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BA (Hons) Animation — Overview

Are you interested in bringing your character designs and illustrative concepts to life?

Our BA (Hons) Animation programme offers you a unique way to explore a whole range of production methods, and develop your passion into a career.

Students’ animations are video mapped during Euranim workshop in Budapest. Photo: © Morgan Rio

Globally the animation industry is estimated to be worth $222 billion, and includes film, children’s television, games, online content, VFX, motion graphics, VR and advertising.

We will help you to enter this market as a specialist in a production team. Our Animation programme will prepare you with the knowledge and skills you’ll need for a role in the animation industry.

We attract passionate and ambitious students, and provide the opportunity to build a professional CV, portfolio and showreel during the programme – preparing you for entry in your specialist area of animation, games or visual effects upon graduation.

Over the three-year programme you’ll have opportunities to explore traditional, experimental and computer animation, and work on a wide range of exciting design briefs – including live client projects and national competitions.

Life drawing and character development is a key part of our programme.

You’ll be taught in our purpose-built studios by a dedicated team of expert staff members, and supported by visiting professional animators, who’ll build your skills, confidence and awareness of what is required in this dynamic industry. Our programme allows you to explore all types of animation techniques, through a series of structured modules.        

What will I achieve?

You will become a proficient and industry-ready animator, with a thorough grounding in current technologies and established methods, such as Disney’s Twelve Basic Principles of Animation, and able to tackle both in-house modules and external client project briefs.

Your showreel, developed through college projects and in collaboration with clients, will demonstrate the extent of what you can do.

Having learnt how to use tools and techniques for short animated performances, demonstrating your control of gesture-based articulation and emotional resonance, your career will be ready to take off.

Animation student Krisztian Urr recreates a child's bedroom using CGI Computer Animation.

In your first year, you’ll explore all aspects of animation through a range of short projects, covering key production skills such as narrative development, storyboarding and character performance. You will learn technical production skills in 2D, CGI and stop-motion methods of practice, giving you an opportunity to see which way you would like your own work to develop.

Your second year will have an emphasis on production team working, as you share skills with others while you develop your own specialism. Professional development modules will enable you to progress your animation career path.

In your final year you will create a professional showreel, which will demonstrate your production skills to the industry and associated sectors that use animation as a creative medium. Focused lectures on marketing and distributing your work to the independent and commercial animation and games industries will help you to refine the direction of your work.

Thinking & making

Study with us and you’ll expand your critical approach alongside developing skills in research and analysis. Our academically robust and intellectually stimulating degree programmes are delivered by our team of academics, technical demonstrators and invited experts who together deliver excellence in learning, teaching and assessment. Our programmes encourage diversity in thinking and making - from practical applications through to reflective, analytical writing.

We provide a dynamic, stimulating learning environment from which to test new models of practice, while investing in the rich relationship between practice and theory - based on the potential in material and visual exploration, collaborative working, cross-fertilisation of ideas, and the exploration of histories and contemporary contexts.

Opportunities for studying abroad are available at our partner institutions, click here for more.

BA (Hons) Animation — Highlights:

  • Develop your own artistic signature whilst ensuring you’re up-to-date with industry-relevant skills, through our emphasis on art and craft disciplines alongside digital skillsets.
  • Take part in Erasmus and spend a semester of study with one of our partner institutions in Europe and North America.
  • Learn how to make a character perform in a way which makes the audience buy into what’s happening on screen – the pinnacle of animation practice is generating appeal in a production.
  • Gain valuable industry connections through our strong presence at key global events and animation symposia.
  • Use dedicated studios with all the necessary tools to make short to feature-quality animation.

Have a question for our team? Email:
FOLLOW US ON TWITTER: @pca_animation


BA (Hons) Animation — Modules

Year 1

ANIM101 Animation Principles

This will form an introduction to the Animation programme to equip all students with a fundamental grounding in the understanding and application of the 12 Principles of Animation and their significance in animation production. The module will explore the fundamentals of timing, spacing and holds in both Pose to Pose and Straight Ahead forms of animation using traditional Cell drawn animation and stop-frame techniques. Both these approaches establish key animation practice prior to further development in CGI and digital animation. 

This will develop the students' awareness of timing at the heart of all animation practice in an analogue or hands-on manner which embeds an understanding of how movement in relationship to frames is established. The module will explore the relationship between pre-digital and post-digital processing of animation cells in the use of exposure sheets and how this has affected animation production.

The Module will culminate in the first animation reel showing a selective set of animations done throughout the module which embeds professional practice and focus on the importance of the Demo Reel at the outset of the programme. Students will create an ongoing document acting as their own animator's survival kit showing their critical and visual understanding of Animation Principles. 

ANIM102 Drawing Practices for Animation

Drawing has always and will continue to play a fully integrated role in the core skillset of an animator. The module will consist of both studio-based study and personal drawing development that provides a platform to build a focused portfolio and online presence showing all the prerequisites of visualisation used at key stages of an animation production process. 

This module focuses on a variety of drawing techniques to support the development of a systematic approach to animation production especially at the pre-production phase in storyboarding, layout, character development, concept art and background design. 

A considerable proportion of this module will be spent in life drawing studies in the exploration of a range of dynamic poses, in capturing volume & weight, proportion, in exploring movement gestures to support key principles of staging and solid drawing. The life drawing sessions will also be complemented with 3D studies in wire and clay modelling to extend the notion of drawing into volumetric space. The module will centre upon the understanding the importance of strong observation of human, animal, natural and urban forms from a range of approaches and perspectives to enable strong visual composition in storyboarding linked to the fundamentals of film language and cinematography.

ANIM103 Illusionists Toolkit: Analogue to Digital Practice

Central to the nature of the animated discipline has been its capacity to explore and reinvent itself by embracing new developments in technology. In the past, emerging technologies have helped us create new opportunities. They can make traditional processes more accessible as well as more economical, they have opened up the use of new materials and have helped us to re-evaluate familiar methods. Building on prior learning in the Animation Principles module, a series of workshops and projects will familiarise students with analogue animation techniques and introduce them to the digital approaches that have replaced or enhanced them. 

This module encourages students to discover and evaluate further directions within their work with the help of contemporary software and equipment and to support students to develop the necessary confidence in exploring emerging technologies and the countless opportunities that they offer for building a unique voice within the discipline. 

ANIM104 Professional Studio Practice 1: Setting the Scene

This module is designed to help students explore the line of employment within specific areas of Animation and related industries, to enable them to start to match their current skills knowledge and creative portfolio to those required to successfully compete for work in their intended career. Students will research and follow the role of their aspired job role within the industry. 

Having identified areas for development students will work with the module leader to update their Development Plan enabling them to identify those experiences and skills they will need to acquire during their degree course.

The module will cover a wide range of general skills including personal SWOT analysis, effective professional communication with employers, business cards, networking, animation/game studio locations, CVs, applications, looking at freelance working and independent studios, including starting to consider issues around contracts, copyright and working with agencies. 

BAIS300 Interdisciplinary Studies

This module provides an opportunity to expand and develop students’ skills and knowledge, through the introduction of new approaches and methods that broaden and extend their understanding of practices both in their subject area, and the wider creative context in which they work.

The module will introduce students to interdisciplinary approaches and methods in their subject, and open up possibilities for engagement with practices both within and outside their immediate subject area. As such, this Module complements all of their study to date, and contributes to their wider knowledge and understanding of creative practices.

The module will encourage students to explore new skills and knowledge, develop team working skills, and above all encourage a reflective understanding of their own skills and contribution within an interdisciplinary context.

BCOP100 Contexts of Practice 1 

An informed understanding of how animation and film communicate their meanings is a central aspect of the animator’s toolbox. The meanings of visual media depend upon context. This module explores those contexts (cultural, historical, geographical, political), and how they inform the production and consumption of animation.  Students will develop core research and communication skills in order to discuss and contextualise ideas and issues relating to animation practice. A developing understanding of the visual languages and their contexts will inform students’ development as informed studio practitioners. 

Year 2

ANIM201 Character Performance Studies in Voice, Gesture, Acting

This module combines two mutually important disciplines in the development of Character Animation in the balance and synergy of non-verbal gesture and expression and how voice and sound interact to bring about a fullness and richness of performance and acting. These two disciplines are often separated but this module unites them as a pose clearly defines an emotion and an emotion is usual defined by gestures or words depending on the attitude and status of the Character. So the core of this module centres on the expressive elements needed to convey and convince an audience that the character is playing out things in the moment. 

This module will explore acting for animation as the art of taking on board the personality and character traits of another and translating them to a previously inanimate object, a cg model, a puppet or a drawing. It is moving these in such a way as to lead your audience to believe that this ‘thing’ can actually think for itself. 

Observation, analysis and creative problem-solving strategies, will be core to this study alongside the practice of drawing as fundamental to traditional & digital skills. 

Sound is a vital tool for character performance in Animation, to enhance the experience of communication and to make the audience believe what is visually seen in movement and gestures and heard while listening to voice acting. Sound can instantly change a character or environment; it can give impact to an action or dramatically manipulate an audience.

You will be taught the technical and creative skills of recording and mixing to professional standards. You will also develop the creative skills to study and design evocative animations with lip syncing and include the basic principles of Foley. 

ANIM202 Studio Practice

This module’s focus is on collaborative working in a Studio Environment and culture which forms the backbone of the Programmes aims. An inspiring studio is an environment made up of people, space and equipment that shape creative ideas and technical ability. 

Employers are not only looking for creative talent but also the ability to contribute effectively to a team in identifying how to make your contribution valuable and be recognised. Pooling skills and resources through collaborative practice enables you to concentrate on your strengths and produce work quicker, and to a higher standard, than would be possible on your own. 

This module enables you to further develop a specialist skill and gives you the ability to respond effectively to direction whilst developing your knowledge of how to get the best out of team work when it comes to your turn to take a leading role. 

In this module you will get out into the creative marketplace, identify potential opportunities and respond to the requirements of a range of clients.

The module will also develop your understanding of production values and processes at ensuring your work and the work delivered to clients is of the highest possible professional standards. As such detailed pipeline structures and post production tools will be incorporated into the technical aspects of the module.

ANIM203 Professional Studio Practice 2: Start-Up Strategy

This module is about being proactive in the animation industry, knowing which part of it you are focusing your practice and how to generate opportunities to ensure that you are developing your professional portfolio and CV whilst studying. 

It will offer the opportunity to learn effective networking and presentation skills in order to broaden and build further professional relationships with potential clients, creative talent and future stakeholders. 

The module will place you as a creative animator within the context of a studio or as a freelancer and offer the strategy to ensure you are fully aware of the demands and the legal and contractual obligations associated with this aspect of your career planning. 

The module content looks at how to place your work in relation to methods of production type of studio output whether feature of TV series and how you need to work in a team or as a specialist or generalist in a pipeline depending on the size of studio you want to become involved with. It will examine current design studios and how to develop branding. 

Legal moral and ethical practices will be explored in relationship to Intellectual Property, Copyright law and tax development in animation affecting your work. The outcome of the module will be an amalgamation of weekly case reviews and analysis of the UK and global animation markets to arrive at a start-up feasibility strategy for a small to medium-sized animation studio. The module will be supported by visiting lectures podcasts and webinars. 

GCOP200 Contexts of Practice 2 

This Level 5 module extends and consolidates the Level 4 introduction to the investigation, interpretation and analysis of animation. Through a series of themed lectures and seminars, this module explores issues in animation in context. 

Students are encouraged to make appropriate links between their own area of practice and wider theoretical and contextual discourses. Students will continue to develop critical approaches to research, which will inform understanding of the relationship between context and practice. 

Central to this module is the notion of practice-led research. Students will conduct a contextual research project with their own practice at its centre. 

Year 3

ANIM301 Research and Experimentation 

This module will stipulate the overarching direction and outline research methodologies that will provide a platform from which the student’s Creative and Professional Conclusion module may develop. 

It is a period of reflection on past creative outcomes and the success of their commercial application. The questioning of theories and experimentation in practical processes will allow students to plan their final project and negotiate a course towards its conclusion considering future career or learning aspirations. 

Negotiated proposals for outcomes must evidence indicative inclusion of contextual studies subject matter and creative intent for the final year must be clearly definable at the end of this module. 

ANIM302 Creative and Professional Development 

This module will enable students to use personal career ambitions to position themselves for progression to employment, self-employment or to post-graduate study. It will provide multiple opportunities for students to assimilate previous industry experiences and research into both contextual subject matter and creative outcomes of the final year modules. 

The module will encourage consideration of audiences, end-users and relevant markets. Relationships with appropriate external agencies, individuals and professionals will be explored and interactions with the creative, commercial and cultural environments will be investigated. 

ANIM303 Creative and Professional Conclusion 

This module represents the culmination of the knowledge, skills and understanding acquired throughout the entirety of the student’s study on the programme through the engagement in a project that is the result of a self-initiated or self-selected brief. 

ANIM304 Contexts of Practice 3 

This module provides students with two pathways. Each pathway supports the development of independent critical thinking and requires them to consider and contextualise their practice by situating it within a wider set of discourses and contexts. Pathway One is an opportunity to conduct a substantive piece of independent research, which is focused on an area related to your creative practice. Pathway Two is a practice-led research project, with critical commentary.

BA (Hons) Animation — Staff

Martial Bugliolo

Martial Bugliolo
Senior Lecturer & Subject Leader

Martial is Senior Lecturer & Subject Leader for BA (Hons) Game Arts and BA (Hons) Animation at Plymouth College of Art.

His principal interests cover entertainment design for artists and creators of new realities. His aim is to prepare our students for career opportunities as concept artists, character artists, 3D modellers, level designers, and game art directors.  

He is investigating and developing skills and research in areas of new and immersive technologies such as AR and VR to identify future trends and how we can enhance them to suit our curriculum planning and delivery to support the needs and experience of our students. As part of his development and research projects, he has been invited to contribute as a speaker at national and international conferences such as ECEL European eLearning Conference at Sophia Antipolis Nice, Jisc RSC South West TurboTEL, and HEA (The Higher Education Academy) Visitors and residents Conference at Plymouth College of Art and London.​

Dr Eddie Falvey

Dr Eddie Falvey

Before joining Plymouth College of Art in 2017, Eddie was based at the University of Exeter where he completed degrees in English and Film Studies. Here at Plymouth College of Art, Eddie is Cross-College Lecturer in Contextual Studies and Contextual Studies Lecturer in BA (Hons) Animation.

His AHRC-funded PhD thesis (awarded 2018) focussed on depictions of New York during the time of film’s early development. During his time at the University of Exeter he taught on various modules in the English and Film department.

He has published widely on film and associated media and has forthcoming chapters on adaptation and intermediality in the films of Spike Jonze, monstrosity as queerness in contemporary horror film, integration as reception in The Shape of Water, and contemporary adult animation.

He is co-editor of an upcoming edited collection on contemporary horror media and is writing a monograph on Stuart Gordon’s Re-Animator. 

As a contextual studies lecturer, Eddie lectures across the college to students on various degree programmes. His role within the animation department is to design and deliver contextual studies across the cohort, including dissertation supervision.

Eddie has presented conference papers at a variety of international events, has given public lectures, and has served as a peer-reviewer for journals in film studies.

Michael Ford

Michael Ford

Michael is a Devon native who graduated from the University of South Wales in 2005 with a BA honours degree in Animation (2.1). 

Upon graduating, he started work at a VFX facility in Soho, London, at first as a runner and then progressing as a Junior 3D Animator, working on films, television series, advertising and games. For 13 years Michael has worked on various projects for major studios and clients, as well as small niche productions, either on pre-production or post production.

His list of animation credits include Guardians of the Galaxy (2014), Fantastic Four (2015), The Lego Ninjago Movie and The Lego Batman Movie (2017), 300: Rise of an Empire (2014), Prince of Persia: The Sands of Time (2010), and the TV series Primeval (2008-2009).

Michael’s list of visual effects credits includes Aladdin (2019), Men in Black: International (2019) and Jurassic World: Fallen Kingdom (2018). A full list of credits can be found on Michael's IMDb profile.

He has worked in various locations around the world, including Vancouver in Canada and Sydney, Australia.

His specialities are in 3D computer animation, layout and previsualisation and teaching animation students the core principles of animation as a craft.

He is particularly interested in research related to augmented reality and virtual reality, and new technologies affecting the craft.

Terence Maughan

Terry worked for several years as a freelance creative for companies nationally such as Granada Studios (ITV), and locally based community projects, prior to returning to his roots at Plymouth College of Art in 2013. Terry’s professional practice has been in both illustration and in graphics. During this time he obtained his MA Masters Degree in Publishing with Illustration, where he focused on the links between art education as a pathway to the publishing industry through an independent process.

Currently Terry is committed to providing students with a good foundation in practical drawing skills, with an impetus on unlocking and realising their own creativity as the industry's new content providers.

The main focus of Terry's teaching practice within Game Arts has been to provide students with skills linked to context of practice, and how theory and industry all relate to the student's own development as a creative practitioner within the games industry.

He also specialises in two dimensional art, character based design, and concept art. Terry looks to develop the student understanding of fundamental drawing techniques through the use of life drawing workshops and dynamic drawing lectures related to composition perspective and use of media, all of which converts to an understanding of techniques used in digital image making for the games industry.

Terry has worked in both further education, extended diploma and HE during his time at Plymouth College of Art, as well as a short stint working with our Saturday Arts Club.

Terry is also involved in supporting local community arts projects, in visual and performing arts, as well as Lottery funded oral history projects. Terry is also a steering group member for CAEN, a Community based Arts and Events Network. He has provided creative support and helped organise exhibitions and events for these organisations. Terry is also a Chairperson for Plymouth Comic Book Collective, which is a Plymouth based collective set up to specifically support comic book creators in the South West (UK) - in support of RAAY Community Arts Hub (Stonehouse).

Aaron Prout

Aaron Prout
Technical Demonstrator

Aaron graduated from our BA (Hons) Photography programme in 2014 with a 2:1. He joined the academic team here at Plymouth College of Art in 2016, and he works as a Technical Demonstrator within our Animation, Photography and media courses, with a primary focus on stop motion animation and manual photography. Since joining the college's academic team, Aaron has improved and extended our stop motion animation area so that it is now at industry standard. 

In 2017, Aaron completed a development course at Aardman Animations; the world famous, four time Academy Award® winning animation studio, and creators of Wallace & Gromit and Shaun the Sheep.

Aaron's areas of interest includes lighting and composition, as well as photo-manipulation, layer masking, photo editing and music/sound. He runs stop motion and photography workshops, as well as photoshop tutorials, and greenscreen compositing in Nuke.

Aaron is interested in researching node based compositing compared to layer based compositing, and Photoshop compositing.

The staff listed on this programme are correct at the time of writing. Students will be notified if there are any changes to key staff (i.e. Programme Leaders and Lecturers).

BA (Hons) Animation — Student Work

'All Seeing Eye' by Aedan Jenner

'Plymouthland' by Sofia Beale

Student work by Sofia Beale

Student work by Aedan Jenner

BA (Hons) Animation — Students Say

BA (Hons) Animation — Careers & Alumni

Connecting you with industry

Our programme team is made up of professional animators, filmmakers and researchers who will assist you in building your own professional network.

We have excellent industry links in the UK and internationally, developed through annual visits to both the FMX and International Trick film festivals in Stuttgart, Germany. These trips give you the chance to engage with leading animation studios face-to- face; our students have secured employment and paid commissions from filmmakers and studios they have met at FMX.

In recent years our students have had work screened at Encounters, the UK’s leading short film and animation festival.

We encourage all our students to take up study visits and work experience. You’ll have opportunities to participate in highly publicised animation competitions and get involved in European-funded animation initiatives, such as the Euranim video mapping project with workshops in Belgium.

Our strong international connections also allow our students to take a semester of study with one of our partner institutions within Europe and North America, and in turn, we welcome overseas students from those institutions to join us in our studios, creating an exciting cultural exchange.

The college’s annual Degree Shows provide an excellent opportunity for students from this programme to engage directly with industry before launching their own careers.

Recent graduates:

2015 graduate Sofia Beale secured an internship and then a job at London-based social media marketing company 33 Seconds – working on creative briefs for clients including Amazon and Peugeot.

Sofia working at social media marketing agency 33seconds in London.

Graduates become:

  • Animators
  • Character Designers
  • Concept Artists
  • Layout Artists
  • 3D Print Artists for Stop Motion Production
  • Set, Prop and Model Designers                    
  • Storyboard Artists
  • 3D CGI Animators
  • Games Animators
  • VFX Artists
  • Lecturers/Teachers
  • Texture and Lighting Technical Artists
  • Rigging Technical Artists
  • Compositors
Visiting Lecturers

We have regular visits form leading industry professional.  From specialists in 2D and 3D animation using traditional and digital media as well as Automata and interactive projection for performance and installation.

Past visiting lecturers include:

Alice Holmes
Dot to Dot Productions, worked on 'Poppy Cat' and 'Footy Pups'. 

Daniel Waterman
Carse & Waterman

Suzie Templeton
Oscar and Bafta awarded filmmaker Stop, a master of model stop frame animation her films include the academy award winning “Peter & the Wolf” (2006) the Bafta- winning “Dog” (2001) and Stanley (1999)

King Rollo Films

Royal Society of Arts

Will Betcher   
Stop frame model animator for Aardman. Recently lead animator on Pirates.

Phil Mulloy     
2D cut out animation, an international maverick reknown for his dark humour.

Max Hattler    
VJ and Animation director.

Keith Newstead and Paul Spooner - Automata artists
Both Paul and Keith are leading artists in the magical world of automata. Their work, whilst distinctively different, is in museums and Private collections all over the world. We are incredibly fortunate to have their input on the course. /

Forkbeard Fantasy - Theatre and projection
Forkbeard Fantasy is an artist-led multi-media theatre company formed in 1974 famed for their cutting edge work with animation and film on stage.

Careers & Enterprise in the Curriculum’ at Plymouth College of Art 

Professional practice is embedded within all of our programmes.  Throughout your studies, you will have the opportunity to develop the key professional, transferable skills for employability in the creative industries and potentially work in partnership with other sectors locally, regionally, nationally or internationally.

From writing and making the most of your CV to gaining industry experience, the acquisition of professional skills has been written into the programmes of study by our staff teams, who have ‘real world’ experience. They are also supported by our Industry Liaison Groups, who help inform the development of the higher education curriculum.

BA (Hons) Animation — Entry Requirements

Minimum 5 GCSEs, grade C or above, from a general range of educational GCSE subjects, preferably including at least one from Art, Design, Textiles or Media.

200 UCAS Points
BTEC National Diploma - MMP grade
GCE (A-Levels) and VCE
Foundation Diploma Art art Design
Access to HE Art and Design
Irish/Scottish Highers/Advanced Highers
International Baccalaureate
Other International Qualifications

Applications welcome from candidates without formal qualifications who can provide evidence of their creativity.

BA (Hons) Animation — Resources

Immersed in a working animation studio, you’ll be surrounded with industry-standard 2D, 3D and stop-motion equipment and software.

We also offer regular one-to-one tutorial support throughout your study, while lectures from visiting industry experts enable you to make the transition from student to professional.

Recent visits include Industrial Light & Magic, Dot To Dot Productions, BAFTA-winning King Rollo Films and Aardman Animations.

Our Careers & Enterprise office provides support from a dedicated team who are purely focused on developing creative opportunities. And this doesn’t stop when you graduate – we want to keep in contact and help support you through the first two years of your career.


Facilities at the college include:

Animation, Film and Photography Studios

Our students make full use of our industry-standard dedicated studio spaces – including our infinity cove, green screen, and specialist sound studio (with Foley pit and vocal recording booth) – plus our stop-motion suite, our darkrooms, and plenty of individual edit suites, all up-to-date with the latest industry-standard software.

Our stop-motion suite.

Drawing Studios

With north-facing windows, a ‘methods and process’ area, individual studio space and a specialist life-drawing studio, our impressive, open-plan, triple-height Drawing Studio is a huge space, perfect for many different activities and specialisms.

Fab Lab

Our ‘fabrication laboratory’ is kitted-out with the latest in digital design technologies – from 3D printers to 3D scanners, a vinyl cutter, CNC milling machine, CNC router and laser cutter. It adds a whole new level of opportunity for students across all creative walks of life.

Students have full access to our range of 3D technologies in our Fab Lab.

Fine Art Printmaking Studios

A fantastic facility supporting fine art printmaking, our dedicated space caters for a wide range of programmes and processes. You’ll get access to a 150-year-old Columbian press, an Albion press, an historic and rare wallpaper press, and an automatic FAG proofing press, plus a broad selection of metal and wood type, vacuum screen-printing beds, and four etching presses.

Digital Print Bureau and Equipment Resource Centre

The Digital Print Bureau offers affordable and quick print services for all our students who are looking for anything from large-format or solvent printing, to photo printing, scanning or vinyl cutting, and a wide range of finishing services. Our highly experienced Equipment Resource Centre staff can advise you on which of our 6,000 pieces of industry-standard kit – from underwater cameras to traditional large format cameras and all free to hire – will best meet your needs.

Woods and Plastics Workshop

Alongside the latest in new technology, we value the long-standing traditions of making in wood and plastics – and have developed an excellently-resourced workshop that is open to all our students. It boasts a wide range of kit, including an impressive CNC router, plenty of saws and lathes, and strip-heaters, as well as greenwood-working facilities.

Our FabLab.

Our Photographic cove.

Our Fine Art Printmaking Studio.

BA (Hons) Animation — Interview

UCAS: W61M Full Time / Institution: P65
Part Time