University of Technology Sydney

C04423v1 Master of Animation and Visualisation

Award(s): Master of Animation and Visualisation (MAnimVis)
CRICOS code: 092411G
Commonwealth supported place?: No
Load credit points: 72
Course EFTSL: 1.5
Location: City campus

Notes

This course has an early, pre-session start date of 31 January 2022.


Overview
Career options
Course intended learning outcomes
Admission requirements
Applications
Recognition of prior learning
Course duration and attendance
Course structure
Course completion requirements
Course program
Rules and regulations
Articulation with UTS courses
Other information

Overview

The Master of Animation and Visualisation has been developed in partnership with the industry-leading digital animation studio Animal Logic and is offered through the UTS Animal Logic Academy. The course develops creative professional practice, conceptual skills and technical dexterity in animation and visualisation production. Under the guidance and mentorship of practitioners and leaders from the industry, learning is modelled on real-world production work structures in a custom-built digital production studio, engineered to the highest industry standards with tools and technologies that are leading the animation and visualisation industries into the future.

The course provides challenges and opportunities that encourage exploration and skills-building across the spectrum of roles in digital production, 3D animation, digital asset creation, visual effects and emerging visualisation disciplines. Collaborative work practices guide the development of strong competencies in critical thinking, problem solving, teamwork, and effective communication in a production environment. Graduates are able to work productively and effectively in a professional-style workplace.

Career options

Graduates are able to enter industry with advanced knowledge, skills and collaborative large-project experience. In addition, they gain creative project development and presentation experience, and can contribute to the development of technology projects and industry sectors. They gain experience that can be applied across a range of roles, from story development, pre-visualisation, modelling, rigging, asset creation, 3D animation, visual effects and digital pipeline production, to creating immersive visualisation experiences and across emerging technologies such as virtual reality, augmented reality and real-time production.

Course intended learning outcomes

1.1 Identify opportunities and take responsibility for developing or refining craft and technical practices
1.2 Extend creative practice and respond to its established challenges by integrating academic research, disciplinary technologies, methods, practices and theories
1.3 Understand key theoretical and practice-based fundamentals of their discipline and use diverse techniques to realise and articulate well-developed concepts
1.4 Undertake discovery and research across a broad spectrum of disciplines and creative practices as needed to serve the creative brief
2.1 Interpret a brief or problem creatively and critically, irrespective of its form
2.2 Listen, interpret, respond and contribute to critiques of work in ways that are productive, solution-based and enable progression of creative outcomes
2.3 Consider and contribute to informed, constructive, candid critique grounded by disciplinary frameworks, concepts, methods and theories
2.4 Analyse, understand and articulate the strengths and weakness of particular techniques, technologies or creative choices in relation to time, quality and cost
2.5 Understand the dynamics between different stakeholders to develop sustainable workflows and manage expectations
2.6 Engage and deal with uncertainty and unknowns in order to contribute to original research advancing the field
2.7 Identify risks and analyse failures so as to take responsibility and learn from past experiences
3.1 Recognise, understand and respond to the necessarily iterative, co-dependent and evolving nature of techniques and creative processes within a workflow
3.2 Describe and analyse critically how collaboration operates responsively across different layers in an evolving workflow
3.3 Identify the need for particular collaborations, form productive teams to improve creative outcomes and sustain strong collaborations across evolving workflows
3.4 Communicate and negotiate strategically and respectfully across the team within an evolving workflow
3.5 Identify when new techniques, technologies or approaches reveal an opportunity or need to change a workflow in order to improve craft practices and/or innovate and contribute this new knowledge into existing research
3.6 Work productively and creatively in a challenging test bed for a theoretical and industry-located creative brief
3.7 Contribute to the development of processes for wider industry engagement in the ALA test bed to model new and innovative creative and technical practice

Admission requirements

Applicants must have completed a UTS recognised bachelor's degree, or an equivalent or higher qualification, or submitted other evidence of general and professional qualifications that demonstrates potential to pursue graduate studies.

Applicants must provide the following documentation, substantiating their skills in at least one specialisation of digital production or visualisation, such as: animation, modelling, rigging, visual effects, compositing, surfacing, art/design, concept art, scenic art, storyboarding, character development, virtual reality, augmented reality, game design and production, production management and/or coding/programming:

  • For animation, modelling, game design and art/design applicants: a digital portfolio demonstrating aptitude in at least one aspect of 3D art and design, animation, modelling, visualisation, VR-AR, game design, production and/or coding as a PDF file (min. 10 pages) AND a link to the applicant’s showreel (no more than 10mins) on Vimeo, YouTube or a QuickTime file with a showreel breakdown;
  • For programming applicants (without a showreel): documented experience in programming for digital production or visualisation, and include links to coding projects on sites such as GitHub;
  • a 300-word personal statement addressing the applicant's reasons for seeking placement in the Master of Animation and Visualisation;
  • a CV that clearly articulates the applicant’s education, training and experience in their specialised area of digital production or visualisation, dates of professional experience and employment (if any) and a concise account of the individual role played in the creation of any work submitted; and
  • contact details for two referees who can validate the applicant’s level of skills (these referees can be previous employers/managers or lecturers/teachers).

Applicants who do not satisfy the above academic requirements may be considered for admission based on one of the following:

  • diploma and/or advanced diploma in relevant areas of study, combined with at least one year of industry experience AND/OR evidence of advanced levels of knowledge and skill through self-directed learning (evidenced through a portfolio of work); or
  • minimum two years' relevant industry experience; or
  • completion of three or more industry short courses in relevant areas of study combined with at least one year of industry experience AND/OR evidence of advanced levels of knowledge and skill through self-directed learning (evidenced through a portfolio of work); or
  • non-recent school leaver (over 21 years of age) with demonstrated maturity to undertake postgraduate studies (evidenced through employment and/or project experience) and can demonstrate outcomes in self-directed learning equivalent to the level of a bachelor's qualification (evidenced through a portfolio of work).

The English proficiency requirement for international students or local applicants with international qualifications is: Academic IELTS: 6.5 overall with a score of 6.5 in listening, speaking and reading, and a score of 6.0 in writing; or TOEFL: internet based: 79-93 overall with a speaking score of 20-22, a listening score of 20-23, a reading score of 19-23 and a writing score of 21; or AE5/AE6: Pass; or PTE (Academic): 58-64 overall; or CAE: 176-184 overall.

Eligibility for admission does not guarantee offer of a place.

International students

Visa requirement: To obtain a student visa to study in Australia, international students must enrol full time and on campus. Australian student visa regulations also require international students studying on student visas to complete the course within the standard full-time duration. Students can extend their courses only in exceptional circumstances.

Applications

Due to the competitive nature of this course, please note the application closing dates:

Local students

1st round offers: 31 October 2021

2nd round offers: 30 November 2021

Late offers: January 2022 – please refer to application closing date

Please note that applications received after 31 October will be assessed based on availability of places.

International students

1st round offers: 1 November 2021

2nd round offers: 6 December 2021

Late offers: 10 January 2022

Please note that applications received after 31 October will be assessed based on availability of places.

Recognition of prior learning

Recognition of prior learning is not available for this course.

Course duration and attendance

This course is offered on a one-year, full-time basis.

Course structure

The course comprises a total of 72 credit points. Students undertake three studio subjects worth 24 credit points each.

Course completion requirements

42909 The Connected Studio 24cp
42910 The Collaboration Studio 24cp
42911 The Challenge Studio 24cp
Total 72cp

Course program

A typical program is shown below.

full time
Year 1
March session
42909 The Connected Studio   24cp
June Session
42910 The Collaboration Studio   24cp
September Session
42911 The Challenge Studio   24cp

Rules and regulations

It is a condition of acceptance into the Master of Animation and Visualisation or the Graduate Certificate in Animation and Visualisation at the University of Technology Sydney (UTS) that students agree to assign to UTS all intellectual property that they create through their studies, coursework and research at UTS (including Copyright). Students are required to sign an agreement with UTS to provide for this assignment (refer UTS Intellectual Property Policy, clause 4.4).

Articulation with UTS courses

This course is part of an articulated program comprising the Graduate Certificate in Animation and Visualisation (C11326) and the Master of Animation and Visualisation.

Other information

Further information is available from:

UTS Animal Logic Academy
email animallogicacademy@uts.edu.au