This is a truly international course, attracting students from all over the world with a diverse range of cultures and identities. It will provide you with a strong theoretical and technical underpinning for the principal areas of study thanks to lecture series on filmmaking techniques, green screen, MOCAP, computer graphic principles, the fusion of art and technology, personal research, and applied digital effects theory and practice.
We accept students from a broad range of art-based subject areas including fine art, photography, architecture, filmmaking, fashion design, and graphic design. We will also consider applications from non-art based subjects such as computer sciences or engineering, as long as good art skills can be demonstrated. Knowledge of digital effects and computer graphics are not a pre-requisite for entry, as everything is rapidly taught from basics. A strong set of traditional art and photography skills are however highly beneficial, and demonstration of all art-based skills should be done at application stage in the form of a digital portfolio.
MA Digital Effects and the National Centre for Computer Animation is the UK’s only officially recognised Houdini Certified School. This incredible software is now at the forefront of the VFX Industry, and knowledge of it is a must for anyone wanting to progress their careers in this field.
Digital Effects is one of three Master's degree pathways created by the National Centre for Computer Animation NCCA. All pathways share a great deal of core teaching, but also have specific pathway teaching. If your primary area of interest is mostly illustration or figurative character-based, then our 3D Computer Animation Programme may be a better choice for you. If your application portfolio is mostly technical or programming-based work without much in the way of original artwork, then our Computer Animation & Visual Effects Programme may be the better choice. Our assessment panels will automatically pass applications deemed better suited to another pathway onto them, so it is a good idea to familiarise yourself with all our Master's pathways to help ensure Digital Effects is the right programme for you.
Please watch the recorded BU Webinar 'MA Digital Effects'. Presented by Phil Spicer, Senior Lecturer In Computer Animation, this webinar will give you an excellent insight into this Master's programme.
On this course you will experience a broad range of skills and techniques relating to a range of different areas within the animation and digital effects industries before choosing a specific area to specialise in. You then develop your skills and knowledge in that chosen area to become a multi-talented animation and digital effects artist.
You are supported in the production of creatively driven work to a professional standard and encouraged to challenge boundaries and think in original ways. You develop intellectual and critical approaches to creative tasks and production processes in animation and digital effects. The course provides an environment where you are enabled to work flexibly and independently within the diverse media industries.
We have up-to-date industry standard animation and digital compositing software and facilities allowing you to build your professional skill set throughout the course. You develop practical and conceptual skills in animation production through real world scenarios. You make and complete animations and digital effects to a high professional standard and develop a portfolio of work that showcases your skills to future employers.
Postgraduate certificate modules
Postgraduate diploma CORE modules
Postgraduate diploma OPTION modules
Careers exist in filmmaking professions, where everything from set designing to cinematography now involves or is entirely completed by computer-generated images, animation and digital compositing – all techniques you can develop on this course.
Continuing expansion of this area offers exciting and challenging career opportunities in • film and television production • game development • motion graphics • web content creation.
This programme is ideal if you have established technical and/or creative skills and wish to develop academic or commercial practice. Focus on the practical skills and knowledge required to participate in design and initiate discussions at the highest level.
This course responds to a specific industry niche, capitalising on the industry and academic experience of our staff members.You focus heavily on specialised computer animation and visual effects practice. We have extensive facilities to support this work – both software and hardware. Staff have technical expertise in maths, computing and Linux, and the creativity to help you produce convincing animation and visual effects that look great.
There are three routes you can choose from to gain an MA Computer Animation and Visual Effects:
Modules offered may vary.
How you learn
You undertake live projects guided by industry practice and you discuss and negotiate with your tutors what area(s) of investigation you wish to explore
How you are assessed
Your learning is assessed by individual coursework. This includes practical implementations and reports which demonstrate a critical evaluation of the practical process, techniques and end product, plus supporting evidence of research into specified areas.
You present your work to your peers and tutors within lab-based sessions to receive both formative and summative feedback.
We provide detailed marking criteria with each assessment. Due to the practical nature of this programme, we allocate more marks to the practical work than the report.
From the beginning of your programme, we prepare you for a career in industry. In addition to your taught classes, we create opportunities for you to meet and network with our industry partners through events such as our ExpoSeries, which showcases student work to industry. ExpoTees is the pinnacle of the ExpoSeries with over 100 businesses from across the UK coming to the campus to meet our exceptional students, with a view to recruitment.
There are a number of internship options, including:
MA Visual Effects (VFX) at London College of Communication is a practice-led course that will develop your technical computing skills, animation, lighting and editing capabilities. The course culminates in a collaborative project that will prepare you for integrated roles within the VFX industry.
MA Visual Effects (VFX) at LCC is taught as a specialist subject within the broad and experimental visual practice of animated visual communication. The course explores the theoretical and historical contexts that inform how audiences perceive reality and photorealism.
You'll be introduced to a range of technical and conceptual approaches to VFX animation. You’ll also explore technologies and processes by producing short-form animation across the VFX spectrum, to set briefs.
The course is delivered across four terms, starting in September and finishing in December the year after. Incorporating a summer break, this is a one-year full-time course (45 taught weeks), delivered over 15 months.
1.1 VFX Animation Fundamentals (40 Credits)
1.2 Design for Animation, Narrative Structures and Film Language (20 Credits)
Terms 2 and 3
2.1 Advanced and Experimental VFX Animation Techniques (40 Credits)
2.2 Collaborative Unit (20 Credits)
3.1 Final Major Project VFX and Thesis (60 Credits)
Our research to date has established that MWM and SMWM are effective at improving shoulder internal rotation range of motion. Previous research however only looked at one particular dosage, 30 repetitions. The aim of this study is to examine if different dosages of MWM and SMWM’s have differing effects on the obtained range of shoulder, i.e. Is more better or worse? We will also establish if dosage also has an impact of the strength of the shoulder muscles.
The design will be set as a single-blind, randomized controlled study. In the first study sixty subjects with limited shoulder internal rotation will be randomly divided into three groups: 10 rep x MWM group, 30 rep x MWM group and 60 rep MWM group. Two outcome measures will be assessed at baseline, after the treatment session, 48hrs, 72hrs and 120hrs later. The outcome measures will consist of shoulder internal rotation range of motion and isokinetic testing of shoulder rotational strength. In the second study sixty subjects with limited shoulder internal rotation will be randomly divided into three groups: 10 rep x Self MWM group, 30 rep x Self MWM group and 60 rep Self MWM group. Two outcome measures will be assessed at baseline, after the treatment session and. 48hrs, 72hrs and 120hrs later. The outcome measures will consist of shoulder internal rotation range of motion and isokinetic testing of shoulder rotational strength. A repeated measures ANOVA will be used to compare differences before and after intervention and among groups at each time-point.
The results of this study will be highly relevant to anyone involved in sports medicine. Shoulder pathology in sports people is very common and normally results in a decreased internal rotation of the shoulder. The results of this study may be able to provide the sports medicine profession with a successful treatment method to improve and maintain the deficit of internal rotation. The results of this study will be published in peer reviewed journals and presented at international conferences.
The aim of this study is to examine the effects of an eight week exercise programme delivered twice a week, in one hour session to children with ASD. The project will examine if 2 hrs per week of exercise is a suitable dosage to obtain significant improvements in the children’s behaviour and fitness level.
This project will be a continuation of a project which is presently running examining the effects of an eight week programme delivered in 3, one hour slots. A suitable exercise programme has been developed to administer to the children. The project will involve administering the exercise programme to primary schools in Carlow and Kilkenny. Children with autism who are taught within an autism unit will be included in the project. Prior to the commencement of the study, the teachers and parents of the children, once their consent has been given, will be asked to fill in 2 questionnaire assessing the children’s behaviour. The children will then undergo a modified Eurofit testing to assess their fitness levels. An eight week programme of exercise will be administered to the children, twice per week, in a one hour duration. Following the completion of the programme retest of the modified Eurofit test will be re administered and the parents and teachers of the children will be again asked to fill out the questionnaires assessing the children’s behaviour.
Exercise is believed to be extremely beneficial for children with autism, especially for improving their behaviour, but the evidence for this is mainly based on case studies. The necessary dosage of exercise to improve behaviour and fitness levels needs to be established. This study will be a follow on from a study currently running in this area. The combined results from both studies will help to inform all medical and educational professionals on what is the optimum dosage of exercise for children with autism, to improve both fitness and behaviour. The results of this study will be disseminated via social media twitter/Facebook (autism mamai), peer-reviewed journals and conferences.
The aim of this study is to evaluate and optimise the use of shockwave therapy in improving the symptoms of ex ercise inducted muscle damage, namely pain and muscle weakness. The use of shockwave to aid in the recovery following exercise inducted muscle damage is a relatively new concept and has not been as yet explored to a great extent in the literature. The study will consist of 2 phases.
In phase 1 a single-blind, randomized controlled study will be conducted. Thirty subjects with will be randomly divided into three groups: shockwave therapy, placebo shockwave therapy and a control group. Muscle damage will be induced to the gastrocnemius muscle. 24 hours later each group will receive their assigned treatment, shockwave, placebo shockwave or no treatment. Prior to the induction of the muscle damage, 24 hrs post, 48 hrs post and 96 hrs post induction, the strength of the gastrocnemius will be measured isokinetically and point tenderness in the muscle will be assessed by measuring the pain pressure threshold in these points.
The second phase of the study will examine the effects of the timing of the delivery of the shockwave treatment on pain and strength in the gastrocnemius following exercise inducted muscle damage. Thirty subjects with will be randomly divided into three groups: one group will receive shockwave therapy 24 hrs post the induction of the muscle damage, group 2 will receive it 48hrs post the induction of the muscle damage and the 3rd group will be a control group and receive no treatment. Muscle damage will be induced to the gastrocnemius muscle. Prior to the induction of the muscle damage, 24 hrs post, 48 hrs post and 96 hrs post induction, the strength of the gastrocnemius will be measured isokinetically and the point tenderness in the muscle will be assessed by measuring the pain pressure threshold in these points. A repeated measures ANOVA will be used to compare differences before and after the interventions and among groups at each time-point.
This study is a continuation of a fourth year project. The results of the research would suggest that shockwave administered directly after the induction of muscle damage is effective at improving the pain experienced in the muscle 48hrs later. The results of this study will be highly relevant to clinicians and sport performers as it will firstly establish if shockwave is effective at eliminating some of the side effects of exercise inducted muscle damage and the optimum timing for same. The results of the study will be disseminated via peer reviewed journals and conferences.
You will study a range of modules including computer graphics and visual effects, and computer vision.
You’ll explore different approaches for creating visual effects and the relationship between the segmentation, classification and identification of images and video.
You’ll learn about modern visual effects tools, programming techniques and physics-based animation, and have the opportunity to apply them and to adapt algorithms to typical problems in an advanced visual effects R&D environment.
This course is for you if you’ve gained mathematics or computer science skills in your first degree and are interested in the technology behind computer games and other digital entertainment.
The course will give you the opportunity to undertake research in our leading centres, including the highly regarded Centre for Digital Entertainment. Our facilities also include the £5 million Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA).
You’ll complete your course with the knowledge and transferable skills to prepare you for a career in the visual effects, computer animation and computer games industries. You’ll gain an understanding of the how to put together a project from scratch, rather than simply use commercial packages, so that your career can take you to a senior position more quickly.
As we involve our industry partners throughout your course, you’ll receive help in getting your CV to our partner companies. When you graduate, you will have already started to build your own industry network.
Recent graduates have gone on to work with companies such as Imagination Technologies, Electronic Arts and Nokia.
Watch a short video on our new Centre for the Analysis of Motion, Entertainment Research & Applications (CAMERA) (https://vimeo.com/133344283).
You can either study the MSc full-time, for one year, or take an optional professional placement and complete the course in two years. The placement offers paid, practical experience in an industrial or commercial environment. Here you’ll have the chance to apply the knowledge and skills you have gained so far, improving your understanding of digital entertainment in practice as you look to build a successful career in this field.
Visit the Department of Computer Science (http://www.bath.ac.uk/comp-sci/) for further information on the department.
The programme exists in partnership with our highly regarded Centre for Digital Entertainment, the UK’s premier doctoral training centre for the digital entertainment sector. With established experience in training for this economically important sector, we’ve been able to develop the MSc with 35 of our most innovative partner companies (for example Double Negative Visual Effects, EA Games, Disney Research), as well as existing students.
The MSc in Digital Entertainment is designed to equip you with a wide range of specialist knowledge and transferable skills, so that you can build a successful career within any number of areas in digital entertainment. We involve industry partners in the provision of our course to ensure we provide relevant, timely and current experience to improve your career prospects.
During your studies you’ll also have the chance to study alongside our doctoral students, and enhance your knowledge and understanding with specialist classes taught by company experts.
The MSc in Digital Entertainment will equip students with the knowledge and transferable skills for a career in the Visual Effects, Computer Animation and Computer Games industries. It provides a solid understanding across all of these sectors, narrowing down over the year to the part that interests you most. It explains how it is done, rather than how to use commercial packages, so that your career can take you to a senior position more quickly. We involve our industry partners, to make sure you are getting the right kind of experience.
At graduation you will have the breadth which all of these industries require but the deeper specialised knowledge and ability to think for yourself which lead to a high-end career. We can help you get your CV to our supporter companies and you will have already started to build your own industry network during the year.
The Department has active collaborations with academics in leading universities in Europe, Australasia, the USA and Japan. Strong links with industry, e.g. HP labs, Airbus, Qinetiq, Westland, Toshiba and Vodafone.
Find out more about the department here - http://www.bath.ac.uk/comp-sci/
Find out how to apply here - http://www.bath.ac.uk/science/graduate-school/taught-programmes/how-to-apply/
You are expected to come from a technical background (Computer Science, Physics, Maths, Engineering) with an existing knowledge of programming and the course will build upon this, providing you with a combination of artistic sensibilities, problem-solving and technical skills, which can be applied to the role of technical director within the animation and games industries. Technical directors often have to work alongside computer animators and resolve technical problems either by configuring existing software tools or designing new tools.
During your year-long study, you will develop your programming and scripting skills, and become familiar with special techniques and tools associated with computer animation. These skills are assessed in a variety of projects you will undertake during the year. Emphasis is placed on the use of industry standard hardware and software in the development of these techniques. Typical examples include the development of C++ programs to test new algorithms, the writing of shaders to support rendering, and the developing of scripts and tools to create new effects.
The academic aspects will provide you with a strong theoretical underpinning for the principal areas of study, including lecture series on computer graphics techniques, animation software development, principles of computer graphics, the fusion of art and technology, and personal research projects. You will also have the opportunity to collaborate with students on the other two Master’s courses in the Group Project. This format provides a realistic setting to discover what it’s like working with other creative people and working to a strict timescale.
The course attracts students from all over the world, giving it a strong interdisciplinary, international feel.
This is a full-time, 180-point Master's programme. You will complete this qualification in three consecutive trimesters over 12 months, delivered at Victoria University's Miramar Creative Centre.
Covers computer graphics techniques that are used as current practice in the film industry through a range of projects ranging from generating special effects to the algorithmic treatment of media.
And one of the following two courses MDDN421 or MDDN422
Learn and practice skills relating to previsualisation, production planning and coordination for creating assets, effects and content for Visual Effects and Motion Graphics.
Covers skills and techniques for creating and working with human, creature and mechanical rigs and controls for digital character animation.
Engage with toi (Māori creativity) and mātauranga (Māori understanding) in the production of both visual and material cultural design that honours our place and past in Aotearoa New Zealand. Guided by traditional Māori protocols and knowledge, students will learn how to understand and interact with Māori symbols and visual spatial strategies in ways that are culturally sound and appropriate.
Covers advanced investigations into topics relevant to professional practice for design today including branding, marketing, networking, presentation and portfolio.
And one of the following two courses MDDN431 or MDDN432
Learn about traditional applications of lighting such as portraiture, practical studio lighting, and cinematography and engage with digital tools to apply traditional lighting techniques to digital media.
Gain relevant skills for creating compelling and emotive animated sequences of digital characters.
Trimester Three: Research Practicum
This studio consists of a supervised practicum, working on a design studio based research and project, generally as a placement in the visual effects industry.
Graduate with a sought-after combination of technical knowledge and experience appropriate for working in the Visual Effects industry or other creative digital fields.
Combine footage and CG assets together to produce visual effects for film and media.
Bring digital characters to life with expressive movement and emotions.
Animate typography, graphical elements and imagery to produce compelling animations.