3D Art and Games Technology: Content Creation

3D Art and Games Technology: Content Creation

  • Study facts
    • Prog. Code
      P3AC2
    • NQF Level
      5.2
    • Credits
      120
    • Valid from
      H24
    • Version
      2.1
    • Study mode
      Full-time, Part-time
    • Program manager
About the programme

3D Art and Games Technology: Content Creation is an applied higher professional degree education in the field of 3D content creation. The programme provides competence for developing advanced 3D content, both static and organic. The graduate is applicable to apply for jobs in different industries that include games, ilm, animation, visualisation, VFX and XR applications. The need for efficient 3D content creation with high standards is in demand in current 3D production pipelines.  

3DAG: Content Creation educates candidates within specialised subject areas and focuses heavily on efficient workflows and rapid turnover of 3D assets. Candidates develop content using a blend of traditional 3D tools and techniques, in addition to procedural workflows, kitbashing techniques and photogrammetry. Competence and the ability to apply artistic skills such as anatomy, design theories and visual problem solving contribute to educating flexible and versatile artists. As technology and customer demand is constantly evolving; the ability to reflect on design and contribute with a substantial skillset becomes an essential extension of the graduate's creative toolkit.

Learning Environment

The digital classroom
All students at Noroff have access to a digital classroom, referred to as the learning platform. Here the student can access relevant academic and practical information about the study programme. The learning platform also contains learning content, activities, delivery deadlines, work requirements and assessments for every course.

Online
Online studies are flexible since students can study from anywhere and at their own pace according to the academic progression and scheduled deadlines. Students access their learning material for each course through the learning platform, and discussion forums are used for communication between fellow students and teachers. Lectures and live-stream sessions are not a part of the delivery model online but may be given as an add-on. 

Campus 
As part of the campus community, students will have access to on-site teachers, guest lecturers, and other students during their learning journey. Students on campus study in modern working environments and have access to equipment used for practical training.

After graduation

Vocational education at Noroff can expand career opportunities and lay lifelong learning foundations. Throughout the programme, students will familiarise themselves with key competencies relevant to industry employment. 

Career opportunities 
After graduation, the candidate may qualify for work within these areas:  

  • 3D Generalist
  • Modeller  
  • Texture Artist 
  • Environment  
  • Artist 
Learning Outcome

The Norwegian Qualifications Framework for lifelong learning (NQF) defines the levels of qualifications in the Norwegian educational system. These levels describe what a learner knows, understands, and can do as a result of a learning process. Categories in NQF are defined as:

Knowledge: Understanding theories, facts, principles, procedures in the discipline, subject area and/or occupation.
Skills: Ability to utilise knowledge to solve problems or tasks (cognitive, practical, creative and communication skills).
General Competence: Ability to independently utilise knowledge and skills in different situations.

After graduation from this programme, students have acquired the following learning outcomes:

Knowledge

The candidate: 

  • has knowledge of methods, processes and tools that are used in VR/AR development
  • has knowledge of non-destructive workflows, tools and processes that are used for creating and editing procedural content and animations
  • can assess his/her own work and workflow in relation to visual problem solving, design, complexity and target platform
  • is familiar with the 3D industry and the different disciplines in the field
  • has insight into his/her own opportunities for development in the discipline and is familiar with teamwork in a larger production pipeline
  • has knowledge of concepts and tools that are used in rapid production of 3D content
  • has knowledge of concepts and theories that are used in design composition and shape aesthetics
  • can assess his/her own workflows in relation to rapid production of 3D assets for specific purposes and platforms
  • has insight into his/her own opportunities for development in the field of 3D content production
Skills

The candidate: 

  • can explain his/her ideas, concepts and main processes related to teamwork in a production pipeline
  • can explain his/her ideas, concepts and main processes related to VR/AR development
  • can reflect over his/her own development related to procedural animations and content
  • can find and refer to information and material related to project work, development and assess its relevance to a specified project
  • can explain his/her choice of design and workflow for developing 3D content according to specification
  • can reflect over his/her own 3D assets and adjust them under supervision
  • can find and refer to information and material and assess its relevance to 3D content production
General Competence

The candidate:  

  • can plan and carry out procedural animation and simulations in accordance with relevant principles and quality requirements
  • can plan and carry out 3D asset creation, optimisation and sharing in a larger framework within a studio pipeline in accordance with efficiency and quality requirements
  • can exchange points of view with his/her and participate in discussions about best practices within 3D content production
  • can contribute to organisational development with a versatile skillset and development of high-quality 3D content
Course Overview
Course Code Course name Semester Weeks Hours Credits
FM2ABIK05 Industry Knowledge  3 3 126 5
FM2ABXR75 Extended Reality  3 3 126 7.5
FM2ABPC75 Procedural Asset Creation 3 5 210 7.5
FM2ABC175  Content Creation 1 3 6 252 7.5
FM2ABC275 Content Creation 2  4 6 252 7.5
FM2ABPA75 Procedural Animation 4 4 168 7.5
FM2ABP215 Project Exam   4 10 420 15
FM2ABPO25 Portfolio  4 1 42 2.5
Total 38 1596 60
Course Models
3D Art and Games Technology: Content Creation
CourseCourse type2023 Autumn2024 Spring2024 Autumn2025 Spring
Core course
5
Core course
7.5
Core course
7.5
Core course
7.5
Core course
7.5
Core course
7.5
Core course
15
Core course
2.5
Teaching and Learning

Noroff offers an engaging and student-active learning experience that prepares candidates for professional working life through unique and industry-relevant teaching and learning activities governed by the current learning outcomes. Teaching and learning engage students in the learning process by promoting a holistic understanding of the different issues and challenges relevant to the subject areas. By fostering critical thinking, creativity, collaboration, and communication, students will develop lifelong learning skills. 

Activities can vary for campus and online delivery and are composed of theoretical and practical approaches, providing students with the best possible outcome for each course. Noroff distinguishes between teacher and student-led activities. Both are equally important and tailored to each course’s educational approach. Teaching and Learning activities used in the courses are outlined in the course descriptions. 

For all online studies, English is the primary language for teaching. English can also be used as the teaching language on some campuses.

Work Requirements and Assessment

Assessment impacts the student’s learning significantly and concludes if the student has achieved the intended learning outcome and, if so, at what level. Assessments include summative and formative methods depending on the content of the learning outcome of each course.

A course usually consists of one or more work requirements. The most common is compulsory course assignments that assess the acquired competencies outlined in the course learning outcomes. Course assignments are assessed as Passed/Failed or graded from A to F, after which verbal or written feedback is provided. Tests can also evaluate students’ achievements and are usually used in combination with compulsory assignments.

Online studies may also require students to deliver one or more compulsory module assignments during a course. This is to follow up and support the online students’ learning path. Module assignments can be used as learning activities for campus students.

Work requirements and assessment methods for each course are described in the course descriptions.

Equipment Requirements

Information about equipment requirements is available on our webpage under Programme information

Online students are required to purchase and maintain their equipment.

Admission requirements

There are three ways to meet the admission criteria and be enrolled as a student: 

  1. By upper secondary education (videregående skole) 
    • Higher education entrance qualification from Norway or abroad 
  2. By Norwegian vocational upper secondary education  
    • Documented relevant vocational qualifications diploma (yrkeskompetanse)
      Documented relevant craft certificate (fag og svennebrev)
  3. Prior learning and work experience   

More information about admission requirements is available on our webpage under Admission Requirements.