Visual Effects MA
Wearable Futures MA
This Creative Skillset accredited
course produces qualified
professionals who are well
prepared to enter the VFX industry
at creative or managerial level.
Futures
The need for both film and video
content means that there is a growing
need not just for VFX artists but also
VFX producers, post-production
coordinators and project managers
that have a deep understanding of
the whole workflow and creation of
visual effects and post-production.
The Course
This course will teach you the
whole process in the creation of VFX.
This includes pre-production meetings,
VFX acquisition, scheduling, budgeting
and shoot supervision. These units
also place VFX in the wider context of
post-production and give an overview
of the post-production workflow from
brief to delivery, including tra nscoding,
editing and deliverables. We give
students access to all the necessary
equipment, including cameras, the use
of green screen studios with complete
lighting rigs and the relevant software.
Students will have the opportunity
to visit a major post-production
facility through our many industry
partnerships. Entrants are likely to
have previously studied arts, media,
public relations, marketing, editing,
post-production, motion graphics or
3D animation at undergraduate level.
Duration: 1 year full-time,
2 years part-time
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Unit 1: Technology Issues
In the Technology Issues unit you will
have the opportunity to prototype
ideas and engage with industry
standard processes, techniques and
technology relevant to visual effects.
Unit 2: Research Process
The Research Process and Technology
units will enable you to deepen your
conceptual thinking and technical
application through the development
of your individual practice.
Unit 3: Business and Innovation
The business context of new
technologies has transformed the
relationships between traditional
film, video and digital formats.
Unit 4: Concept and Prototyping
The Concept and Prototyping unit
will develop your main concepts
with reference to theoretical and
business contexts.
Unit 5: Major project
This represents the culmination of
students’ investigation and the final
stage of the research strategy. This is
a substantial piece of self-managed
work that is underpinned by advanced
practice-based methodologies and
processes.
Entry requirements: Page 142
How to apply: Page 146
This course is for designers who are
interested in technologies that have
the human body and its covering as
their focus.
Futures
Wearable Futures graduates have
the knowledge and skills needed to
be innovative within different facets
of the new and emerging wearable
tech industry.
The Course
The main conceptual framework for
the course will be provided by theories
of digital craftsmanship, body-centric
technologies and phenomenological
readings and speculative philosophy.
These will assist in helping you to
prioritise the current trends and
thought relating to fashion, and
discussion around the body within
data-informed spaces.
An interdisciplinary field of study will
include interaction and UX design and
open source culture, design innovation
and applied philosophy. You will be
introduced to philosophical trends
and these will tie in with your practice
and help you to develop a critical view.
You will engage with research methods
such as participatory, user-study and
user-centred design.
We will help you to influence the
decision makers so that wearable
solutions will be accepted and meet
the cultural and ethical expectations
when designing for the human body
and the garment-industry.
Term starts:
September 2018
Duration: 1 year full-time,
2 years part-time
You will consider the cultural and
social role inherent to fashion as a
part of wearable futures. Students
will focus their investigations on the
key flashpoints of the body as an
interface for what is a symbiotic,
physical and digital exchange.
Unit 1: Technology Issues
You will have the opportunity to
prototype ideas and engage with
processes, techniques and technology
relevant to visual effects.
Unit 2: Business and Innovation
The business context of new
technologies has transformed the
relationships between traditional
film, video and digital formats.
Unit 3: Research Process
The Research Process and Technology
units will enable you to deepen your
conceptual thinking and technical
application through the development
of your individual practice.
Unit 4: Concept and Prototyping
Here, you will develop your main
concepts with reference to
theoretical and business contexts.
Unit 5: Major Project
This represents the culmination of
students’ investigation and the final
stage of the research strategy. This is
a substantial piece of self-managed
work that is underpinned by advanced
practice-based methodologies and
processes.
Entry requirements: Page 142
How to apply: Page 146
Term starts:
September 2018
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