Your first year will see you get to grips with the foundations of CGI and VFX. You’ll be introduced to software such as Maya, Nuke and the Substance suite of tools. You will learn how to build 3D models and apply textures and lighting to your results. You will learn about Compositing including fundamental skills of rotoscoping, plate cleanup, green screen removal, digital makeup and 3D integration with filmed footage. You will learn about the film making process, what to think about on set, how to record data during a shoot for later use. You will learn technical photography, how to capture HDRI panoramic images and how to track footage to allow the integration with CG objects.
In your second year you are introduced to the concept of 'Technical Art', and all the areas of CG and VFX that benefit from a deeper technical understanding. We introduce you to Houdini, which we are one of only a few schools in the UK certified for teaching this software. We will develop your 3D skills by introducing you to terrain generation and populating environments with details such as plants and rocks. You will learn to create tools that generate 3D models automatically. You will learn about dynamics and simulation - how to create CG fire, water and destruction effects and then moving on to abstract effects and motion graphics. We show you how to script in Python, allowing you to automate processes and create small tools for the programs you used in your first year. We also teach you 'rigging' the process of creating control structures for CG creatures and vehicles. After all the other modules have completed you will take your new skills and work together as a group on a project brief.
In your final year, you’ll complete an individual research-based project and portfolio piece that will become the cornerstone of the showreel that you’ll take out to industry. You also take part in another group project, to show employers that you are familiar with the requirements of working in a team. Finally we will teach you about becoming more employable in the games and VFX industries and give you guidance on developing your CV, career network, interview skills and portfolio presentation.
After the second year of study, students on our placement year will complete 12 months of relevant work experience.
Your first year will see you get to grips with the foundations of CGI and VFX. You’ll be introduced to software such as Maya, Nuke and the Substance suite of tools. You will learn how to build 3D models and apply textures and lighting to your results. You will learn about Compositing including fundamental skills of rotoscoping, plate cleanup, green screen removal, digital makeup and 3D integration with filmed footage. You will learn about the film making process, what to think about on set, how to record data during a shoot for later use. You will learn technical photography, how to capture HDRI panoramic images and how to track footage to allow the integration with CG objects.
In your second year you are introduced to the concept of 'Technical Art', and all the areas of CG and VFX that benefit from a deeper technical understanding. We introduce you to Houdini, which we are one of only a few schools in the UK certified for teaching this software. We will develop your 3D skills by introducing you to terrain generation and populating environments with details such as plants and rocks. You will learn to create tools that generate 3D models automatically. You will learn about dynamics and simulation - how to create CG fire, water and destruction effects and then moving on to abstract effects and motion graphics. We show you how to script in Python, allowing you to automate processes and create small tools for the programs you used in your first year. We also teach you 'rigging' the process of creating control structures for CG creatures and vehicles. After all the other modules have completed you will take your new skills and work together as a group on a project brief.
In your final year, you’ll complete an individual research-based project and portfolio piece that will become the cornerstone of the showreel that you’ll take out to industry. You also take part in another group project, to show employers that you are familiar with the requirements of working in a team. Finally we will teach you about becoming more employable in the games and VFX industries and give you guidance on developing your CV, career network, interview skills and portfolio presentation.
After the second year of study, students on our placement year will complete 12 months of relevant work experience.
Your first year will see you get to grips with the foundations of CGI and VFX. You’ll be introduced to software such as Maya, Nuke and the Substance suite of tools. You will learn how to build 3D models and apply textures and lighting to your results. You will learn about Compositing including fundamental skills of rotoscoping, plate cleanup, green screen removal, digital makeup and 3D integration with filmed footage. You will learn about the film making process, what to think about on set, how to record data during a shoot for later use. You will learn technical photography, how to capture HDRI panoramic images and how to track footage to allow the integration with CG objects.
In your second year you are introduced to the concept of 'Technical Art', and all the areas of CG and VFX that benefit from a deeper technical understanding. We introduce you to Houdini, which we are one of only a few schools in the UK certified for teaching this software. We will develop your 3D skills by introducing you to terrain generation and populating environments with details such as plants and rocks. You will learn to create tools that generate 3D models automatically. You will learn about dynamics and simulation - how to create CG fire, water and destruction effects and then moving on to abstract effects and motion graphics. We show you how to script in Python, allowing you to automate processes and create small tools for the programs you used in your first year. We also teach you 'rigging' the process of creating control structures for CG creatures and vehicles. After all the other modules have completed you will take your new skills and work together as a group on a project brief.
In your final year, you’ll complete an individual research-based project and portfolio piece that will become the cornerstone of the showreel that you’ll take out to industry. You also take part in another group project, to show employers that you are familiar with the requirements of working in a team. Finally we will teach you about becoming more employable in the games and VFX industries and give you guidance on developing your CV, career network, interview skills and portfolio presentation.
After the second year of study, students on our placement year will complete 12 months of relevant work experience.
Academic year
The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.
The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.
The course operates on a modular basis that provides flexibility and choice. Typically the majority of modules are 30 academic credits with a smaller number of 15 credit modules. Each credit taken equates to a total study time of around 10 hours. Total study time includes scheduled teaching, independent study and assessment activity. Full-time students take modules worth 60 credits per semester, with part-time students taking proportionately fewer credits per semester. All students take a total of 120 credits per level and 360 credits for the degree as a whole. Your overall grade for the course and your degree classification are based on the marks obtained for modules taken at levels 5 and 6. The full-time course has one start point in September.