Skip to main content

Course Search

Course Search

Course Search

Digital Animation – BSc (Hons)

  • CAO Points: 789 (Including Portfolio)

  • Location: Clonmel

  • years: 4


Course Overview

The BSc (Hons) in Digital Animation develops animators’ creative voices by blending traditional techniques with digital tools. On this course, students learn to hone their design skills, and to animate their concepts for animation. There is a focus on developing students’ core skills in the traditional disciplines of drawing, illustration and animation design with a strong emphasis on the principles of animation.

Building on this foundation, students continue to develop their creative voice and portfolio while training in the latest industry standard software, processes and technologies with the aim of bringing their ideas and concepts to life on screen.

Why take this course?
This course is suited to individuals with an artistic ability who wish to produce high quality digital animation by combining their artistic creativity with technical know-how. Emphasis is placed on the needs of animation studio production, with the course aiding and developing individuals to fulfil both generalist and specialist roles in animation studios.

TUS Clonmel Digital Campus is a Toon Boon Centre of Excellence (COE). This qualification provides graduating students an advantage by being in high demand for world recognised studio careers that value a deep knowledge of Toon Boom 2D animation and software.

Contact Details

Michael Kiely

Email: Michael.Kiely@tus.ie

What are the entry requirements?

Leaving Certificate

A minimum of 2 H5 & 4 O6/H7 grades in six Leaving Certificate subjects, including 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. For further information and portfolio submissions dates please click here.

Course Modules

  • This course has four main streams of study:

    1. Animation Production where we practice and improve in all aspects of hand-drawn digital animation from character and creature animation to effects animation. We also concentrate on post-production of animation in our compositing modules.
    2. In Visual Development we concentrate upon all aspects of drawing and illustration, from life drawing and layout to character and location design, and concept and background painting.
    3. Studio is where we concentrate upon filmmaking in both solo and groups.
    4. Transversal Skills is where we concentrate upon personal, professional and portfolio development.
  • Digital Technology Fundamentals

    Credits: 5

    This module aims to give learners a firm understanding of the fundamentals of computer architecture as commonly found in desktop computers, handheld devices and personal communicators and convergent devices. It also aims to equip the students with an understanding of how data is stored digitally and how data is compressed and transmitted over the Internet.

  • Animation 1

    Credits: 5

    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.

  • Introduction To Animation Production

    Credits: 5

    In this module, learners engage with the entire production cycle of an animated project. Learners produce an animation of a given brief using a variety of production techniques and gain experience working within a production environment. They are provided an opportunity to explore a variety of production skills and methodologies within the field of animation production. Throughout the module, learners will explore a variety of tasks and roles in an effort to experience an entire animation production process from concept through to production.

  • Drawing Principles 1

    Credits: 5

    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

    Credits: 5

    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 Design For Animation 1

    Credits: 5

    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.

  • Audio Storytelling

    Credits: 5

    The aim of this module is to introduce learners to digital audio systems and to give them the understanding of the principles and practice of audio creativity, recording and mixing which is required to create high quality audio content for digital animation.

  • Animation 2

    Credits: 5

    This module builds on the knowledge acquired in Animation 1 – Basic Fundamentals to focus on the technical and aesthetic factors central to the creation of convincing 2D character animation beginning with body mechanics.
    Learners further develop the principles of animation to a higher level. Studies include animation of more complex actions. Body mechanics and action analysis are emphasised to raise the learners’ observation skills and understanding of complex movement.

  • Visual Storytelling For Animation

    Credits: 5

    The aim of this module is to introduce the learner to the basic elements of visual storytelling specifically for animation. Learners will develop a balance of creative and technical skills to produce original storytelling content building on a basic understanding of visual language, design, narrative theory, and film language. Its secondary aim is to provide learners with an understanding of the preproduction methodologies involved to create storyboards for animation and film.

  • Creative Coding 1

    Credits: 5

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

  • Drawing Principles 2

    Credits: 5

    Building on the fundamentals of drawing covered in Drawing Principles 1, learners will further explore anatomy, proportion, gesture and form through life drawing. They will further learn to utilize drawing principles such as perspective, form, structure, composition, line and value. Drawings will be derived from both observational studies and research based design projects, and demonstrate a competent use of drawing principles.

  • Visual Design For Animation 2

    Credits: 5

    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 products 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.

  • Animation 3

    Credits: 5

    Building on the knowledge acquired in previous animation modules, Animation 3 aims to further the learner’s exploration of body mechanics animation while introducing the basic principles of acting and performance. Learners continue to explore advanced body mechanics concepts, external processes relating to body mechanics, and locomotion while introducing internal thought processes relating to performance such as personality, motivation, and emotion. The module culminates in the creation of a pantomime performance animation that showcases the learner’s knowledge and creative application of these advanced animation principles.

  • 2D Rigged Animation

    Credits: 5

    Contemporary 2D Animation software applications have become the standard tools in the creation of animated content in many Irish animation studios.
    Using appropriate 2D Animation software learners apply the fundamentals of animation through simple exercises with a focus on the application of the 12 principles of animation and the use of digital animation tool sets, namely animation graph editors and “tweening” tools, or computer generated interpolation. Once familiar with these basic techniques, Learners explore basic character locomotion and performance.

  • Compositing 1

    Credits: 5

    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.

  • Drawing Principles 3

    Credits: 5

    Building on the fundamentals of drawing covered in Drawing Principles 1 & 2, learners will further explore principles of drawing through perspective, landscape/background design; both organic and person-made, and the techniques and process of creating layout/bg designs. Drawings will be derived from both observational studies and research based design projects, and demonstrate an advanced use of drawing principles.

  • Media Writing For Animation

    Credits: 5

    Students learn to create written content based on sensory cues. The primary aim of this module is to write about what people notice. Students will improve their capability with their use of written language after critically evaluating different environments. They will improve their visual design language through a series of timed written exercises and through the completion of a field journal.

  • Illustration For Animation 1

    Credits: 5

    The aim of this module is to introduce the learner to the fundamentals of character design for both illustration and animation. Learners will explore the principles and techniques of conceptual illustration, specifically related to character design, with a focus on storytelling. The learner will also develop competency in digital drawing and painting techniques for the creation of concept art for animation ranging across character, costume, and prop design. The secondary aim of this module is to introduce the learner to animation and illustration pre-production methodologies and processes such as reference gathering, thumbnailing, speed painting, and iteration based on feedback.

  • Team Psychology

    Credits: 5

    Psychology is the scientific study of how we think, feel and behave. The Psychology of Teams module will draw from the applied areas of social and motivational psychology. This module is designed to help students understand, guide, facilitate and indeed lead team behaviour to give them the best chance of success. Students will self reflect on their interpersonal impact on teams, learn about the stages of team dynamics, explore strategies for dealing with conflict and understand the power of influence and motivation when working with others. The Psychology of Teams is very much about putting theory into practice and giving students the tools to proactively deal with the common issues that can arise in teams such as; groupthing, group polarisation and conformity etc.

  • Film Studies 1

    Credits: 5

    Students learn to critique how meaning is created in animation through ideologies and various semiotic constructs, and to assess animation within a given cultural context. A range of examples is used to illustrate the growth of animation.

  • Short Film 1

    Credits: 10

    The aim of this module is to develop the learner’s creative and technical skills in producing a complete animated short, applying the best principles of digital animation production in a group setting. Its secondary aim is to give learners an applied guidance of the procedures involved in pre-production, particularly in continuing to develop production design skills. It also allows learners to integrate their knowledge of production and post-production for an animated short.

  • 2D Rigging For Animation

    Credits: 5

    This module aims to provide learners with the fundamental knowledge, processes, skills, and techniques required to create rigs for driving animated models for use in 2D animation production. This module will focus on developing the learner’s understanding of the artistic and technical requirements to successfully rig 2D objects and characters. The learner will be introduced to the technical and aesthetic considerations required for rigging 2D models for use in animation production. The ultimate goal of this module is to introduce methods by which learners’ can create flexible, efficient, and aesthetically pleasing rigging setups, considering practical design and workflow methodologies. This module aims to create an environment where the learner can explore the role of the rigger and the working relationship and interactions required with designers and animators.

  • Animation 4

    Credits: 5

    This module aims to further the learner’s exploration of acting in animation by building on the concepts of pantomime performance while introducing spoken word performance concepts through lip sync and dialogue. Character performance and dialogue scenes are the cornerstones of TV and Feature animation production. How an animated character delivers a line of dialogue is as important as why. The focus of this module is to introduce the learner to the use of dialogue audio, lip-sync, and performance animation involving advanced body posing and facial expressions. Through a series of animation projects, learners explore syncing animation to sound, the importance of posing and facial expressions for acting, and how to make an animated character perform and speak believably.

  • Film Studies 2

    Credits: 5

    This module considers animated long form ‑ as feature film animation. It elaborates aspects such as historical contextualisation, authorship, aesthetics, technology, genre and interpretive critique. A historiography of major studios such as Disney, Pixar, Dreamworks, Studio Ghibli as well as prominent Irish studios are considered. Theoretical perspectives such as Auteur theory, feminist theory, and psychoanalytic theory are introduced. Case studies include analyses of notable animated feature films.

  • Portfolio

    Credits: 5

    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.

  • Animation 5 – 3D Animation

    Credits: 5

    3D Animation software applications have become standard tools in the creation of animated features, tv shows and video games in both Ireland and internationally.
    Using appropriate 3D Animation software learners apply the fundamentals of animation through simple exercises with a focus on the application of the 12 principles of animation and the use of digital animation tool sets, namely animation graph editors and “tweening” tools, or computer generated interpolation, and the use of 3D riggs. Once familiar with these basic techniques, Learners begin to explore basic character locomotion and behaviour through pre-made industry standard 3D character riggs.

  • Production Design

    Credits: 5

    This module develops the practical application of the illustration principles discovered in Illustration for Animation I. It builds on theory by providing the opportunity for learners to apply their own creative style to conceptual illustration briefs for Production Design.

  • Professional Career Skills

    Credits: 5

    This module aims to provide students with a critical introduction to the principles, skills and methods of professional career planning. Through the creation and application of a professional development career portfolio, students will have an opportunity to reflect on their strengths and skills, research their chosen industry, clarify their career path and refine specific career development skills such as; CV creation and Interview techniques.

  • Compositing Ii

    Credits: 5

    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 tackle more complex compositing setups such as 2D lighting and effects work. The ultimate goal of this module is to allow learners to develop methods by which they can create technically and aesthetically excellent sequences of composited imagery.

  • Animation 6 – Studio Practice

    Credits: 5

    This module aims to provide a studio space for students to explore and experiment with Animation projects of their own design. Students choose an area of specialisation to focus on from the broad scope of animation Industry disciplines and techniques, research, pitch a project idea to academic staff, and produce a viable production plan for the project which is due for completion at the end of the module.

  • Narrative

    Credits: 5

    This module focused on narrative theory as applied to animation and film. Various forms of narrative including linear and non-linear narrative structures are studied in conjunction with the techniques used to achieve these.

  • Short Film 2

    Credits: 10

    The aim of this module is to broaden learners creative and technical skills in producing original animated material and to engage with advanced procedures involved in pre production, production and post production. This module develops the practical application of the illustration and production principles discovered in Short Film I. It builds on theory by providing the opportunity for learners to apply their own creative style to conceptual illustration briefs.

  • Project Management For Animation

    Credits: 5

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

  • Employment Placement

    Credits: 5

    This work placement allows students the opportunity to have direct experience of the games industry the structures and work expectations. It will encourage students to apply the skills and knowledge developed during the course, to review and to add to these. The placement will provide an opportunity to try new things, whether this involves travel through ERASMUS, mainstream studio, or placements which offer innovative opportunities to learn new skills or contexts. Students will also use this placement to inform the development of their final year project or their internship as well as reflecting on the direction of their future careers.

  • Extended Research Essay

    Credits: 5

    Students will be guided in choosing and scoping a suitable topic in animation studies. This module requires independent research that draws from and builds on previous modules such as narrative and film studies. The module will conclude with a video essay or written essay and a presentation of student work.

  • 2D Effects

    Credits: 5

    In 2D Effects, learners will explore the techniques of researching and creating 2D animated effects. Learners will develop the skills to study and assess real world effects, such as fire, fluid dynamics and particle effects, and recreate those effects through a combination of tradigital animation and compositing techniques. The learner will also study the creation of fantastical/stylised effects for fantastical settings, such as magic. This module builds on the learners understanding animation timing and performance to create believable or stylised effects animation through observation, research and application.

  • Animation 6 – Animals And Creature Animation (Elective)

    Credits: 5

    In Animals and Creatures, learners will delve into the world of quadruped animal locomotion and creature animation. Learners will develop the skills to realistically animate four-legged walks, animate animal behaviours and incorporate exaggeration into animation to bring creatures to life. Later in the module, learners will apply these skills and approach to animating fantasy creatures. This module builds on the learners understanding of human body mechanics to teach the basics of animal and creature locomotion – studying how an animal or creature runs, walks, senses, stops and turns. Through observation, research and study the learner will animate believable creatures.

  • Background Painting And Environmental Concepts (Elective)

    Credits: 5

    This module examines the art of digital background painting and the role of both the layout artist and background painter. The module also explores the pipeline of background and layout integration into the animation, compositing and post-processing phases of animation production. In this module the student explores digital painting techniques and their role in creating background environments and layouts for animation.

  • Business Acumen (Elective)

    Credits: 5

    Students learn strategies that move them towards market-led business opportunities. The primary aim of this module is to examine key success factors in start-ups. The secondary aim of this module is to leverage professional networks that help students find and connect with potential collaborators in horizontal and vertical sectors. In a series of guided tutorials, each student will launch or refine a personal brand based on clear articulation of intellectual property showcased in an online portfolio.

  • Animation Psychology (Elective)

    Credits: 5

    Animation Psychology explores the interplay and dynamics between animation and psychology. Students will develop their understanding and their ability to critique key psychological concepts as applied to animation. Students will study the biopsychosocial stages of development and learn how to apply this knowledge to both the animation pipeline and their final year studio project. This module will also challenge students to consider animation as a therapeutic medium and the wider implications of animation on both culture and society.

  • Studio Project/Placement Preparation

    Credits: 10

    Studio Project is the culmination of the learner’s four years of study and requires the learner to produce a substantial body of work that demonstrates their artistic and creative development, specialist skillset, and technical ability. The Studio Project Preparation module provides support for the development of a self-initiated brief for the Studio Project module. The self-initiated brief can also act as a portfolio piece for application for an Industry-Based Placement. Through individual guidance and technical tutorials, the module will assist learners in shaping their project, animation techniques, processes, and production workflow.

  • Compositing Iii (Elective)

    Credits: 5

    This module will help learners to deepen their understanding of 2D compositing workflows for both feature films and episodic television. The module will be partly student led to allow the learners to investigate industry workflows and techniques within a range of software. The ultimate goal of this module is to allow learners to understand when to apply software independent techniques within shots to not only enhance the aesthetics but support the story and improve shot clarity.

  • Studio Project

    Credits: 30

    This module continues from Studio Project Preparation with the learners progressing from the development phase of their project to animation production and post. The ultimate goal of this module is to allow learners to focus on developing their individual specialist skill set while gaining valuable experience working to create a professional animated product.

  • Industry Based Internship Programme

    Credits: 30

    This is a capstone module and an integral part of the programme. The module aligns with the commitment to a practice based approaches to higher education highlighted within TUS foundational documents and the HEA/DES “Higher Education System Performance Framework”. This module provides a structured experiential learning opportunity for students where they can apply the creative, artistic, interpersonal, technical skills and analytical abilities developed during their studies and further develop them in a supported work environment. This internship module also allows students to better understand the working environment within the Games/Animation/UX industry and to review their career direction. It enables them to identify and develop the skills needed to begin a career which is aligned with their abilities and ambitions. This module will also encourage graduates to develop as reflective and self-directed practitioners within a rapidly evolving, exciting and multidisciplinary sector. The module also sets out to build structured relationships between the programme and industry. This relationship will extend beyond the Internship, to developing the content and delivery of the programme, research collaboration and promotion of the sector. Students will also be facilitated to pursue international opportunities for this module.

What can you do after this programme?

The combination of creative and technical skills on the course will ensure you are a versatile graduate who can fulfil more than one role in any studio, thus making you highly employable in studios but also be capable of working independently.

Positions for graduates include: Character and Creature Animator, 2D Rigged Animator, 2D Effects Animator, 2D Rigger, Compositor, Scene Prep, Layout Artist, Storyboard Artist, Background and Environmental Artist, Production Designers, Art Direction, Animation Director.

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

Course Videos

Additional Information

Similar Courses

TUS Clonmel Game Art and Design Student

Course Type: Undergraduate

Game Art and Design – BSc (Hons)

Study Mode: Full Time

Level 8

Years 4

CAO points 844 (Including Portfolio)

Course Code US806

TUS Clonmel Visual Effects for Film, TV and Animation Student

Course Type: Undergraduate

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

Study Mode: Full Time

Level 8

Years 4

CAO points 920 (Including Portfolio)

Course Code US810

TUS Clonmel Digital Animation Student

Course Type: Undergraduate

Digital Animation – BSc

Study Mode: Full Time

Level 7

Years 3

CAO points New for 2026

Course Code US701

TUS Clonmel Game Art and Design Student

Course Type: Undergraduate

Game Art and Design – BSc

Study Mode: Full Time

Level 7

Years 3

CAO points New for 2026

Course Code US706

TUS Clonmel Visual Effects for Film, TV and Animation Student

Course Type: Undergraduate

Visual Effects for Film, TV and Animation – BSc

Study Mode: Full Time

Level 7

Years 3

CAO points New for 2026

Course Code US707