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Section 2

Programme Specification: Foundation Degree (Arts)


Computer Visualisation and Animation
1. Awarding Institution University of Sussex
2. Teaching Institution Ravensbourne College of Design and
Communication
3. Programme Accredited by N/A
4. Name of Final Award Foundation Degree (Arts) Computer Visualisation
and Animation
5. UCAS Code W615/E615
6. Total Number of Credits 240 (120 at Level 1 and 120 at Level 2)
7. Subject Benchmark Skillset, Art and design, Communication, media,
Statement film and cultural studies
8. Points of Reference External
QAA - The framework for higher education
qualifications in England, Wales and Northern
Ireland
QAA Foundation Degree Qualification Benchmark
QAA Code of Practice
Skillset National Occupational Standards – Sound
Skillset: Focus on animation
University of Sussex Code of Practice for
Validation

Internal
College Learning and Teaching Strategy
College Academic Plan
College Procedure for Course Development
Approval and Validation
Academic Regulations for the Awards of
Foundation Degree and Certificate in Higher
Education
9. Date of Production October 2005
10. Overview

The Foundation Degree (Arts) Computer Visualisation and Animation is a vocational


programme offering students the opportunity to acquire the knowledge, craft and
technical skills suited to a variety of career paths in animation.

Students will develop skills in drawing, 2D and 3D animation, modelling, texturing,


lighting and rendering. The acquisition of these skills will be reinforced by a
comprehensive grounding in animation theory and technology. Throughout the course
the application of creativity forms the backbone of learning.

Students will work in an environment that mirrors industry practice and much of the
learning on the course is delivered through the simulation of real work based activity.
The course incorporates opportunities for collaborations with students on other
course within the College. Working alongside these other programmes will give
students access to the culture, skills and attitudes of practitioners in a number of

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related areas.

Level 1 of the course consists of seven units (amounting to 120 credits). Students are
offered a broad based introduction to the field of animation. Students are introduced
to the basic animation and drawing skills that lie at the heart of the field of animation.
They then develop technical skills in character animation, texturing and lighting.
Students engage with the role of narrative, performance and dialogue in animation.
Across all three terms the students will engage with units in Contextual Studies and
Personal and Professional Development. They will develop knowledge and
understanding of the historical, intellectual and industrial contexts of animation and
the creative industry. They will learn to reflect on their own learning needs and the
development of their own professional practice. At the end of Level 1 and before the
beginning of Level 2, students are encouraged and supported in applying for short
work experience placements by the College’s dedicated Employability Unit.

Level 2 consists of eight units (amounting to 120 credits) in which students develop
their knowledge of computer visualisation and animation, become familiar with the
workings of the animation studio workflow, and gain a thorough understanding of the
creative, professional and industry contexts of animation.

The level extends and develops the range of skills delivered in the first level.
Students learn how to analyse real environments and simulate them. They integrate
their academic and practical understanding of the employment world they will enter
through a study of an industry employer, studio or practice. They gain a basic
understanding of the post production processes involved in taking raw content and
creating a cohesive whole ready for an audience. In two practice-based units,
students engage with a series of exercises which replicate common animation
working practices and develop their skills to the level necessary for entry to the
profession. The output of these units forms the heart of the student’s ‘showreel’,
which will demonstrate the range and level of their skills. In the final unit of the level,
students learn how to post produce and present this material professionally for future
employers.

As in Level 1, across the three terms, students engage with units in Contextual
Studies and Personal and Professional Development. The former is focused on
developing their academic skills and expanding the frameworks within which they can
contextualise their own practice. The latter is focused on reflection on professional
development and career planning.

Graduates who have passed the foundation degree and achieve a grade C profile
across the second level units have the opportunity to apply to progress to the BA
(Hons) Animation, subject to completion of the required bridging programme.

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11. Educational Aims of the Programme

Through the integration of academic and work-based learning, this programme aims
to:

1. Provide students with a balance of intellectual and practical skills necessary to


enter the field of animation;

2. Develop a range of creative, critical and technical skills in a variety of


specialist disciplines related to animation;

3. Encourage independent and critical thinking and develop transferable skills


and competencies as preparation for work in a freelance market and enabling
life-long learning;

4. Develop experience and knowledge of collaborative working methods and


processes within an industrially focused multidisciplinary environment.

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12. Intended Learning Outcomes - This programme provides opportunities for


students to develop and demonstrate knowledge and understanding, skills, qualities
and other attributes in the following areas:

KNOWLEDGE AND UNDERSTANDING

A - Knowledge and Understanding of: Teaching and Learning Methods

1. the established principles and skills used Learning and teaching on the course tends
in professional animation and visualisation to be primarily project based (see
2. the workflows and processes which Practical and Professional Skills below).
characterise contemporary animation This is supported though the development
production of the student’s knowledge and
3. the nature of forms and space, and their understanding by varied learning and
depiction and construction in two and three teaching methods which may include as
dimensional media and digital form appropriate: project briefings, lectures,
4. the nature of human movement and its (staff and student led) group seminars,
interpretation in two and three dimensional technical or practical workshops,
media and digital form demonstrations, critiques, individual or
5. the role of narrative in the animation group tutorials and self directed study
process by the student.
6. the role of performance and its relevance
to the animation process Learning is facilitated by a well qualified
7. the business sectors, practices and permanent teaching staff and by sessional
organisations operating in the computer staff and visiting speakers who are
visualisation and animation industry in the practising professionals and bring an
UK and globally important industry perspective to the
8. the main technologies used in computer course. Traditional modes of delivery may
visualisation and animation be supported where appropriate by e
9. the main historical and contemporary learning and/or resource based learning.
contexts of animation and computer
visualisation practice Assessment Methods

Knowledge and understanding is assessed


through short essays, tests, reports, critical
analysis, and individual and group
presentations and through its application in
practical projects in a manner appropriate
to each unit of delivery.

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SKILLS AND OTHER ATTRIBUTES


B - Practical/Professional Skills – Able Teaching and Learning Methods
To:
Professional and practical skills are gained
1. produce work which demonstrates a primarily through project based learning.
critical understanding of computer This often involves the simulation of
visualisation and animation techniques and activities which take place in industry.
skills
2. produce work which demonstrates an Supported by staff, students work on
understanding of the technical and project briefs designed to foster creative,
professional requirements of animation technical and academic skills while
related industries progressively introducing professional
3. competently and creatively use digital contexts and real world constraints. This
animation technology approach is student centred, encourages
4. critically assess an animation task or deep learning, builds problem solving
problem and adapt animation techniques ability, and integrates academic with
appropriately in its solution professional learning. Students learn to
5. plan and schedule computer visualisation take responsibility for their own learning
and animation tasks progressively. Some projects are
6. use sound and dialogue in the animation intentionally collaborative encouraging
process team working and peer learning and may
involve students from other courses.

Projects are supported by briefings,


studio lectures, workshops, critiques,
group seminars and student self
directed study. Learning is facilitated by
permanent teaching staff and by sessional
staff and visiting speakers who are
practising professionals and bring an
important industry perspective to the
course. These methods may be supported
where appropriate by e-learning and/or
resource based learning. The project
based approach culminates in
independent negotiated project work in the
final level of the course.

Assessment Methods

Students are assessed primarily through


the submission of practical materials.
Students undertake a variety of skills and
technology tests. Students may also be
required to submit reflective logs
explaining key points in both the technical
and creative process and justifying
decisions made with respect to the brief.

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SKILLS AND OTHER ATTRIBUTES (Continued)


C - Intellectual Skills – Able To: Teaching and Learning Methods

1. consider and analyse their own work with Intellectual skills are gained primarily
reference to academic and work related through lectures, seminars, workshops,
frameworks individual tutorials and self-directed
2. locate their work critically and stylistically study but the delivery of some elements
in relation to contemporary practice will be integrated with practical and
3. apply underlying concepts and principles professional skills in project based
outside the context in which they were first learning. In particular, project based
studied, and in a work related context learning stimulates analysis, contextual,
problem solving, creative thinking, and
personal reflection.

Students are introduced through the


contextual elements of the course to
theoretical and critical frameworks in which
they can locate their practice.

Assessment Methods

Students are primarily assessed through a


variety of means including essays, reports
and presentations. Some elements are
assessed through their application in
submitted project materials. This may
include rationales, background research,
development materials and/or evidence of
reflection on the process of development in
addition to practical material.

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SKILLS AND OTHER ATTRIBUTES (Continued)

D - Transferable Skills – Able To: Teaching and Learning Methods

1. take responsibility for own learning with a Students develop transferable skills
minimum direction primarily through self-directed project
2. interact effectively within a team, giving activity which progressively introduces
and receiving information and ideas and professional contexts.
modifying responses appropriately
3. manage information in a range of media, Though most learning takes place during
selecting and using a variety of sources and the projects and through students’ critical
technologies as appropriate and reflective response to these, this
4. communicate ideas and information in aspect of learning is supports by a
visual, oral and written forms effectively to a Personal and Professional Development
variety of audiences, including technical unit at each of the course levels. The first
and non-technical audiences level concentrates on ensuring that
5. identify key areas of problems and students ‘learn how to learn’. The unit also
choose appropriate tools/methods for their prepares students for work experience (or
resolution equivalent) and encourages them to start
6. evaluate own strengths and weaknesses, to explore professional and career
and develop own criteria and judgement development. The second level focuses on
7. produce work that is literate, numerate the development of professional
and coherent transferable skills to enable the transition
to employment and/or further study.

Assessment Methods

Transferable skills are assessed within


appropriate units throughout the course,
and in particular through the submission of
Personal and Professional Development
Files. These files (containing a learning
plan, reflective commentary and evidence-
base) are developed within the Personal
and Professional Development unit and
provide evidence of work and learning
carried out across the course. For
instance, evidence of personal
development achieved through research,
design development and realisation;
responses to briefs; and evidence of
project management. Students are also
assessed through peer, group and self-
assessment.

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13. Admission Criteria

Foundation degree applicants will come from a wide range of backgrounds and
applications are positively welcomed from mature students, those with relevant work
experience, those who may not necessarily possess the formal entry qualifications, or
who have qualifications other than those listed below.

Students will normally be expected to possess four GCSEs (grade C or above) or


equivalent (preferably including English, Media/Technology) and also hold at least
one of the following or equivalent:

• 1 A-Level or BTEC National Diploma;


• AVCE or GNVQ Advanced (Level 3);
• NVQ3 in relevant subject(s).

Applicants will normally be expected to attend for interview and submit a portfolio of
examples of work.

Students will be selected according to the criteria set out in the College Procedure
for the Admission of Students and Guidance Notes for Selecting Candidates for
interview.

When appropriate the College’s Accreditation of Prior Learning Policy and Procedure
will be used to assess applicants at interview. The key criterion for entry is evidence
of commitment and motivation to study in the subject area.

14. Assessment Regulations and Principles

This course is subject to the Academic Regulations for the Awards of Foundation
Degree and Certificate in Higher Education.

In summary, in order to complete a unit, a student must successfully complete all the
assessment specified for that unit. In order to progress from level one of the course
to level two, a student must successfully complete all the units in that level of the
course. In order to achieve the award, a student (having completed level one of the
course) must successfully complete all the units in level two. In certain
circumstances, the Examination Board may at its discretion choose to permit
performance in one area to compensate for underachievement in another subject to
the provisions of the Academic Regulations for the Awards of Foundation Degree
and Certificate in Higher Education. However, there is no automatic right to such
compensation.

Foundation degrees are not classified. However, students wishing to progress to


honours level study must achieve at least a grade C profile across the units of the
second level of the course.

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15. Articulation with Honours Degree

This Foundation Degree is articulated with the BA (Hons) Animation.

Students wishing to progress to the BA (Hons) must successfully complete their


Foundation Degree, achieve the prerequisites for the BA (Hons) and complete a
required bridging programme. Application is through UCAS and acceptance is subject
to the course running and places being available.

Normally the prerequisites for the BA (Hons) are:

• Foundation Degree (Arts) Computer Visualisation and Animation pass with


minimum 2.2 profile (Grade C) at Level 2;
• Pass all ‘bridging’ units:
• Management and Organisations;
• Understanding Media;
• Research Preparation.
• Normally a maximum of 5 years expired since Foundation Degree (Arts)
Computer Visualisation and Animation completion.

16. Support for Student Learning

Much of the learning on the course takes place through resource based project work.
In order to support student learning the following resources and services are
available:

• College Wide General Computer Resource (Word Processing, Spreadsheets,


Graphics etc);
• Blue ICT production facility;
• Purple ICT production facility;
• Animation Lab:
• Animation Production (digital) facility A014;
• Room A020 (traditional) facility;
• Room A012 seminar/lecture room.

Support for students with learning difficulties and study support needs are in place
through the College Student Support Services.

17. E Learning

In addition to the aspects of the curriculum delivered in the traditional manner through
lectures, workshops and other face to face delivery methods, learning will also be
supported by the developing ‘Moodle’ Virtual Learning Environment (VLE). Course
Handbooks, project briefs and other course materials will be stored for retrieval and
access on or off campus. Similarly students are able to apply themselves to on-line
group forums and critiques and tasks at the time and place most suitable to their
personal schedules and commitments.

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18. Indicators of Quality and Standards

The course operates within a College quality assurance framework which ensures
that the standards set at validation are maintained and enhanced and the quality of
the student learning experience is good. As part of this framework the course is
subject to the following processes:

• Course Review;
• Mapping against FHEQ and Foundation Degree Benchmark Statement during
development;
• Integration of Occupational Standards during development;
• College Internal Validation;
• External Validation by the University of Sussex;
• External Examiner Reports;
• Annual Course Monitoring;
• Student Feedback;
• Student Representation;
• Peer Observation of Staff;
• Staff Training Programme;
• Industry Benchmarking (for specific projects).

19. Multidisciplinary Environment

Collaborative and multidisciplinary working is a fundamental part of the


Ravensbourne ethos. All courses incorporate formal and informal opportunities for
cross course collaboration. Students on this course are likely to work with BA (Hons)
Animation, BA (Hons) Design for Interaction, BA (Hons) Interior Design Environment
Architectures and to a lesser extent the BA (Hons) Design for Moving Image and FdA
Creative Sound Design.

20. External contexts

In line with the College’s aim of ensuring the continued commercial relevance of our
academic provision, the course from time to time will consult industry partners in the
development of projects both to ensure an ‘appropriate simulation of current practice’
and to ensure that there is a close match of skills demonstrated by students
graduating from the course and the requirements of the industry. Partners include
production companies such as Jonathan Hills, Escape Studios and Passion Pictures
and facilities houses such as Big Buoy. The course also drew heavily on the Skillset
(Sector Skills Council) accreditation guidelines in designing the course.

The Vocational Case Study in the second level facilitates a thorough engagement
with the industry through the medium of a specific case study or a voluntary
placement.

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21. Unit List

Unit code Unit title Credit Value


Level 1
CVA101 Animation Principles 20
CVA102 Visual Studies 10
CVA103 Storyboarding and Layout 20
CVA104 Bipedal Walk Cycle 20
CVA105 Character Animation 20
CVA106/FDC102 Contextual Studies 1 20
CVA107/FDC103 Personal and Professional Development 1 10
TOTAL 120

Level 2
CVA201 Digital Environments 20
CVA202 Vocational Case Study 10
CVA203 Post Production Operations 10
CVA204 Industry Exercises 1 20
CVA205 Industry Exercises 2 20
CVA206 Presentation Techniques and Technologies 10
CVA207/FDC202 Contextual Studies 2 20
CVA208/FDC203 Personal and Professional Development 2 10
TOTAL 120

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22. Unit Map

FdA Computer Visualisation and Animation - Level 1

CVA103 Storyboarding and


Layout
20 Credits
CVA101 Animation Principles CVA105 Character Animation
20 Credits 20 Credits

CVA104 Bipedal Walk Cycle


20 Credits

CVA102 Visual Studies


10 Credits

CVA106/FDC102 Contextual Studies 1


20 Credits

CVA107/FDC103 Personal and Professional Development 1


10 Credits

TERM 1 TERM 2 TERM 3

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FdA Computer Visualisation and Animation - Level 2

CVA203 Post Production


Operations
CVA201 Digital Environments 10 Credits CVA205 Industry Exercises 2
20 Credits 20 Credits

CVA204 Industry Exercises 1


CVA202 Vocational Case 20 Credits CVA206 Presentation
Study Techniques and Technologies
10 Credits 10 Credits

CVA207/FDC202 Contextual Studies 2


20 Credits

CVA208/FDC203 Personal and Professional Development 2


10 Credits

TERM 1 TERM 2 TERM 3

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23. Outcome Map A = Knowledge and Understanding D = Transferable Skills
B = Practical/Professional Skills X = Assessed and Delivered
C = Intellectual Skills d = Delivered

A A A A A A A A A B B B B B B C C C D D D D D D D
LEVEL 1 Unit
1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 1 2 3 1 2 3 4 5 6 7
CVA101 Animation Principles d X X d
CVA102 Visual Studies d d d
CVA103 Storyboarding and Layout d X X d
CVA104 Bipedal Walk Cycle d X d
CVA105 Character Animation d X X X d d d
CVA106/FDC102 Contextual Studies 1 d d d d d X
CVA107/FDC103 Personal and Professional Development 1 d d d d

LEVEL 2
CVA201 Digital Environments X X X X X X
CVA202 Vocational Case Study X X X X X X
CVA203 Post Production Operations X X X X
CVA204 Industry Exercises 1 X X X X X X X X X X X X X
CVA205 Industry Exercises 2 X X X X X X X X X X X X X X
CVA206 Presentation Techniques and Technologies X X X X X X X X
CVA207/FDC202 Contextual Studies 2 X X X X X
CVA208/FDC203 Personal and Professional Development 2 X X X X X

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A - Knowledge and Understanding of: B - Practical/Professional Skills – Able To:

1. the established principles and skills used in professional animation and 1. produce work which demonstrates a critical understanding of computer
visualisation visualisation and animation techniques and skills
2. the workflows and processes which characterise contemporary animation 2. produce work which demonstrates an understanding of the technical and
production professional requirements of animation related industries
3. the nature of forms and space, and their depiction and construction in two 3. competently and creatively use digital animation technology
and three dimensional media and digital form 4. critically assess an animation task or problem and adapt animation
4. the nature of human movement and its interpretation in two and three techniques appropriately in its solution
dimensional media and digital form 5. plan and schedule computer visualisation and animation tasks
5. the role of narrative in the animation process 6. use sound and dialogue in the animation process
6. the role of performance and its relevance to the animation process
7. the business sectors, practices and organisations operating in the
computer visualisation and animation industry in the UK and globally
8. the main technologies used in computer visualisation and animation
9. the main historical and contemporary contexts of animation and computer
visualisation practice
C - Intellectual Skills – Able To: D - Transferable Skills – Able To:

1. consider and analyse their own work with reference to academic and 1. take responsibility for own learning with a minimum direction
work related frameworks 2. interact effectively within a team, giving and receiving information and
2. locate their work critically and stylistically in relation to contemporary ideas and modifying responses appropriately
practice 3. manage information in a range of media, selecting and using a variety of
3. apply underlying concepts and principles outside the context in which sources and technologies as appropriate
they were first studied, and in a work related context 4. communicate ideas and information in visual, oral and written forms
effectively to a variety of audiences, including technical and non-technical
audiences
5. identify key areas of problems and choose appropriate tools/methods for
their resolution
6. evaluate own strengths and weaknesses, and develop own criteria and
judgement
7. produce work that is literate, numerate and coherent

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Please note, this specification provides a concise summary of the main features of the programme and
the learning outcomes that a typical student might reasonably be expected to achieve and demonstrate
if he/she takes full advantage of the learning opportunities that are provided. More detailed information
on the learning outcomes, content and teaching, learning and assessment methods of each unit can be
found in the Course Handbook, Unit Descriptors and Project Briefs. The accuracy of the information
contained in this document is reviewed by the College and may be checked by the Quality Assurance
Agency for Higher Education.

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