BA (Hons) Animation

08 Jul 2021 - 31 Aug 2027

Course Leader Jonathan Edwards
Course Team Brian Fagence, Philip Duncan, Nick Hood, Corrado Morgana
Awarding Body University of South Wales
Teaching Institutions University of South Wales
Modes of Study Full Time

Document Version

Version 1
Valid From 08 Jul 2021
Valid To 31 Aug 2027

Educational Aim

The main aims of the course are to: Engender an aesthetic sensibility and the capacity to become a confident creative practitioner.

Develop a detailed and progressive understanding of the nature of current 3D Computer Animation production techniques and practices, encompassing the 3D CG film, TV, VFX, Games and other new media industries.

Instill theoretical and practical knowledge of the core, generic skills required for professionals working within the 3D Computer Animation sector with emphasis on employment and industry pipelines and practices.

Enable high levels of self-motivation, intellectual curiosity, speculative enquiry, imagination, and divergent thinking skills, enabling students to recognise the interactive relationship between materials, media and processes, between ideas and issues, and between producer, mediator and audience, through engagement in critical discourse and understanding of contextual frameworks in practical application.

To engender in students the managerial and entrepreneurial skill to operate in the creative industries in a variety of roles from self-employment, to SME and large companies, including decision making in relation to the aesthetic, operational, user, market, production and/or manufacturing characteristics of artefacts and systems both individually and as part of a group.

Develop creativity in students reasoning involving flexibility of ideas and methodologies informed by an awareness of current critical debates including considerations of expressive, functional, stylistically issues that are commercially driven or socially motivated.

Use Skills in communication and presentation -articulate ideas and information comprehensibly in visual, oral and written forms; present ideas and work to audiences in a range of situations.

Equip students with the ability to critically analyse and evaluate 3D Computer Generated work from a variety of perspectives, including artistic, socio-cultural, scientific, historical, ethical and legal.

Provide a number of exciting yet appropriate challenges to generate creative content and produce inspiring work to drive and inspire artistic and technical boundaries.

Promote a range of opportunities for collaboration, teamwork and the experience of a “studio simulation” environment within a university context.

Develop the capacity to work independently, and to critically reflect upon future learning needs.

Learning Outcomes

A1 Development of Knowledge – Develop knowledge and understanding of the theories and principles of technologies, techniques and methods appropriate to the area of study. Appreciate how the history and contemporary applications of computer animation and allied media technologies can be understood in relation to technological change.
A2 Application of knowledge - Identify and appraise the key production process and professional practices relevant to the computer animation industry specifically the processes linking pre-production, production, and delivery of computer-generated assets.
A3 Systemic Understanding - Understand the context of computer animation as a form of communication that has emerged historically and appreciate the processes through which they have come to being, with reference to social, cultural and technological change.
A4 Cultural Context – Develop an ability to form considered judgments about the aesthetic, technical and social qualities of computer animation within the scope of a wider environment, with an ability to reflect upon and relate their ideas to the work of others. Students should acquire an understanding of fundamental historical and contemporary issues that have affected the context for the subject and have an ability to engage with concepts, values and debates that inform study and practice in their field.
B1 Creative skills and conceptual thinking - An ability to conceptualise, investigate and develop the design of two-dimensional, three-dimensional, or time-based media and processes specific to their chosen discipline. Explore and evaluate creative processes and practice through engagement in one or more production practices and develop an appreciation of the ways in which specific media and their attendant technologies make possible different kinds of aesthetic forms within computer generated imagery.
B2 Research and Analysis - Draw upon the range of data, sources and the conceptual frameworks appropriate to research in the chosen area in relation to established and emergent technologies. Collate, critically evaluate and understand a variety of research material within and beyond academic literature.
B3 Communication - The ability to communicate information and ideas clearly and succinctly within a range of discourses as appropriate to different audiences. It is important for the student to have a knowledge and understanding of the breadth of written, spoken, graphic and modelling techniques within a wide range of media. An ability to listen and engage in informed dialogue, with an ability to be open and receptive to new things and ideas. This includes the ability to communicate effectively with other people and to work within multi-disciplinary teams.
B4 Creation Process - Generate ideas, concepts, proposals & solutions independently and/or collaboratively as self-initiated activity and/or in response to set briefs. Employ both convergent and divergent thinking in the processes of observation, investigation, speculative enquiry & visualisation of final production computer-generated artefacts. Use a variety of computer-based skills to develop specific proficiencies and deliver work to a given length, format, brief and deadline, making use, as appropriate, of a problem-solving approach.
C1 Resourcefulness and Entrepreneurial Skills - Apply resourcefulness and entrepreneurial skills to support their own practice, and/or the practice of others. Work autonomously in a self-directed manner with an ability to define one's own brief and to formulate preparatory and final production work that effectively structures relevant information.
C2 Teamwork and Collaboration - The ability to work constructively and productively in groups. An ability to listen and engage in informed dialogue. The ability to take responsibility for one's own work and the ability to understand the role of others within multi-disciplinary processes.
C3 Project Management - Work in flexible, creative and independent ways, showing self-discipline awareness of relevant ethical considerations, self-direction and reflexivity in organising and managing supervised, self-directed projects as well as working productively in a group or team, showing abilities at different times to listen, contribute and also to lead effectively.
C4 Professional Practice - Analyse and evaluate how computer animation studios and their related creative organisations operate, communicate and are managed to develop an understanding of how work is organised in the 'creative industries' whether individually or collaboratively in order to research and identify possible employment destinations

Course Structure

Level 4 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
CB1S06 MOD011281 Contextual Studies: Animation Running 20 specified
AA1S51 MOD012613 Narrative Strategies Running 20 specified
AA1S47 MOD012609 Drawing and Visual Language Running 20 specified
AA1S48 MOD012610 Introduction to Animation Running 20 specified
AA1S50 MOD012612 Further Adventures in Animation Running 20 specified
AA1S52 MOD012614 Animation and Design Running 20 specified

Level 5 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
CB2S07 MOD013804 Business and Employability Running 20 specified
AA2D05 MOD010955 Animation Pipeline Running 40 specified
AA2S43 MOD012618 Critical Studies Running 20 specified
AA2S42 MOD012617 Technical Practice for 2D and Stop Motion Running 20 specified
AA2S45 MOD012620 Applied Animation Running 20 specified

Level 6 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
AA3S24 MOD012621 Business and Employability Running 20 specified
AA3S25 MOD012623 Critical Research: Animation Running 20 specified
AA3S26 MOD012625 Specialist Advanced Animation Project Running 20 specified
AA3S27 MOD012626 Major Project Pre-Production Running 20 specified
AA3D10 MOD012627 Major Project Production Running 40 specified

Teaching and Assessment


Learning and Teaching Methods

Lectures An Illustrated presentation on a particular topic. The term 'lecture' covers everything from the traditional model, where a single member of the institution's staff or an affiliate23 introduces ideas or delivers facts to a group of students, to approaches that might be much more interactive, involve a variety of contributors, make use of a range of media and technologies, and take place virtually as well as in person.

Seminars A discussion or classroom session focusing on a particular topic or project. Seminars are defined as sessions that provide the opportunity for students to engage in discussion of a particular topic and/or to explore it in more detail than might be covered in a lecture - the extent of interaction will depend on the delivery method. A typical model would involve a guided, tutor-led discussion in a small group. However, the term also encompasses student or peer-led classes with a staff member or affiliate present. As with lectures, use\\u2028of technology means seminars may take place virtually.

Tutorials A meeting involving one-to-one or small group supervision, feedback or detailed discussion on a particular topic or project. Tutorials may be distinguished from seminars in light of the stronger emphasis they place on the role of the

tutor in giving direction or feedback. Tutorials can happen virtually as well as face-to-face.

Groupwork A range of activities involving collaborative working and usually culminating in a presentation of work. Group work involves students working collaboratively on set tasks, in or out of the classroom.

Project Supervision A series of meetings or exchanges with a supervisor to discuss a particular piece of work. The term 'project supervision' is used to refer to the meetings that a student or group of students would have with a supervisor, to plan, discuss, and monitor progress on a particular piece of work, such as a dissertation or extended project.

Practical Classes

and Workshops A session involving the development and practical application of a particular skill or technique. Examples are wide ranging and could include a laboratory class, recital, artefact handling/ identification, language conversation, sports match and so on. Practical classes and workshops might incorporate elements of teaching or guided learning, and they are at least likely to be supervised or observed by lecturing staff.

Fieldwork Some learning sessions take place outside of the teaching space. These sessions are usually associated with visual studies These sessions are usually supervised and students will visit locations such as museums, castles, town centres etc

External Visits

(including fieldtrips) A visit to a location outside of the usual learning spaces, to experience a particular environment, event, or exhibition relevant to the course of study. Visits are ad hoc, and student focussed, and it is

Examples are wide ranging and could include a visit to a company, film studio, a location, a museum, collection or performance. These visits might be unsupervised or supervised, and supervisors could include staff or appointed representatives. difficult to provide specific hours for this activity as it will change annually.

(including Online Learning) Directed study relates to the study hours which are academically directed but do not take place in direct contact hours. Such direction would normally be undertaken by the use of online resources, for example on a virtual learning environment, or through workbooks and other materials, and may involve students carrying out a piece of research or reading relevant course material as directed by staff.

Independent Study Study instigated through student’s own initiative. Higher education is distinguished from general and secondary education by its focus on independent learning. Scheduled learning and teaching activities typically feature alongside time in which students are expected to study independently, which may itself be 'guided'. Independent study might include preparation for scheduled sessions, follow-up work, wider reading or practice, completion of assessment tasks, revision, and so on. The relative amounts of time that students are expected to spend engaged in scheduled activities and independent study varies between courses. In all cases, students are expected to be responsible for their own learning, with appropriate support being provided by the institution. Such support can be via study skills training, feedback on assessed work, access to libraries and learning spaces.

The assessment at regular intervals of a student's progress with accompanying feedback in order to help to improve the student's performance Formative assessment can include diagnostic assessment. It is guided by the need to provide students with developmental feedback and may be provided by means of the following: 1. Oral, written and aural commentary 2. Regular feedback through seminar and tutorial activities 3. Feedback on self-study tasks 4. Peer evaluation (which may form part of the summative assessment strategies at later levels) If formative assessment is designed as part of in-class delivery, the time allocated for such assessment will be indicated as ‘scheduled’. These assessments might include in-class tests and non-assessed presentations.


Employer Engagement

Visiting Speakers

The Faculty oprates a range of visiting speaker/guest lecturer opportunities at Faculty, Subject, Course, and Module level.

Fieldtrips

Organised visits to studios, media organisations and associations, and appropriate ‘animation’ referencing activities.

Work Placements

Work placements, where possible, are organised as part of Professional Practice in year two, or Professional Development in year three.

Work-based Leanring

WBL activities will be actively sought for, and in coordination with, the student. Where possible these opportunities will reflect the student’s identified employment area.

Employer Forums

Attendance to these events, as and when appropriate/possible.


Means of Assessment

Practical Coursework

Presentation

Essay

Project Output

Report

Portfolio


Learning Support

Induction

Induction week activities organised at University, Faculty and Course level.

Personal Tutor

Personal Academic Coaching is now in place across the Faculty for all Level 4 and 5 students. All Level 6 students have a named Personal Tutor.

Office Hours

Staff office hours relate to a two-hour designated weekly period where students can electively meet their tutors.

Tutorials

Teaching and learning supported through both individual and small group tutorials across each of the course’s modules.

Seminars

Teaching and learning supported through seminars across all the course’s modules.

Formative Assessment

This is integral part to many of the course’s assessable outputs.

Progress Meetings

In addition to the Personal Academic Coaching tutorials, progress meetings are held individually or with small groups, during modules.

Research Supervision

As an integral part of modules that explicitly state research as part of an assessed output.

Online Resources

The course and its modules use USW’s virtual learning environment, Blackboard, and course management system. All integral learning resources and assessments are available and managed through this system. Advice CentresAvailable via USW online appointment-based system. DDS Service Available via USW online appointment-based system.

IT/LibraryStudy support is available at the Cardiff campus Library.

Course Exit Points

Award Criteria Final
Bachelor of Arts (with Honours) 360 credits of which at least 100 must be at Level 6 or above, 120 at Level 5 or above, 120 at Level 4 or above and no more than 20 at Level 3 Final
Diploma of Higher Education 240 credits of which at least 100 must be at Level 5 or above, 120 credits at Level 4 or above and no more than 20 credits at Level 3. Exit
Certificate of Higher Education 120 credits of which at least 100 must be at Level 4 or above and no more than 20 at Level 3 Exit

Progression Route

Graduates will be able to progress into a range of graduate-level roles within the TV Animation, VFX, Games industries, as well as wider CG related roles and associated creative disciplines within other industries.

The skill base established within the course allows for graduates to move into other art and design disciplines and may include architectural-visualisation, product design, 3D graphics, App development, virtual reality, and production roles. Graduates may also establish freelance careers or set up their own companies.

Graduates can also progress into further study at the University of South Wales, through the MA in Animation, MA in Games Enterprise, or other masters-level provision.


Entry Requirements

Admission to the course is typically through the following qualifications:

Applicants will be asked to take part in a 30-minute interview. They are required to bring a portfolio to support their application. This is because the course requires students to have strong artistic and design abilities. Their portfolio should be a carefully constructed selection of work, preferably produced during their most recent course of study, and can include any personal work or projects that they feel are relevant to the course.


Portfolios with examples of:


Life-drawing and observational drawing
Painting and mixed-media studies
Evidence of design and thought processes
Examples of character designs, concept art, etc
Technical drawings (if appropriate)
Photographs of any physical 3D work that you have produced
Sketchbooks showing all preparatory work


They may also wish to bring examples of digital 2D or 3D CG work on a tablet, laptop, or HDD for consideration at the interview. During the interview they should discuss their work and the designers, animators and/or artists who have influenced them.


Typical A-Level Offer


BCC - CDD to include a relevant art and design subject (this is equivalent to 104-80 UCAS tariff points).


Typical Welsh BACC Offer
Pass the Advanced Welsh Baccalaureate Diploma with Grade C/D in the Skills Challenge Certificate and BC - CD at A Level with a relevant art and design subject (this is equivalent to 104-80 UCAS tariff points).


Typical BTEC Offer
BTEC Extended Diploma Distinction Merit Merit - Merit Merit Pass in a relevant subject (this is equivalent to 112-80 UCAS tariff points).


Typical IB Offer
Pass the International Baccalaureate Diploma with a minimum of 80 UCAS tariff points from Higher Levels to include a relevant subject


Typical Access to HE Offer
Pass the Access to HE Diploma with a minimum of 80 UCAS tariff points


Additional Requirements
GCSEs: The University normally requires a minimum 5 GCSEs including Mathematics/Numeracy and English at Grade C or Grade 4 or above, or their equivalent, but consideration is given to individual circumstances.


Inclusive Curriculum Statement

The University of South Wales operates a policy of inclusive learning, teaching and assessment to ensure that all students have an equal opportunity to fulfil their educational potential. Course teams will have considered ways of designing out any potentially disadvantageous element of courses during the course design process. However some specific needs may remain, details about how to apply to have your needs assessed can be found at: http://unilife.southwales.ac.uk/pages/3040-disability-and-dyslexia-service/


Addendum for Delivery at a Partner Institution

N/A


Methods Of Quality Standards

The course team follows QAA Code of Practice for Learning and Teaching, yearly reviewing and enhancing the provision of learning opportunities and teaching practices.

 

The course takes note of QAA, CQFW Level Descriptors to define how we deliver content through the different levels – ensuring Level 6 students ‘initiate and lead tasks and processes’ and work in a group, taking responsibility for the work and roles of others. The course is designed to enable the students grow more independent through the years to prepare them for industry.

 

Following the University’s academic plan the course actively promotes collaboration with other courses within the University. As well as the established collaboration elements within the course, the course is a driving force in the ‘CollaborATRiuM’ pitching sessions designed to get students collaborating creatively across different courses within the Faculty. 


Quality Of Standards Indicators

N/A