Computer Animation MA

Why choose this course?

Join a flourishing course that equips students with a robust portfolio with which to enter the creative industries.

Learn how to apply clean modelling practices, UV mapping, shading, texturing, rigging, animation, lighting, rendering and compositing techniques to create 3D works of art in fast-paced, project-focused modules.

Industry-popular production tools, a broad catalogue of internal tutorials and workshops, project briefs and deadlines, and problem-solving challenges and exercises to enhance communication skills will help prepare you for your future career.

Collaborate in a studio environment as part of a team with others from other our digital media courses, such as games design and games programming students.

Mode Duration Start date
Full time 1 year January 2025
September 2025
Full time 2 years including professional placement January 2025
September 2025
Part time 2 years January 2025
September 2025
Main Location Penrhyn Road

Reasons to choose Kingston University

  • Kingston University is an active member of The Independent Game Developers' Association (TIGA) and the British Interactive Media Association (BIMA).
  • Access to the latest industry popular software, such as Autodesk Maya & Mudbox, Arnold, Maxon One (including Zbrush), Nuke, Mari, Adobe Suite and Substance 3D, and Animbot.
  • Take your work to the next level with high-spec workstations, brand-new Wacom Cintiq Pro 24" HD and XP-Pen Artist 24 Pro graphics displays. Students have access to our digital media studio, motion capture suite and state-of-the-art kit including Rokoko Wireless MoCap suits.

Student Work: Student Showreel 2023

View some of our students' work from Computer Animation MA at Kingston University, by watching the 2023 showreel.

Student work 2022

To see more of our students' work, view the 2022 showreel from Computer Animation MA students.

Student work 2021

To see the consistent quality of our student's work on the Computer Animation MA, view the 2021 showreel:

What you will study

3D animation: You will learn about the principles of animation, body mechanics, character performance and scene setup. You will study fundamental concepts applying them to practical workflows to create believable and appealing character animation. You can join in on motion capture sessions with our Rokoko Wireless Mocap kit.

Digital sculpting and 3D modelling: You will explore a range of concepts, techniques, and tools for building hard-surface models and creating characters. These disciplines will be informed by underlying design concepts, as well as by reference collection, and an appreciation of anatomy and visual narrative.

UV mapping, shading and texturing: You will learn the inner workings of producing complex shading networks and creating photo-real surfaces with multi-layered, PBR practices.

Character rigging: Bring your character to life with the technical skill sets and tools of 3D rigging.

Lighting and rendering: Capture your 3D creations in the best light, conveying story and mood, by applying cinematic lighting. You will learn the tricks of the trade to balance render speed and quality for producing eye-catching renders.

Compositing: You will be able to seamlessly integrate your CGI assets into live action footage, and maximise post-production flexibility, by learning 2D and 3D match-moving, colour grading, advanced rendering and compositing techniques, along with other post-production methods.

You will also work as part of a team, comprised of students from different media disciplines, undertaking simulated client briefs that have previously included augmented reality children's books, driverless car interfaces, virtual fashion shows, and interactive transparent displays for museum exhibitions. You will learn how to present yourself to potential employers through your professional presence and portfolio.

In every module, you will be expected to grow through active participation in formative animation exercises in and out of the classroom.

Modules

Core modules

Digital Studio Practice

30 credits

You will work with a multidisciplinary group of students as appropriate for your course (User Experience Design MSc, Game Development (Design) MA, Game Development (Programming) MSc and Computer Animation MA); involved with the digital media production process in response to a project brief developed in consultation with the industry panel and/or research staff. Projects concern contemporary platforms, such as iPhone, Android, Windows, Playstation, Xbox and Next Generation controllers and innovative input devices. You also develop a professional profile (online CV/portfolio) fitting for your role and intended destination which you maintain throughout the course.

  • Coursework: report, prototype, and presentation (group and individual)
  • Schedule: allow one weekday per week in the first semester
  • Staff: course staff
Character Animation for Film and Games

30 credits

Students will benefit from having some prior experience with animation concepts, 2D and/or 3D animation practice. This module will enable them to develop their 3D animation skills further in creating dynamic and appealing animation for application in both film/TV and games production. Fundamentals and theory, such as the 12 Principles of Animation and study of reference, will underpin the development of a portfolio featuring body mechanics and character performance animation. Students will also learn basic techniques in rigging, such as parenting, constraints, IK solvers, utility nodes, set-driven keys, etc. in order to animate models.

On completion of the module, students will have the ability to animate assets for different applications (film, television, computer games).

This is a practical module where the majority of students' time is spent working with 3D software. Similarly, the assessment is practically based.

Digital Media Final Project

60 credits

The Digital Media Final Project, as a capstone project, consolidates the knowledge gained in earlier modules and is informed and supported by prior learning.

You will interpret the coursework into a practical solution and demonstrate skills in defining, analysing and developing a substantial solution to an individually defined design related problem. You will utilise an advanced understanding of contemporary digital media practice. The research and documentation of the project is an integral part of the submission; reflecting on the process, as well as the critical analysis and methodology of the research itself. The research will be conceptually integrated within the practical work. Individual project topics are expected to be wide ranging and provide the opportunity to fully investigate a practical situation, underpinned by a critical report on the work produced. Topics must allow the opportunity to position work with respect to business, social and cultural goals and identify and apply appropriate technology as a means of delivery.

On successful completion of the module, you will be able to:

  • Critically apply theoretical knowledge of design and evaluate contemporary discourse on the subject.
  • Demonstrate the application of design research methods in formulating concepts and ideas.
  • Originate design propositions through the application of appropriate design ideologies, research principles, methods, materials and technology, forms, means, actions or interventions.
  • Engage in the critical reflection of own work and in peer review related to the development and production of the major project, employing skills of evaluation, contextualisation and communication.
  • Disseminate the research process and outcomes of the final project with appropriate currency and consideration of audience.
3D Creation Pipeline for Film and Games

30 credits

Students will benefit from having some prior experience with 3D asset creation. This module will enable them to develop their 3D skills further in creating production pipeline friendly assets, e.g. hard-surface vs. organic modelling, UV mapping, digital sculpting, and producing both stylised and photo-realistic materials and textures. Students will also learn lighting tools and methods, as well as advanced rendering techniques, to showcase their assets to industry expectations.

On completion of the module, students will have the ability to model and texture assets for different applications (film, television, computer games).

This is a practical module where the majority of students' time is spent working with 3D software. Similarly, the assessment is practically based.

Perfecting the Look

30 credits

This module builds on prior competency in using 3D modelling and animation software. It develops your 3D skills further and enables you, by guided self-study, to develop specialisms in areas that affect the look of a scene. That could be a photo realistic look, or a stylised look that aims to promote an emotional response from the viewer. Content will include rendering techniques, illumination techniques and the combination of individual elements by means of compositing.

On successful completion of the module, you will be able to:

  • Make assessments of the technical requirements of a shot, to achieve particular look.
  • Successfully composite 3D assets into a live action scene, and composite together elements of a 3D rendered scene.
  • Evaluate the correct techniques required to evoke a particular mood or emotion in a still or moving image.
Professional Placement

120 credits

The Professional Placement module is a core module if you're following a masters programme that incorporates an extended professional placement. It provides you with the opportunity to apply your knowledge and skills in an appropriate working environment, and develops and enhances key employability and subject specific skills in your chosen discipline. You may wish to use the placement experience as a platform for a major project or your future career.

It is your responsibility to find and secure a suitable placement opportunity; this should not normally involve more than two placements which must be completed over a minimum period of 10 months and within a maximum of 12 months. The placement must be approved by your Course Leader prior to commencement to ensure its suitability. You will have access to the standard placement preparation activities offered by the Student Engagement and Enhancement (SEE) group.

Read more about the postgraduate work placement scheme.

Work placement scheme

Many postgraduate courses at Kingston University allow students to take the option of a 12-month work placement as part of their course. The responsibility for finding the work placement is with the student; we cannot guarantee the placement, just the opportunity to undertake it. You may find securing a professional placement difficult as they are highly competitive and challenging, but they are also incredibly rewarding. It is very important to prepare and apply yourself if this is the route you wish to take. Employers look for great written and oral communication skills and an excellent CV/portfolio. As the work placement is an assessed part of the course, it is covered by a student's Student Route visa.

For a student to go on placement they are required to pass every module first time with no reassessments. It is the responsibility of individual students to find a suitable paid placement. Students will be supported by our dedicated placement team in securing this opportunity.

Find out more about the postgraduate work placement scheme.

What our students say

If you are creatively minded, you love technology and have a scientific approach to art, I highly recommend this course. You will do a range of artistic skills such as acting, storyboarding and character sculpting, all the way to technical aspects such as rendering and lighting, compositing, topology and rigging. This course also offers choice: the final major project allows you to hone your skills and learn new technical workflows. Kingston stands out because they have a Cintiq lab, computers with high performance, opportunities to do group projects and game jams."

Christel ‘t Hoen, MA Computer Animation student, smiling with straight red hair before a background of red and blue circles.

Christel ‘t Hoen, MA Computer Animation

Choosing Kingston University was an easy decision for me. The University's exceptional resources and industry connections – including access to the latest industry software like Autodesk Maya, Substance Painter, Nuke, Mari and Adobe suite, alongside high-spec workstations and advanced facilities such as the digital media studio and motion capture suite – are crucial for my development as an artist in computer animation.

"My plan is to build a career as a vehicle artist in the gaming industry. My time at Kingston has been instrumental in preparing me for this. The skills I have acquired in this course, including advanced modelling techniques, UV Mapping, texturing, shading, and rendering have greatly enhanced my expertise. Additionally, the experience of creating detailed 3D assets and collaborating with my peers in a multidisciplinary environment has honed my ability to work on complex projects. I feel fully prepared and eager to enter the industry, knowing that Kingston has equipped me with the technical knowledge and practical experience needed to excel as a vehicle artist."

Kshitij Vaid, MA Computer Animation

Kshitij Vaid, MA Computer Animation

The MA Computer Animation course offers everything that I could ever asked for. I love to study and being immersed in an academic environment, so to be back at university has been an amazing experience for me, combined with the fact that I am diving deep into a fascinating topic that I love, and I have the opportunity to meet likeminded people that share the same passion. Every module is a new exciting surprise and every subject opens a new array of professional possibilities.

"The opportunity to approach the course as a part time student was another key factor when it came to making my decision. The part time option allows me to attend class without impacting my life commitments."

Fernando Maria Colarossi, MA Computer Animation

Fernando Maria Colarossi, MA Computer Animation

Entry requirements

Typical offer

  • A 2:2 or above honours degree or equivalent qualification in animation or a related subject which includes significant 3D computer graphic content, such as moving image, illustration, 3D design, computer-related design or architecture.
  • All applicants must, if requested, be able to demonstrate either through qualifications, work experience or portfolio of works, a solid understanding of digital media.
  • Exceptionally applicants may have no first degree but more than five years working in the field. In this case, there must be strong evidence that the applicant has the motivation to complete the course and the ability to work at this level. Experience in digital media, post production and animation is particularly valuable.

Please note: each application is assessed on an individual basis and may be subject to additional requirements, such as undertaking short course(s), work experience and/or English language qualification(s). Meeting particular minimum entry requirements does not automatically guarantee a place.

International

In order to complete your programme successfully, it is important to have a good command of English and be able to apply this in an academic environment. Therefore, if you are a non-UK applicant* you will usually be required to provide certificated proof of English language competence before commencing your studies.

For this course you must pass IELTS academic test in English with an overall score of 6.5, with no element below 6.0, or meet the scores listed on the alternative online tests.

Applicants who do not meet the English language requirements may be eligible to join our pre-sessional English language course.

Please make sure you read our full guidance about English language requirements, which includes details of other qualifications we'll consider.

* Applicants from one of the recognised majority English speaking countries (MESCs) do not need to meet these requirements.

Country-specific information

You will find more information on country specific entry requirements in the International section of our website.

Find your country:

Teaching and assessment

Guided independent study (self-managed time)

When not attending timetabled sessions you will be expected to continue learning independently through self-study. This typically will involve reading journal articles and books, working on individual and group projects, undertaking preparing coursework assignments and presentations, and preparing for exams. Your independent learning is supported by a range of excellent facilities including online resources, the library and CANVAS, the online virtual learning platform. 

Support for postgraduate students

As a student at Kingston University, we will make sure you have access to appropriate advice regarding your academic development. You will also be able to use the University's support services

Your workload

A course is made up of modules, and each module is worth a number of credits. You must pass a given number of credits in order to achieve the award you registered on, for example 360 credits for a typical undergraduate course or 180 credits for a typical postgraduate course. The number of credits you need for your award is detailed in the programme specification which you can access from the link at the bottom of this page.

One credit equates to 10 hours of study. Therefore 180 credits across a year (typical for a postgraduate course) would equate to 1,800 notional hours. These hours are split into scheduled and guided. On this course, the percentage of that time that will be scheduled learning and teaching activities is shown below. The remainder is made up of guided independent study.

  • 15% scheduled learning and teaching

The exact balance between scheduled learning and teaching and guided independent study will be informed by the modules you take.

Your course will primarily be delivered in person. It may include delivery of some activities online, either in real time or recorded.

How you will be assessed

Type of assessment

Year 1

Year 1
  • Coursework: 100%

Development of a portfolio of computer animation work samples (including fully-textured and rendered 3D models, VFX compositions, and character animations), presentations, essays, production blogs.

Feedback summary

We aim to provide feedback on assessments within 20 working days.

Class sizes

Join a dedicated cohort of students which provides the opportunity to build a life-long network of colleagues. Some modules are common across other postgraduate programmes therefore you may be taught alongside students who are on these courses within the School.

Who teaches this course?

Digital Media Kingston

This course is delivered by Digital Media Kingston.

Digital Media Kingston (DMK) is an interdisciplinary, collaborative project between the School of Computer Science and Mathematics, and School of Design at Kingston University. Its mission is to bring together creative expression, theoretical analysis, scientific rigour and technological innovation to underpin innovation and excellence in the computational arts.

The teaching element of the DMK project delivers a suite of four related courses: Computer Animation MA, Games Development (Design) MA, User Experience Design MSc, and Games Development (Programming) MSc. You will share some taught modules with students taking these digital media courses.

Postgraduate students may run or assist in lab sessions and may also contribute to the teaching of seminars under the supervision of the module leader.

If you have any questions regarding the course, please contact the Course Leader, Mr Richard Cunningham, at r.cunningham@kingston.ac.uk.

Our modern teaching environment

The technical resources that are available to students on this suite of courses include:

Games development suite

The games development suite contains a number of Sony PlayStation Portable developer kits (PSP). Students will be able to develop for this platform under an academic development agreement with Sony. In addition students have access to Xboxes and Microsoft XNA Game Studio developer software. A number of other consoles are also available including Wiis and Sony Playstation 3. The lab is equipped with 3D graphics software such as Maya. You also have access to a body modelling suit.

Rokoko Wireless Motion Capture Technology

We recently purchased three sets of Rokoko's Smartsuit Pro units with Smartgloves, and facial capture bundles. The hardware is accompanied by their proprietary 3D software, Rokoko Studio Plus, as well as real-time integration plugins for Maya, Unreal, Blender, and Unity.

The Rokoko motion capture suit, Smartsuit Pro, has a wireless range of up to 100 meters and requires no external parts. The suit can even create its own hotspot that you can log your device onto if you are on location. Operating the suit and software requires minimal prior training and is intuitive to those without technical expertise.

The suits have 19 x 9-DoF IMU motion trackers embedded in the design. 3D orientation accuracy ± 1 deg.

The gloves have 7 x 6-DoF motion trackers embedded in the design, for hand and finger tracking, and run 400 Hz. The motion trackers do not include magnetometers, so they are immune to magnetic distortion.

Wacom Cintiq Pro Pen Tablets

We recently purchased four of these 24-inch state-of-the-art machines. They feature 4K resolution, virtually no parallax, 14 ms response rate, 1000:1 contrast ratio, 1.07 billion colours, multi-touch controls and ergonomic controls. Sculpt and texture your projects in comfort and style!

Gyroscopic inertial motion system

The IGS-190-M mobile capture suit is one of the most mature gyroscopic inertial motion systems and features nineteen matchbox-sized gyros attached to individual straps on a flexible lycra suit. The gyros are the fastest in the market (at 1,200 deg/sec). Eight suits can be used simultaneously with a wireless range of over 100 metres radius and sensor resolution is 0.1 degree. Set-up time is approximately 15 minutes; the suite requires a small amount of calibration and time for the gyros to settle. The suite was purchased from Animazoo, a specialist in the area of motion capture with an IGS-190-M being used to animate the cartoon character 'The Crazy Frog' amongst many other cartoons and computer games.

Media technology labs

A multimedia and graphics studio that houses 39 Pentium 4 PCs all with DVD writers and our full graphics software which includes Maya Suite, ZBrush, Mari, Nuke, Adobe Production Studio, Premiere Pro, Photoshop, Illustrator, After Effects, Encore, Audition, Flash, Dreamweaver, Fireworks and Combustion.

Digital media workshops

The digital media workshops provide a wide range of software and specialist technical support in the key areas of CAD, 2D and 3D design, digital imaging and processing, high-quality photographic printing, audio and video production, mono and colour printing (up to A3+), and large format plotting (up to B0+).

64 workstations with the following specs:

• AMD Ryzen Threadripper PRO CPU
• 32Gb RAM
• Nvidia RTX A5000 GPU
• Dual monitors

600 workstations with the following specs:

• Dell Precision
• Intel i7 CPU
• 32Gb RAM
• Nvidia GeForce RTX 3090 GPU

Digital photography labs

The professional photography suite includes two digital imaging areas providing 26 Mac Pro computers running Photoshop software for digital image development and high-quality digital scanning. Professional quality digital printing, from A4 to A2 is also available. The photography suite is supported by a team of technical and academic staff.

Premier filming space

This area comprises a studio of 100 square metres and has all you need to record broadcast quality programming. The space has a 14-metre infinity cove painted white, heavy black curtains and an eight-metre professional film blue screen. The studio space has been built with flexibility in mind and any combination of setups can be accommodated within the area with regard to filming. The studio is equipped with three Panasonic HVX200 high definition cameras in a studio specification with matte boxes, dolly tripods and P2 16 GB cards.

The lighting array consists of a Kino Flow system combining Image, Zip and Para Beam light fixtures with Dedo modelling spots. The whole array is controlled by a 64-channel DMX desk.

Post-production suite

The post-production suite comprises 10 top-of-the-range Macintosh computers, the majority of which are running the Intel CPU. They are all based on the Black Magic uncompressed broadcast system and are controlled by a central video server running the Apple XSan network. There is a massive 20 terabytes of storage and can stream up to 10 full HD streams across the network in real-time. At SD we can stream approximately 40 streams of video at once.

Animation suite

This suite consists of networked G5 Macintosh Power PCs with Dual 2.3 GHz processors, 2 Gigabytes RAM and a GeForce 6600 Graphics Card or a Radeon 9600XT graphics card running the industry-standard version of Maya. The Apple Xsan Server and Intel MAc Pro FailOver server have an Infortrend 15 TB disk array, QLogic 15 port Fibre switch, Fibre Optic Channel duplex AV data transfer with Netgear 24 port ethernet switch, Ethernet Metadata transfer and 48 port patch bay with 16 port fibre distribution interface.

User studies equipment

We have Morae usability testing software, a Tobii eye tracker and can accommodate one-on-one usability tests, focus groups and observational studies of collaborative work in a variety of settings. A range of computing devices are also available, which include mobile phones, touch screens and very large monitors.

Research vehicle website: we also operate a website for studying live web traffic (real online behaviour in context).

Sound recording studio

This area comprises a control room and an audio booth with talkback and video monitoring facilities. There is an extensive sound FX library and high-quality transducers suitable for high-quality voice and/or sound track recording. The studio is able to cater for both post- and pre-production sound to image work and runs with Final Cut Pro/Soundtrack Pro as its central engine.

Facilities

Fees for this course

2025/26 fees for this course

Home 2025/26

  • MA full time £11,400
  • MA part time £6,270

International 2025/26

  • MA full time £17,600
  • MA part time £9,680

2024/25 fees for this course

Home 2024/25

  • MA full time £10,900
  • MA part time £5,995

International 2024/25

  • MA full time £16,900
  • MA part time £9,295

Tuition fee information for future course years

If you start your second year straight after Year 1, you will pay the same fee for both years.

If you take a break before starting your second year, or if you repeat modules from Year 1 in Year 2, the fee for your second year may increase.

Fees for the optional placement year

If you choose to take a placement as part of this course, you will be invoiced for the placement fee in Year 2. Find out more about the postgraduate work placement scheme and the costs for the placement year.

Postgraduate loans

If you are a UK student, resident in England and are aged under the age of 60, you will be able to apply for a loan to study for a postgraduate degree. For more information, read the postgraduate loan information on the government's website.

Scholarships and bursaries

Kingston University offers a range of postgraduate scholarships, including:

If you are an international student, find out more about scholarships and bursaries.

We also offer the following discounts for Kingston University alumni:

Kevin Walsh scholarship

The Kevin Walsh Scholarship is a one-year scholarship for a taught masters course in the School of Computer Science & Mathematics. It covers the cost of the home fees for a masters degree as well as providing a maintenance grant.

For more information, visit the Kevin Walsh Scholarship page.

Additional costs

Depending on the programme of study, there may be extra costs that are not covered by tuition fees which students will need to consider when planning their studies. Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, access to shared IT equipment and other support services. Accommodation and living costs are not included in our fees. Where a course has additional expenses, we make every effort to highlight them. These may include optional field trips, materials (e.g. art, design, engineering), security checks such as DBS, uniforms, specialist clothing or professional memberships.

Textbooks

Our libraries are a valuable resource with an extensive collection of books and journals as well as first-class facilities and IT equipment. You may prefer to buy your own copy of key textbooks, this can cost between £50 and £250 per year.

Computer equipment

There are open-access networked computers available across the University, plus laptops available to loan. You may find it useful to have your own PC, laptop or tablet which you can use around campus and in halls of residences. Free WiFi is available on each of the campuses. You may wish to purchase your own computer, which can cost between £100 and £3,000 depending on your course requirements.

Photocopying and printing

In the majority of cases written coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing, binding and photocopying costs are not included in your tuition fees, this may cost up to £100 per year.

Field trips

All field trips that are compulsory to attend to complete your course are paid for by the University. There may be small fees incurred for optional field trips such as travel costs and refreshments.

Travel

Travel costs are not included in your tuition fees but we do have a free intersite bus service which links the campuses, Surbiton train station, Kingston upon Thames train station, Norbiton train station and halls of residence.

Placements

If the placement year option is chosen, during this year travel costs will vary according to the location of the placement, and could be from £0 to £2,000.

BAFTA UK Scholarship Programme

Applicants to Computer Animation MA can apply for the BAFTA UK Scholarship Programme, which is open to British citizens in need of financial assistance. Each successful BAFTA Scholar receives up to £12,000 towards their annual course fees, as well as mentoring support from a BAFTA member, and free access to BAFTA events around the UK.

In addition, three successful applicants will be awarded a Prince William Scholarship in Film, Games and Television, supported by BAFTA and Warner Bros., including a funded work placement within the Warner Bros. group of companies and other benefits.

What this course offers you

Computer Animation MA is part of the Digital Media Kingston suite of courses, providing you with a unique range of creative and technical skills.

  • Input from industry practitioners and experts will add a valuable dimension to your studies.
  • Industry guest speakers will share experience, knowledge, and insights.
  • You will have access to state-of-the-art equipment and resources, such as Rokoko wireless motion capture suits (with gloves and headgear), 24-inch Wacom Cintiq Pro, XP-Pen Artist 24 Pro graphics displays, various cameras, lenses, tripods and lighting equipment, sound recording equipment, 360 cameras for creating HDR image-based lighting, Wacom Intuos graphics tablets – all available to our students.
  • You will have access to first-class technical facilities, such as our Digital Media Studio (with blue and green screen), Motion-Capture Suite, high-spec workstations, and our Centre for Augmented and Virtual Environments (CAVE), where students can create VR apps with a number of Sony PlayStation developer kits. Students will be able to develop for this platform under an academic development agreement with Sony.
  • The Final Project module gives you the creative freedom to pursue your preferred area of specialisation, or particular interest, and produce a substantial personal piece for your growing portfolio, under the supervision of our knowledgeable team.

Software includes:

  • Maya, MotionBuilder, 3ds Max, and Mudbox
  • Maxom One: Zbrush, Cinema 4D, Redshift
  • Arnold Renderer
  • Substance 3D: Painter, Designer, Sampler and Stager
  • Marmoset Toolbag
  • Nuke, Mari, and Modo
  • Adobe Creative Suite
  • Unreal Engine
  • Unity
  • Apple Final Cut Pro
  • Blender
  • Animbot

Staff will be drawn from across the University, including from Kingston School of Art and the School of Computer Science and Mathematics.

Where this course will take you

The technical and creative skills provided by this Computer Animation course are applicable in areas related mainly to the movie and games industry. Furthermore, advertisement, 3D printing, architectural design and web-based application are areas that require skills and knowledge on modelling, texturing, rigging, animation, and compositing.

Graduates have gone on to secure roles within film and games companies, such as Industrial Light and Magic, MPC, Rebellion, Relish, Kuato Studios and Ballistic Moo, as well as in advertising, 3D printing, VR medical training and architectural design.

What our students say

Read about why our students chose Kingston, what they gained from studying here, and how it has helped them in their careers.

Marco Savastio, games animator, studied Computer Animation MA (full time), 2017–18

Why Kingston?

Having already decided that computer animation would be the discipline I desired to pursue in my career, I wanted to find a master's course that would support and develop my ability to industry standards. It was difficult finding a university that catered to my expectations from the course whilst being close enough for me to travel from my home in London. When I visited KU's open day it became apparent that I found a course that I could learn a lot from. The campus is very impressive, the facilities are brilliant, and the staff are always friendly and professional. The tremendous teaching and support I received during my time at Kingston was exceptional. My skills in animation flourished at Kingston, preparing me for my professional endeavours in my career.

What inspires you?

I have always been fascinated by animation. Growing up playing video games, watching films, TV shows and animations. These media platforms had a massive influence on my childhood and naturally, I was a very imaginative child. My creative talent in art assured me that I always wanted to find a career in the creative industry. Whilst my love of films and television grasped my interest in pursuing a career in media. Since I've started animating my passion for it has exceeded my expectations, I believe this to be because animation is the perfect mixture of art and media. Achieving a paid job that I would happily work on as a hobby was always my main focal point of motivation. The staff at Kingston University were amazing at keeping my passion for the subject thriving with engaging one to one mentoring, interesting discussions and helpful tips that would regularly keep me wanting to learn more about the trade.

What next?

The masters course at Kingston University did a fantastic job of preparing me for a career as a professional animator. I had wanted to improve my animations skills on a visual stance but also develop my technical capabilities. Each module on the course refined my ability to animate appealing visuals and technical ability. I was very proud of the journey I made as an animator during my time at Kingston and wanted to display my progression to future employers. After a discussion with my tutor, I decided to base my final project on animating a portfolio from scratch displaying my ability at that current time. All the animations in my showreel were animated during the peak of my ability at Kingston University and I believe it contributed to me finding a job in the industry so quickly after finishing the course. I am very grateful to the encouragement and guidance that I received at Kingston because it helped ignite the start of my career in animation.

Sefki Ibrahim, senior Look-Dev TD

Why Kingston?

The Computer Animation course at Kingston Uni helped me develop my skills and expand my knowledge in the 3D space. The modules had focus, whether that was an onus on modelling, look-development or compositing. Yet were broad enough to conduct your research and delve into the particular matter of your interest. My goal was to explore 3D character art, so this was a deciding aspect for me when I enrolled on the course – and I was able to do just that.

The course is continually generating a vast library of learning materials such as video workshops, tutorials, and recorded critique sessions. Self-study is paramount in an industry like this; these resources ease that transition and help you navigate the somewhat convoluted 3D pipeline. Richard aspires to further the scope of the course and has procured some snazzy new motion-capture tech to expose students to mocap data acquisition and animation clean-up. He's also willing to bring other professionals in to deliver workshops and talks (I was one of them!), bridging that link between academia and industry, which is invaluable for prospective 3D artists.

The portfolio I present to potential employers still contains three character projects I worked on while studying on the course. These artworks helped ignite my career in the industry. I am very grateful that I not only graduated with a masters degree but left with a portfolio that I was proud of, along with the readiness and confidence to transition into professional work.

Alex Clarke, 3D character animator

Why Kingston?

Studying animation at Kingston gave me a broad understanding of the subject as well as insight into the industry and the different roles that are available after graduation. The course taught me strong foundations in compositing, modelling, texturing and animation; all of which I call upon constantly while working professionally. For a self-motivated student the MA offers an abundance of tutor support as well as exclusive online resources and tutorials to take advantage of. I'm very grateful to Richard and Kingston for giving me the confidence to begin a career in animation.

Christine Androulakaki, 3D character animator

Why Kingston?

Regarding the computer animation course, I would like to say how grateful I am for the opportunity to learn among the best professionals and gain a variety of computer skills and academic knowledge.

The coursework is well organised, with interesting presentations, technical equipment and covers a variety of industry software that strengthen candidate's potential.

Students can easily develop their skills with project-based assessments, constructive feedback, and individual support.

The lecturers are inspiring, they really care for their students, and cover at full extent the academic material. They encourage students to develop professionally and help gain all the technical and personal skills needed for a career progression.

I highly recommend Richard both as a lecturer as well as a professional. He is truly interested at providing his students with all the necessary skills needed for a career progression and his delivery methods are outstanding. He is gifted with the ability to communicate and bond with his students, offering individual support and constructive feedback.

He devotes himself to rise to his students' expectations and continuously grows professionally at his free time. I always admired his will to further grow as a professional and practice his skills outside university even though he is already an expert at his field.

He is familiar with a variety of computer software and can equip students both with animation skills as well as modelling and compositing skills.

He helped me to develop fast as a student and achieve my goals as a professional, and he is still helping me improve my skills as a full-grown employee at one of the top-rated movie production studios in Greece.

The computer animation course personally helped me develop skills quickly and evolve from a moderate student to a strong one, leading me to achieve my goals and obtain a position as a 3D character animator at one of the top-rated movie production studios back home.

To anyone who is thinking whether it's worth it, I advise it definitely is!

Jamie Bhalla, compositor

I studied MA Computer Animation. When I started the course, I was unsure which route I wanted to take professionally, but the MA allowed me to explore the numerous routes the postgrad could lead to in terms of employment. This was done through a combination of lectures and project-based assignments which allowed me to flex my creative muscles in different areas of Computer Animation.

During the course I discovered which area I wanted to grow my skills and seek employment and was given the opportunity to work with a tutor that had the knowledge to help me pursue this. They helped guide me in learning the various industry-standard software and skills needed to help me achieve a job down that route. Now focusing on developing skills both creatively and technically in one particular area of Computer Animation.

During my time studying I found it very helpful to use the online material available prepared by the tutor, the video tutorials particularly came in handy! Along with support both in class and outside via email and other online resources. Getting feedback in and out of class was extremely important in helping me understand the software and theory behind that I was learning. The project-based assignments gave me plenty of opportunity to show my project to the tutor before the hand-in and get that valuable feedback, especially since there is time for one-on-one support. We had the chance to work on various personal and group projects, which I have found extremely useful in preparing me for the world of work where I am often in a team of other creatives.

How we work with industry partners

Digital Media Kingston courses have been developed in consultation with an industry advisory board, which so far includes members of Sony Computer Entertainment Europe, DreamWorks, the BFi, Alloy, The Other Media, Sunrise Software, Abelton Live, Tonic, Active Ingredient.

Some work placements, live projects and other opportunities will be available at the discretion of the industry panel for students on this course.

Course changes and regulations

The information on this page reflects the currently intended course structure and module details. To improve your student experience and the quality of your degree, we may review and change the material information of this course. Course changes explained.

Programme Specifications for the course are published ahead of each academic year.

Regulations governing this course can be found on our website.