In order to take advantage of new approaches to learning and teaching, as well as developments in industry to benefit our students we regularly review all of our courses. This course is currently going through this process and we will update this page in April 2017 to give you full information about what we will be offering once the review process has concluded.
Welcome to one of the most established computer animation degrees in the UK. Not only are we one of the oldest, we're one of the greatest; as we place emphasis on the creative side of computer animation, combining traditional art disciplines like life drawing and cinematography with more technical subjects relevant to computing, like programming and applied maths.
This degree sees you split your time between computing and moving image studies, ultimately equipping you with skills in a range of disciplines and an enviable overview of the industry.
86% of last year’s students agree our staff are good at explaining things – why not and come and meet us and find out more.
*All statistics shown are taken from Unistats, Destination of Leavers from Higher Education (DLHE), BU institutional data and Ipsos MORI (National Student Survey) unless otherwise stated.
Facilities
Location
Start date
Bournemouth
(Dorset)
Fern Barrow, Talbot Campus, BH12 5BB
Start date
Different dates availableEnrolment now open
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Subjects
Staff
Computing
Animation
Teaching
Rendering
Maths
Camera
3d training
Graphics
Drawing
Art
3D
Image
Life Drawing
Project
Systems
Industry
Programming
Learning Teaching
Cinematography
Production
Visualisation
Course programme
Course details
On this course you will usually be taught by a range of staff with relevant expertise and knowledge appropriate to the content of the unit. This will include senior academic staff, qualified professional practitioners, demonstrators, technicians and research students. You will also benefit from regular guest lectures from industry
Year 1
Core units
Computer Animation Production & Practice: You'll be taught about key pre-production materials of animated and interactive Computer Generated Imaging (CGI) projects, as well as storytelling techniques through scriptwriting and storyboarding.
Introduction to Production Tools: An introduction to the software tools used for producing 3D computer animation and visual effects. You'll work on a 3D animation and visual effects project to a set brief.
Cinematography and Acquisition 1: In this unit, you'll develop a basic theoretical and practical understanding of cinematography and camera practices.
In order to pass this unit, you will be required to earn a Safe Handling Certification (SISO Passport). The Safe Handling Certification allows you to check out and use university equipment and is awarded to students who have attended 3/5 (60%) workshops during the course of the unit, it is recognition that you are deemed competent (from both a technical and a health and safety perspective) to use the equipment and facilities required for this unit and for other units in the program.
Moving Image Theory 1: The history of animation and moving images, from the invention of the camera to early computer and digital technologies. You'll learn about key animation scholars and consider the relationship between technology, practice and context.
Computing for Graphics: An introduction to computing and programming concepts that are commonly used in computer games, graphics and animation.
Mathematical Methods: You'll learn how maths and physics are used in Computer Games and Computer Animation.
Year 2
Core units
Group Project: In a group, you'll learn about the principles and practices of team work and develop more creative skills as you produce a short visual sequence. You'll learn about more advanced CG skills to help you develop and research ideas.
Computer Animation Specialist Production: An opportunity to personalise your style of work by completing a computer graphics project.
Visual Effects and Compositing Techniques: Principles and practices of visual effects and compositing that mirror industry standards in creating certain types of shots. You can study this further in your final year.
Computing for Animation: An introduction to Object Oriented Programming (OOP) and commonly-used concepts in computer graphics and animation.
Mathematics for Computer Graphics: You'll learn how key mathematics and algorithms are used for 2D and 3D computer graphics.
Option units (choose one)
Cinematography and Acquisition 2: You'll develop an advanced understanding of cinematography and camera practices for digital effects.
Principles of Rendering: There are similarities between rendering techniques that take hours (film) and less than a second (games). For example, both disciplines have rules governing light and colour. In this unit, you'll develop an understanding of rendering, and create new effects and shades.
Moving Image Theory 2: Picking up from where the historical narrative of Moving Image Theory 1 left off, you'll learn about the development of different types of early computer animation and digital moving images. You'll compare the impacts of the camera and the computer on image theory, and learn about key post-modern theories and consider where they stand in light the advances made in contemporary moving images.
Please note that option units require minimum numbers in order to run and may only be available on a semester by semester basis. They may also change from year to year.
Year 3
Optional 30 week (minimum) work placement.
Year 3/4
Core units
Major Project & Report: A production unit which runs throughout the academic year. It will give you the chance to use and merge the knowledge you've gained in an innovative and creative way, as an individual or as part of a group.
Innovations: You'll be encouraged to explore the potential of the computer in the evolution of creative expression. You'll be introduced to current approaches to experimentation in animation, effects, games and related disciplines, and to methods that can sometimes lead to innovative ideas and products.
Masterclass: Learn about the professional world of a digital media production house, the advanced production issues in professional practice and specialist computer graphics techniques.
Animation Systems Techniques: Merging what you learnt over the first two years of the course, you'll look at how computer animation systems are designed and used. You'll learn about more advanced mathematical and programming techniques used in developing computer animation system and use these to make 2D and 3D computer animation systems.
Option units (choose one)
Advanced VFX Techniques: The unit not only will strengthen the knowledge you gain in year 2 by reviewing and exploring more in depth the introduced bodies of knowledge, but will also develop new knowledge for other fundamental visual effects sub areas.
Simulation Techniques for Animation: This unit will equip you with an in depth understanding of the basic theories involved in animation system development, such as geometrical deformation, kinematics, dynamics, mechanics and other fundamental physics theories.
Please note that option units require minimum numbers in order to run and may only be available on a semester by semester basis. They may also change from year to year.
Scheduled learning and teaching activities
Contact hours
The hours below give an indication of how you can expect to spend your time during each year of this course. As this is an interdisciplinary programme you are taught through a mixture of lectures, workshops tutorials, seminars and screenings. The type of units taught can be classified in three broad categories, (a) technical, (b) production, and (c) art theory and practice. The technical units cover the principles and techniques required to understand and master the technology used in computer animation and games. The production unit’s deal with the craft skills, the production pipeline, and required systems and tools needed in the production of computer animated sequences or games. Art-based subjects provide the required practical skills in traditional media such as life-drawing, photography, sculptural practice, and knowledge of the visual aesthetic principles and practices for computer generated.
Guided independent study will supplement scheduled learning and teaching activities across all three years.The final year has a practice-based focus, with less lecture and workshop contact time.
Year 1 – 28% of your time will be spent in timetabled learning & teaching activities
Learning and teaching: 470 hours
Independent learning: 730 hours
Year 2 – 35% of your time will be spent in timetabled learning & teaching activities
Learning and teaching: 323 hours
Independent learning: 877 hours
Year 3 - Placement
Year 4 - 20% of your time will be spent in timetabled learning & teaching activities
Learning and teaching: 237.5 hours
Independent learning: 962.5 hours
78% of the course is assessed by coursework
Year 1: 75%
Year 2: 77%
Year 3/4: 83%
The majority of your work will be assessed by practical and written assignments, but assessment is also made via coursework and written exams as well.
Practical projects are often group or team based allowing for student collaboration, emulating the dynamic and collaborative nature of computer animation and games production process.
Programme specification
Programme specifications provide definitive records of the University's taught degrees in line with Quality Assurance Agency requirements. Every taught course leading to a BU Award has a programme specification which describes its aims, structure, content and learning outcomes, plus the teaching, learning and assessment methods used.
View the programme specification for BA (Hons) Computer Visualisation and Animation.
Whilst every effort is made to ensure the accuracy of the programme specification, the information is liable to change to take advantage of exciting new approaches to teaching and learning as well as developments in industry. If you have been unable to locate the programme specification for the course you are interested in, it will be available as soon as the latest version is ready. Alternatively please contact us for assistance.
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