BA (Hons) Animation

01 Sep 2027 - 31 Aug 2033

Course Leader Jonathan Edwards
Course Team Tomos Hooson, James Kimm
Awarding Body University of South Wales
Teaching Institutions University of South Wales
Modes of Study Full Time

Document Version

Version 0
Valid From 01 Sep 2027
Valid To 31 Aug 2033

QAA Benchmarks

N/A

Educational Aim

  • Develop artistic, technical and production excellence in computer animation using industry-standard tools, workflows and production practices. 

  • Prepare students for employment by building professional portfolios, industry awareness and transferable skills relevant to animation, games, VFX and related sectors. 

  • Foster independent, reflective and lifelong learners who can adapt to evolving technologies, pipelines and creative challenges. 

  • Encourage collaborative and interdisciplinary working, reflecting real-world production environments and professional expectations. 

  • Promote ethical, inclusive and global perspectives, enabling graduates to become responsible digital practitioners and positive contributors to industry and society. 

Learning Outcomes

A1 Demonstrate advanced knowledge and understanding of animation principles, production pipelines and visual storytelling through the creation of professional-quality animated work.
A2 Apply industry-standard software, tools and technologies effectively to design, produce and refine computer animation artefacts.
A3 Critically evaluate creative work, including their own and others’, using appropriate technical, theoretical and industry frameworks.
A4 Communicate and collaborate effectively within multidisciplinary production teams, demonstrating organisational skills, professional conduct and project planning.
A5 Manage independent creative projects from concept to completion, responding appropriately to briefs, constraints and feedback.
A6 Critically reflect on and evaluate cultural, ethical, social and sustainability considerations in animation practice and digital production contexts.
A7 Present and articulate a coherent professional portfolio and career direction that demonstrates readiness for employment or further study.
B1 Demonstrate advanced knowledge and understanding of animation principles, production pipelines and visual storytelling through the creation of professional-quality animated work.
B2 Apply industry-standard software, tools and technologies effectively to design, produce and refine computer animation artefacts.
B3 Critically evaluate creative work, including their own and others’, using appropriate technical, theoretical and industry frameworks.
B4 Communicate and collaborate effectively within multidisciplinary production teams, demonstrating organisational skills, professional conduct and project planning.
B5 Manage independent creative projects from concept to completion, responding appropriately to briefs, constraints and feedback.
B6 Critically reflect on and evaluate cultural, ethical, social and sustainability considerations in animation practice and digital production contexts.
B7 Present and articulate a coherent professional portfolio and career direction that demonstrates readiness for employment or further study.
C1 Demonstrate advanced knowledge and understanding of animation principles, production pipelines and visual storytelling through the creation of professional-quality animated work.
C2 Apply industry-standard software, tools and technologies effectively to design, produce and refine computer animation artefacts.
C3 Critically evaluate creative work, including their own and others’, using appropriate technical, theoretical and industry frameworks.
C4 Communicate and collaborate effectively within multidisciplinary production teams, demonstrating organisational skills, professional conduct and project planning.
C5 Manage independent creative projects from concept to completion, responding appropriately to briefs, constraints and feedback.
C6 Critically reflect on and evaluate cultural, ethical, social and sustainability considerations in animation practice and digital production contexts.
C7 Present and articulate a coherent professional portfolio and career direction that demonstrates readiness for employment or further study.

Course Structure

Level 4 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
4B010E MOD014171 Principles of Motion Running 30 specified
4B030E MOD014172 Movement for Characters Running 30 specified
4B053E MOD014173 Design for Story Running 30 specified
4B054E MOD014174 Acting for Animation Running 30 specified

Level 5 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
5B019E MOD014183 3D CG Asset Creation and Production Pipeline Running 30 specified
5B034E MOD014184 Creature Creation for Animation and VFX Running 30 specified
5B051E MOD014185 Character Creation and Animation for Games Running 30 specified
5B074E MOD014178 Collaborative Studio Practice Running 30 specified

Level 6 Modules

Module Code Module Id Module Title Module Status Credit Value Module Type
6B034E MOD014179 Major Project: Planning Running 30 specified
6B051E MOD014186 Major Project: Pre-Production (3D CG) Running 30 specified
6B060E MOD014187 Major Project: Production (3D CG) Running 30 specified
6B064E MOD014182 Major Project: Post-Production and Promotion Running 30 specified

Teaching and Assessment


Learning and Teaching Methods


Employer Engagement


Means of Assessment

Assessment on the course will be designed to align closely with the course learning outcomes and to reflect contemporary practice within the animation, games and digital media industries. Assessment tasks will be authentic, practice-based and mapped directly to learning outcomes, enabling students to demonstrate creative, technical, cognitive and professional competences through the production of animation artefacts, portfolios, production documentation, presentations and critical reflection. 

Assessment methods will be structured progressively across levels in line with FHEQ expectations. At Level 4, assessment will focus on the development of foundational skills, technical competence and academic confidence, with structured tasks and clear guidance supporting students’ transition into higher education. At Level 5, assessment will emphasise applied practice, collaborative studio working and problem-solving within industry-standard production pipelines, including team-based production and live or simulated industry briefs. At Level 6, assessment will prioritise independent, specialist and industry-facing work, culminating in a substantial body of high-quality output evidencing autonomy, critical judgement and readiness for employment or further study. 

In accordance with the University’s assessment regulations, the first two Level 4 modules will operate on a pass/fail basis. Assessment component weightings are retained to support the evaluation of achievement across module learning outcomes and to provide meaningful developmental feedback. However, the overall outcome for these modules will be recorded as Pass or Fail. This approach will support students’ transition into higher education by encouraging experimentation, skill development and engagement with feedback while maintaining clear expectations regarding academic standards and progression. 

A balanced approach to formative and summative assessment will support learning and skill development throughout the course. Formative assessment will be embedded through regular critiques, peer review, tutorials, milestone reviews and feedback on work-in-progress, enabling students to reflect, refine and progressively strengthen their work. Collaborative studio practice will be supported through peer critique, shared production review, role-based feedback and production-style milestone discussions that mirror contemporary animation, games and VFX workflows. These activities will support the development of communication, teamwork, production awareness and interdisciplinary collaboration. Opportunities for self-evaluation and peer feedback will further support learner autonomy, reflective practice and critical engagement with individual and collaborative creative development. 

Summative assessment will evaluate final outcomes against production, visual and professional standards, ensuring clarity of expectations and consistency of judgement. Across the course, assessment methods are intentionally structured to reflect contemporary studio workflows within animation, games and VFX production. A consistent combination of practical production work and reflective process evaluation enables students to demonstrate both specialist production capability and critical understanding while supporting progressive development across levels of study. Portfolio-based assessments throughout the course are underpinned by research, critical enquiry, reflective evaluation and contextual understanding, ensuring that creative outputs are informed by academic thinking as well as professional practice. 

Student choice is embedded where appropriate through the selection of themes, character concepts, reference material, performance interpretation, visual style, technical approach and/or area of specialist focus. This choice operates within clearly defined assessment briefs, learning outcomes and marking criteria to ensure fairness, parity and consistency of academic standards across all submissions.  

Assessment will support academic integrity through transparent assessment criteria, clear guidance on ethical creative practice, and the appropriate use of referencing, reflection and process documentation. Practice-based assessment methods will encourage originality, authorship and responsible engagement with digital tools and technologies while reducing opportunities for academic misconduct. Collectively, this assessment strategy supports the development of creative, analytical and professional capabilities, preparing graduates to meet ScreenSkills expectations, USW Graduate Attributes and the demands of contemporary animation practice. 

Assessment across the course is designed to align with the University’s 2030 Curriculum Design Principles and Challenge-Based Curriculum framework. Across the programme, students will engage with assessments that support challenge-based learning, collaborative studio practice, research and enquiry, learner autonomy, inclusivity, digital fluency and critical engagement with contemporary industry, ethical, cultural, sustainability and societal contexts. These principles are embedded through authentic production tasks, student choice, peer critique, reflective practice, industry-facing projects and engagement with emerging digital technologies and workflows. 

The course acknowledges the increasing presence of AI-assisted technologies within contemporary animation, games and digital production industries and enables students to engage with these developments critically, ethically and professionally. In accordance with the University’s AI Assessment Scale (AIAS) Framework, at least one summative assessment task at each curriculum level, located within the final module of that level, will be aligned to AIAS Level 4 or 5. These assessments will support students’ understanding of the opportunities, limitations and implications of Generative AI within contemporary creative practice. 

The animation industry has historically evolved through the relationship between creative practice and technological innovation. Students will therefore be encouraged to critically examine the role of AI within contemporary production environments, including its application within creative workflows, ethical implications, professional responsibilities and potential impact across different stages of animation, games and digital content production. 

Students may utilise AI-assisted tools in appropriate and authorised ways where permitted by individual assessment briefs and the designated AIAS level. Students are expected to maintain clear creative authorship throughout their work, demonstrating that creative decision-making, technical implementation, critical judgement and final production outcomes are informed by their own skills, knowledge and professional practice. Any AI-assisted processes must be transparently acknowledged and appropriately evidenced within development work, production documentation and reflective evaluation. The course places strong emphasis on originality, ethical practice and informed engagement with emerging technologies while supporting students to develop confidence, agency and professional responsibility in an evolving creative sector. 


Learning Support

The course will adopt a studio-based, practice-led approach to learning and teaching, aligned with the University of South Wales’ 2030 Curriculum Design Principles and commitment to inclusive, engaging and employability-focused education. Learning will be centred on active participation, creative enquiry and real-world problem solving, enabling students to develop confidence, independence and a strong practitioner identity within animation, games and digital production contexts. 

Teaching will be delivered through a carefully balanced range of methods including studio-based practice, workshops, lectures, seminars, tutorials, critiques and industry-facing activities. Learning will be supported through access to specialist animation studios, 3D CG facilities, dedicated production spaces, industry-standard software and digital production technologies. These facilities enable students to engage in authentic studio-based workflows, collaborative production practices and professional approaches to animation development and delivery. These approaches will support diverse learning preferences and encourage students to learn through making, reflection, collaboration and dialogue. Digital technologies and industry-standard workflows will be integrated throughout the course to develop technical fluency, production awareness and adaptability within contemporary animation and 3D CG practice. 

Structured guidance at Level 4 will support the development of core technical, artistic, production and academic skills, while Levels 5 and 6 will progressively emphasise collaboration, autonomy and self-directed studio practice within professional production pipelines. Students will increasingly engage with specialist workflows, independent project development and industry-facing production contexts, preparing them for employment, freelance practice and lifelong learning. 

Student engagement will be fostered through authentic learning experiences including live and simulated industry briefs, collaborative production activities, peer critique, milestone reviews and reflective practice. Structured milestone reviews at regular points throughout modules will support project planning, progress monitoring, formative feedback and reflective practice, enabling students to identify areas for development and respond constructively to feedback. Collaborative studio culture will be supported through shared production discussion, feedback exchange and opportunities for students to engage in role-based workflows reflective of contemporary animation, games and VFX environments. Teaching activities will encourage communication, teamwork and awareness of interdisciplinary production processes. 

Opportunities to specialise in areas of computer animation and 3D CG practice (including character animation, 3D CG art, real-time production, technical pipelines, production management and directing) will allow students to shape their learning in line with individual strengths, specialist interests and career ambitions. Through these experiences, students will also develop leadership, project management and entrepreneurial skills relevant to freelance, studio and independent creative practice. Independent and self-directed learning will be embedded through project planning, research, experimentation and evaluative practice, supported by regular formative feedback and Personal Academic Coaching (PAC). 

Academic and professional literacies will be developed progressively across all levels of study. At Level 4, students will be supported in developing research skills, reflective practice, academic writing, referencing and critical evaluation through structured learning activities and guided feedback. At Level 5, students will increasingly apply critical analysis, contextual research, academic enquiry and evidence-informed decision-making within production and collaborative project environments. By Level 6, students will be expected to demonstrate independent enquiry, critical judgement, reflective evaluation and professional communication skills, enabling them to engage confidently with both academic and industry contexts. This progressive approach supports students in becoming reflective practitioners capable of critically evaluating creative, technical and professional decisions throughout the production process. 

Students will be supported through a combination of embedded learning activities, formative feedback, Personal Academic Coaching (PAC), University Learner Development provision, library-supported information literacy development and access to resources such as the Academic Skills Hub. Support will be scaffolded across all levels to assist students in developing confidence in academic writing, research, critical analysis, referencing and independent learning. 

The course will support diverse learner needs through inclusive teaching practices, scaffolded practical activities, multimodal demonstrations, accessible learning materials, varied feedback opportunities and flexible approaches to creative problem-solving. Critiques and peer review will be structured to promote constructive dialogue, confidence-building and a supportive studio culture. Collectively, the learning and teaching strategy is designed to support, challenge and empower students to become creative, ethical and employable graduates capable of contributing positively to the animation industry and wider creative sector

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


Entry Requirements

Admission to the course is typically through the following qualifications:

Applicants are expected to meet the University’s standard entry requirements for undergraduate study. Typical offers may include a relevant Level 3 qualification such as A Levels, BTEC or equivalent.  

Applications from students with non-traditional qualifications or relevant industry experience are welcomed and will be considered on an individual basis. 


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 will adopt a robust approach to quality assurance and continuous enhancement, informed by a range of internal and external feedback mechanisms. Student feedback will be central to this process and will be gathered through module evaluations, student–staff liaison committees, informal studio dialogue and cohort meetings. Feedback will be reviewed regularly by the course team and will inform ongoing enhancements to teaching, assessment and curriculum delivery, with actions communicated clearly to students through established feedback loops. 

Evidence gathered through student feedback, External Examiner reports and course review processes has directly informed the development of the revised BA (Hons) Computer Animation curriculum. Current students expressed strong support for the portfolio-based assessment strategy, highlighting the value of evidencing creative development through visual process documentation rather than relying primarily on traditional written reports. Students also supported the introduction of structured milestone reviews within six-week modules, recognising the importance of regular formative feedback and progress monitoring. Feedback further reinforced the need for clear progression through production pipelines, greater emphasis on pre-production planning and continued opportunities to develop observational drawing and visual development skills throughout the course. These themes have been incorporated into the revised curriculum structure and assessment strategy. 

External Examiner consultation informed the development of the revised curriculum. Bryan Panks, Academic Course Leader for BA Animation at the University of Gloucestershire and the course's External Examiner, endorsed the proposed course structure, highlighting its strong alignment with contemporary animation industry practice, ScreenSkills Select expectations and professional production workflows. The External Examiner identified strengths in the curriculum’s integration of visual storytelling, technical problem-solving, critical research, collaborative production practices and portfolio development, confirming that the revised curriculum provides a clear developmental pathway from foundational skills to specialist professional practice and graduate employability. 

External Examiner reports will continue to play a key role in assuring academic standards, assessment integrity and alignment with sector benchmarks. Their reports will be reviewed annually, with actions identified and monitored through formal quality processes to support continuous improvement and consistency across modules and levels. 

Industry and employer engagement has played a significant role in the redevelopment of the course. Consultation undertaken with industry partners, visiting practitioners, graduate employers and alumni during curriculum development has helped ensure that curriculum content, tools and workflows remain current and industry relevant. Industry partners, including representatives from Beryl Productions, Picl Animation, Cardiff Animation Festival, Cloth Cat and Bumpybox, endorsed the proposed curriculum structure and highlighted the value of its industry-facing approach, collaborative production practices, portfolio development and graduate employability focus. 

Industry and employer engagement will continue to play a significant role in ongoing course enhancement. Feedback from visiting practitioners, live briefs, studio partners, graduate employers and alumni will continue to inform curriculum content and skills development. ScreenSkills accreditation and periodic review will provide additional external assurance that the course meets professional standards for animation and games education, with outcomes informing future curriculum development and skills provision. 

Ongoing monitoring will be embedded through annual course review processes, assessment analysis, progression and achievement data, and reflection on student outcomes and graduate destinations. The course team will also engage with institutional enhancement initiatives, staff development and pedagogic innovation aligned with the USW 2030 Curriculum Design Principles. 

Collectively, these assurance and enhancement mechanisms will ensure that the course maintains academic rigour, responds effectively to student and industry feedback, and continues to evolve in line with professional practice, institutional priorities and the needs of a changing creative sector. 


Quality Of Standards Indicators

N/A