The postgraduate programme 3D Animation for Film & Games is aimed at media professionals from the fields Film, Games, Media Design, Architecture and so on who want to expand their skill set in 3D animation and to explore the intersection between film and games that opened up due to technological innovation.

In addition to a successful Bachelor’s degree or comparable academic degree, admission to the programme requires at least twelve months of practical experience in a relevant field. The Master’s programme thus gains its specific profile in the targeted interweaving of scholarship, art and craft, tradition and innovation, practice and future orientation.

The programme is strongly project-oriented and offers a highly international and interdisciplinary environment where students receive guidance in the development of numerous 3D animation projects as well as the theoretical foundations necessary for a critical approach to the design and research of animated projects.

Content

The curriculum of the Master’s programme 3D Animation for Film & Games is divided into project and theory modules, while the module “Experience Assessment,” which covers the application process, precedes the programme. In the semesters one to three, the strong project orientation of the programme is apparent, as 14 out of a total of 22 ECTS per semester are accounted for by the project modules I – III.

In addition, students receive in-depth media theoretical and practical instruction in the modules “Animation in Film & Games: History & Theory I – III,” which include the respective seminar series on Media & Games Studies, Animation History, Methods & Tools, and Tutorials. The fourth semester is dedicated to the Master’s project as well as thesis, which culminate in a public presentation and a defense.

A special focus of the course is on design-oriented processes. Through the flexible semester structure, students are given creative freedom so that they can experimentally test, discard, and realise different ideas, approaches, and procedures.

The projects I to III consist of two sub-projects each: One project part is always dedicated to the creation of a virtual character, the other one foregrounds the production of an explorative 3D piece (Project Development & Realisation I - III).

In the first semester of the virtual character creation, students focus on the design on the completion of a 3D model of their designed character complete with proper retopology and proper edge flow. UV-mapping, texturing, lighting and rendering are the topics of the second semester, while the third semester highlights rigging and animation to truly bring the students’ characters alive.

In Project Development & Realisation I, students will transfer a sequence from theater, movie, etc. to the three dimensional virtual space via Motion Capture, exploring the capabilities of this technology to create life-like human movements. In the second semester, students will execute a virtual project with 3D scanning technologies, to empower them to construct XR environments that are not only technically accomplished but also rich in detail. After students learned how to transfer human movement and real-life environments into virtual spaces, they will design a project for their third semester by themselves. Central to the project should be its innovative nature in media such as VR, AR, interactive installation, etc.

You can find an overview of project from the MA 3D Animation for Film & Games here.

 

Media Studies I - III:

The Media & Game Studies aim to impart not only the necessary theoretical and historical knowledge but also its application in media practice. While the first semester serves as an introduction to the social, cultural, and technological history of modern audiovisuality, the topic of the second semester is storytelling, with its different principles and procedures in film, games, comics or VR. The subjects of authenticity and authorship will also be examined. In the third semester the emphasis shifts to the future, how media have visualized and co-designed the future and how the students can do so too with their own projects.

Animation History I - III:

The ongoing seminar series “Animation History” deals with the whole range of animation from its analogue origins to contemporary computer-based animation. It includes the pre-forms of animation as well as specific periods (e.g., German Avantgarde), studios (e.g., Disney) or regional phenomena (e.g., East Asia). In the later course of studies, the application of animation is expanded to include advertising, visual effects, and television design.

Methods & Tools I - III:

The courses offered within the series of “Methods & Tools” include the topics coding, game engines and AI. In the first semester, students will acquire a foundation in the key elements of  procedural programming (data type and control structures) as well as improve their capabilities in computational thinking using a contemporary programming language (e.g. Python). Game engines are at the center of the second semester. Students improve their skills in one particular engine (Unreal or Unity) and will be able to create interactive experiences. In the third semester, students are introduced to foundational concepts in the field of AI and Machine Learning.

Tutorials I - III:

The tutorials in the semesters 1 - 3 correlate content-wise with the Virtual Character project series.

In the concluding Master’s module, students complete their final thesis, which can have either an artistic-practical or academic focus. Students are free to choose the medium (e.g., animated film, digital game, installation) after consultation with their professors.

Structure

The MA 3D Animation for Film & Games is a study programme optimised to allow students holding a part-time job. During the lecture period students will attend 12 hours of seminars, lectures and mentoring sessions per week. These will take place on Mondays (all day) and Tuesday as well as Wednesday evenings. The self-study time varies, but students should plan for at least 12 hours per week to do their project work and to prepare for or follow up on classes.

Students are explicitly encouraged to pursue their career in the media industry while taking part in the programme. Based on experience the working hours should, however, not exceed 24 hours per week.

The workload is calculated with credit points according to the principles of the European Credit Transfer System.

120 ECTS must be acquired in the Master of Arts (M.A.).

Please note: 30 ECTS will be awarded for the successful completion of the application process.

Lecturers

Professor

Foto Prof. Björn Bartholdy
© Cologne Game Lab

Björn Bartholdy

Professur Media Design

Professor*innen
Mitbegründer des Cologne Game Lab der TH Köln, Project Lead Virtual Bauhaus, Goethestrasse 56, Games Technology Network
Foto Prof. Rolf Mütze

Prof. Rolf Mütze

Künstlerische Leitung VFX & Animation

Professor*innen
Professor*innen
Professor*innen
Visual Artist und CG/VFX Supervisor u. a. von LIEBER THOMAS (Deutscher Filmpreis)
Foto Prof. Sophia Zauner

Prof. Sophia Zauner

Professur 3D Animation für Film und non-lineare Medien

Professor*innen
Professor*innen
Animatorin, Character Technical Director, CG Supervisor, u. a. DIE HÄSCHENSCHULE 2, TRIP TO THE MOON
All

Any further questions? We will be happy to help!

Dr. Laura Frings

Programme Managerin MA 3D Animation for Film & Games am Cologne Game Lab

Team
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+49 221 82754296
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