3D Art and Games Technology

3D Art and Games Technology

  • Study facts
    • Prog. Code
      P3AG
    • NQF Level
      5.1
    • Credits
      60
    • Valid from
      H24
    • Version
      2.4
    • Study mode
      Full-time, Part-time
    • Program manager
About the programme

3D Art and Games is a broad field of growth and constant change. 3D art and interactive solutions are applied in many different industries. Apartments, houses and other buildings can be visualised in Virtual Reality, or through Augmented Reality and sold before the first cornerstone is laid down. Commercials often contain products that only exist in a virtual 3D world. TV and film productions apply higher quality and increasingly more special effects in the form of 3D elements. Games, interactive experiences and training simulators today are built in and around 3D technology and visualised using professional Digital Content Creation (DCC) software.

3D Art and Games Technology educates candidates in a wide range of the disciplines required to work in industries that demand competence with 3D graphics, animation and advanced asset creation. In addition to providing in-depth training in graphics technology, content production and professional workflows. The programme focuses on artistic skills such as colour, composition, storytelling and visual aesthetics. As the technology and customer demand is constantly evolving; the ability to acquire new knowledge also becomes an essential skill in the graduates creative toolkit.

Target Group
The education is aimed towards people that want a career as a 3D artist or content creator in industries like film, advertisement, games, simulation or visual effects in addition to, product, medical and architectural visualisation and the maritime, oil and gas industries.

The education is suitable for people without previous experience in the field of study, and as further education for people with prior education or work experience within design, motion graphics and architecture.

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 Artist
  • Modeller
  • Texture Artist
  • 3D Generalist

Further studies 
If you complete this programme and the second year of Content Creation or Interactive, you can continue abroad for a third year and gain a Bachelor's degree. Our international partners are Teesside University and Solent University in the UK and Deakin University in Australia. This option is also available to online students. Read more about third year abroad.

Learning Outcome

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 concepts and processes used in image composition, understanding form, colour theory and aesthetics
  • has knowledge of concepts, processes and tools used in modeling, texturing, animation, rendering and post-production
  • has knowledge of concepts, processes and tools used in the production of interactive experiences
  • has insight into relevant and standardized working methods for planning, preparation and execution of various work tasks within 3D graphics
  • has insight into regulations for implementation, use and publication of material from third-party manufacturers
  • has industry knowledge of the 3D industry and knowledge of the professional fields of film and visual effects, games, simulation and visualization
  • can update their professional knowledge in the 3D field and understand the importance of the industry in a societal and value creation perspective
Skills

The Candidate...

  • can apply professional knowledge to issues related to the development of 3D work
  • can apply relevant tools and techniques to create illustrations, images, video and products in 3D and apply post production techniques for optimal results
  • can apply relevant tools and techniques for the production of 3D models and textures
  • can apply relevant tools and techniques for rigging and animation of 3D objects
  • can find information and professional material that is relevant to 3D development and the industry's working methods
  • can map own 3D productions
General Competence

The Candidate...

  • has an understanding of professional and industry ethical principles when applying external resources and the Copyright Act
  • has developed a basic ethical attitude in the practice of the profession and an understanding of the importance of keeping agreements, deadlines and budgets
  • can perform work in 3D design and animation, identify the needs of target groups and adjust their own work accordingly
  • can build relationships and networks with peers and across disciplines, for problem solving and collaboration on larger projects
  • can develop working methods and products relevant to 3D productions
Course Overview
Course Code Course name Semester Weeks Hours Credits
FM1ABMT15 Modelling and texturing 1 10 420 15
FM1ABLR15 Light, render and compositing 1 7 294 15
FM1ABGE10 Game environments 2 7 294 10
FM1ABGC10 Game creation 2 6 252 10
FM1ABRA10 Rigging and animation 2 8 336 10
Total 38 1596 60
Course Models
3D Art and Games Technology
CourseCourse type2024 Autumn2025 Spring
Core course
15
Core course
15
Core course
10
Core course
10
Core course
10
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 vocational qualifications diploma (yrkeskompetanse).
    • Documented craft certificate (fag og svennebrev).
  3. Prior learning and work experience   

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