INDICATIVE CONTENT
An evolving programme of lectures, guest speakers and seminars will explore the breadth of the moving image industries, latest trends and technological and aesthetic developments.
Guest speakers and Q+A opportunities will enrich learning experiences and help to foster, connect and build professional networks.
This module is driven by independent actions and individual direction and learners are expected to act autonomously and with curiosity and courage – seeking out their own opportunities and research avenues.
Necessary supervisory meetings (either face to face, or online) will be scheduled around study activities.
Students will be expected to maintain a live blog thread for this module, to be open to continuous feedback and receptive to opportunities for sharing and knowledge exchange.
Students will compile conclusions and findings in the form of a visual report, or Video report (see details) (1, 2, 3, 4)
You will explore:
• Finding out where you should be, where you want to go, and how to get there.
• key perspectives from industry and the broader creative communities in which animation is found.
• independent investigations into the inner working of the animation industry and the vibrant festival circuit and communities around the world - its intricate and evolving ecosystems.
• Industry work experiences and purposeful collaborations with third parties will be positively encouraged and facilitated when possible, and time allowances will be given flexibly to those undertaking vital roles with regards to attendance. The aim of all activities is to build ‘up to the minute’ industry knowledge that will allow students to position the outcomes of further study and outcomes to maximum effect.
Although not co-requisite, this module will follow in theme and structure from Module 1: Animation Cultures and Critique – having a useful sense of continuity as far the regularity of themed teaching and learning opportunities and submission format options.
ASSESSMENT DETAILS
A written and illustrated report of 5000 words conducted and delivered to rigorous academic standards.
Or,
a video report of 20 minutes (equivalent to the 5000-word count, with script accompaniment and appendix) conducted and delivered to rigorous academic standards.
Submitted via ‘Turnitin’ (if standard written format and the appendix relating to the video), or as Video File (see module handbook for specific delivery platform).
LEARNING STRATEGIES
10 x 3-hour Lecture Seminar Events (including guest speakers) addressing key aspects students must be aware off when entering animation as a professional.
Supervisor meetings (10 x 30mins)
Student will be encouraged to engage with the animation competition and festival circuit.
Submission to and attendance at national and international animation events where relevant.
Entering dialogue with industry representatives where relevant.
Arranging work placements and experiences where relevant.
Conducting interviews where relevant.
Observation of the professional animation landscape.
Utilisation of social media as means of self-promotion and knowledge exchange.
Supervisor contact and guidance.
Submission to critical journals, periodicals and online magazines where relevant.
LEARNING OUTCOMES
1. Demonstrate a contextual understanding and critical evaluation of key aspects of animation industry common practice, communities, and networks, and be versed in the processes by which entrance into, and success within one, or more professional environment may be achieved.
Enquiry
2 Demonstrate clearly your ability to recognise animation industry and ecosystem trends by appreciating and synthesising key data and be selective in how you focus in on useful knowledge, networking opportunities and potential opportunities for professional activity.
Analysis
3. Contextualise prior learning and current animation research objectives, along with novel practical, or theoretical animation experiences, and professional dialogues – highlighting consequential shifts in perspective and, or instances of developed aesthetic appreciation.
Knowledge and Understanding
4. Demonstrate independence in your learning, taking strategic advantage of animation industry and ecosystem access to formulate increasingly effective methods of self-development within a frameworks of professional animation practice and regular discussion and reflective thinking.
Learning
5. Demonstrate reflective and self-reflective methods of evaluation by actively seeking dialogue and feedback from fellow animators, animation industries professionals, technical specialists, scholars, and academic staff - maintaining a consistent approach to the documentation of interactions and conversations, with the focused aim of increasingly your efficacy as a student and practitioner.
Reflection
RESOURCES
• National and International Festival and Competition events
Guest speaker and contributors Q+A
VLE’s
Campus Library and resources
Social Media Platforms
Alumni network
Professional Networks
Social Networks
Careers Services
TEXTS
Asraf, S.M.H. & Idrus, S.Z.S. 2020, "Hybrid Animation: Implementation of Two-Dimensional (2D) Animation", Journal of physics. Conference series, vol. 1529, pp. 22093.
Hamilton, T, 2019, Computer Game Development and Animation: A Practical Career Guide, Rowman & Littlefield
Hooks, E, 2016, Craft Notes for Animators: A Perspective on a 21st Century Career, Routledge
Mack, K. & Ruud, R. 2019, Unreal Engine 4 virtual reality projects: build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints, Packt Publishing, Birmingham.
McDonald, K. & Smith-Rowsey, D. 2018, The Netflix effect: technology and entertainment in the 21st century, Bloomsbury Academic, New York.
Sawicki, M & Moody, J, 2020, Filming the Fantastic with Virtual Technology: Filmmaking on the Digital Backlot, Routledge.
Shaw, A. & Shaw, D. 2020, Design for motion: fundamentals and techniques of motion design, 2nd edn, Routledge, London.
https://www.animation-festivals.com/
https://www.awn.com/
https://www.cartoonbrew.com/
https://www.skwigly.co.uk/