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Masters Degrees (Effects)

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The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry. Read more
The Digital Visual Effects MSc equips you with advanced skills, knowledge and understanding of high definition digital effects to help you become a highly skilled technical director (TD) in the visual effects industry.

This programme is entirely oriented towards current industrial needs, technology and practice and provides a direct route into the highly desirable creative industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation.

It covers 3D model building, texturing, lighting, rendering, procedural animation (cloth, hair, fur, dynamics), advanced compositing and high-definition digital effects. Although the thrust of the programme is towards high end film special effects and animation, the standards and techniques you learn will allow you to work in numerous other areas of digital effects.

Visit the website https://www.kent.ac.uk/courses/postgraduate/250/digital-visual-effects

About the School of Engineering and Digital Arts

The School successfully combines modern engineering and technology with the exciting field of digital media. Established over 40 years ago, the School has developed a top-quality teaching and research base, receiving excellent ratings in both research and teaching assessments.

We undertake high-quality research that has had significant national and international impact, and our spread of expertise allows us to respond rapidly to new developments. Our 30 academic staff and over 130 postgraduate students and research staff provide an ideal focus to effectively support a high level of research activity. There is a thriving student population studying for postgraduate degrees in a friendly and supportive teaching and research environment.

We have research funding from the Research Councils UK, European research programmes, a number of industrial and commercial companies and government agencies including the Ministry of Defence. Our Electronic Systems Design Centre and Digital Media Hub provide training and consultancy for a wide range of companies. Many of our research projects are collaborative, and we have well-developed links with institutions worldwide.

Course structure

The course is designed to train digital effects artists to work in industry. Our successful former students are working in London and for international companies in areas ranging from television graphics to architectural visualisation. Although the thrust of the course is towards high end film special effects and animation, the standards and techniques you learn allow you to work in numerous other areas of digital effects.

The primary industry jobs the course is oriented towards include: technical directors in assistant, creature development, lighting effects, look development roles, compositors in compositing, digital paint and roto roles, modellers and trackers/matchmovers. For a smaller project or company roles would include that of a 3D generalist, 3D artist, effects artist or compositor. These are not easy to achieve, as global competition is fierce and success depends on much better than average concentration and constant practise to grasp the essence and modern techniques of digital visual effects.

Modules

The following modules are indicative of those offered on this programme. This list is based on the current curriculum and may change year to year in response to new curriculum developments and innovation. Most programmes will require you to study a combination of compulsory and optional modules. You may also have the option to take modules from other programmes so that you may customise your programme and explore other subject areas that interest you.

EL831 - Digital Visual Art set-up (15 credits)
EL837 - Professional Group Work (15 credits)
EL839 - Effects Animation (15 credits)
EL863 - Advanced 3D Modelling (15 credits)
EL864 - Pre-Visualisation (15 credits)
EL867 - Technical Direction (15 credits)
EL868 - High Definition Compositing (15 credits)
EL869 - Film and Video Production (15 credits)
EL870 - Visual Effects Project (60 credits)

Assessment

Each module is assessed by practical assignments. The project work is assessed on the outcome of the project itself.

Programme aims

This programme aims to:

- enable you to develop your knowledge and understanding within the field of digital visual effects, which will equip you to become a professional in the animation and visual effects Industry

- train you in the requirements and skills needed for work in high definition

- produce professionally-trained technical directors who are highly skilled in using state of the art 3D modelling and visual effects software

- provide you with proper academic guidance and welfare support

- create an atmosphere of co-operation and partnership between staff and students, and offer you an environment where you can develop your potential.

Careers

We have developed the programme with a number of industrial organisations, which means that successful students will be in a strong position to build long-term careers in this important discipline.

The School of Engineering and Digital Arts (http://www.eda.kent.ac.uk/) has an excellent record of student employability (http://www.eda.kent.ac.uk/school/employability.aspx). We are committed to enhancing the employability of all our students, to equip you with the skills and knowledge to succeed in a competitive, fast-moving, knowledge-based economy.

Graduates who can show that they have developed transferable skills and valuable experience are better prepared to start their careers and are more attractive to potential employers. Within the School of Engineering and Digital Arts, you can develop the skills and capabilities that employers seek. These include problem solving, independent thought, report-writing, time management, leadership skills, team-working and good communication.

Building on Kent’s success as the region’s leading institution for student employability, we offer many opportunities for you to gain worthwhile experience and develop the specific skills and aptitudes that employers value.

Find out how to apply here - https://www.kent.ac.uk/courses/postgraduate/apply/

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This is a truly international course, attracting students from all over the world with a diverse range of cultures and identities. Read more

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.



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Focus on your profession with skills in 2D graphics and compositing that are immediately relevant in industry. Read more
Focus on your profession with skills in 2D graphics and compositing that are immediately relevant in industry.

Overview

This course is ideal if you want a solid grounding in the latest postproduction systems and techniques as well as a rich understanding of digital visual effects creation for feature film and broadcast television.

You can choose to focus on production-orientated work and apply for this MA degree. Alternatively you can focus on formal research into the technologies behind postproduction systems and apply for the MSc Postproduction with Visual Effects. We run this course in parallel with our masters in Postproduction with Sound Design which will allow you to work with others as you learn, giving you a well-rounded understanding of the postproduction process.

Through the course you'll build up a rich understanding of postproduction. You'll receive scientific and technical training combined with hands-on experience of visual effects systems, program creation and artistic decision-making. Many of our graduates work in the industry, from film to television companies, and some of our graduates have gone on to research in industry or academia.

Course content

This course aims to help you develop a knowledge of the theories and technologies that are central to professional production and postproduction of visual effects in film and television. You'll be able to develop the practical skills that a professional in the film or television industry needs. This course is also ideal if you want to prepare for further research in postproduction systems.

Your understanding of professional production values and aesthetics will be enhanced through technical analysis and critical evaluation. You'll also work on creative and technical collaborative projects with others studying related courses. This will allow you to develop a range of skills, such as time management, working to objectives and team work which you will find useful in the film and television industries as well as elsewhere.

Most of our students study full-time for one year, but you can also study this course part-time over two years.

You'll study a total of 180 credits. 80 of these will be through taught modules in the first two terms. You'll then go on to take a further 100 credits as part of an extended research project in the third term.

Term 1
1. Digital Production and Postproduction Workflows (20 credits)
2. Languages of Film and Television (10 credits)

Term 2
1. Group Projects (20 credits)
2. Visual Effects Design Lab (10 credits)
3. Conform and Finish (10 credits)
4. The Business of Production and Postproduction (10 credits)

The final term is dedicated to the design and development of individual project work.

Careers

The film and television industry is highly competitive and there is a constant demand for visual effects artists with a solid knowledge of current software and postproduction techniques. There's also demand for artists who possess a firm grasp of story and how technology can enhance the viewing experience.

There's an increasing demand for researchers, in both industry and academia, who have a firm understanding of postproduction tools and how they can be applied to create the next generation of postproduction technologies.

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Focus on your profession with skills in 2D graphics and compositing that are immediately relevant in industry. Read more
Focus on your profession with skills in 2D graphics and compositing that are immediately relevant in industry.

Overview

This course is ideal if you want a solid grounding in the latest postproduction systems and techniques as well as a rich understanding of digital visual effects creation for feature film and broadcast television.

You can choose to focus on formal research into the technologies behind postproduction systems and apply for this MSc degree. Alternatively you can focus on production-orientated work and apply for the MA Postproduction with Visual Effects. We run this course in parallel with our masters in Postproduction with Sound Design which will allow you to work with others as you learn, giving you a well-rounded understanding of the postproduction process.

Through the course you'll build up a rich understanding of postproduction. You'll receive scientific and technical training combined with hands-on experience of visual effects systems, program creation and artistic decision-making. Many of our graduates work in the industry, from film to television companies, and some of our graduates have gone on to research in industry or academia.

Course content

This course aims to help you develop a knowledge of the theories and technologies that are central to professional production and postproduction of visual effects in film and television. You'll be able to develop the practical skills that a professional in the film or television industry needs. This course is also ideal if you want to prepare for further research in postproduction systems.

Your understanding of professional production values and aesthetics will be enhanced through technical analysis and critical evaluation. You'll also work on creative and technical collaborative projects with others studying related courses. This will allow you to develop a range of skills, such as time management, working to objectives and team work which you will find useful in the film and television industries as well as elsewhere.

Most of our students study full-time for one year, but you can also study this course part-time over two years.

You'll study a total of 180 credits. 80 of these will be through taught modules in the first two terms. You'll then go on to take a further 100 credits as part of an extended research project in the third term.

Term 1
1. Digital Production and Postproduction Workflows (20 credits)
2. Languages of Film and Television (10 credits)

Term 2
1. Group Projects (20 credits)
2. Visual Effects Design Lab (10 credits)
3. Conform and Finish (10 credits)
4. The Business of Production and Postproduction (10 credits)

The final term is dedicated to the design and development of individual project work.

Careers

The film and television industry is highly competitive and there is a constant demand for visual effects artists with a solid knowledge of current software and postproduction techniques. There's also demand for artists who possess a firm grasp of story and how technology can enhance the viewing experience.

There's an increasing demand for researchers, in both industry and academia, who have a firm understanding of postproduction tools and how they can be applied to create the next generation of postproduction technologies.

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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. Read more

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.

Course structure

Postgraduate certificate modules

  • 3D fundamentals
  • Acquisition and digital effects 1
  • Observational drawing
  • Character animation

Postgraduate diploma CORE modules

  • Advanced animation techniques
  • Acquisition and digital effects 2
  • Communicating research

Postgraduate diploma OPTION modules

  • Concept art
  • Asset creation

Masters modules

  • Masters animation project

Assessment

  • Coursework
  • Dissertation

Employability

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.



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This programme is ideal if you have established technical and/or creative skills and wish to develop academic or commercial practice. Read more

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.

Course details

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:

  • full-time - 2 years with advanced practice (September start)
  • full-time - 1 year (September start) or 16 months (January start)

What you study

Course structure

Core modules

  • 2D Tools and Techniques
  • 3D Tools and Techniques
  • Effects Animation
  • Master's Project: Computer Animation and Visual Effects
  • VFX Industry Practice

 Modules offered may vary.

Teaching

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.

Employability

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.

Advanced practice

There are a number of internship options, including:

  • Vocational internship – spend one semester working full-time in industry or on placement in the University. We have close links with a range of national and international companies who will offer you the chance to develop your knowledge and professional skills in the workplace through an internship. Although we cannot guarantee internships, we will provide you with practical support and advice on how to find and secure your own internship position. A vocational internship is a great way to gain work experience and give your CV a competitive edge.
  • Research internship – develop your research and academic skills by undertaking a research internship within the University. Experience working as part of a research team in an academic setting. Ideal for those who are interested in a career in research or academia.


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Introduction. 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. Read more

Introduction

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.

Content

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. 

Structure

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. 

Term 1

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)

Term 4

3.1 Final Major Project VFX and Thesis (60 Credits)



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Project Objectives. To determine the optimal dosage for Self MWM and MWM to improve rotational movement in the shoulder. To establish the longitudinal effects of the optimal dosage of MWM and Self MWM on shoulder rotational range of motion. Read more

Project Objectives

  1. To determine the optimal dosage for Self MWM and MWM to improve rotational movement in the shoulder.
  2. To establish the longitudinal effects of the optimal dosage of MWM and Self MWM on shoulder rotational range of motion.
  3. To establish if the optimum dosage of MWM and self MWM have any impact on shoulder strength.

Methodology proposed

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.

Expected outcomes: (e.g. deliverables & strategic impacts)

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.



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Project Objectives. To examine if a modified exercise programme of one hour, twice a week, can significantly improve the fitness level of children with ASD, over an 8 week period. Read more

Project Objectives

  1. To examine if a modified exercise programme of one hour, twice a week, can significantly improve the fitness level of children with ASD, over an 8 week period.
  2. To examine if a modified exercise programme of one hour, twice a week, can significantly improve the behaviour of children with ASD over an 8 week period.

Methodology proposed

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.

Expected outcomes: (e.g. deliverables & strategic impacts)

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.



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Project Objectives. To examine if shockwave therapy is an effective treatment to improve the pain and muscle weakness associated with exercise inducted muscle damage. Read more

Project Objectives

  1. To examine if shockwave therapy is an effective treatment to improve the pain and muscle weakness associated with exercise inducted muscle damage
  2. To determine the optimum timing for the delivery of shockwave following the induction of exercise induced muscle damage to improve the associated pain and muscle weakness.

Methodology proposed

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.

Expected outcomes: (e.g. deliverables & strategic impacts)

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.



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Gain specialist insight into the technology behind digital entertainment. Become immersed in everything from computer animation to visual effects and games. Read more

Gain specialist insight into the technology behind digital entertainment. Become immersed in everything from computer animation to visual effects and games.

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.

Why study Digital Entertainment at Bath?

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.

Visit the website http://www.bath.ac.uk/courses/postgraduate-2018/taught-postgraduate-master-s-courses/msc-digital-entertainment/

Career opportunities

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/



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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. Read more

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.



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This MSc programme focuses on the development of sophisticated computer graphics applications and on the development of tools commonly used in the creation of content for these applications. Read more
This MSc programme focuses on the development of sophisticated computer graphics applications and on the development of tools commonly used in the creation of content for these applications. It provides students with opportunity to develop important skills necessary for employment in this sector. They will use their expertise to, for example, develop interactive graphical scenes and deploy up to date techniques to implement real-time and offline visual effects.

Course Overview

This programme will equip students with skills at a high academic level and also crucially enable them to practically implement their knowledge because of the ‘hands-on’ emphasis of the programme.

The main themes of the programme are:
-Current and emerging algorithms and techniques used in film visual effects and games programming
-Approaches used to generate off-line visual effects
-Approaches used to generate real-time interactive games

The first theme develops in the student the necessary skills required to implement algorithms and techniques used to generate realistic scenes. These concepts will be explored in detail.

The second theme addresses the need for students to identify, evaluate and implement suitable methods to solve specific problems related to creating off-line visual effects.

The third theme recognises the need to solve these problems using approaches optimised for real-time computer games development and develops in the student the requisite skills.

Modules

-Animation Systems Development (20 credits)
-Artificial Intelligence for Games & VFX (20 credits)
-GPU Shader Development (20 credits)
-Leadership and Management (20 credits)
-Research Methods and Data Analysis (20 credits)
-Visual Simulation (20 credits)
-Major Project (60 credits)

Key Features

Applicants for this programme will have an interest in computer graphics and Computer Generated Imagery (CGI). The main themes of the programme are current and emerging algorithms and techniques used in film visual effects and games programming, approaches used to generate off-line visual effects and approaches used to generate real-time interactive games. This also includes the development/enhancement of tools used in the CGI and animation industry. Graduates will be concerned with the discipline of developing software and applications using high level programming languages. They will also be experienced in creating custom animated scenes using the powerful scripting languages of industry standard applications such as Maya and Houdini software. Graduates will have an advanced understanding of computer graphics, GPU shader development, and visual simulation methods making use of modern artificial intelligence and simulation techniques. Graduated are likely to find employment either within the film VFX industry, computer games or traditional software engineering sectors.

Assessment

An Honours Degree (2.2 or above) or advanced qualification in Computer Science or cognate discipline from a UK University or recognised overseas institution, or industrial experience in Computer Networking and an Honours Degree.

Where English is not your first language, we ask that you hold an Academic IELTS test with a score of at least 6.0 (no element less than 5.5) or TOEFL with a minimum score of 550 (213 for computer based test).

Career Opportunities

It is expected that graduates would seek positions such as:
-Software Engineers
-Senior Software Engineers
-App Developers
-CGI Special Effects Programmers
-Games Programmers
-Lead Programmers
-Render Manager
-VFX Programmer
-VFX Technical Directors

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Digital FX are everywhere – from low budget independent movies and online digital content, to commercials, television programmes, games and Hollywood blockbusters. Read more
Digital FX are everywhere – from low budget independent movies and online digital content, to commercials, television programmes, games and Hollywood blockbusters.

-Extensive, practical training on set, in a vfx and animation studio and in cutting-edge digital post suites.
-Work with the latest software applications and digital camera technology.
-Tutored by artists, technicians and supervisors currently working in the Industry.
-Shared modules during Year 1 across essential 2D and 3D vfx/sfx techniques.
-Specialise in Year 2 in either Compositing - Design and produce digital vfx for multiple projects or Colour - Online and colour grade multiple projects or CG 3D - Design and create 3D cg vfx for multiple projects.
-A unique bridge to the post production and vfx industries.
-A Creative Skillset-supported course.
-Unlike other schools, all production costs are met by the School.

We welcome EU/EEA Students. Those accepted onto courses starting in 2018 will have their fees guaranteed at the UK rate for both years of the course. Postgraduate students can apply for a loan to help with their studies via the Student Loans Company Loans. A £ 10,000 loan is available to contribute to course and living costs. The Post Graduate Loan is only open to EU/EEA and UK Students who normally live in England. It is not currently available to Scottish, Welsh or Northern Ireland Students. Find out more here: https://nfts.co.uk/fees-funding/funding-guide

COURSE OVERVIEW

This course commences in January each year. During this extremely practical modular course, you will spend a lot of time learning techniques “on set”, in addition to learning in front of a computer. You will work closely with students from all the other NFTS MA disciplines, creating 2D/3D VFX, CG 3D FX or Colour Grading and Onlining the entire production, on a diverse range of NFTS film and television projects – many of which go on to become international award-winners.

This course shares a common first year, allowing you to specialise in the second year in one of three areas:

COLOUR: For those who aspire to be:
-Digital Film Colourists (Baselight/Nucoda/Scratch)
-Online Editors (AVID|DS/Symphony/Smoke)

COMPOSITING: For those who aspire to be:
-VFX Artists/ 2D/3D Compositors (Nuke/Flame/Adobe CS6)

CG: For those who aspire to be:
-CG 3D Artists
-CG TDs (Maya modelling/lighting/texturing/rendering)

Ultimately the course will provide the backbone for a career in 2D VFX or 3D VFX or Colour Grading/Online editing.

The NFTS holds a unique position within the film and television industries, whereby it can offer an invaluable “Bridge to Industry” that attempts to help graduates establish themselves in a new career. At the time of writing, all the previous Digital FX graduates are in employment from Soho to São Paulo. Some are 3D CG TDs at Framestore, Double Negative and MPC in London, others SFX producers at Millennium FX, others 2D/3D compositors at The Mill, Cinesite and The Senate, others working in software development and as product specialists at Filmlight, Image Systems, Assimilate and The Foundry, and others as freelance conform editors and colourists.

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You will learn...…. Comprehensive knowledge of design processes. How to formulate creative strategies and develop them through self-assessment. Read more

You will learn...…

  1. Comprehensive knowledge of design processes.
  2. How to formulate creative strategies and develop them through self-assessment.
  3. How to independently research, master and integrate new design technologies and tools.
  4. To demonstrate effective group/team work skills and written and oral communication skills
  5. To demonstrate the professional and enterprise skills necessary for working effectively in visual effects related ICT organisations

Programme outline

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.

Trimester One

  • MDDN451 Creative Coding for Digital Content

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

  • MDDN421 Compositing and Motion Graphics

Learn and practice skills relating to previsualisation, production planning and coordination for creating assets, effects and content for Visual Effects and Motion Graphics.

  • MDDN422 Creature Rigging and Simulation

Covers skills and techniques for creating and working with human, creature and mechanical rigs and controls for digital character animation.

Trimester Two

  • CCDN412 Mātauranga Design

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.

  • CCDN422 Design professional Practice

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

  • MDDN431 Lighting and Rendering

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.

  • MDDN432 Character Animation

Gain relevant skills for creating compelling and emotive animated sequences of digital characters.

Trimester Three: Research Practicum

  • MDDN541: Research Practicum Project - 60 points

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.

Your career options

Graduate with a sought-after combination of technical knowledge and experience appropriate for working in the Visual Effects industry or other creative digital fields.

Compositor

Combine footage and CG assets together to produce visual effects for film and media.

3D Animator

Bring digital characters to life with expressive movement and emotions.

Motion Graphics

Animate typography, graphical elements and imagery to produce compelling animations.



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