
CG Art og animasjon
Bachelorstudiet i CG Art og animasjon forbereder studenter på en karriere innen kreativ bransje.
Om studiet
Hva kan du jobbe som?
Utenlandsopphold
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.
Videre utdanning
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 and 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).
The most common basis for admission to higher education is general study competence. Applicants who do not have general study qualifications and who turn at least 25 during the admission year, can apply for admission on the basis of practical skills.
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.
If applying on the basis of practical skills, the candidate must document at least 5 years of paid and relevant work experience for the study in CG Art and Animation. This might include graphic design, illustration, animation or similar.
If you have worked part-time, this must be able to be converted into at least 5 years of full-time work. Up to 2 years of the 5-year requirement can be covered by care for one's own children, education or unpaid work experience such as military service.
A graduate from the CG Art and Animation programme will be expected to have achieved the following learning outcomes:
Knowledge
- 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.
Skills
- 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.