CG Art and Animation

See study programme

Autumn 2023 (1. semester)

5 sp
5 sp
5 sp
5 sp
5 sp

Spring 2024 (2. semester)

10 sp
10 sp

Autumn 2024 (3. semester)

10 sp
10 sp
10 sp
10 sp
10 sp
10 sp
10 sp

Spring 2025 (4. semester)

20 sp
10 sp

Autumn 2025 (5. semester)

30 sp

Spring 2026 (6. semester)

20 sp

The creative economy is one of the world’s largest and fastest growing. At the heart of this economy are the cultural and creative industries (CCIs) including the arts, film, music, theatre, dance, and the heritage sector. With this growth comes an increasing need for specialisation and interdisciplinarity. The CG Art & Animation programme will educate students to create digital artistic content and animation within the creative economy and develop professional skills that are transferable across many other sectors. Students will begin by establishing a foundation set of competencies, intended to give a wider perspective of the discipline, which they will then have the option to study in greater depth through elective courses that are representative of specialisms within the creative industries. Alongside expert guidance and support, students benefit from a learning environment that is designed to emulate professional practice through collaborative, interdisciplinary projects that put students’ skills to the test in a production context. CG Art & Animation students are part of a vibrant community, including film, games and music students, offering the chance to experience and explore the diversity within the creative economy. Furthermore, students are encouraged and given the opportunity to spend a semester studying abroad at a partner university or complete an internship with the creative industries.

Just as we emulate professional practice, we also work with industry-standard tools in facilities equipped with the latest technologies for digital art, animation, filmmaking, game development and interactive media. As the creative industries are continually changing and developing, new skills and businesses are emerging. The CG Art & Animation programme will examine the wider context of the subject area, providing a theory-based foundation for creative and technical skills, and promote lifelong learning, innovation and entrepreneurship. Though our research and development work and links to industry, students have opportunities to apply their skills within a range of contexts helping them to launch a career in an incredibly exciting sector.

Whether working in the artistic or commercial worlds, graduates will be tasked with considering their impact on the environment and society. Sustainability is a primary objective in a wide variety of industries and the ability of art and visual communication to convey what is difficult to say is why it is such an important part of sustainability. The wider application of digital artistic content as a communication strategy is an exciting area where competence is becoming increasingly in demand. Graduates of CG Art & Animation will possess skills and strategies, with a toolkit that combines the creative and the technical, to enable them to overcome visual communication problems in a range of professional contexts. The programme encourages students to be ambitious, curious and reflective.

A graduate from the CG Art & Animation programme will be expected to have achieved the following learning outcomes:


  • Can describe the process of producing digital artistic content within the entertainment industry.
  • Can relate computer generated (CG) art and animation to other cultural and creative industries that contribute to the global creative economy.
  • Can refer to digitalisation strategies and the role of technology and innovation within them.
  • Can justify the use of methods, processes and tools used in the production of computer generated (CG) art and animation.
  • Can analyse a computer generated (CG) art and animation workflow, identifying potential problems and suggesting how they might be overcome.
  • Can refer to state of the art research and development work within the subject of computer generated (CG) art and animation.
  • Can work independently to develop their own knowledge of important topics relating to computer generated (CG) art and animation.
  • Can articulate the history, traditions and distinctive artistic styles within animation.
  • Can articulate the context of computer generated (CG) art and animation in society.


  • Can source and evaluate information, using it as a basis for justification and argument.
  • Can apply theoretical knowledge to practical problems.
  • Can use the results of research and development work to make justifiable choices.
  • Can demonstrate proficient use of relevant digital tools and techniques relating to computer generated (CG) art and animation.
  • Can use computer generated (CG) art and animation as a form of visual communication.
  • Can reflect upon outcomes and experience, and plan towards their own professional development.
  • Can incorporate sustainability into a design methodology
  • Can collaborate effectively on a group production.
  • Can plan and manage tasks to achieve entrepreneurial objectives though creativity and innovation.

General Competence

  • Can identify and reflect upon relevant academic and professional ethical issues within computer generated (CG) art and animation.
  • Can plan and carry out tasks and projects over time, alone and as part of a group, sustainably and in accordance with ethical requirements and principles.
  • Can present theories, problems and solutions through relevant forms of communication.
  • Can exchange knowledge and experience with peers from related subject areas, thereby contributing to the development of good practice.
  • Can contribute to various assignments and projects, applying knowledge and skills in sustainable and innovative ways.
  • Shows an international perspective of the discipline and can describe the global impact potential of the creative economy.

The most common basis for admission to higher education is general study competence.

The study programme in CG Art and Animation is announced internationally. This means, among other things, that applicants are exempt from the requirement for Norwegian language skills. However, applicants must be able to document sufficient English language skills.

Applicants must also submit an artistic portfolio and motivational statement, demonstrating an interest in the subject area.
Information about how to send in the artistic portfolio will be sent out to the applicants after the deadline for application.

Applications are open in the following periods: Non-EU/EEA: November 1 - December 1 // EU/EEA and Nordic residents: February 1 - April 15

The creative economy is one of the world’s largest and fastest growing. The CG Art and Animation programme develops creative and technical skills suitable for many creative careers, such as graphic and multimedia designers, artists and animators. The range of industries that are incorporating these skills into their workforce is rapidly expanding and the wider application of digital artistic content as a communication strategy is an exciting area where competence is becoming increasingly in demand. Students of CG Art and Animation develop professional skills that are transferable across many other sectors and, as such, are employable in a range of professional contexts.

Following graduation from CG Art and Animation, there are a number of options for further study at Master’s level both within Norway and internationally. Within Norway, there is a 2-year Master of Fine Art programme at NTNU in Trondheim for the more artistic students wanting to further define and develop their own style. For students interested in digital communication, there is a Master’s programme at Nord University in Journalism and Communication. More specific to storytelling and visual media, there is a 2-year Master’s programme in film and related audiovisual art forms at Den Norske Filmskolen in Oslo. Alternatively, for students interested in media culture, technology and aesthetics, there is a 2-year Master’s programme in Film and Media Studies at NTNU in Trondheim.

Internationally, there is greater choice and more opportunities for specialisation. In Denmark, you could study Interactive Digital Media, Experience Design or Medialogy in Aalborg. In Finland, Aalto University offers 2-year Master programmes in Animation, Game Design and Development and Visual Communication Design. Further afield, there are many options throughout Europe. The UK is home to a large creative industries sector and has numerous creative postgraduate degree programmes that would be suitable for graduates from CG Art & Animation. Examples include an MA in Animation or Illustration at Teesside University, an MA in 3D Computer Animation at Bournemouth University and an MA in Animation at the University of the West of England.

Another alternative for graduating students might be to diversify and look towards study in pedagogy. From there, there would be career options to teach creative media in high school or get involved with educational technology (Ed-Tech).

International student exchange is facilitated in the 5th semester of the CG Art and Animation programme, as part of Project X. The following are institutions we recommend and have active partnerships with:

Plymouth College of Art (England) – Animation and Games

This degree programme is within the creative incubator of the School of Arts and Media. The programme is designed to teach students the latest software used in the creative industry and for students to develop collaborative skills across disciplines. As part of the creative incubator, students have the opportunity to work alongside peers studying Film and Screen Arts through interdisciplinary projects.

Breda University of applied sciences (Netherlands) – Creative Business

The Creative Business programme is very much practice based. By working on assignments, mostly for real clients, students can learn about radio, television, magazines, online platforms, virtual reality, events, outdoor advertising, online marketing, database marketing and more. Throughout the programme students spend one day a week working in the Production House for media students. This is an in-house training company incorporating real industry projects in a collaborative working environment.

Saxion University (Netherlands) – Creative Media and Game Technologies

The Creative Media and Game Technologies programme is structured around three important professional roles in the field: artists, experience designers and engineers. The programme offers a broad introduction into different aspects of the industry which follows through to specialisation into either interactive media or games. Students develop their skills and build a portfolio to showcase them.

U-Tad (Spain) – Animation

On this programme, students learn the pre-production, production, and post-production processes used in large, animated features and master the techniques and tools of professional studios. The processes of each phase of production of animated, live action, or video game content are covered, including storytelling, concept art, visual development, photography, lighting, storyboarding, character design, 3D modelling, shading, textures, grooming, VFX, etc… Students can then specialise in one of three areas: 2D Animation, 3D Visual Effects, or Art for Video Games.

No tuition fees. Costs for semester registration and course literature apply.
Some travel expenses must be expected on productions at various locations. Several production periods will span weekends and nights. We recommend that students make small investments to acquire a Wacom tablet (Intuos 4 or higher), memory stick, external hard drive, headset etc.

The Norwegian system for grading of assessment uses the letter grades from A (highest) to F (lowest), with E as the minimum pass grade.

Assessment can also be non-graded, in the form of passed/approved or failed/not approved.

The programme is evaluated through student surveys. These evaluations form a part of the university's quality assurance system. Furthermore, student representatives are appointed for each cohort and have regular meetings with the programme coordinator.

For details, see the regulations relating to studies and examinations: