Students will develop the ability to initiate and carry out ambitious projects, (both personally and in teams) be personally decisive in complex and unpredictable contexts, manage their own learning, employ scholarly reviews and original materials relevant to their discipline and show critical self-judgement.
They will also extend intellectual development abilities, such as reflective critical thinking and analytical approaches to creative design with an awareness of social, ethical and cultural implications. Above all, students will become much better animators.
3D Animation (Part I)
This module is designed to provide students with a systematic knowledge and understanding of computer-generated animation styles and formats, some of which are at the forefront of contemporary knowledge.
Production Methods (Part I)
To enable the student to gain a systematic knowledge of contemporary industry-standard media production software relevant to their chosen field of research and to orientate the student towards the ongoing process of self-learning and development.
Production Management (Part I)
This module is designed to foster students' critical awareness of computer-generated imagery (CGI) industry-standard production practices in the rapidly evolving field of computer animation.
Pre-Production (Part I)
To create pre-production material that reflects new insights into their field of study and to create and present original pre-production material that clearly communicates to specialist and non-specialist audiences.
Post Production (Part I)
This module is designed to provide students with a comprehensive knowledge and understanding of individual image manipulation and complex effects sequences.
Major Project (Part II)
The Part II Project provides an opportunity for the student to undertake a deep and systematic study into a particular area of the agreed team Project. The area will require knowledge and understanding at the forefront of developments within the field of computer animation.
It will provide a vehicle to further advance the innovative and creative skills of the student and to integrate the material taught in Part 1. As such it aims to prepare the students for life-long learning, fostering an investigative and analytical approach to solving complex problems in an innovative manner.
- John Hill
- Henry Lutman
- Julian Hainsworth
- Phil Organ
- Robert Jones
The programme is assessed through course work and oral presentations/examinations in accordance with the awarding body's regulations. The course work is varied and the nature of assessment depends on the nature of the outcomes being assessed. Students receive, as part of the Student Handbook, details of the assessment scheme used to assess work. Specific assessment criteria is contained in individual assignment briefs which are given to each student at the start of each assignment/project.
So far the programme has an excellent track record in respect of students being employed by the animation industry. Since the first cohort of animation students completed in 2010, the following companies have employed SDM graduates:
- The Mill
- Tonto Films
- Tornado Films
The 3D Computer Animation Industry demands a potential employee who has a professional attitude, who has a range of creative and practical attributes and who is self-motivated, team compatible and who will make up for their lack of experience by raw enthusiasm and willingness to constantly learn. This programme has been devised to produce such a person.
- BA 3D Computer Animation
- BA Creative Computer Games Design
Our students have access to a diverse range of equipment and resources, which in most cases are sufficient to complete their programme of study. We provide the basic materials necessary for students to develop their practical work within our extensive workshop and studio facilities. However, it is likely that art and design students will incur some additional costs to extend their investigation of their personal practice. For example, purchasing their own specialised materials and equipment, joining in optional study trips, and printing.