School of Creative Arts
Title of Programme: BA (Hons) Animation Programme
Programme Code: CCANM
Programme Specification
This programme specification is relevant to students entering:
01 September 2013
Associate Dean of School (Academic Quality Assurance):
Rob Wright
Programme Specification
BA (Hons) Animation Programme
This programme specification (PS) is designed for prospective students, enrolled students,
academic staff and potential employers. It provides a concise summary of the main features of the
programme and the intended learning outcomes that a typical student might reasonably be
expected to achieve and demonstrate if he/she takes full advantage of the learning opportunities
that are provided. More detailed information on the teaching, learning and assessment methods,
learning outcomes and content for each module can be found in Definitive Module Documents
(DMDs) and Module Guides.
Section 1
Awarding Institution/Body University of Hertfordshire
Teaching Institution University of Hertfordshire
University/partner campuses College Lane
Programme accredited by Not applicable
Final Award BA (Hons)
All Final Award titles 3D Digital Animation / (Sandwich) / with a Year Abroad 2D Digital Animation / (Sandwich) / with a Year Abroad 3D Games Art / (Sandwich) / with a Year Abroad Visual Effects / (Sandwich) / with a Year Abroad
FHEQ level of award 6
UCAS code(s) 3D Digital Animation – W617 BA3DDA, E617 BA/3DDAb 2D Digital Animation – W616 BA/2DDA, E616 BA/2DDAb 3D Games Art – W280 BA/3DGA, E280 BA/3DGAb Visual Effects – W614 Route A, E614 Route B
Language of Delivery English
A. Programme Rationale
The Animation Programme holds within it four degree pathways:
BA (Hons) 3D Digital Animation focuses on 3D computer animation. A more generalist course: from
character animation and storytelling to digital modelling; texturing and simulation.
BA (Hons) 2D Digital Animation which is mainly concerned with storytelling and character creation using
traditional animation techniques within the latest digital software environments;
BA (Hons) 3D Games Art which explores digital modelling of characters, virtual environments, virtual
viewpoints and levels for the creation of digital games.
BA (Hons) Visual Effects focuses on the use of high quality 3D computer animation and effects composited
within live action film.
The Animation Programme provides an opportunity to those students who have aspirations to take up a range of roles in the developed and emerging digital animation industries. These are relatively new
disciplines that are changing and developing at a rapid rate. They demand skill and conceptual ability as well as art and design skill bases. The Programme provides a clear and focused study opportunity for successful students of art and design foundation programmes as well as those with appropriate A-levels. The modules extend the experiences of these earlier studies and introduce new areas of advanced study of digital animation through sustained activity in both practical and academic work.
professional discipline. As graduates they will have an understanding of their audiences such as client and user, be informed about the realities of the creative media industries and will be professionally adaptable. This Programme produces graduates capable of working in the creative media industries in various capacities. Graduates are expected to find work in creative roles, be able to initiate ideas and see them through to completion. They may work in one of the three main branches of the computer graphics industry; games, film, TV and related fields.
Programme Overview
The Programme offers an opportunity for students to undertake sustained and intensive study in fields that are rapidly developing. It takes traditional knowledge and traditional skill sets that currently feed into the industry profile animator such as traditional animation skills, art and design skills and practices and film practices and allies these sets of skills with new digital processes and technologies.
Industry entry is competitive and places high demands on students. The Programme addresses this by using experts in the various fields as visiting lecturers as well as experienced full time staff and updating and overseeing software advances as and when they happen.
Students are expected to produce creative responses to the briefs in each module while integrating both theory and context and art and design practices. Accepting responsibility for their own learning becomes increasingly important through the Programme as do time management and planning skills. The Programme aims to integrate current practice, theory and context producing thinking and creative practitioners. The BA Animation course is supported by Critical and Cultural Studies, integrated with studio projects to enrich design practice. The programme will enable the students to develop study skills and gain a broader knowledge of relevant cultural, historical and social contexts.
Programme Content
BA (Hons) 3D Digital Animation / BA (Hons) 2D Digital Animation / BA (Hons) 3D Games Art / BA (Hons) Visual Effects
Level 4
Level 4 modules are common to all the degree pathways of the Programme and are studied by all students. At level 4 the students are introduced to the field of digital animation, its broad concepts, contexts and skills. The modules are designed to equip the student with the basic skills and understanding to undertake their specialist degree study which commences in the second year.
The various software packages that the students will be using across their studies are introduced, as are the media areas that are appropriate. Key skills in software and associated media are mastered using short, focused projects. The process of pre-production, relying on storyboards and character design, is addressed throughout Level 4 and is an essential part of the student learning experience.
In Semester B narrative thinking is introduced. Digital animation and games are time-based forms that demand an understanding of narrative issues and techniques. Both 3D digital animation and traditional 2D animation practices are broached. Time planning and presentation skills are addressed throughout the level 4 learning experience.
Practice-based studies are integrated with Critical and Cultural Studies modules which explore the cultural and professional context surrounding the students’ work, including, for example, contemporary film,
animation and games art. This helps students to make informed choices about their work, its position in the world of professional practice and its future direction.
Level 5
During the second year of study, students take a mix of modules common to all the degree pathways (90 credits) and specialist modules (30 credits) tailored to their chosen degree subject; 3D Digital Animation, 2D Digital Animation, 3D Games Art, Visual Effects. Level 5 modules enable students to explore personal and employment aspirations within their field of study, to acquire specialist skills and knowledge, both through deep and sustained project work and skills equipping workshops.
In Semester B, an extended project allows students to initiate a design process leading to a finished digital animation or game. The module gives the students options to either work in groups for the project, to participate in a ‘live’ project, work experience, role play or collaborative projects or in-house projects. This exposes students to professional standards and further develops their understanding of client requirements. During the year, students further extend their contextual awareness and understanding of issues and debates specific to their area of study.
Level 6
During their third year, students undertake a major degree project in their chosen specialist area within the fields of; 3D Digital Animation, 2D Digital Animation, 3D Games Art and Visual Effects. Students are expected to engage in a sustained process of personal enquiry and realisation appropriate to their area of practice, which may include response to a challenging student negotiated design brief or with a ‘live’ industry or academic partner. This module demands that the student exercises initiative and personal responsibility as well as undertaking decisions in complex and unpredictable contexts. Time planning, project management and engagement with the aesthetics and emotional/narrative content is addressed. Student work is placed within the context of current practitioners and audiences. The project is expected to access some current and emerging ideas and techniques. The ability to effectively communicate and present ideas, analyse and be aware of audience requirements is essential at this stage. The Final Exhibition and film show is the culmination of the degree imposing immediate audience and deadline considerations.
All students undertake a Professional Practice module, in which employment strategies are explored. This includes the exploration of the industry standard show reel, CVs, interview requirements, presentation techniques. This, together with their other level 6 work enables the student to extend and deepen their knowledge, practice and skills within their chosen field of digital animation.
Engagement with the community of animation practitioners through national and international competitions is encouraged as part of the programme. By the time they graduate, students will have an understanding of their chosen discipline, be informed about the realities of the professional world and will be professionally adaptable. Graduates are thereby equipped to compete for employment positions on a national and international level.
Graduate Opportunities
Graduates find employment opportunities in creative roles, commissioning and/or initiating ideas and realising them to a high professional standard, working with the minimum of supervision.
Graduates will be capable of working in the creative animation and media industries in various capacities, in production companies or freelance, in film, television or games performing the more traditional roles of animators, modellers, visual effects and post-production effects. Graduates will also be prepared for employment in games development, pre-production, character design and moving graphics.
Employment contexts of digital animation are diverse, encompassing linear media, entertainment,
advertising, interactive media and the web, education, public information, museum exhibits and simulation such as architecture, medical, forensic to name just a few.
B. Educational Aims of the Programme
The programme has been devised in accordance with the University's graduate attributes of programmes of study as set out in UPR TL03.
Additionally this programme aims to:
• provide an opportunity for students to develop an understanding and knowledge of digital animation techniques and technologies and an appropriate level of competence and confidence in their use; • provide an opportunity for students to develop an understanding and knowledge of digital animation
processes and ways in which the traditional pre-production phase and traditional design, animation and film making practices apply to animation, games production and visual effects;
• enable students to make reasoned judgements, frame appropriate questions and draw independent conclusions;
• facilitate an awareness, through Critical and Cultural Studies delivered as an integral part of studio projects, of current developments, debates and practices of 3D digital animation, 2D digital
animation, 3D games art and visual effects in professional, cultural and historical contexts; • equip students with the skills to work professionally in these and associated fields and contribute
creatively in a variety of roles, working independently and as part of multi-disciplinary teams; • foster the transferable skills which will enable students to respond to current and future career
challenges;
• encourage students to work innovatively and creatively using an understanding of the breadth of digital animation, games art and visual effects practices;
• enable students to communicate effectively to specialist and non-specialist audiences in oral, written and visual forms;
• prepare students for further academic or professional study by equipping them to initiate and manage an independent course of study.
Further information is available in sections A and D.
C. Intended Learning Outcomes
The programme provides opportunities for students to develop and demonstrate knowledge and
understanding, skills and other attributes in the following areas. The programme outcomes are referenced to the QAA benchmark statements for Art and Design (2007 and 2008) and the Framework for Higher
Education Qualifications in England, Wales and Northern Ireland (2008) and relate to the typical student. Additionally, the SEEC Credit Level Descriptors for Further and Higher Education 2010 have been used as a guiding framework for curriculum design.
Knowledge and Understanding of:
Teaching/learning methods & strategies
Assessment
A1-contemporary and emerging developments in digital animation and their impact on the positioning of practice; A2-critical, cultural, historical
and theoretical debates relevant to disciplines of digital animation; A3-key principles, visual
languages and technologies of digital animation;
Acquisition of knowledge and understanding in the fields of 2D and 3D digital animation, 3D games art and visual effects, from pre-production through to the production or realisation phase (animation and soundtrack development) and post-production (editing and image enhancement and the inclusion of soundtrack), is through a
combination of lectures, studio-based module work and workshops.
Knowledge and
understanding are assessed through in-module
A4-key professional practices and production processes from creative idea development through to post-production; A5-the operation of the
digital animation
industries; its professional requirements, markets and audiences.
Learning is instigated by set and negotiated projects with tutorial and seminar support including small group tutorials. (A5) The critical and cultural studies programme makes a particular contribution to the acquisition of cultural, historical and
professional understanding throughout the three levels. There is a requirement for written work at all levels and this includes a degree essay of approx. 6000 words at level 6. (A2)
Additional support is provided by a personal tutor, tutorial surgery hours, a special needs and dyslexia support tutor. Throughout, the learner is encouraged to undertake independent study both to supplement and consolidate what is being taught/learnt and to broaden their individual
knowledge and understanding of the subject.
At Level 6 students demonstrate their knowledge and
understanding through a
programme of coursework, much of which is determined by themselves, in one of the four degree pathways; 3D digital animation, 2D digital animation, 3D games art or visual effects. (A1/A5)
Intellectual skills - able to: Teaching/learning methods & strategies
Assessment
B1-exercise an enquiring, analytical and creative approach to digital animation problems and practices;
B2-present a range of solutions exploring visual languages, cultural value, materials and techniques in response to set briefs and/or self-determined project;
Intellectual skills are developed throughout the Programme by the methods and strategies outlined in section A, above. Typically, the student’s conceptual skills will be evident in a character design and narrative design process that demonstrates creative thinking and problem solving. (B1)
Intellectual skills are
B3-use a range of visualisation tools to create and communicate meaning for research and concept development; B4-take into account
affective register and consumption contexts and their contribution to the quality of cultural experiences.
Analysis and judgement will be applied in the development of possible solutions to the design problem. (B1, B2, B3) Design issues relating to the character and narrative design and digital animation solutions are
developed through sketch books and rough working out, using a range of traditional media and animation techniques as well as the innovative application of digital approaches. (B3) Possible solutions will be presented to the peer group in the form of formal or informal presentations and group criticism. (B3/B4) A range of storyboard material and character model design should reflect a willingness to explore and apply a range of traditional media and digital techniques. (B2)
Throughout, the learner is encouraged to develop intellectual skills further by independent study.
Conceptual development is an integral part of studio work and is fostered by set briefs, in-module exercises, workshops, self-determined briefs, seminars and tutorial work. Throughout, the learner is encouraged to further develop conceptual skills by independent study.
Practical skills - able to: Teaching/learning methods & strategies
Assessment
C1-produce outcomes showing mastery of appropriate software and hardware potentially challenging existing media forms, structures and audiences; C2-demonstrate appropriate levels of professional competence in the realisation, presentation and communication of concepts in the fields of digital animation;
These are the practical and professional skills employed in the production of animation, visual effects and games art solutions. Students are expected to demonstrate aesthetic, functional and technical
judgements in the presentation of their ideas together with
professionalism at level 6. (C2, C3)
Practical skills are evidenced in the production values of module work and are assessed through portfolio submissions and
C3-utilise aesthetic and visual judgements in the realisation of distinctive and creative work; C4-sustain the development
of ideas through to a resolved material outcome respecting appropriate broadcast and digital standards.
At level 4 and 5 these skills are developed through briefs, workshops and tutorials. At level 6 the digitally created narrative animation should reflect the utilisation of a range of materials. (C1)
It should reflect professional competencies as well as an extent of innovation in their use and appropriate techniques covering the distinct aspects of digital animation, games art and visual effects production. (C2) Digital animation, games and visual effects demand successful planning and storyboarding, editing and cinematography (narrative use of camera and lighting, composition). This should be reflected in the students’ work. (C3)
Transferable skills - able to: Teaching/learning methods & strategies
Assessment
D1-synthesise research in relation to practice, utilising a range of research skills and sources, including primary sources;
D2-manage time, personnel and resources effectively by drawing on planning and organisational skills; D3-demonstrate personal
responsibility, motivation and self-confidence to solve problems and take creative risks; D4-identify personal
strengths and learning needs and reflect constructively on critical feedback;
D5-communicate effectively, persuasively and
accurately, in visual, oral and written forms;
Transferable skills are developed throughout the Programme. The skills of research, digital
technology and self-management (D1, D2, D3) are integral to coursework; aspects of contextual studies undertaken for the Critical and Cultural Studies modules inform the design process. Personal responsibility (D3) becomes an increasingly important skill as students’ progress through to level 6 study. This criterion is extremely
important as a significant
proportion of digital animation and games art and information about it, is accessed via the internet. Critical awareness (D4) and flexibility (D7) are developed through self-assessment and negotiated projects and self-determined projects.
Communication skills (D5) are developed through oral
presentations and in written work.
D. Programme Structures, Features, Levels, Modules and Credits
The programme is offered in full-time (3 years) and sandwich or with a year abroad (4 years) modes and leads to the following awards:
BA (Hons) 3D Digital Animation BA (Hons) 2D Digital Animation BA (Hons) 3D Games Art BA (Hons) Visual Effects
BA (Hons) 3D Digital Animation (Sandwich) BA (Hons) 2D Digital Animation (Sandwich) BA (Hons) 3D Games Art (Sandwich) BA (Hons) Visual Effects (Sandwich)
BA (Hons) 3D Digital Animation with a Year Abroad BA (Hons) 2D Digital Animation with a Year Abroad BA (Hons) 3D Games Art with a Year Abroad BA (Hons) Visual Effects with a Year Abroad
The four degree awards share a core set of level 4 modules. At both level 5 and level 6 there are 90 credits in common and 30 credits specific to the degree award.
Entry is normally at level 4 with suitable entry qualifications as detailed in section F, but entry is possible at subsequent levels subject to appropriate qualifications and experience. Intake is normally Semester A (September).
Work-Based Learning, including Sandwich and Year Abroad Programmes
A designated Year Abroad course leads to a University award in Study Abroad mode and the words "with year abroad" appear on the award certificate. The student will undertake a period of study at an approved partner institution between the end of Year 2 and the beginning of Year 4. The Year Abroad will provide students in Creative Arts with the opportunity to expand, develop and apply the knowledge and skills gained in the first two taught years of the degree within a different organisational and cultural environment in a partner academic institution. The host institution will appoint a Programme Co-ordinator who will oversee the student's programme during the Year Abroad and will liaise with the appointed UH Supervisor. Students on the Year Abroad course will be registered on the Year Abroad Module (6CTA0001).
The student will need to formally demonstrate that they have successfully passed the entire year of study whilst abroad. In doing this the student will be awarded with 120 credits of APCL (Accredited Prior
Certificated Learning) This will be listed on their transcript in place of the specific level 5 module grades they may have achieved at UH. APCL credits DO NOT carry grades; they are effectively pass/fail. As the student D6-work productively in a
group or team, showing abilities at different times to listen, contribute and lead effectively;
D7-respond flexibly to change and negotiation generating new ideas and fresh perspectives; D8-demonstrate empathetic
awareness in dealing with colleagues, audiences and clients.
The ability to work flexibly with others (D6, D7, D8) is developed through projects and the group ethos of the Programme.
Throughout, the learner is encouraged to develop
transferable skills by maintaining a record of evidence and
will have APCL credits at level 5 it will not be possible to use these credits in the calculation of their final award.
A designated sandwich programme leads to a University award in the sandwich mode and the word "sandwich" appears on the award certificate. In order for the BA to lead to an award in the sandwich mode, the student must undertake a period of approved work experience of at least 36 weeks, with no possibility of exemption, normally between the end of Year 2 and the beginning of Year 4. This will normally be
completed within the United Kingdom but with approval may be completed within other countries. Progress of the students’ training and development is monitored by visits from University academic staff. Students will be required to document this period of work in accordance with the guidelines produced by the School. Students on the sandwich programme will be registered on the Sandwich Year Module (6CTA1008).
Students who have not achieved the minimum progression requirements at the end of level 5 may be prevented from undertaking a sandwich placement. The policy relating to progression onto the placement year from level 5 is given in the School Guidelines on Placements. Students who are on the sandwich programme but have a ‘Failed’ grade at any level 4 or 5 module will not normally be allowed to register to repeat this module until they return from placement.
OTHER WORK EXPERIENCE
We encourage students to participate in work experience.
Student negotiated work experience is available, by agreement with the programme staff at Level 5. It is also possible for a student to negotiate with the programme leader a summer placement between level 5 and level 6. This is explained in the School’s Accredited Work Experience Handbook.
The modules that are approved for work experience are:
5CTA1034 – Extended Project - 30 Credits. Students may undertake a school work experience instead of this module.
6MMF0002 – Professional Practice - 15 credits. Students may undertake a summer work experience during Semester C, between level 5 and level 6 which will contribute 5 credits towards this module.
The following modules are currently available for students wishing to undertake work experience: 5CTA1005 - Professional Work Experience 30: Screen – 30 Credits
Additional advice on these modules is available in the Accredited Work Experience Handbook and the Professional Work Experience Definitive Module Document (DMD). Students will need approval of the programme leader or nominee for the work experience, to ensure that the level of challenge and learning is appropriate to the programme of study.
Programme Structure
The programme structure and progression information below (Table 1a and 1b) is provided for the Honours award. Any interim awards are identified in Table 1b. The Programme Learning Outcomes detailed above are developed and assessed through the constituent modules. Table 2 (in section 2) identifies where each learning outcome is assessed.
Table 1a Outline Programme Structure
Mode of study Full time Entry point Semester A Level 4
The listed level 4 modules are common to all the degree awards of the Animation Programme and must be undertaken by all students irrespective of their degree pathway. All modules are 100% coursework.
Compulsory (Core) Modules
Module Title Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % Ex am in at ion % C our s ew or k % P ra ct ica l S em es ter s
Digital Systems 4CTA1008 30 English 0 100 0 AB
Digital Imaging for Animation and Games 4MMF0012 15 English 0 100 0 A
Animated Thinking: histories, theories, contexts
(C&CS) 4CTA1055 30 English 0 100 0 AB
Visualisation and Narrative for Animation and
Games 4MMF0022 30 English 0 100 0 AB
Moving Image for Animation and Games 4MMF0014 15 English 0 100 0 B
Opportunities for assessment feedback occur within the first five weeks of Level 4 on modules Digital Systems and Visualisation and Narrative. The students are set weekly tasks that lead to a portfolio of work. Those tasks are commented on and the level and form of standards expected at this level are explored.
Level 5
The level 5 modules listed in the table below are common to all the degree awards of the Animation Programme and must be undertaken by all students irrespective of their degree pathway. All modules are 100%
coursework. (90 credits in common between awards at level 5.)
Compulsory (Core) Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Moving Visions: perspectives on digital animation practice (C&CS) Digital Cinematography 5CTA1070 5CTA1017 30 30 English English 0 0 100 100 0 0 AB AB
Extended Project 5CTA1034 30 English 0 100 0 B
BA (Hons) 3D Digital Animation Pathway (30 credits differentiation at level 5)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
BA (Hons) 2D Digital Animation Pathway (30 credits differentiation at level 5)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
2D Animation: Digital Animation 5CTA1035 30 English 0 100 0 A
BA (Hons) 3D Games Art Pathway (30 credits differentiation at level 5)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Games Art: Digital Animation 5CTA1036 30 English 0 100 0 A
BA (Hons) Visual Effects Pathway (30 credits differentiation at level 5)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Visual Effects 5CTA1015 30 English 0 100 0 A
Optional Modules
Placement Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Professional Work Experience 30: Screen 5CTA1005 30 English 0 100 0 A, B, AB
Students may have the option of taking one 30 credit placement module at Level 5 as a substitute for Extended Project (30 credits) in Semester B. Students may only substitute one placement module.
Transitional Arrangements for C&CS:
To aid the transition of the restructured C&CS framework within the School of Creative Arts, commencing 2012/13 at L4 (Phase 1) and completing in 2013/14 at L5 (Phase 2), the following arrangements have been put in to place to support students who may be required to repeat modules of 15 credits in value.
• Phase 2 (L5 repeating students only): Students, who are required to repeat a Level 5, 15 credit C&CS
The two 15 credit modules stated above will run in parallel to the new C&CS L5 30 credit module within this Programme, enabling any repeating or deferred student the opportunity to attend lectures and to submit work for assessment which is broadly equivalent to any previously failed component.
Module Title Module Code Credit Points % examination % coursework Semester C&CS L5 Creative Arts 5CTA1080 15 0 100 A
CCS L5 Creative Arts 5CTA1081 15 0 100 B
OPTIONAL - Year 3 - Sandwich Year or Study Year Abroad
Students may elect to take a sandwich placement year, or study year abroad, as optional experience.
Sandwich Year
Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Sandwich Year (Creative Arts) 6CTA1008 0 English 0 100 0 ABC
In order to achieve the Sandwich Award students must complete module 6CTA1008 between levels 5 and 6 of their study.
Year Abroad
Optional Modules
Module Title Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % Ex am in at ion % C our s ew or k % P ra ct ica l S em es ter s
Year Abroad (Creative Arts) 6CTA0001 0 English 0 100 0 ABC
Level 6 (Year 3 Full Time, Year 4 Sandwich)
The level 6 modules listed in the table below are common to all the degree awards of the Animation Programme and must be undertaken by all students irrespective of their degree pathway. All modules are 100% coursework. (90 credits in common between awards at level 6.)
Compulsory (Core) Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Professional Practice 6MMF0002 15 English 0 100 0 A
Degree Project 6CTA1015 45 English 0 100 0 B
Critical and Cultural Studies: L6 Degree Essay / Report
(Screen) 6CTA1016 30 English 0 100 0 AB
BA (Hons) 3D Digital Animation Pathway (30 credits differentiation at level 6)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Pre-production for 3D Digital Animation 6MMF0006 30 English 0 100 0 A
All the modules listed above including core modules must be passed in order to be eligible for the Honours Degree award in 3D Digital Animation.
BA (Hons) 2D Digital Animation Pathway (30 credits differentiation at level 6)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Pre-production for 2D Digital Animation 6MMF0005 30 English 0 100 0 A
All the modules listed above including core modules must be passed in order to be eligible for the Honours Degree award in 2D Digital Animation.
BA (Hons) 3D Games Art Pathway (30 credits differentiation at level 6)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
All the modules listed above including core modules must be passed in order to be eligible for the Honours Degree award in 3D Games Art.
BA (Hons) Visual Effects Pathway (30 credits differentiation at level 6)
Compulsory Modules
Module Titles Modu
le C od e C redi t P o int s Lang uag e of D el iv er y % ex am inat io n % c our s ew or k % P ra ct ica l S em es ter s
Pre-production for Visual Effects 6MMF0058 30 English 0 100 0 A
All the modules listed above including core modules must be passed in order to be eligible for the Honours Degree award in Visual Effects.
Progression to levels 5 and 6 require a minimum of 90 and 210 credits respectively.
The award of an honours degree requires 360 credit points passed with a minimum of at least 120 at level 6 including the final degree project appropriate to the award title.
Table1b (below) details the minimum requirements for all awards.
Honours classification
The University has approved structure and assessment regulations common to all programmes. Full details are provided in UPR AS14, Section D.
Table 1b Final and interim awards available
The programme provides the following final and interim awards:
Award Minimum requirements
Available at end of Level
University Certificate 45 credit points at level 4 4 Certificate of Higher Education 120 credit points at level 4 4, 5 University Diploma* 180 credit points including at least 60 at level 5 5, 6 Diploma of Higher Education* 240 credit points including at least 120 at level 5 5, 6 BA Named Award 300 credit points including 180 at level 6/5 of
which 60 must be at level 6
6 BA (Hons) Named Award 360 credit points including 240 at level 6/5 of
which 120 must be at level 6
6 BA Named Award (Sandwich) 300 credit points including 180 at level 6/5 of
which 60 must be at level 6
6 BA (Hons) Named Award
(Sandwich)
360 credit points including 240 at level 6/5 of which 120 must be at level 6
6 BA Named Award with a Year
Abroad
300 credit points including 180 at Level 6/5 of which 60 must be at Level 6
6 BA (Hons) Named Award with a
Year Abroad
360 credit points including 240 at level 6/5 of which 120 must be at level 6
6
Credits for named interim awards include the successful completion of the level 5 and level 6 modules listed as compulsory for the award titles in the above section D, Programme Structures, Levels, Modules and Credits.
E
Support for students and their learning
Students are supported by;
• Year/Programme Tutor to help students understand the course/programme structure. • Personal Tutors to provide academic and pastoral support.
• Student representatives on the programme committee. • A designated programme administrator.
• On-site shop for materials, Loan Stores for camera and other equipment. • Staff surgery hours.
• An induction week at the beginning of each new academic session. • Overseas Orientation.
• StudyNet, a versatile on-line inter-active intranet and learning environment. • Guided student-centred learning on StudyNet module sites.
• Attractive modern study environments in two Learning Resources Centres. • Access to extensive digital and print collections of information resources.
• A substantial Student Centre that provides advice on issues such as finance, University regulations, legal matters, accommodation, international student support, etc.
• Office of Dean of Students, incorporating Chaplaincy, Counselling and Nursery. • Medical Centre.
• School-based Disabled Services. • University Disability Advisors. • An Equal Opportunities Officer. • The Students’ Union.
• A Careers Service for all current students and graduates.
F. Entry requirements
Selection is based on a portfolio interview, after which students may be required to complete a Foundation Year or Foundation Diploma before progressing to the degree course.
Applications will be considered on an individual basis and are particularly welcomed from students with non-standard qualifications, or from a variety of backgrounds. Access course students without GCSEs are not required to take these qualifications in addition to their Access award, but must ensure that any required subjects are fully met within their Access course.
We seek students with an enthusiasm for all forms of animation, games and visual effects. You will have the creative drive to make things happen and the ingenuity to sort things out when they go wrong. You will have curiosity, resilience and a sense of ambition.
The normal entry requirements for the programme are:
280 points from GCE A Levels (or equivalent) including a qualification in an art related subject and GCSE English at grade C.
Entrants will normally have successfully completed a visual arts pre-degree course, which may be a Foundation, Access or equivalent course in Art and Design such as a BTEC National Diploma/Certificate. Applicants will be evaluated against the following criteria:
c) Personal statement or letter of application.
d) Alternative or additional experience within art and design or appropriate subject areas.
Applicants must be able to demonstrate through either formal qualification or relevant prior experience their readiness for study at degree level.
Successful applicants at interview should be able to show some of the following:
• a portfolio demonstrating drawing ability, willingness to experiment with media and evidence of Art and Design awareness;
• evidence of the ability to develop visual ideas from an observational basis; • indications of spatial awareness in Art and Design work;
• evidence of experience in digital imaging or design;
• an indication of ability in basic mathematical thinking and written and spoken English.
In addition the prospective student should be able to show a commitment to their chosen field of study and a basic awareness of the professional context of their chosen career.
Mature Students
If you have prior higher education or equivalent work experience, it may be possible for this to be taken into account, to enable advanced entry to your chosen programme. For example, if you have a
Foundation Degree/HND in an appropriate subject and are aiming to achieve an honours degree, you may be considered for exemption from Level 4 and/or Level 5 studies (the equivalent of the first and second year of a full-time degree). You may also be awarded credit for relevant prior learning such as previous courses studied (APCL) or your industrial, professional or other experience (APEL).
English Language
All international students are required to demonstrate suitable levels of English language competence. This can be through previous study in English, but we often require specific performance in English tests. All undergraduates must be able to prove a minimum of IELTS 6.0, TOEFL 213 or equivalent.
Section 2
Programme management
Relevant QAA subject benchmarking statements Communication, media, film and cultural studies
Date of validation/last periodic review April 10
Date of production/ last revision of PS March 2012
Relevant intakes All students entering September 2012
Administrative School School of Creative Arts
Course details
Course code Course description JACS
CCANM BA (Hons) Animation Programme W600
Course Instances Instances code
Intake Stream Instances Year
Location: Mode of study
2D2EX A 2D Animation 2 Hatfield Full-time
2DF1F A 2D Animation 1 Hatfield Full-time/sandwich
2DF2F A 2D Animation 2 Hatfield Full-time/sandwich
2DF3F A 2D Animation 3 Hatfield Full-time
2DF3S A 2D Animation 3 Hatfield Sandwich Placement/Study
Abroad
2DF4S A 2D Animation 4 Hatfield Sandwich
2DFA3FYAB A 2D Animation 3 Hatfield Sandwich Placement/Study
Abroad
3D1EX A 3D Animation (Exchange) 1 Hatfield Full-time
3DF1F A 3D Animation 1 Hatfield Full-time/sandwich
3DF2F A 3D Animation 2 Hatfield Full-time/sandwich
3DF3F A 3D Animation 3 Hatfield Full-time
3DF3S A 3D Animation 3 Hatfield Sandwich Placement/Study
Abroad
GAM2EX A 3D Games Art 2 Hatfield Full-time
GAMF1F A 3D Games Art 1 Hatfield Full-time/sandwich
GAMF2F A 3D Games Art 2 Hatfield Full-time/sandwich
GAMF3F A 3D Games Art 3 Hatfield Full-time
GAMF3S A 3D Games Art 3 Hatfield Sandwich Placement/Study
Abroad
GAMF4S A 3D Games Art 4 Hatfield Sandwich
VFXF1F A Visual Effects 1 Hatfield Full-time/sandwich
VFXF2F A Visual Effects 2 Hatfield Full-time/sandwich
VFXF3F A Visual Effects 3 Hatfield Full-time
VFXF3S A Visual Effects 3 Hatfield Sandwich Placement/Study
Abroad
VFXF4S A Visual Effects 4 Hatfield Sandwich
The programme is managed by: • Dean of School;
• Associate Dean of School (AQA) who has delegated responsibility for programmes in the School of Creative Arts;
• a Programme Leader who is responsible for the day to day management and who can advise students on the programme as a whole;
• a School Admissions Tutor with specific responsibility for open days and selection;
• a designated Administrator to deal with day to day administration associated with the programme; • Module Coordinators who are responsible for individual modules;
• a programme committee, the membership of which includes the programme tutor, module coordinators, tutors, student representatives etc.
Programme-specific assessment regulations
The programme is compliant with the University's generic assessment regulations (Structure and
Assessment Regulations for Academic Programmes, UPR AS14) with the exception of those listed below, which have been specifically approved by the University:
• Module 6CTA1016 C&CS Level 6: Degree Essay / Report (Screen) cannot be substituted with equivalent credits from any level to improve the degree classification.
Course Code Course Instance Award Title
Modules (child instance codes and Title)
Must be included in Award degree algorithm CCANM 2DF3F / 2DF4S 3DF3F / 3DF4S GAMF3F VFX3F All
6CTA1016 C&CS Level 6: Degree Essay / Report (Screen)
Further points of clarification and interpretation relevant to this specific programme are given below: • The award of an honours degree in requires 360 credit points passed with a minimum of at least 120
at level 6 including the final degree project appropriate to the award title.
• Progression to levels 5 and 6 require a minimum of 90 and 210 credits respectively.
• Students are required to attend all timetabled sessions for their programme. Some modules have specific attendance requirements in place which will normally be highlighted within the relevant DMD (Definitive Module Document). Lack of attendance may inhibit the students’ ability to meet the learning outcomes of modules leading to reduced or fail grades through poor performance.
Relationship of Assessment to Aims and Learning Outcomes
The assessment of each module is based on the fulfilment of the module aims, as evidenced by the student’s ability to demonstrate the learning outcomes as expressed in the Module Information Forms. Assessment takes two forms:
Formative - on-going progress review in critiques, presentations and tutorials; Summative - assessment that directly contributes to module grade. In the main, this
happens at the end of the modules.
Assessments on the Programme serve to provide the students with the opportunity to demonstrate the appropriate learning outcomes to a standard suitable for the award of a pass grade in the module assessed; or, ultimately, to demonstrate their eligibility for the final award.
Students with documented special learning needs are able to negotiate appropriate arrangements for the submission of work for assessment.
The Programme operates the University policy for treatment of serious adverse circumstances and students receive details in the Student Handbook.
Other sources of information
• Definitive Module Documents • Module Guides
• Student Handbook • A-Z guide
http://www.studynet1.herts.ac.uk/ptl/common/support.nsf/support?ReadForm
• University of Hertfordshire Course website:
http://www.herts.ac.uk/courses/
• QAA Benchmark Statement website:
http://www.qaa.ac.uk/AssuringStandardsAndQuality/subject-guidance/Pages/Subject-benchmark-statements.aspx
• The Framework for Higher Education Qualifications in England, Wales and Northern Ireland, 2008:
http://www.qaa.ac.uk/AssuringStandardsAndQuality/Qualifications/Pages/default.aspx
• SEEC Credit Level Descriptors for Further and Higher Education 2010:
http://www.seec.org.uk/sites/seec.org.uk/files/SEEC%20Level%20Descriptors%202010.pdf
• External Quality Review report website:
http://www.qaa.ac.uk/reviews/reports/instReports.asp?ukprn=10007147
• UNISTATS website:
http://www.unistats.com/
• University of Hertfordshire Academic Quality website:
(StudyNet → Staff → Department Lists → Academic Quality Office)
• Structure & Assessment Regulations - Undergraduate & Taught Postgraduate Programmes, UPR AS14:
• Learning and Teaching Policy and Graduate Attributes, UPR TL03:
http://sitem.herts.ac.uk/secreg/upr/TL03.htm
• Admissions - Undergraduate & Taught Postgraduate Students, UPR SA03:
http://sitem.herts.ac.uk/secreg/upr/SA03.htm
• Academic Quality, UPR AS17:
http://sitem.herts.ac.uk/secreg/upr/AS17.htm
• Index of UPRs for students:
http://sitem.herts.ac.uk/secreg/upr_azlist_info.htm
• Information on Programme and Module External Examiners
http://www.studynet1.herts.ac.uk/ptl/common/studentcentre.nsf/Teaching+Documents/184A221E5EE CA6B780257A5C00250BA9?OpenDocument
Other information relevant to the programme
None.
University policies relevant to the Programme
The University undertakes to use all reasonable endeavours to deliver, assess and administer this
programme in accordance with this Programme Specification. At the same time it is recognised that it is in the nature of academic developments that changes, for example to the structure, curriculum and
assessment of a programme may be necessary in order to ensure that the programme remains up to date, in response to issues raised as a result of on-going monitoring and evaluation and/or in order to conform to new regulatory requirements imposed by this institution, by professional or statutory bodies, or by national or governmental bodies.
The programme operates within the guidelines and policies relating to equal opportunities and environmental issues which may be agreed from time to time by the Board of Governors and/or the Academic Board of the University.
Where the programme is offered in collaboration with another institution these policies and guidelines will normally be those of the partner institution.
The programme operates in accordance with the University's Regulations Governing Studies Involving the Use of Human Subjects (UPR RE01) agreed from time to time by the Academic Board of the University. However, where the programme is offered in collaboration with another institution (for
example through a franchise arrangement for all or part of the programme) then specific approval must be obtained from the University for the operation of the programme within ethical guidelines prepared by the partner institution. The partner institution will be responsible for all insurance liability in connection with the observance of ethical guidelines.
Signed ……….... Date 28 June 2013 Rob Wright
If you would like this information in an alternative format please contact:
Katie Ansell, Senior Student Administrator, School of Creative Arts.
BA Hons 3D Digital Animation / BA Hons 2D Digital Animation / BA Hons 3D Games Art / BA Hons Visual Effects
Table 2: Development of Programme Learning Outcomes in the Constituent Modules
This map identifies where the programme learning outcomes are assessed in the constituent modules. It provides (i) an aid to academic staff in understanding how individual modules contribute to the programme aims (ii) a checklist for quality control purposes and (iii) a means to help students monitor their own learning, personal and professional development as the programme progresses.
Module Title Module Code A1 A2 A3 A4 A5 B1 B2 B3 B4 C1 C2 C3 C4 D1 D2 D3 D4 D5 D6 D7 D8
Animated Thinking: histories, theories, contexts 4CTA1055 X X X X X X X X X X
Digital Systems 4CTA1008 X X X X X
Digital Imaging for Animation and Games 4MMF0012 X X X X X X X X X X
Visualisation and Narrative for Animation and
Games 4MMF0022 X X X X X X X X X
Moving Image for Animation and Games 4MMF0014 X X X X X X X X X X X
Moving Visions: perspectives on digital
animation practice 5CTA1070 X X X X X X
Didital Cinematography 5CTA1017 X X X X X X X X X X X X X X X X X X
Extended Project 5CTA1034 X X X X X X X X X X X X X X X X
* 3D Animation 5CTA1016 X X X X X X X X X X X X X
* 2D Animation 5CTA1035 X X X X X X X X X X X X X
* Games Art 5CTA1036 X X X X X X X
* Visual Effects 5CTA1015 X X X X X X X X X X X X
Professional Work Experience 30: Screen 5CTA1005 X X X X X X X X X X X X
Sandwich Year (Creative Arts) 6CTA1008 X X X X X X
Professional Practice in the Digital Animation
and Games Industries 6MMF0002 X X X X X X
Degree Project: Digital Animation 6CTA1015 X X X X X X X X X X X X X X X X X X
C&CS: L6 Degree Essay / Report (Screen) 6CTA1016 X X X X X X
* Pre-production for 3D Digital Animation 6MMF0006 X X X X X X X X X X X X X X X X X X
* Pre-production for 2D Digital Animation 6MMF0005 X X X X X X X X X X X X X X X X X X
* Project Planning for Games Art 6MMF0001 X X X X X X X X X X X X X X X X X X
* Pre-production for Visual Effects 6MMF0058 X X X X X X X X X X X X X X X X X X
Programme Learning Outcomes (as identified in section 1 and the following page)
Lev el 4 Lev el 6 Transferable Skills Practical Skills Intellectual Skills
Knowledge & Understanding
Repeating students only (see Transitional Arrangements for C&CS – pages 12/13)
5CTA1080 (Semester A) - C&CS L5 Creative Arts - 15 credits (Phase 2 2013/14) 5CTA1081 (Semester B) - CCS L5 Creative Arts - 15 credits (Phase 2 2013/14)
Key to Programme Learning Outcomes
Knowledge and Understanding Practical Skills
A1. Contemporary And emerging developments in 2D digital animation and their impact on the positioning of practice.
C1. Produce outcomes showing mastery of appropriate software and hardware potentially challenging existing media forms, structures and audiences.
A2. Critical, cultural, historical and theoretical debates relevant to disciplines of digital animation.
C2. Demonstrate appropriate levels of professional competence in the realisation, presentation and communication of contexts in the field of 2D digital animation.
A3. Key principles, visual languages and technologies of 2D digital animation. C3. Utilise aesthetic and visual judgements in the realisation of distinctive and creative work in 2D digital animation.
A4. Key professional practices and production processes of 2D digital animation from creative idea development through to post-production.
C4. Sustain the development of ideas through to a resolved material outcome, respecting appropriate broadcast and digital standards.
A5. The operation of the digital animation industries: its professional requirements, markets and audiences.
Intellectual Skills Transferable Skills
B1. Exercise an enquiring, analytical and creative approach to 2D digital animation problems and practices.
D1. Synthesise research in relation to practice, utilising a range of research skills and sources, including primary sources.
B2. Present a range of solutions exploring visual languages, cultural value, materials and techniques in response to set briefs and/or self-determined projects.
D2. Manage time, personnel and resources effectively, by drawing on planning and organisational skills.
B3. Use a range of visualisation tools to create and communicate meaning for research and concept development in 2D digital animation.
D3. Demonstrate personal responsibility, self-motivation and self-confidence to solve problems and take creative risks.
B4. Take into account affective register and consumption contexts and their contribution to the quality of cultural experiences.
D4. Identify personal strengths and learning needs and reflect constructively on critical feedback.
D5. Communicate effectively, persuasively and accurately in visual, oral and written forms. D6. Work productively in a group or team, showing abilities at different times to listen,
contribute and lead effectively.