B2ADK Bachelor in Animation and Digital Art

Bachelor in Animation and Digital Art

    • Number of credits
      180
    • Part-time/full-time
      Full-time
    • Start semester
      2024 Autumn
    • Language of instruction
      English
    • Campus
      Hamar
Introduction

This education is suitable for those who want to make reality out of their ideas by creating movement and special effects for animated stories, films, computer games and advertising. The study provides a comprehensive introduction to the mechanics and applications of modelling, animation and digital art.

The first year of study focuses on developing broad knowledge of the field. Students will have the opportunity to develop artistic visions with introductory courses in design, drawing, animation and production. During the 2nd semester, students choose two specializations within the specialisations:

  • 3D art & generalization
  • 3D animation
  • Digital art & motion design

This is a future-oriented study programme where the student will be challenged creatively in the borderlands between art and technology. Animation and digital art play an increasingly large role in our time and are becoming increasingly important within education, entertainment, art, industry and research. Animation and digital art are important elements in everything from computer games, animated films, smartphones, special effects in films and games, digital installations, internet applications, art, architectural and interactive simulations, TV commercials and internet advertising.

Programme structure and content

The first year of studies provides basic knowledge about animation, game design, pre-production, system thinking in arts, 3D-generalization and digital art through the development of visual expressions, illustrations, drawing, theory, 3D-modelling, 3D-animation, development and previsualization (storyboarding, animatic), and production.

The first year of studies focuses on developing overall knowledge of the specified fields of study.

The second year of studies focuses on giving the students an opportunity to specialize in two out of three areas.

During the second semester, students choose two (2) specializations within the following three fields:

  • 3D-Art & Generalisation
  • 3D-Animation
  • Digital Art & Motion Design

3D-art & Generalization

3D-Animation

Digital Art & Motion Design

  • 3D-Art & Generalization
  • 3D-Modeling
  • 3D-Sculpting
  • Character and object rigging
  • UV-mapping and texturing
  • Rendering
  • Animation techniques
  • Body mechanics
  • Facial animation
  • Human and creature animation
  • Character animation
  • Dramaturgy
  • Storytelling
  • Digital drawing
  • Concept art development
  • Motion design
  • User interface (UI) and user experience (UX) design

The track 3D-art & generalization focus on modelling of 3D-objects, both organic and hard surfaces, digital sculpting, anatomy, modelling the environment, simulations, texturing, skeletal rigging of characters and objects for animation, object animation, lighting of 3d-space/scenes, and rendering of high quality images.

The track 3D-animation specializes in 3D-character animation, with a focus on advanced character and story development, facial animation and lip sync, details in animation theory, technical skills in animation software, and project planning.

The track Digital art and motion design focus on development of visual motion designs, using game engine as a visualization tool and concept art, with emphasis on the themes: idea development, character development, design, architecture, environment, perception, surface treatment and representation in relation to artefacts, organisms, characters etc.

In the 5th semester, all students, regardless of their specialization, start the bachelor's thesis, which counts for a total of 30 ECTS credits, where groups of students with different competencies from the school collaborate and carry out a joint project. The bachelor's thesis spans two semesters, with 10 ECTS credits in the 5th semester focusing on the "pre-production phase" and 20 ECTS credits in the 6th semester focusing on the "production phase." The course concludes with the submission of the bachelor's thesis, an oral examination, and a presentation of the project at the annual Game School Expo.

In the 6th semester, all students will also have a 10 ECTS credit course in entrepreneurship, brand building, and preparation for the Game School Expo.

All students gain a broad knowledge within their chosen specialization, experience with production, and interdisciplinary group work.

The composition and progression of the study program are outlined in the course overview.

The study program requires a significant effort from the students. To be prepared for the professional life within this field, it is essential to dedicate a lot of time to individual study. There will also be requirements for weekly submissions in certain courses to ensure students' necessary progression and to reach a high academic level.

About the study

The Bachelor's program in Animation and Digital Art is a program of professional study with specialization in either animation, 3D modelling or digital art. The program gives an introduction to visual communication using images, characters and symbols in different media. There is a focus on the media's visual, digital and interactive opportunities for development of animated art productions of a narrative, conceptual and informative nature.

The Bachelor of Animation and Digital Art combines traditional techniques in, among others, storytelling, storyboarding, drawing and character design with new technology in interactive media and digital visualization. Digital technology allows the creation of animation, 3D and 2D visualization which communicates and brings ideas to life, provides new experiences, and thus communicates interactivity that is not possible in other traditional media.

Animation and digital art play an important role in the contemporary world, and in the future, they will play an increasingly important role in teaching and education, entertainment, art, industry and science. Animation and digital art are important elements of everything from computer games, animated films, mobile phones, special effects in films and games, digital installations, internet applications, art, architectonic and interactive simulations, advertising on TV and the internet.

Digital art and animation are artistic practices that use digital technology as an essential part of the creative processes. The main focus of animation is to create expressions and motion in 3D, and to portray characters, objects, and worlds. The focus of digital art is on producing computer-generated imagery, partly through the use of motion graphics, illustrations and concept art, by presenting two or three-dimensional expressions.

The intention of the program is to develop students ability to think holistically, and to give them a detailed understanding of animation and digital art as a tool and method for problem solving within a wide field of tasks.

The programme collaborates with municipalities in the region, local and national industry, Hamarregionen Utvikling, to teach students how they can start their own business. Throughout the study programme, there is also a focus on building one's own brand to strengthen the student's opportunities when they go into working life, either as an employee or as an entrepreneur with their own business.

At the end of each school year, the Game School hosts the Game School Expo. During this event, industry professionals are invited to give guest lectures on various topics and view student work on display. This presents a great opportunity for students to get noticed by industry professionals. Because of this, all assignments involving visual work, the students are expected to polish work for screening or display at the Game School Expo showcase or exhibition.

Learning Outcome

A candidate who has completed the program has the following total learning outcomes, defined by knowledge, skills and general competence:

Learning outcome - Knowledge

The candidate

  • is acquainted with the history of the current forms of animation, digital forms of art, and the media and communications society
  • has knowledge of 3D-animation related to film, computer games, and interactive productions
  • has knowledge of 3D-modelling and rigging for production of content components for film, computer games, and interactive productions
  • has knowledge of production associated with art-related digital and interactive media products
  • has knowledge of critical thinking, communication and problem solving related to aesthetic art and interactive products
  • is acquainted with national and international research and development work and artistic development work of relevance to animation and digital art, and knows how to update their knowledge in the field
Learning outcome - Skills

The candidate

  • can master and apply relevant professional tools, methods, and theories within design, drawing, modeling, composition, dramaturgy, basic sound design, and video editing, motion design, 3D modeling, and 3D animation.
  • can master design processes from idea to finished product.
  • can apply academic knowledge and relevant results from research and development work that underlie animation production and interactive aesthetic productions.
  • can reflect on their own professional practice and adjust it under guidance.
  • can find, assess, use, and refer to relevant research and development work, artistic development work, and other professionally relevant subject matter.
  • is fully conversant with critical thinking, subject-specific logic, communication, and problem-solving and can work creatively with art/animation in problem-solving.
Learning outcome - General competence

The candidate

  • is able to plan and execute varied tasks and projects over an extended period of time, alone and as part of a group, and in accordance with ethical requirements and guidelines
  • has an understanding of relevant issues of professional ethics, and is able to contribute to a professional community
  • is able to inspire and facilitate entrepreneurship, new thinking and innovation, and the involvement of local working, social and cultural life
  • is able to disseminate key academic materials orally and in writing, take part in professional discussions within the subject area and share their knowledge and experiences with others
Teaching and working methods

The education is based on lectures, creative exercises in the field of practice, study groups/group work, presentations and self-study. The online learning management system (LMS) Canvas, is used as communication channel for all subjects.

Most courses have a practical focus, with considerable emphasis on problem solving and problem-based learning, and the courses contain compulsory individual and group coursework requirements.

Compulsory attendance includes laboratory work and lectures is specified in the teaching plans. All compulsory assignments of a practical and theoretical nature must be completed by set deadlines, according to the assignment schedule. There must be continuous contact between students and teachers when planning and performing the work. For certain courses approved compulsory requirements are only valid for 12 months from the end of the semester they were approved. Students who wish to do the exam after the 12 months have passed have to redo the compulsory requirements and get them approved again. See course descriptions to find which courses this applies to.

In addition to organized teaching and supervision, students must acquire knowledge, skills and academic understanding through self-study. Students are responsible for following up their own studies.

Students must buy some art supplies & paper materials on their own, when necessary. Students must pay for any expenses associated with field trips.

The program is based on the use of laptop computers. A laptop computer and software are required in order to be able to take all the courses that make up the program. Students are expected to have laptops that meet a specific requirements specification, and to have updated software. The Game School can provide advice regarding laptop and software purchases upon request.

Target group

The target group for this programme is Norwegian and international applicants with an interest in animation, 3D visualization, storytelling, digital art, visual content production for games, interactive experiences, and digital media development. The program will be suitable for creative students who want to focus on the use of various technologies and those who wish to develop their skills in digital artistic production within different focus areas, as well as those who want to enhance their understanding of production systems in digital content production. 

Admission requirements

Higher education entrance qualification - Regulations for Admission to Higher Education §2

og bestått opptaksprøve.

Informasjon om opptaksprøven publiseres på https://www.inn.no/studier/vare-studier/bachelor-i-animasjon-og-digital-kunst/opptaksprove/

I noen tilfeller kan det kalles inn til intervju i tillegg.

 

Admission ranking
Applicants to the program are ranked in accordance with the Regulations for Admission to Higher Education §7
Career prospects and further studies

The Bachelor in Animation and digital art is primarily oriented towards various sectors within the game & media industry. This will primarily involve work related to the development of content components for games, animations, and multimedia applications. It will also be structured to enable the application of this knowledge in other contexts, including the industry and the public sector through gamification projects and more technical 3D modelling and visualisations. The education also provides knowledge that can form the basis for continued work in the education sector and in research and development. 

The program provides competence in combining relevant digital tools, techniques, methods, expressive forms, and concepts in relation to creative processes in art and design production. The program offers a deep dive into a specific field while also providing a broad knowledge to make students more attractive to the creative industry and equipped for the technological driven future. 

The Bachelor's education can be followed by the planned Master's Degree in Art and Creative Technology for Games and Virtual Productions at the Game School, as well as a two-year theoretical Master's program in Digital Communication and Culture at the Inland Norway University of Applied Sciences. It is also possible to pursue relevant further education abroad and through online courses in game development, animation, 3D modelling, technical art and concept art. 

Internationalisation

The Bachelor in Animation and digital art is an international study program where all teaching materials are in English. Assignments are presented to students in English, but students can choose to submit their assignments in either English or Norwegian (bokmål/nynorsk). 

For students who wish to do an exchange semester abroad, they are recommended to do this during the 6th semester. However, it is also possible to do it during the 3rd, 4th, or 5th semester. The condition is that the partner program is compatible with the study program at Hinn, so that the student does not have any academic gaps by participating in the exchange program.

Students who plan to go on an exchange program during the 6th semester take the course ADK2000 Pre-project Exchange instead of ADK2900 Bachelor's Thesis. ADK2000 Pre-project Exchange is completed in the fall of the 5th semester, allowing students who plan to go on an exchange program to complete 150 credits before going abroad.

Information- and source competence

Students will develop skills in searching for, assessing, and referring to information and subject matter in their academic work. This is a key piece of academic competence and the basis for lifelong learning. Therefore, in collaboration with the academic communities, the University Library offers instruction in searching for subject-specific information, referencing technique, source criticism and problems associated with plagiarism. It is expected that all students have a critical attitude towards sources of information and use these sources appropriately in all academic work throughout their entire course of study. Breaches of the rules regarding the use of sources are regulated in the Regulations relating to admission, studies and examinations at Inland Norway University of Applied Sciences. 

Research based teaching

The programme is kept updated through the use of new literature, research and methods. Students can work with internal and external parties on research and development projects.

Expenses
Assessment methods

Different forms of assessment are used, including individual written exams and individual and group-based portfolio assessments. Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.

For certain courses approved compulsory requirements are only valid for 12 months from the end of the semester they were approved. Students who wish to do the exam after the 12 months have passed have to redo the compulsory requirements and get them approved again. See course descriptions to find which courses this applies to.

Faculty
Faculty of Audiovisual Media and Creative Technologies
Department
Department of Game Development - The Game School