Part time Master's Program in Animation in the United Kingdom

View all Part time Masters Degrees in Animation in the United Kingdom 2017

Animation

A Masters degree is an academic degree awarded to individuals who successfully denote a higher level of expertise. There are two main types of Masters - taught and research.

Animation is the process of making created characters move on film or video recordings. Attention to the fine details of realism is important for portraying characters no matter what type of animation is chosen for a project.

Education in the United Kingdom is a devolved matter with each of the countries of the United Kingdom having separate systems under different governments: the UK Government is responsible for England, and the Scottish Government, the Welsh Government and the Northern Ireland Executive are responsible for Scotland, Wales and Northern Ireland, respectively.

Part time Master Program in Animation in the United Kingdom

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Master (MA / MSc) 3D Stereoscopic Media

Ravensbourne
Campus Part time 1 - 2  August 2017 United Kingdom London

This course takes advantage of Ravensbourne's advanced technical resources and strong industry connections to enable you to work collaboratively across disciplines in 3D stereoscopic applied [+]

MA/MSc 3D Stereoscopic Media

This course takes advantage of Ravensbourne's advanced technical resources and strong industry connections to enable you to work collaboratively across disciplines in 3D stereoscopic applied research and work with cutting-edge media technologies to develop and deliver immersive 3D media to new platforms.

The MA/MSc 3D Stereoscopic Media cuts through much of the hype and media glamour associated with 3D Stereoscopic to provide you with a grounded and deep exploration of the area. Working with industry professionals and specialist S3D technology and platform providers, the course encourages the examination of all sides of the Stereoscopic 3D story. This includes an examination of the perceptual science and human vision theory as well capture and display technologies looking at the biology, psychology and the technologies behind the current wave of innovation.... [-]


Master (MA) Visual Effects

Ravensbourne
Campus Part time 1 - 2  August 2017 United Kingdom London

The landscape of visual effects is changing at a lightning speed. The technological advances over the last decade have brought us fast communication links ... [+]

The landscape of visual effects is changing at a lightning speed. The technological advances over the last decade have brought us fast communication links that are enabling global, cloud-based and remote workflow, opening the possibilities of a looser, more flexible network of artists based in different countries creatively collaborating on visual effects projects. This, combined with the ever increasing demand for both film and video content means that there is a growing need not just for VFX artists but also VFX producers, post-production coordinators and project managers that have a deep understanding of the whole workflow in the creation of visual effects and the post-production in general. Ravensbourne’s course reflects these changes and follows Skillset guidance on the entry skills required to meet VFX industry’s needs that encompass not only specialised industry skills but also soft skills required for a successful career in the VFX and post-production industry be it in the creative or project management spectrum. In addition six modules in the form of group tutorials are given on the whole process in the creation of VFX including pre-production meetings, VFX acquisition, scheduling, budgeting, organisation and shoot supervision. These modules also place VFX in the wider context of post-production and give an overview of the post-production workflow from brief to delivery that includes transcoding, editing and deliverables. Ravensbourne gives students access to all the necessary equipment, including cameras, the use of green screen studios with complete lighting rigs and the relevant software. Students will have the opportunity to visit a major post-production facility through Ravensbourne’s many industry partnerships. Entrants are likely to have previously studied arts, media, public relations, marketing, editing, post-production, motion graphics or 3D animation at undergraduate level. [-]

Master (MA) Moving Image

Ravensbourne
Campus Part time 1 - 2  August 2017 United Kingdom London

MA Moving Image is designed to develop creative conceptual thinkers, who can deliver ideas across media using a variety of methods. The project work undertaken is underpinned with [+]

MA Moving Image

MA Moving Image is designed to develop creative conceptual thinkers, who can deliver ideas across media using a variety of methods. The project work undertaken is underpinned with research, analysis and evidence of strategic thinking as well as self reflection.

On this course you will be able to devise new means of attracting audiences, whether in the areas of promotion and advertising or within the exhibition and corporate sector, moving image for mobile devices, the web, and in every area of motion design and the world of moving image.

The course has been designed if you’re looking for innovative, creative and critical learning, as you will engage with video, environmental, digital editing, sound and animation to develop your creative ideas and build a strong conceptual and technical basis for your development.... [-]


Master (MA) Environment Design

Ravensbourne
Campus Part time 1 - 2  August 2017 United Kingdom London

The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. [+]

The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. Encompassing interior, architecture, cities and natural environments the programme analyzes a series of different perspectives of theory and practice from art, science, and technology towards an understanding of a cultural sustainability. Systems - Every year the course aims to produce new research that takes forward questions inherent in Modernity. Currently focused on natural ecological systems (earthquakes, tectonic plates, deltas and shorelines), (re)contruction and war, cosmographies and cultures of outerspace, and bio-tech materials ; the course encourages you to explore your own field of research and practice. Technologies - The Environment Design operates with a multidisciplinary team where knowledge exchange is one of the core points to focus. From: applied technologies, visual effects, interactive digital media, moving image, communication design and fashion, the programme aims to deploy students with methods and techniques from different perspectives embracing new possibilities offered by new technology and the creative processes involved in designing. Modeling and simulation - with a hands on training in the use of the scientific instruments and computational tools, Ravensbourne offers you with full access to digital facilities for digital imaging and prototyping; where you will be able to experiment and innovate through technical, user and interaction workshops based upon strategies deployed by leading practitioners within the field. You will be encouraged to engage with advanced practice within a global context and explore the similarities and key differences and emphases of different centres across the world and to put your learning and design solutions into context. Here you will expand your own research and practice, by developing and managing an individual programme of enquiry and creative development in environment design culminating in the realisation of a final major project fully informed by professional and industrial contexts and multi disciplinary perspectives. [-]

Master's Degree in Game/Play: Design, direction and production

International University of Languages and Media
Campus

GAME/PLAY: Design, direction & production is a brand new Master's program for aspiring designers who believe in a game culture that values diversity, creativity and innovation. [+]

Part time Masters Degrees in Animation in the United Kingdom. GAME/PLAY: Design, direction & production is a brand new Master's program for aspiring designers who believe in a game culture that values diversity, creativity and innovation. Within the context of game design, IULM now offers a groundbreaking one-year, full-time, English-only, studio-based Master Program located in the center of Milan, Italy. The program is designed for students who are interested in creating fresh, inventive, and experimental video games & interactive experiences. A rigorous - and yet playful - concentration on professional practices will lead graduates to advanced work in game design and new media production. Directed by Matteo Bittanti and coordinated by Pietro Righi Riva, GAME/PLAY features some of the most innovative and renowned designers, scholars, and authors working today and who are highly committed to their research, practice, and teaching. GAME/PLAY Design, Direction, and Production provides all the tools and skills needed for the development, distribution, and exhibition of cutting edge video games and interactive experiences. The program’s instructional model is focused on hands-on sessions with accomplished faculty, guest artists, game developers from all over the world, and group critiques with instructors and peers. Students will also take courses in game studies and Game Art that address eclectic critical and aesthetic practices. A truly interdisciplinary program, GAME/PLAY supports collaboration and meaningful exchange between the school's different departments. Completion of the program will earn graduates a Master's Degree from IULM University Over the course of the year (October 2016 - July 2017), students will work individually or in teams to brainstorm, research, design, and develop a digital game which will become their final project to be submitted at international competitions such as the Independent Games Festival, Indiecade, Fantastic Arcade (United States), A MAZE. (Germany), Game On! (Argentina), Gamerz (France), and many more. Moreover, in February 2017, all the enrolled students will travel to San Francisco to visit the annual Game Developers Conference with the Program Coordinator and attend events, workshops, and panels. In addition to their participation in departmental and campus wide events, students will take full advantage of Milan’s rich cultural and artistic offerings: during the academic year, the class will visit several Museums, Foundations, and Galleries, attend workshops, conferences, and talks. Students are also encouraged to participate in game-related events such as jams, exhibitions, competitions, festivals, and workshops taking place in Milan. Let the games begin! IULM University Located in Milan, one of the most diverse, dynamic, and sophisticated cities in Europe, IULM University is one of Italy’s leading universities in media studies, communication, and languages. The mission of IULM University is to train and teach professionals capable of taking on the challenges and grasping the opportunities emerging from international markets and scenarios, while also shaping men and women aware of their own being and worth. IULM guarantees its students deep cultural awareness and a solid university education - a mix of theory and practice: it adopts an integrated approach, which has proved to be extremely useful not only in helping students successfully enter the world of work, but also in helping them find personal satisfaction in their lives. Courses The GAME/PLAY Master's consists of nine courses taught by an outstanding faculty. In addition, it features a series of unmissable talks and workshops. GAME SCENES investigates the relationship between art and games, especially digital games. It examines a variety of artistic interventions inspired by video games or explicitly employing game-based digital technology, including the use of patched or modified video games or the re-purposing of existing games and/or game mechanics. GameScenes also examines the influence of gaming - both digital and traditional on painting, sculpture, street and graffiti art, performance, visual culture, and sampling/remix culture. During the course of the semester students will experience and discuss art games, machinima, in-game interventions, and performances, site-specific installations, site-relative mods, but also board games, simulations, and toys. Course topics include sexual and political representation, ideology and politics in game-based artworks, Game Art criticism and the interplay between games and Contemporary Art. Through GAME PRODUCTION students will learn the craft of game development through a series of practical exercises. The class explores the elements common to all games that are fundamental for a game designer working in any format, from sports to board games to computer and video games. Students will invest their time in actual design and production, which will be structured and guided by the instructor. This production time will be supplemented by in-class exercises, readings, and discussion, and talks from visiting artists and game developers. Students will create and tune gaming experiences, introducing students to production roles, play-testing, considerations of audience and platform, and other practical concerns in building games. At the end of the academic year each student or group will have produced a playable digital game. Among the topics covered by GAME PRODUCTION are research, pre-production, production, collaboration, and distribution. Choosing the most appropriate language to express a game design idea is just as important as selecting the most effective technology, or the right marketplace. GAME AESTHETICS provides an introduction to aesthetics in contemporary game development, from interaction dynamics to visual style. It explores all aspects of representation in games - from simulation to abstract play, from photo-realism to low-poly art, from digital expressionism to radical punk aesthetics - providing students valuable experience using various languages, strategies, and methods that can be applied to their projects. The instructor will provide useful reference and will assists students in identifying and achieving their unique style. For evaluating the students’ work-in-progress during the year, the Program adopts the art school format of weekly critiques: both a faculty member and students will participate in constructive, direct, and open discussions about the state of their project. A GAME CRITIQUE is meant to promote both the creative environment and the intellectual context for experimentation. Students are encouraged to thoughtfully challenge the prevailing conventions of digital gaming (both in terms of form and content), develop new forms, and become innovators in playable design. GAME CONTEXTS examines the historical and cultural relevance of play, discusses key characteristics of games, surveys the emergent and interdisciplinary approaches to game design. Particular attention is paid to integrating knowledge and design approaches from other creative fields, such as architecture, fashion design, service design, and contemporary art. Pivotal to the module is the process of helping students develop strategies to explore these approaches for the development and production of their own work. Special attention will be devoted to the evolution of game design as a discipline, and how it interacts with constant changes in design and culture altogether. Each week during the semester, the instructor will introduce and discuss a specific game. Students will be required to play the game and contribute to the discussion. The themes explored in class will subsequently be used for development goals. Game creation and production are multidisciplinary endeavours that benefit from experimentation and the application of innovative techniques and approaches borrowed from science and art. In GAME LAB, students will be introduced to a selection of non-traditional techniques that artists have been using to create games: camera-assisted 3D sculpting, DIY motion capture experiments, visual scripting,the integration of real world captures into computer generated worlds, and more. The instructor will introduce the students to these tools to rapidly prototype experimental ideas and to integrate these techniques into their projects. GAME STUDIO provides students with a set of materials, tools, libraries, frameworks, engines, interfaces, and instruments to create games, both analog and digital. Among the digital tools that will be explored are Processing (a great tool for learning the fundamentals of programming, free and open source) and Unity 3D, the most popular engine for game making. This course also involves a ‘rapid prototyping’ phase, wherein developers work feverishly to implement a large number of small ideas to test their potential before embarking on the more rigid and costly processes involved in full production. Several famous games in history began with a minimalistic prototype created in less than a week. is an intensive course which aims to build up a student’s repertoire of fast-prototyping skills and provide the student with invaluable experience in starting and finishing games. Each prototype will be confined within a conceptual theme and/or within unique technical constraints. Beyond simply learning to program, students in this class will explore models and algorithms useful for developing games. Students acquire practical skills by building gameplay experiences through a series of short-cycle exercises. GAME BUSINESS provides students seeking to get a job in the video game industry with a basic understanding of its economic components and drivers, so that they may better understand their role within it, whether as an employee of a larger company, a partner in an independent studio, an individual developer, or a freelance contractor. The goal of the class is to provide the practical knowledge and conceptual understanding students need to achieve the greatest degree of success and creative freedom throughout their career. The course also address issues related to marketing, networking, and promotion. The creation of novel storytelling strategies for digital games is one of the key issues in game development. Narrative games build bridges between dramatic writing for theatre and film, television, and game design, and opens new avenues for new types of writing for digital media. GAME WRITING is a hands-on course that focuses on games that include a strong storytelling component, providing the opportunity to do interdisciplinary work. This course introduces students to the design of narrative games, including conceptualization, foundational narrative design strategies, and writing. Throughout the course of the year, students will learn how to use different tools and engines to develop narrative games; they will work individually and in teams. GAME WRITING uses the adventure game genre as a gateway to the general strategies used to incorporate narrative in games. Features Degree Level: Master's Degree Language: English-only Attendance: full-time, mandatory Degree Required: B.A. ECTS: 60 Duration: 1 year (October 2017 - June 2018), 1500 hours Course Frequency: mandatory, 3-4 days per week Location: Milan, Italy Start date: October 9, 2017 Application Start Date: ongoing Application Deadline: September 30, 2017 Costs European Students € 13.500 Pre-submission fee: €100 (which can be deducted from the first payment) Non-European Students € 16.200 How to apply Applications are now open Upon selection, the Master admits graduates in Art, Media Studies, Communication and Graphics, Information Technology, Design or Architecture and their equivalents or candidates who have gained significant professional experience in the field. The program has a limited number of places available. All courses are taught in English and students must be proficient in English in order to participate. Applicants will be admitted upon a rigorous selection based on: a) A letter of application outlining scholarly and creative background as well as current and future research plans. The student is encouraged to articulate her or his rationale for choosing a digital game or interactive art as a medium of expression; b) One-page curriculum vitae detailing skills, achievements, and previous experiences; c) An updated portfolio of the student’s most significant work in any field or discipline (writing, art, design, performance, etc.); d) A project proposal for a game or an interactive media piece (500 words max); e) An interview with the Program Director and the Program Coordinator. Applications must be sent to the IULM Academic Office. [-]

Master degree in Directing Animation

NFTS - National Film and Television School
Campus August 2017 United Kingdom London

Over 400 animation awards have been won by NFTS students including 6 Oscar Nominations- two of these in the last three years! , the first animation to win student Oscar, 7 BAFTAs, 8 RTS Awards, 7 official Cannes Selections and the first ever Student Annie Award. [+]

Directing Animation Over 400 animation awards have been won by NFTS students including 6 Oscar Nominations- two of these in the last three years! , the first animation to win student Oscar, 7 BAFTAs, 8 RTS Awards, 7 official Cannes Selections and the first ever Student Annie Award. It is the ONLY Animation course located in dedicated film studios. Students have their own work space and equipment and uniquely are supported by the other disciplines of cinematography, sound design, visual effects, production design, screenwriting and others! Students work in state of the art sound stages and post production facilities. There is a packed first year of projects, workshops and masterclasses taught by industry professionals and animation legends. In the second year students direct a crew of 10 of their peers from all the major filmmaking disciplines located in the School. Our Animation course covers a broad range of techniques and media and technology continues to advance while the importance of good storytelling remains paramount. This two year course begins in January each year. It emphasises the importance of story alongside design and visualisation. Our definition of animation is broad, covering almost any treated or stop frame technique. Many students work in a combination of techniques. Students are encouraged to push the boundaries to find a new look, a fresh approach or a different angle within the narrative structure. Learning to build and work with a team is central to the course. Collaborative workshops with other filmmaking disciplines help animation directors understand the roles of each crew member and the skills they bring to the filmmaking process. Our aim is to educate and prepare our graduates to go out into the Industry with a wide range of practical skills, experience and industry contacts. To achieve this in two years we have a curriculum of workshops, masterclasses, set projects and an MA dissertation. ALUMNI Nick Park (Creator of Wallace & Gromit), Mark Baker (Peppa Pig, Ben and Holly's Little Kingdom) and Tony Collingwood (The Secret Show) studied at the NFTS. CURRICULUM Students develop their animation and storytelling skills by exploring relationships between animation, narrative and film language. Through experimenting with different techniques they will broaden and enhance their personal style. The MA Animation course includes: Storyboarding Creating Character Animation performance Directing actors Pixillation workshop Industry project – working to a brief, developing and pitching Visual/animated interpretation of a soundtrack Dissertation Research and script development for the graduation film Graduation film – produced and post produced with students from other departments ENTRY REQUIREMENTS We are looking for people with a desire to tell stories, a strong visual sense and an enthusiasm for film and television culture and history. Successful applicants may have a degree in a relevant subject, such as animation, graphics, illustration or fine arts, or may have taken intensive short animation courses or may have worked in the industry and now want to develop their own work. APPLY WITH A DVD with a maximum total running time of 20 minutes. This should include more than just simple exercises. Your submission must include an animated film created by you. It should also contain a narrative or a sequence of information (eg animatic). It may also include commissioned work. Up to five minutes of other materials may be included at the end of the disc, provided the total running time of the DVD does not exceed 20 minutes. If dialogue is not in English, please send a dialogue transcript in English via email DVD must be a DVD-R. Do not send Data DVDs or Data CDs A proposal for a one minute animation project, which is not on the DVD, to include concept and synopsis. A portfolio of illustrations and drawings showing your range of graphic ability, preferably including life drawing and an optional collection of up to 10 still photographs of models and sets used in a 3D animation project. [-]

MA Animation and Design

University of Sunderland
Campus October 2017 United Kingdom Sunderland

This Masters is distinctive in terms of the sheer range of animation methods that Sunderland is able to offer: 3D stop frame model animation, clay animation, cut-out [+]

Part time Masters Degrees in Animation in the United Kingdom. This Masters is distinctive in terms of the sheer range of animation methods that Sunderland is able to offer: 3D stop frame model animation, clay animation, cut-out, pixellation, Smudge'n'Click, 3D computer-generated animation, 2D traditional animation, 2D computer-generated animation, direct on film, cell animation, and abstract and experimental techniques. The course also covers all aspects of the film production process, including story boarding, script writing and character development. The freedom to experiment is part of the Masters experience. We want you to explore your imagination and find your own style. The creative process is underpinned by contextual studies in design theory. Our tutors are experienced professionals who teach through demonstrations, practical feedback, master classes and seminars. We work with you as you create a portfolio of creative projects that will excite and impress potential employers. By the end of the course you will be able to put your personal vision into practice, with the expertise and experience to tackle the challenges of achieving success in the animation industry. Graduates from Sunderland have gone on to win BAFTA awards, feature at international festivals, start their own companies and work throughout the industry. Employment & careers On completing this course you will be equipped for employment within the film, special effects, games, independent film and computer industries at an advanced level. Potential roles include: character designer, keyframe animator, editor, scriptwriter, director, sound and doping technician, visual effects engineer, idea developer, researcher, scene designer, character and background developer, storyboard artist, ink and painter, clean-up technician, compositor, programmer, environmental artist, layout artist and modeller. Recent Sunderland graduates are now working with world-renowned companies such as Aardman Animation, Mere Mortals and Redkite Studios. A Masters degree will also enhance career opportunities within Higher Education and prepare you for further postgraduate studies. [-]