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  • DeadlineStudy Details: MA 1 year 3 months full-time

Course Description

MA Virtual Reality will equip you with the technical resources and specialist guidance needed to test and develop virtual experiences across a range of media platforms including 3D computer animation, 360-degree filmmaking, games and interactive AR applications.

What to expect

  • You’ll experiment with new approaches to the use of these technologies, as well as explore the design and conceptualisation pipeline for these virtual experiences.
  • Across Terms 1 and 2, you'll have the opportunity to explore and utilise an array of VR software pipelines including VR painting, 3D modelling and environment design, 360-degree video capture and games development.
  • The course prepares you to progress into the fast-growing VR industry, as well as into sectors such as animation, film, television, games and marketing, which are all quickly adopting VR technologies.

Entry Requirements

Applicants will be considered for admission if they have achieved an educational level equivalent to an honours degree in either animation, illustration, visual communication, graphic design or closely related subject, and present a portfolio of moving-image work. However, we do not exclude candidates who have graduated from other less strongly aligned disciplines.

This educational level may be demonstrated by:

  • Honours degree (named above);
  • Possession of equivalent qualifications;
  • Prior experiential learning, the outcome of which can be demonstrated to be equivalent to formal qualifications otherwise required;
  • Or a combination of formal qualifications and experiential learning which, taken together, can be demonstrated to be equivalent to formal qualifications otherwise required.

APEL - Accreditation of Prior (Experiential) Learning

If you do not meet these entry requirements but your application demonstrates additional strengths and alternative relevant experience, you may still be considered. This could include:

  • Related academic or work experience
  • The quality of the personal statement
  • A strong academic or other professional reference
  • OR a combination of these factors

Each application will be considered on its own merit. We cannot guarantee an offer in each case.

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Fees

For fees and funding information, please see website 

Module Details

Autumn, Term 1

  • Creative VR Project Portfolio (40 Credits)
    In this unit, you will have the opportunity to explore the full breadth of creative VR applications and begin to explore ways to utilise various software palettes and workflows to develop immersive products.
  • Designing Immersive Experiences (20 Credits)
    In this unit, you’ll explore the methods, techniques and critical theories that underpin the conceptualisation and design of VR experiences. You’ll explore the principles of animation, alongside film and games concept development and use these to develop strategies that help to establish the language and workflow of VR design.

Spring, Term 2

  • Critical Practice and Exploration (40 Credits)
    During this unit, you’ll draw on your knowledge of VR workflows and technical methodologies in order to produce a portfolio of advanced experimental, technical and critical practice. This could take the form of interactive application, games or immersive narrative experiences.
  • Collaborative Unit (20 Credits)
    As part of the LCC Screen School strategy to enable collaboration and a project-focused approach to creative practices, you will use this unit as an opportunity to work as part of a cross-disciplinary creative team. You’ll be encouraged to work with postgraduate students across other courses within the Moving Image and Digital Arts Programme including MA 3D Computer Animation and MA Games Design, as well as courses in other programmes within the Screen School such as MA Sound Arts and MA Film.

Summer, Terms 3 and 4

  • Final Project and Thesis (60 Credits)
    At this final stage of the course, you’ll bring together the knowledge, skills and experience gained throughout your studies to produce a self-directed, longer-form VR project, alongside an associated thesis. Students will specify, refine and produce an ambitious and substantial VR project that will show that they have an in-depth critical awareness of the area and the highly developed practical skills in production management, design and execution of immersive experiences to deliver a complex project on time. This major project will demonstrate that the appropriate level of academic and technical proficiency has been reached for the award of a Masters degree.

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