BA in Animation
Learn how to animate the next Portal video game with our exciting new animation course in partnership with Pulse College
This degree in Animation (QQI Level 7) is taught by leaders in creative media education, Pulse College, and allows students to take their first steps to becoming professional animators.
Why study Animation at Griffith College?
Our partnered BA in Animation is available on a full-time basis over a three-year period and is taught on campus at Pulse College. The course will introduce you to valuable professional workflows and teach you everything from the basics of animation, 2D animation techniques, through to full 3D modelling.
- Students will gain experience in all the fundamentals of animation from 2D animation techniques to 3D modelling to storyboarding to Comic Books and Sequential Art.
- Full access to Student Adobe Creative Cloud - All Apps plan, which gives you 20+ cutting-edge creative tools for desktop, mobile, and web.
- You will receive hands-on training from professionals vastly experienced within the animation industry.
- The practical nature of the course, including the development of an industry-standard portfolio, will prepare learners for work in the Animation sector
- Our Animation courses in Ireland ensure small class sizes that provide the one-on-one attention needed to perfect your technical and creative skills.
- Pulse College will set you on the right track to achieving your professional and academic goals whether you want to be an animator, character designer for games, concept artist, or VFX animator.
- Computer Game specialisation
- Creating 3D Characters
- Examining Comic Book Art and Production
- Industry leading guest lectures (EA Games / Brown Bag Films)
- State-of-the-art software
We run one intake for this course, commencing as follows:
- Autumn: September*
*subject to sufficient numbers
Are you applying through the CAO?
Check out our CAO HUB for more information about applying through the CAO!
This course is delivered on the Pulse Games and Animation Campus on Halston St. in The Market Studios in Dublin 7.
This module’s primary aim is to introduce learners to the history and development of animation from technological, and psychological perspectives. Learners will explore the 12 principles of animation with independent study and learn how to identify them within animated media. Learners will also be introduced to the history and psychology of animation with the objective of appraising it within a social context.
This module’s primary aim is skills acquisition. This module seeks to develop necessary skills for industry. This module meets this aim through a series of objectives. Learners will be introduced to the basic concepts of 3D modeling. They will develop skills in character modeling and developing original designs. They will also be introduced to environmental modeling principles, basic texturing, rigging, and animating.
The aim of this module is to introduce the learner to the fundamental basics of life drawing. This aim is met through a series of objectives. Learners will study basic drawing techniques such as line and contour, gesture, form and volume. They will subsequently breakdown the human form using geometric shapes with the objective of having a core understanding of the forms they are producing. Finally the aim of this module will be met by continuously developing skills and knowledge in anatomy, movement, weight distribution and their materialisation in taught and self-directed sketch techniques.
The aim of this module is to enable learners to develop a conceptual framework that will enable them to analyse the visual world within a cultural, historical and political context. It meets this aim through a number of objectives, the general structure of which traces visual culture from the industrial revolution to the modern period. Learners will critically engage in the historical analysis of neo-classical architecture, dialectical debates on romanticism and industrial production, and address the political implications of modernist art.
The aim of this module is to build upon skills and knowledge acquired in Module 1, Animation History and Theory. It does so by having learners work with industry standard 2D animation software to animate more progressively complex objects and characters, demonstrating judgement on the use of animation principles first learnt in Module 1, Animation History and Theory. The focus is on the learner’s developing awareness of core fundamentals of animation found in professional and studio work.
The aim of this module is to build upon skills and knowledge acquired in Module 1, Animation History and Theory, and Module 2, 3D Animation Studio 1. It does so by having learners work with industry standard 3D animation software to develop the learner’s understanding of 3D character rigging and weight mapping, creating simple animated sequences, and focusing on the fundamentals of body mechanics, acting, and overall appeal. The focus is on the learner’s developing awareness of core fundamentals of animation found in professional and studio work.
The aim of this module is to introduce learners to storyboarding techniques and to develop their skills and knowledge-bases in utilising storyboards in the animation pipeline. It meets this aim through a number of objectives by demonstrating the purpose of storyboards and reflecting on their utility. It enables learners to develop professional standards of practice in storyboard creation. This module also shows learners how to create scene by scene layouts of narratives, and accompanying scene information. Lastly, it demonstrates how to create animatics to prototype animation.
In Module 2, 3D Animation Studio 1 learners were introduced to the basics of texturing and unwrapping. The aim of this module, Texturing and Unwrapping, is to take a specialised approach to texturing and unwrapping, having already covered the fundamentals. Learners will learn unwrapping principles and how to apply them to props, buildings and characters. They will explore various map types and different techniques for mapping models. Lastly, they will be shown how to create colour, surface and multi-purpose maps, along with best practice techniques, advancing their skill and knowledge base in this area.
The aim of this module is to build upon the work previously carried out in 3D Animation Studios 1 and 2 and to further develop the learners’ expertise in both 2D digital imaging and 3D modelling. The module increases the learners’ capacity for critically reflecting on practice, through expanding and deepening their knowledge base. Learners expand their use of software through more complex projects, and make workflow decisions resembling a studio environment pipeline. They also incorporate pre-production elements such as storyboarding, as Module 5 Storyboarding and Layout is taught in tandem. Learners will have the opportunity to design, from the ground up, an animation containing multiple characters diversifying their modelling skill set, and to create more advanced characters further developing their skills and knowledge in character modelling. As there are a number of diverse elements to this module, theoretical foundations of best practice are embedded throughout.
The aim of this module is to further develop the life drawing skills learned in Module 2- Life Drawing, applying the techniques and theories directly to animation. This aim is met through a series of objectives. Learners improve upon their fundamental art techniques such as line, contour, gesture, form and volume with a focus on developing an animation-focused gestural life drawing portfolio. Learners produce advanced representations of the human form using expanded life drawing techniques in order to produce animation-focused life-drawing studies. The learners’ skills and knowledge are developed in the use of gesture, dynamic posing, movement, expression, form and value and foreshortening of the figure with a view to applying them with the context of animation industry requirements.
This module builds on Module 3 Visual Culture and Theory 1. It extends the learners’ examination of modernist art and design movements tracing their evolution towards postmodern visual culture. It requires learners to demonstrate a more advanced critical stance upon the historical, political and cultural context in which latter 20th Century art and design movements are embedded. This module also introduces learners to the language of semiotics and utilises semiotic analysis as a means of critiquing vernacular design.
The aim of this module is to give learners a broad understanding of the key marketing concepts and practices in the creative industries environment. This is met by providing learners with an understanding of the role and principles of marketing for a start-up business within the creative industries, assisting learners in understanding market segmentation, targeting and positioning, and facilitating learners in conducting market research. Furthermore, learners will be taught the basics of marketing presentations and communications strategies.
The aim of this module is to provide learners with knowledge and skills in advanced rigging and animation techniques. Learners develop skills in rigging, skinning and animating a high detail character and the theoretical foundations for best practice in these areas. Learners also advance their use of lighting, environmental and particle effects using industry standard software.
Learners are introduced to compositing and motion graphic practices. As this module both deepens and expands upon learning within modules Animation Studio, learners will also be expected to critically evaluate their work based on their progression and further understanding of skills and knowledge required to work in industry. Workflow management skills are embedded throughout and learners are required to apply these skills in their assessments.
This module introduces learners to the role of narrative design and writing in animation. Learners explore story structures such as ‘The Hero’s Journey’ and non-linear narratives. They develop skills and knowledge in narrative development, dialogue creation, communication, teamwork, project planning and scriptwriting. Learners are required to express their own ideas and practice story-writing using tools to develop their idea into a fully-fledged document, as is practiced within an industry context.
This module covers the full process of sequential art development. Learners are introduced to a range of visual narrative theories and techniques. They become familiar with the industry standard tools used throughout this process and focus on implementing the life drawing skills developed in Module 2 Life Drawing and Module 8 Life Drawing for Animation, applying these skills within the context of comic book art and narrative. Learners examine colour theory and its application, understanding colour properties and relationships through formal exercises. Lastly learners explore methods for distributing comic books.
The aim of this module is to give learners key skills required to start a business. It covers the role, characteristics and requirements of entrepreneurship and examines creativity and innovation in light of the learner’s particular area of emphasis (e.g. animation, gaming, etc.) and uses case studies of start-ups to critically appraise feasibility projects and business plans. This module complements module 10 Brand and Marketing.
This module advances the learners’ modelling techniques and knowledge base to a professional standard enabling them to create professionally finished pieces that are industry ready by focusing upon both organic and inorganic sculpting. It prepares learners for direct employment in the industry through achieving professional level competency in industry standard 3D modelling software. The module emphasises workflow practices with the objective of creating learners capable of meeting industry demands. Throughout the module, the learners’ advanced technical abilities are complemented by their ability to confidently present and discuss their work with professionals and to make informed decisions in evaluating and recommending workflow processes.
This module familiarises learners with core research theories and concepts and equips them with essential skills in planning, gathering material, data collection and analysis. Media practitioners encounter research related topics in various aspects of their work, both in relation to the media products they create, and to the consumers and purchasers of those products. This module therefore also aims to introduce learners to research topics that affect media workers in their daily work.
The aim of this module is to build upon the learners’ skills in 2D and 3D modelling developed in earlier modules and to apply the knowledge base and skillset acquired to videogames. It requires learners to exercise creative autonomy in environmental production within a real-time game engine. They are required to plan, research and develop concept art for 2D and to create, optimise and import/export 3D game assets. Additionally, learners will learn how to apply visual effects in a game engine and implement best practice workflow management.
The aim of this module is to provide learners with the knowledge-base and skillset required to create sound effects and dialogue recordings for animation. The module presents the basic theory of sound and digital audio as well as practical skills in both audio hardware and software. Learners examine the theoretical basis for sound design concepts and experiment with their application as well as learning Foley techniques. Learners become competent in the use of industry standard software for the purposes of editing and manipulating SFX, audio signal processing. As this is a Stage 3 module, learners will also be required to apply best practice in audio workflow management.
The aim of the Major Project capstone module is to enable the learner to synthesise the knowledge base and skill set they have developed over the course of the programme and develop a professional standard piece for inclusion in their portfolio. Learners will demonstrate competency in all aspects of the animation pipeline from pre-production, production, through to post-production. They are expected to demonstrate advanced workflow management skills and a full range of critical thinking and practical skills. Learners are required to create a narrative piece suitable for submission to animation festivals and of sufficient quality to meet future employer standards. This capstone module running over semester 6 in year 3, provides learners with the opportunity to apply the skills and knowledge acquired during the previous elements of the programme. It is envisaged that learners will produce animation relevant artefacts, with significant challenges and depth.
How to Apply
All applicants must undergo an interview with Pulse College.
For applicants under 23 years of age, entry onto our Degree Programme is based upon an interview and achieving a minimum of:
5x O6/H7s (O6 = 40 – 55% in a Leaving Certificate Ordinary subject / H7 = 30-40% in a Leaving Certificate Higher Level subject)
To include O6 or higher in Ordinary Leaving Certificate Maths and a Language subject
Or: FETAC Level 5/6 / HETAC Level 7 in Film/Media or similar
Applications from those (including visiting students) whose first language is not English should include an original or certified true copy of one of the following:
- TOEFL Paper based 570 with a TWE (test of written English) score of 4.5.
- Computer based 233 with a score of 4.5 in the essay.
- Internet based 90 with a written score of 21.
- Cambridge Proficiency Grade C.
- Cambridge Advanced Grade A.
- IELTS Academic Version 6.5 with no individual band below 6
Students who do not satisfy Pulse College’s English language requirements for direct entry will be required to take an English language preparatory course before commencing studies.
Griffith College is accepting the online Duolingo English Test (DET) as valid proof of English proficiency. Please see here for further details.
How to Apply
Applicants must apply to Griffith College directly online using the Apply Online facility. All applicants will have to complete an interview with Pulse College.
Applicants under 23 years of age:
- Photo ID (passport/driving licence)
- GNIB card or Irish Residence Permit if applicable
- Leaving Certificate/High School diploma results
Applicants over 23 years of age (Mature students):
- Photo ID (passport/driving licence)
- GNIB card or Irish Residence Permit if applicable
For purposes of fee calculation, residence is counted from time of application.
If you have any questions about fees, please contact Pulse College directly.
Study Mode: Full-Time
Dublin: EUR 8,950.00
Study Mode: Full-Time
Non-EU living in Ireland or abroad: Please refer to our Non-EU Tuition Fees section.
Non-EU students: a Student Services and Administration fee of EUR200 is payable each academic year in addition to the fees quoted below.
Flexible payment options
Students wishing to pay their fees monthly may avail of our direct debit scheme. Please view our Fees information page for more information and assistance.
Is your company paying for your course?
They will need to complete a Griffith College Sponsorship Form and send this to the Student Fees Office:
- Post: Student Fees, Griffith College Dublin, South Circular Road, Dublin 8
- Email: [email protected]
2% Learner Protection Charge
All QQI accredited programmes of education and training of 3 months or longer duration are covered by arrangements under section 65 (4) of the Qualifications and Quality Assurance (Education and Training) Act 2012 whereby, in the event of the provider ceasing to provide the programme for any reason, enrolled learners may transfer to a similar programme at another provider, or, in the event that this is not practicable, the fees most recently paid will be refunded.
QQI Award Fee
Please note that a QQI Award Fee applies in the final year of all QQI courses. To find the relevant fee for your course level, please see the Fees page.
In line with national policy, graduates from the level 7 programme would be eligible to progress to Level 8 programmes.
Graduates may wish to further extend their industry-based professional qualifications as new technologies and developments emerge.
Through the BA in Animation, you will have gained valuable design experience, built a strong foundation of creative skills, and covered a diverse range of topics. There is a wide range of career options for our graduates including:
- 3D Production Artist
- 3D Light Assistant
- Graphic Designer
- 3d Modeler
- Video Games Designer
- Flash Animator
- Character designer for games
- Concept artist
- VFX animator
- Motion Designer