FIRST LEVEL ACADEMIC DEGREE (BACHELOR OF ARTS) IN
CREATIVE TECHNOLOGIES
SPECIALISATION
VFX, 3D Design, Game Development
DEPARTMENT
Design and Applied Arts
INSTITUTION
NABA, Nuova Accademia di Belle Arti - Milan Campus
ACCREDITED BY
Italian Ministry of Education and Research
TITLE AWARDED
First Level Academic Degree
CFA
180
LANGUAGE OF TUITION
Italian or English
COURSE DURATION
3 years
This programme introduces the students to the world of new technologies applied to the design of audio-visual products, linear an non-linear, and to the development of projects where modelling and 3D animation, virtual reality and special effects are analysed both from a theoretical and from a practical/workshop point of view. The programme helps the students to mindfully find their way among the three study courses available: Motion Graphic and VFX, 3D Design and Game Development. Over the three-year course, the students get to understand the common traits of the disciplines and subsequently specialise in one of them. Following a “learn by doing” approach, the courses guide the students through an increasingly specific study of the discipline, teaching them how to analyse the most representative scenarios of the contemporary multimedia and digital production as well as to develop their individual planning skills. A mindful methodological approach will enable them to approach the professional world in the right way.
Ideal candidates are strongly inclined towards new technologies, be it 3D, motion graphics, special effects or game development. Curiosity towards digital technologies, both software and hardware, represents a key element for this training path.
For admission procedures, please refer to the Academic Regulations.
The course aims to:
Develop knowledge and understanding of languages, processes and professional methodologies of multimedia and digital production, as well as of their application aimed at a self-sufficient use of the skills
Develop familiarity and autonomy in the use of software and technological tools, applicable to the different phases of the digital production
Consolidate the historical-cultural knowledge of multimedia production, in order to interpret the transformational influence of technology on people and on their creative processes
Mindfully and consistently apply a structured and functional method for the development of complex projects, respecting purposes and deadlines (both in individual and team work)
Promote the ability to carry out complex team projects, in a comparative environment, following professional dynamics that serve as a stimulus within the work group
During the course, students are engaged in different kind of activities, according to the specific learning goals. Those activities may include:
Classroom lectures
Debates, presentations, peer assessment
Use of tutorials, videos or other media tools
Demonstrations
Exercises and revisions
Workshops
Seminars and workshops with industry professionals or visiting lecturers
Intensive workshops on specific subjects
Development of individual or group projects
Individual or group study and research
Field trips related to the professional field
Individual sessions and tutoring
The achievement of learning goals is generally assessed at the end of the term, although intermediate evaluations may occur. Assessment methods vary according to the learning goals being assessed and may include:
Oral exam
Written exam
Practical demonstration
Graded exercises
Graded revision
Papers
Completion of comprehensive projects
Submission of papers, projects or research work
The Creative Technologies programme develops over three years and includes three specialisation courses (Motion Graphic and VFX, 3D Design, and Game Development), at the end of which the students will be able to mindfully opt for a professional environment or a second-level study cycle.
The purpose of the first year is the structuring and building of basic understanding and analysis of languages and techniques that are typical of linear audio-video products, of sound and of its application on the media. The teachings of history of modern art and digital culture complete the basic theoretical knowledge of the students, providing them with the necessary tools for a critical analysis of the contemporary world, necessary to a mindful design process. From the very first year, students experiment with design in their selected specialisation field: with the “New media techniques 1” course they will be introduced to the discipline through the learning of the necessary tools for motion graphic design, 3D modelling or game design. The basics learnt over the first year are broadened and consolidated throughout the second year, devoted to the indepth, specific study of design approaches and technologies in the specialisation field chosen by each student. The theoretical/project based teachings, based on the “learn by doing” method, aim at defining knowledge and technical/design skills of the students.
Also the elective courses, that consistently integrate the three specialisation paths, act as theoretical and practical support to what is learnt within the workshops. By the end of the third year, the students will be fully aware of their professional profile thanks to the specific teachings for each course of study and the more theoretical course that will support the preparation of the thesis work. On the “Professional competence planning” course, the student will prepare for entering the professional market, whereas the synthesis workshop will support the development of their thesis work. Generally speaking, over the third year students acquire full awareness of their creative processes, skills and dispositions, mindfully positioning their own professional figure within a real productive context aimed at entering the professional world.
Successful Creative Technologies graduates possess all the theoretical, technical and design tools to start a career in several of the digital production fields, including: Motion graphic artist, Compositor, 3D artist, Game developer, Rigger, Shader artist, Cgi animator, Character designer, VR specialist, UX designer, Interaction designer.
At the end of the course, successful students will be able to:
Identify all different fields of application of the acquired skills, the different professional specificities and their related career paths.
Evaluate project tools and efficiently combine them.
Discuss the potential offered by new technologies and their influence on the project development and communication.
At the end of the course, successful students will be able to:
Design and create complex graphic objects.
Produce high-quality motion graphics and special effects projects through tools such as masks, green screen and advanced compositing.
Understand, compose and elaborate styles and languages, mastering techniques such as modelling, 3D, lighting, texturing, rigging, motion capture and post-production in compositing.
Develop the phases that make up character design, storyboarding and videoboarding for 3D animation.
Design games, including characters, environments, dynamics and interactions.
Create videogames using the main development platforms.
In compliance with the Qualifications Framework for the European Higher Education Area - QF for the EHEA, at the end of the first study cycle, students will have developed the following skills:
Knowledge and understanding: graduates must have knowledge and understanding in a field of study that builds upon their general secondary education, and must typically be at a level that, whilst supported by advanced textbooks, includes some aspects that will be informed by knowledge of the forefront of their field of study.
Applying knowledge and understanding: graduates must be able to apply their knowledge and understanding in a manner that indicates a professional approach to their work, and have competences typically demonstrated through devising and sustaining arguments and solving problems within their field of study.
Making judgements: graduates must have the ability to gather and interpret relevant data (usually within their field of study) to inform independent judgments that include reflection on relevant social, scientific or ethical issues.
Communication skills: graduates must be able to communicate information, ideas, problems and solutions to both specialist and non-specialist audiences.
Learning skills: graduates must have developed those learning skills that are necessary for them to continue to undertake further study with a high degree of autonomy.
At the end of the course, successful students will be able to:
Identify and use techniques and technological tools to carry out the most suitable projects for the context.
Assess and understand contemporary 3D design and special effects elements as well as game design, being able to compare styles and references to visual arts, starting from their theoretical, historical and aesthetic frames.
Analyse complex production issues and, among the various technical solutions, identify the most suitable and efficient one.