General Information

Overview

Bring stories and characters to life with a Bachelor of Animation / Bachelor of Applied Innovation. Grasp animation’s rich history, learn narrative structures and develop techniques for film, TV and games. Get hands-on experience in 2D, 3D and stop-motion animation while you learn how to solve real-world creative problems. Hone strategic thinking skills and become unstoppable in the innovative world of animation.

Study structure

Successful completion of the Bachelor of Animation / Bachelor of Applied Innovation requires students to complete units of study to the value of 400 credit points. All units of study are valued at 12.5 credit points unless otherwise stated.

  • Full-time study: 100 credit points/eight standard units of study per year

  • Part-time study: 50 credit points/four standard units of study per year

  • One credit point is equivalent to one hour of study per week per semester (including contact hours and private study)

  • See the course planner for an example degree structure.

  • Full-time study: 100 credit points/eight standard units of study per year

  • One credit point is equivalent to one hour of study per week per semester (including contact hours and private study)

  • See the course planner for an example degree structure.

Units of study Unit code
Core units
Introduction to Animation
Core unit, 12.5 credit points
ANI10001
2D Production Techniques for Animation
Core unit, 12.5 credit points
ANI10002
History of Animation
Core unit, 12.5 credit points
ANI10003
Introduction to Character and Environment Design
Core unit, 12.5 credit points
ANI10004
3D Production Techniques for Animation
Core unit, 12.5 credit points
ANI10005
Action Analysis and Locomotion
Core unit, 12.5 credit points
ANI10006
Advanced Character Design for Animation
Core unit, 12.5 credit points
ANI20001
Acting for Animation
Core unit, 12.5 credit points
ANI20003
Sound Design and Acquisition
Core unit, 12.5 credit points
FTV10005
Genre and the Moving Image
Core unit, 12.5 credit points
FTV10006
Writing and Directing for Animation
Core unit, 12.5 credit points
ANI20002
Producing and Production Management for Animation
Core unit, 12.5 credit points
ANI20004
Major Project: Development and Pre-Production
Core unit, 12.5 credit points
ANI30001
Major Project: Production and Post Production
Core unit, 25.0 credit points
ANI30002
Major Project: Screen Writing
Core unit, 12.5 credit points
FTV30014
Units of study Unit code
Core units
Exploring Creativity and Innovation
Core unit, 12.5 credit points
INV10001
Fundamentals of Innovation Practice
Core unit, 12.5 credit points
INV10002
Innovation Sandpit
Core unit, 12.5 credit points
INV10003
Responsible Innovation Futures
Core unit, 12.5 credit points
INV10004
Innovation for Challenges of Today
Core unit, 12.5 credit points
INV20001
Innovation for the Future
Core unit, 12.5 credit points
INV20002
Applied Innovation Internship
Core unit, 12.5 credit points
INV20003
Applied Innovation Studio A
Core unit, 25.0 credit points
INV30001
Applied Innovation Studio B
Core unit, 25.0 credit points
INV30002
Leadership and Facilitation of Innovation
Core unit, 12.5 credit points
INV30003

Choose from a combination of the following course components to complete 50 credit points of other study. Students may also select elective units (12.5 credit points each).

Advanced minors are a structured set of 4 units or 50 credit points in a field of study which builds upon your first major. Advanced minors can only be taken in conjunction with specific majors - more information will be available soon. 

3D Modelling and Animation Advanced 
Visual Effects Advanced 

Minors are a structured set of 4 units or 50 credit points and may be chosen from any field of study.

  • Advertising
  • Computer Science
  • Creative Writing
  • Design Principles and Processes
  • Digital Advertising Technology
  • Digital Marketing
  • Engineering
  • Entrepreneurship
  • Film and Television Theory
  • Games and Interactivity
  • Indigenous Studies
  • Innovation
  • Motion Design
  • Physics
  • Space Technology
View minor units

These recommended elective units can deepen your understanding of your chosen major or an area of interest. A full list of available elective units can be found upon enrolment.

  • ART10004 Introduction to Game Studies
  • AST10001 Discovering the Universe
  • BIO10004 Anatomy and Physiology
  • DCO10001 Concepts and Narratives
  • DDD10006 Introductory Design Studio
  • DDD30021 Digital Video Compositing
  • DDM10005 Imaging for Narrative and Storyboards
  • DDM10006 Typography for Screen and Motion
  • DDM20003 Digital Video Camera Techniques
  • DID10001 Product Visualisation 1: Hand Sketching
  • DIG10004 Digital Video and Audio
  • DIG20001 Digital Narratives
  • FTV10009 Experimental Screen Production
  • GAM10002 Principles of Game Design
  • HEA10001 Introduction to Health Sciences
  • JOU10007 Media Content Creation
  • LIT10002 Writing Fiction
  • LIT20004 Exploring Iconic Texts
  • LIT30002 Graphic Narratives: Comics, Graphic Novels, and Manga
  • MDA20007 Screen Franchising and Innovation
  • MDA30019 Sound and the Screen
  • PHI10007 What is Power?
  • PHI10008 Introduction to Ethics
  • PHY10001 Energy and Motion
Find more detail about elective units

Learning outcomes

On successful completion of this course students will be able to:

  • exercise critical thinking and judgement to articulate concepts and solve problems across a range of animation media and contexts
  • analyse, critically review, consolidate and synthesise knowledge of animation to inform creative and technical decision-making
  • apply cognitive and technical skills to pre-visualise and produce animation within linear or interactive narrative structures
  • demonstrate a breadth of creative and production techniques to craft high quality characters, objects, environments and their animation
  • present a clear, coherent and independent articulation of animation topics, genres and trends within the field of animation
  • show initiative and judgement during the development, production and management of animated concepts
  • compare, select and apply best-practice production techniques and workflows to different animation mediums and contexts
  • extend communication and organisational skills to manage animation projects and tasks with personal responsibility and accountability
  • perceive organisational, social, legal and ethical issues, and address these within the development, production and distribution of animated productions.
  • apply a series of thinking systems, creativity toolkits and innovation frameworks to design contextually-relevant solutions addressing local and global challenges in and outside their discipline
  • identify and articulate opportunities to innovate and create impact informed by user-centred research and/or data
  • adapt their discipline skillsets in new situations in response to complex and changing contexts, including interdisciplinary environments
  • facilitate and contribute to innovation teams that seek solutions to complex challenges, using inclusive collaboration practices to leverage different skills and perspectives
  • navigate commercial, human and technical requirements aided by prototyping and testing to deliver solutions that create value
  • communicate the value of experimentation, ideas and innovation with confidence in developing solutions to investors, potential partners, employers or other stakeholders
  • develop futures-focused innovations that integrate responsible social, technological and environmental factors

Career opportunities

Applied innovation career outcomes will vary depending on discipline focus and individual majors, and complement discipline employability skills through innovation capabilities. Graduates will have the skills and attributes for a range of professional innovation roles including innovation consultant, innovation lead, innovation analyst, strategic designer, creative producer, start-up founder, human-centred researcher, self-employed entrepreneur, product manager, transformation lead, innovation strategist and innovation manager.

Course rules

To qualify for the Bachelor of Animation / Bachelor of Applied Innovation, students must complete 400 credit points:

  • twelve [12] core units (150 credit points)
  • seven [7] units from Animation major (100 credit points)
  • six [6] units from Applied Innovation major (100 credit points)
  • four [4] units of other studies comprising of a minor, an advanced minor or electives (50 credit points)
     

Students must not complete more than 200 credit points (normally 16 units) at introductory level.

A unit of study can only be counted once, where units are shared between majors and/or minors, students must choose an approved alternate.

Professional placements

Domestic students also have an opportunity to undertake a WIL Professional Placement through a competitive process. Please note that due to government regulation, international students holding a student visa are not able to undertake Professional Placements in this course.

Students who undertake a 12-month professional placement are subject to the following course rules and must complete 475 credit points comprising:

  • twelve [12] core units (150 credit points)
  • seven [7] units from Animation major (100 credit points)
  • six [6] units from Applied Innovation major (100 credit points)
  • two [2] units comprising of a minor, an advanced minor or electives (25 credit points)
  • four [4] units from the Professional Placement co-major (100 credit points)


Students who elect to undertake a 6-month professional placement are subject to the following course rules and must complete 437.5 credit points comprising:

  • twelve [12] core units (150 credit points)
  • seven [7] units from Animation major (100 credit points)
  • six [6] units from Applied Innovation major (100 credit points)
  • three [3] units comprising of a minor, an advanced minor or electives (37.5 credit points)
  • two [2] units from the Professional Placement minor (50 credit points)

Maximum academic credit

The maximum level of credit that can be granted for the Bachelor of Animation / Bachelor of Applied Innovation is 200 credit points (normally 16 units), 100 credit points maximum from each discipline.

Admission criteria

Information about Swinburne's general admission criteria can be found at Admissions at Swinburne - Higher Education webpage.

Entry requirements

A. Applicants with recent secondary education (within past three years)

ATAR

This course uses the ATAR as part of its selection considerations.

Guaranteed ATAR: if you receive an ATAR of 65 or higher and meet all the essential requirements for this course, you will be guaranteed an offer.

Educational history 

An applicant's entire academic history, including ATAR results, will be considered for entry into this course.

Selection rank adjustments 

Selection ranks for this course will be calculated based on your ATAR with adjustments to overall study scores based on subjects studied, location of your home address, SEAS application, and participation in Swinburne's Early Leaders program. For further details about selection rank adjustments, see Admissions at Swinburne

Subject adjustments 

A study score of 25 in Art, Drama, Product Design and Technology, Literature, Media, Interactive Digital Media C, Creative and Digital Media (VCE VET) I, Studio Arts, Theatre Studies or Visual Communication Design equals 4 aggregate points per study. Overall maximum of 10 points.

Meeting course prerequisites 

VCE units 3 and 4: a study score of at least 25 in any English (except EAL) or at least 30 in English as Alternate Language (EAL) or equivalent.

ATAR profile for those offered places wholly or partly on the basis of ATAR in Semester 1 2023

ATAR-Based offers only, across all offer rounds ATAR
Excluding adjustment factors
Selection Rank
ATAR + any adjustment factors
Highest rank to receive an offer <5 <5
Median rank to receive an offer <5 <5
Lowest rank to receive an offer <5 <5

Notes:
"<5" – the number of students is less than 5.

B. Applicants with higher education study

Educational history 

An applicant's entire academic history, including results from previous higher education study will be considered for entry into this course. If previous higher education qualifications are incomplete, results must have been obtained in the last seven years. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

C. Applicants with vocational education and training (VET) study

Educational history 

An applicant's entire academic history from the past seven years, including complete and/or incomplete post-secondary VET studies, will be considered for entry into this course. Only graded results will be considered. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

D. Applicants with work and life experience

Entire academic record 

This course uses an applicant's entire academic record as part of its selection considerations, including an applicant's ATAR results from the last seven years can be considered for entry into this course. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

Student profile

The table below gives an indication of the likely peer cohort for new students in this course. It provides data on students who commenced in this course in the most relevant recent intake period, including those admitted through all offer rounds and international students studying in Australia.

  Semester 1, 2023
Applicant background Number of students Percentage of all students
(A) Higher education study (includes a bridging or enabling course) 0 0%
(B) Vocational education and training (VET) study <5 <5
(C) Work and life experience (admitted on the basis of previous achievement not in the other three categories) 0 0%
(D) Recent secondary education:    
Admitted solely on the basis of ATAR (regardless of whether this includes the consideration of adjustment factors such as equity or subject bonus points) <5 <5
Admitted where both ATAR and additional criteria were considered (e.g. portfolio, audition, extra test, early offer conditional on minimum ATAR) N/A N/A
Admitted on the basis of other criteria only and ATAR was not a factor (e.g. special consideration, audition alone, schools recommendation scheme with no minimum ATAR requirement) 0 0%
International students 0 0%
All students <5 100%

Notes:
“<5” – the number of students is less than 5.
N/A – students not accepted in this category.

Interested in the Bachelor of Animation / Bachelor of Applied Innovation?

From state-of-the-art facilities to opportunities to engage with industry – this course is designed with your future in mind. Let's get started.

View course page