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Visual Effects for Film, TV and Animation – BSc (Hons)

  • CAO Points: New for 2024 (Including Portfolio)

  • Campus: Clonmel

  • years: 4


Course Overview

Are you interested in learning how to create the latest Visual Effects you see in Films?

Do you like to create your own content on social media?

The BSc. in Visual Effects for Film, TV and Animation is designed to develop your artistic and technical abilities to produce world-class content from social media to the cinema screen. film, television, and animation sectors both nationally and internationally.

This is an industry-focused course developed by ex-industry professionals who have worked for internationally renowned studios like Double Negative (Inception, The Dark Knight, Blade Runner 2049) Brown Bag Films and Screen Scene. If you want to learn industry leading content creations tools, techniques, and workflows to help you gain the skills and knowledge to create content from the small screen to the big screen then this the course for you.

Contact Details

Richard Gavin

Email: Richard.Gavin@tus.ie

What are the entry requirements?

Leaving Certificate

A minimum of 2 H5 & 4 O6/H7 grades in six Leaving Certificate subjects, including Mathematics and English or Irish.

QQI FET/FETAC

TUS accepts QQI-FET/FETAC awards for entry on all courses of study. Please refer to our Admissions information for details.

Mature Applicants

Candidates applying as mature applicants may be required to attend an interview and may be requested to take an aptitude test to prove their suitability for a place on this programme.

International Applicants

International applicants should apply directly to the International Office at TUS, allowing plenty of time for completing the visa process. Applications for September start should be made by 1st June at the latest to ensure visas are processed in time. You should familiarise yourself with visa processing times for your country of origin to ensure you make a timely application. Find out more here.

Portfolio

As well as meeting the Leaving Certificate/QQI FET/FETAC requirement, students will also need to pass a portfolio assessment. The portfolio is scored out of 600 with a minimum score of 240 required to pass.

Course Modules

  • 3D Modelling I – Introduction to Modelling for Animation

    The aim of this module is to introduce the learner to the core techniques and terminology required for the modeling of high-quality 3d scenes for use in the entertainment industries. This module will focus on developing the learner’s understanding of the technical requirements to successfully model real-world hard surface objects. The learner will be introduced to the technical and aesthetic considerations required for the creation of high-quality 3d models for use in the entertainment industry. The ultimate goal of this module is to introduce methods by which modellers can create topologically efficient and aesthetically pleasing 3d models.

  • Animation I Fundamentals

    This module will introduce learners to the principles of animation and how to apply them to classical, 3D and 2D Tradigital animation processes. Using traditional animation drawing techniques, complemented by 2D Tradigital skills, learners apply the basic principles of animation and drawing through simple, object oriented assignments. Focus is on the fundamentals of the physics of motion and how they apply to simple objects in the ‘real’ world.

    The animation industry now relies on multiple tools in the production process. Learners explore the interfaces, controls and general techniques of multiple software programs in the creation of animated projects.

  • Digital Photography

    The aim of this module is to introduce learners to digital photo and video camera theory, equipment and software and to provide them with the skills necessary to undertake a series of photo and video projects in the context of digital image capture.

  • Drawing Principles I

    Introduces drawing fundamentals through visual observation, communication and expression. Learners will get an introduction to anatomy, proportion, gesture and form through life drawing. They will also get an introduction to drawing principles such as perspective, form, structure, composition, line and value through both observational drawing and research based design projects.

  • Professional Culture and Communication

    Professional Culture and Communication is an interactive workshop style module that will assist students in their transition to University life. It offers students the opportunity to explore the importance of culture (of both the University experience and their future work industry). This module will introduce students to relationship building as a key skill in their professional lives. In Professional Culture and Communication students will reflect and build interpersonal competence in terms of the various channels of communication including; verbal, nonverbal, written and online. Students will learn and put into practice the essential components of a professional presentation.

  • Visual Communications I

    The aim of this module is to introduce the learner to the fundamental of visual design. This module will focus on developing the learner’s understanding of the aesthetic and technical requirements to successful plan design and develop high quality visual assets for 2D game world that are technically correct, appealing and succinct. By understanding the mechanisms and technologies involved in image creation, students can gain an appreciation of how such processes can be used to create visually striking for the animation industry.

  • 3D Animation: Introduction to 3D Animation

    The aim of this module is to give learners the opportunity to observe and apply the fundamental animation principals through both simple objects and characters as they pertain to film and television. Once familiar with basic animation techniques in 3D animation software, learners begin to explore character locomotion and behaviour.

  • 3d Modelling II – Characters and Creatures

    The aim of this module is to further the learner’s experience required for the modelling of high-quality 3dmodels for use in the entertainment industry. This module will focus on further developing the learners understanding of the technical requirements to successfully model real world objects including sculpting organic objects.

  • Compositing I: Fundamentals

    The compositing is where a variety of disparate elements are brought together into a visually cohesive whole. For animation, it is vital that the final image is cohesive regardless of the disparate elements that comprise the composited shot and to enable the viewer to suspend disbelief.
    This module introducing concepts including keyframing, text animation, layering, transitions, masks, shapes and their respective animation, and also technical aspects like colour space and 2.5D space. The students progress through the module accumulating techniques, being introduced to the clear design of projects as would be expected in industry by a compositing supervisor or senior compositor

  • Concept Art I

    In this module, the student explores digital drawing 3D Modelling and painting techniques in the creation of concept art, ranging across environments, characters and props, generated from a script, story board or literary text. They will explore the process of thumbnailing, speed painting 3D assets creation and iteration based on feedback as well as the final production of high-quality concept art, with a focus on both the visual communication of relevant information for use by other artists i.e. the 3D modeller, and a high level of artistic ability in the rendering of marketing assets

  • Creative Coding 1

    Creative Coding 1 introduces programming concepts to students. This module utilises a graphical environment to contextualise the application of programming.

  • Materials & Lighting for Animation

    The aim of this module is to introduce the learner to the core techniques and terminology required for the lighting, shading, and rendering of high-quality 3d scenes for use in the entertainment industries. This module will focus on developing the learner’s understanding of the technical requirements to successfully light and render a 3d scene. The learner will be introduced to the technical and aesthetic considerations required for the lighting, shading, and rendering of 3d scenes and models for use in the entertainment industries.

    The ultimate goal of this module is to introduce methods by which lighters can create flexible, efficient, and aesthetically pleasing lighting setups. It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient lighting scenarios.

  • Creative Coding II

    Creative Coding 2 re-introduces fundamental programming constructs to students. Object orientated coding techniques are then covered in detail including the usage of classes, properties, methods and objects including object literals. Learners also explore the integration of complex media elements into projects such as audio, video and animation. Finally, learners are introduced to more complex input including the use of sound, camera and other devices for input.

  • Matchmove

    Matchmove is the department where client data gets ingested into the Visual effects film pipeline from here it is disseminated to the other departments. Emphasis is placed on how matchmove is a key department. Emphasis is placed on how 3D matchmove has become the cornerstone of career progression within Visual Effects (especially within 3D departments) and how accurate 3D matchmoving is crucial for the production of believable CGI. Students will gain an understanding of how tracking markers and on set measurements, lens data, witness camera images, LIDAR scanned geometry might be used to aid in accurate on set data collection.

  • Media Capture and Editing

    The aim of this module is to develop the learners creative and technical skills in producing original digital photographic and video material applying best principles of capture. It’s secondary aim is to give learners an understanding of the procedures involved in digital asset editing and post production to create high quality content for digital media.

  • Pre-Visualization and Layout

    During this module students will learn the filmmaking practices of cinematic staging and composition, and the iterative steps to create and complete their own pre-visualized sequence. The module will teach students the fundamentals of staging, pacing, layout, camera and scene setup. The objective is to get the students comfortable and confident with translating pre-established storyboards into a working, coherent 3D sequence. Through demonstrations and exercises, students learn to utilize animation and modeling to stage and art direct complex sequences.

  • Rigging I Creatures and Characters

    This modules looks at Rigging 3D models for further animation. This module will provide learners with fundamental skills and knowledge in the processes and techniques used for the creation of rigs for driving animated models for use in the entertainment industries. The goal of this module is to introduce methods by which riggers can create flexible, efficient and aesthetically pleasing rigging setups.

  • Effective Teamwork

    Effective Teamwork is an interactive module designed to provide students with core theory/concepts central to understanding how to create effective teams and will challenge them to put that theory into practice. Students will gain an understanding of themselves as teamworkers, learn how teams develop via central concepts in social psychology and increase their skill in intervening to increase team effectiveness.

  • Modelling Texturing and Light Scenes

    This module builds on the knowledge acquired in Materials and Lighting and 3D Modelling modules to facilitate learners in the creation of industry standard modelled textured and lit scenes that showcase both the technical and creative factors central to the creation of convincing and artistically pleasing shots and sequences.

    The aim of this module is to broaden the learners understanding of the core elements and techniques required for the modelling, texturing, lighting, shading and rendering of 3d scenes models for use in the entertainment industries.

  • Short Film/CG Project I

    The aim of this module is to develop the learner’s creative and technical skills in producing a complete CG project. It’s secondary aim is to give learners applied guidance pre-production, production and delivery. It will allow students to apply the principles of a CG pipeline on a live project.

  • 3D Animation 2

    This module allows learner to further develop their knowledge of animation, by focusing on the technical and aesthetic factors central to the creation of convincing character animation beginning with body mechanics. Studies include animation of more complex actions as well as character driven performances. Body mechanics and performance analysis are emphasized to raise the learners’ observation skills and understanding of movement and character.

  • Compositing II, Mattes and Motion Graphics

    This module examines different methods by which mattes can be created and how they might be manipulated and used in compositing. It also examines different image restoration techniques.

    The integrity of the matte is vital for seamless composited work, and it must be rigorously examined and tested throughout its creation and implementation. This module examines roto scoping (mattes created by hand), keying (mattes made by colour or pixel range) and several variants such as mattes created by math operations.

    A secondary aim of this module is to explore the foundations of motion graphics. Design for screen, effective use of typography, graphical elements, sound, video, and motion are covered with simple animations, logo and shape motion, and environmental visual effects.

  • Film Studies I

    This module considers animated short form – such as television episodes, animated shorts and art-house shorts. It elaborates aspects such as historical contextualisation, authorship, aesthetics, technology, genre and interpretive critique. A range of examples are used to illustrate, ranging from popular television shows such as ;The Simpsons and ;Southpark to more art-house styles such as shorts created by Jan Svankmajer. Paul Wells broad ‘theory of animation’ is introduced, as a model that helps to locate animated shorts in terms of style, theme, content etc. Various interpretive critiques from sociocultural, historical, religious etc orientations are also applied. An inter-modular, context-based and design-oriented style of learning is deployed.

  • Concept Art II, Digital Sculpting

    This module examines the role of the concept artist within the context of the television and film industry. The role of the concept artist has become very varied and complex.
    In a very crowded and competitive sector, entertainment companies strive for original thinking and distinctive visual content. This should be derived from the script and aid in the vision of the director, but should also consider traditional marketing, branding and pitching aids
    In this module, the student continues to explore digital drawing and painting techniques combined with Digital sculpting in the creation of concept art, ranging across environments, characters and props, generated from a script or Director/Client notes.

  • Effects I Fundamentals

    To provide learners with fundamental skills and knowledge in the processes and techniques used for the creation of effects setup for recreating natural phenomena for use in the entertainment industries. While the main focus will be an 3D techniques this will also look at 2D techniques where appropriate.
    This module will focus on developing the learner’s understanding of the artistic and technical requirements to create flexible and efficient effects setups. The learner will be introduced to the technical and aesthetic considerations required for effects creation.

  • Matte Painting & Environments

    This module examines the art of matte painting and the role of the environment TD. With the advent of 3D CGI the matte painter’s job has increasingly moved away from creating 2D backdrops of landscape and cityscape to include working with geometry in a 2.5D space and creating set enhancements and extensions.
    In this module the student explores painting techniques and their role in creating environments.
    The technological and economic imperative for 2.5D often needs to be accompanied by photoreal paint artistry, informed by an understanding of camera projection and the awareness of how the virtual camera might be placed.

  • Portfolio

    The aim of this module is to introduce to the learner the concept and techniques of planning, designing, organising and preparing their work for insertion into an entry level, industry standard portfolio. The learner will use the capabilities of other modules as well as the integration properties of each to achieve this aim.

  • Professional Development

    This module is designed to enable students to develop skills that will help them plan and manage their career. This module focuses on 4 key career skills; MBTI, Career Planning, creating a Professional CV, and Effective Interviewing.

  • Rigging II Character Performance

    This module will focus on developing the learner’s understanding of the more demanding aspects of rigging such as rigging for performance needs, rigging for crowds, muscle deformation, rigging for costume and hair etc.
    Creating rigs capable of beliveable performance requires both an artistic understanding of the animation needs of a scene and the technical understanding of how to create efficient and reusable rigs.Learners are introduced to more complex performance briefs and required to create rigs that solve these performance issues in technically innovative ways.

  • Compositing III, Advanced Comp

    This module will focus on allowing learners to further develop their understanding of 2D compositing workflow and methodologies.
    Compositing work is often complex, requiring a keen artistic eye and technical problem solving skills.
    Learners will develop their understanding of Image manipulation math, and multi pass lighting. They will further develop their ability to code and automate systems and tackle more complex compositing setups such as 2D effects work and motion graphics.

  • Employment Placement

    To Set up and monitor work placement for students. The duration of this module equate to 200 hours of student effort. Students will engage in work placement for this element and as a result an 80% attendance is required to fulfil the requirements of the module.

  • Project Management for Animation

    This module will introduce the student to the concepts and tools of Project Management for Digital Projects. Topics include Project Management Methodologies, Project Lifecycle; Scoping and preparing a Project Proposal; Project planning, scheduling, and tracking of Digital Media Projects; Project Risks; Team Management; Testing and Archiving

  • Short Film/CG Project II

    Working as a designated part of a team the learner will produce a substantial CG project in response to a self initiated team brief. Learners will be expected to work as part of a team to develop a substantial CG project.
    The aim of this module is to broaden learners creative and technical skills in producing an ambitious CG project. They will engage with advanced procedures involved in pre production, production and post production. It allows learner the opportunity to explore working in a specific role within a team environment.

  • Effects II Technical Direction

    This module will focus on allowing learners to further develop their understanding of effects workflows and methodologies. Effects work is often complex and requires creative problem solving. This work can be computationally heavy, so learners will develop strategies to manage resources and time and schedule efficiently. Effects are often used across a variety of different shots, developing learners understanding of reusability, scalability, coding and pipeline efficiency is important.
    The ultimate goal of this module is to allow learners to develop methods by which they can create aesthetically pleasing technically efficient, art direct able effects scenes.

  • Major VFX Project

    This module is the culmination of the learner’s four years of study. It is designed to allow the learner to specialise in particular areas of interest while producing an industry standard final project. The learner will create a substantial and original CG project in response to his or her own self initiated brief or script.

  • Scripting & Digital tool creation for Technical Directors

    Scripting & Digital tool creation for Technical Artists will introduce the learner to production scripting within the context of a content creation tool. It will provide the learner with the scripting skills required to automate the content creation process, and produce graphical interfaces to allow distribution to a team of artists.

  • Virtual Reality

    The Virtual Reality module exposes artists to the practicalities of developing content for virtual reality environments and experiences. The module will utilise appropriate software and virtual reality hardware to support learning.

  • Emerging Technologies and Trends in Digital Media

    Deriving inspiration from futurists and deep thinkers, this module challenges learners to consider their future in a world increasingly dependent on digital technologies.

  • Major VFX Project

    This module is the culmination of the learner’s four years of study. It is designed to allow the learner to specialise in particular areas of interest while producing a industry standard final project.
    The learner will create a substantial and original CG project in response to his or her own selfinitiated brief. These will be pitched and reviewed by the programme board to ensure that the project scope is tightly defined and focuses on quality over quantity. It is important that the learners produce focused work of an industry standard. The purpose here is to not limit students but to set a realistic framework for what can be achieved.

  • Portfolio II

    The aim of this module is to help the learner polish and refine an industry standard portfolio.The module explores planning techniques, designing, organising and preparing their work for insertion into an entry level, industry standard portfolio. It also looks at online presence and branding.

  • The Entertainment and Media Industry

    The purpose of this module is to prepare the learner for the reality of working within the larger entertainment and media sector. In this module we take a critical look at the animation, visual effects and broader media industries and examine how digital media companies operate and how animation and visual effects are created manufactured and distributed.As the global entertainment and media industry becomes increasingly globalised, the production publishing and distribution ecosystem can be confusing for the new content creators.

What can you do after this programme?

Ireland’s Film and Animation sectors are booming and the national and international growth and success of the film and television sectors has created a real need for creative graduates who possess a unique blend of artistic and technological skills. Graduates will have a range of industry ready skills that make them highly employable across the television feature film media and creative technology industries, including a variety of roles such as:

Creature/Character Animators, Matchmove, Lighting, Rigging, Effects, Look Development, Texture Artist, Layout , Compositing, Production Management, Creature Modeller, VFX Editing, Character Designer, Matte Painting, Concept Art, Technical Director, FX artists.

Successful graduates of this programme are eligible for Level 9 and 10 postgraduate programmes within TUS and/or elsewhere.

Watch – Learn about the Visual Effect for Film, TV & Animation

More Information

The B.Sc. (Honours) in Visual Effects is designed to provide students with the knowledge and skills required to work in the film and tv industry as 3D modelllers, animators, digital matte painters content creators and designers. The programme embodies the multidisciplinary nature of the film and tv sectors and seeks to address the demand for technically skilled artistic graduates both nationally and internationally.

Who is the programme suited to?

The programme is suited to individuals with an artistic ability who wish to work in the film or tv  industry as content creators and designers by combining their artistic creativity with technical know-how.

Top 3 Reasons:

1. With state of the art facilities and an abundance of links to the games and animation industries, the Visual Effects programme located in the TUS Clonmel Digital Campus is your best choice for a career in the areas of Film TV and digital storytelling.

2. Take lectures with industry professionals from leading visual effects and animation companies. Gain valuable work experience in game studios, create industry standard game content and collaborate with professionals.

3. Graduates will have exciting opportunities in areas such as 3D Modeller, Texturing Artist, Animator Compositor, Character Designer, Digital Matte Painter, Lighter, Director, Concept Design, Effects Artist.

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