarded as an important and central indicator of your individual achievement of course learning outcomes.
3.3 How Student Employability is supported in the Programme
The MArt 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 MArt Animation programme of study. Employability was a key driver in the design of the course and is addressed in modules throughout the four 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 levels 6 and 7 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, Distribution Methods and Practices at Level 6 and in the final year, Level 7 in the
Advanced Creative Media Project 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, transfer onto this 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.
The MArt Animation course offers a number of Work-related opportunities through your 4 years of study. These may include vacation 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 Objectives Location/context Duration
Sandwich work placement short fat
Project with a commissioning organisation
Project using SHU as the commissioning organisation
Hallam Award
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
Application of knowledge in a practical context; project and client management skills
Development of employability skills, in particul ar “soft skills”
Company or organisation
Company or organisation, including the third sector
SHU
Voluntary organisation
One semester/ six months
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
Can be short term involving students for a few days up to a semester long activity
One semester SHU Venture Matrix Application of knowledge in a practical context; project and client management skills
SHU Student
Ambassador
Scheme
Development of personal and interpersonal employability skills
VM organisations or external company/ organisation
SHU 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.
First Year
(Level 4)
Drawing for
Animation
CGI
Animation
Foundation
Practice
Skills
Animation
Analysis
Level 4
Integrated
Project
Animation
Module Code 55-4982-00L 55-4757-00S 55-4987-00S 55-4791-00L 55-4984-00S 55-4986-00S
Semester
Part time
1and 2
Yr1
2
Yr1
1
Yr2
1 and 2
Yr2
2
Yr2
1
Yr1
Second Year (Level 5)
Module Code
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
Elective pool
A
55-5980-00S 55-5979-00S 55-5981-00S
Elective Pool
A
Elective Pool
B
1
Yr4
2
Yr3
2
Yr4
2
Yr4
Semester 1 1
Part time Yr3
Second Year (Level 5)
Image
Acquisition
Yr3
Digital
Compositing for Film
Module Code 55-5971-00S
Elective Pool
A
55-5969-00S
Elective Pool
A
Semester
Part time
Third Year
(Level 6)
Module Code
Semester
Part time
1
Yr3
1
Yr 5
2
Yr4
1 and 2
Yr 6
Research and
Development for Animation
Dissertation Distribution
Methods and
Practices
55-6981-00S 55-6798-00L 55-6980-00S
2
Yr 5
Creative Media Practice
Project
55-6984-00L
1 and 2
Yr 6
(Chosen from available module list)
2
Yr 5 fourth Year
(Level 7)
Module Code
Semester
Observational
Drawing
Character
Animation
55-7997-00S 55-7998-00S
1 1
Advanced Creative Media
Project
55-7629-00L
1 and 2
Communicati ng Research
(Chosen from available module list)
55-7584-00S
2 2
Part time Yr 7 Yr 7 Yr 8 Yr 7 Yr 5
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.
In level 7 all modules are 15 credit modules with the exception of the Advanced Creative
Media Project which is 60 credits. This is typical of a post graduate qualification, for the MArt you will acquire 120 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, third and final 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 and fourth years 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 Animation Foundation 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 from Elective Pool A, one in each semester, or to take one elective from each specialism and therefore maintain a broader diet of modules.
You will continue to develop a specialism in your final year specifically in your Dissertation and your creative media practice 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.
In addition to the Mandatory modules you will be able to choose an Elective module from
Pool B 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 the 40 credit, level 6 Creative Media Practice Project module provides you with an opportunity to demonstrate a higher level of skills and conceptual engagement. This project module allows you to tailor the course towards your own needs and interests and requires you to demonstrate critical reflection upon your work in preparation for your final fourth year. 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.
The Distribution Methods and Practices module addresses issues of 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
Fourth Year
In the Fourth Year, you have the opportunity to use the 60-credit Advanced Creative Media
Project module to tailor the course towards your own needs and interests, set yourself challenging tasks, identify and manage risk employing both convergent and divergent thinking. You will frame an appropriate project proposal developed through astute observation, investigation, speculative enquiry and visualisation appropriate to professional, industry standard practice. You will conduct a programme of research and development, critically evaluate the outcomes, draw valid conclusions and revise and modify your research programme as and when necessary. The module will allow you to produce a coherent body of work demonstrating sophisticated organisational and time management skills appropriate to professional practice and you will demonstrate knowledge of professional, cultural and contextual requirements for the management and exhibition of
your creative practice underpinned by a resourceful, entrepreneurial and professional approach.
In the Observational Drawing module you will apply your acquired knowledge and understanding to design and produce visual images for particular contexts and uses, learn to communicate effectively through the use of drawing techniques to team members and 'clients' approaches and strategies and evaluate and reflect on the production process to inform further knowledge and skill acquisition.
In the Character Animation module you will lean to evaluate project specifications and determine an appropriate course of action to facilitate their successful completion. You will use appropriate computer based animation software tools for the creation of short character animation exercises, apply traditional animation techniques (timing, anticipation, weight etc.) when producing character animations and evaluate and reflect on the production processes in relation to current animation industry workflows and techniques.
The Communicating Research module will support your research for your Advanced
Creative Media project and prepare you for producing articles and papers in which you disseminate novel and original aspects of your practice.
In your Final Year you will be able to elect a module to enable you to deepen your knowledge of animation by choosing from a prescribed list of modules., currently:
Asset Creation*
Sound and Space
Concept Art
* note this module is delivered in semester 1. If you chose this as your elective you should be aware that you will need to balance your workload through your year long modules
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 further postgraduate studies at Sheffield Hallam University, for example for a PhD through research.
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:
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.
6 ENTRY REQUIREMENTS AND ENTRY PROFILE
6.1 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 - 260 tariff points from a minimum of two GCE A levels. Advanced subsidiary and key skills may contribute to the score
Vocational Certificate of Education - 260 tariff points from a minimum of two VCE A levels or a VCE double award in art and design. 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 260 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
GCSE – minimum pass grade C (Or equivalent)
Any other specific, formally certified qualifications
IELTS 6.0 with 5.5 in each element
GCSE Maths – minimum pass Grade C
(or equivalent)
Previous relevant work or workrelated experience
Any specific articulation arrangements recognised for this programme
Professional qualifications
Any other specific entry requirements
6.2 APPLICANT ENTRY PROFILE:
NA
NA
NA
NA
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'.