Bachelor of Games and Interactivity/Bachelor of Animation
Course handbook
General Information
Overview
The Bachelor of Games and Interactivity/Bachelor of Animation offers students a competitive edge in the fields of animation and games development.
You'll acquire a broad understanding of animation through the practice of animation techniques. Learn about film, television and animation history and theory; as well as the role of games in contemporary society and how games are developing as a cultural industry.
Study structure
Successful completion of the Bachelor of Games and Interactivity/ Bachelor of Animation 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
Units of study | Unit code |
---|---|
Core units | |
Sound Design and Acquisition
Core unit , 12.5 credit points |
FTV10005 |
Introduction to Game Studies
Core unit , 12.5 credit points |
ART10004 |
3D Modelling for Objects and Environments
Core unit , 12.5 credit points |
DDD20022 |
Principles of Game Design
Core unit , 12.5 credit points |
GAM10002 |
Introduction to Games Production
Core unit , 12.5 credit points |
GAM20001 |
Pervasive Game Design Lab
Core unit , 12.5 credit points |
GAM20002 |
Digital Game Prototyping Lab
Core unit , 12.5 credit points |
GAM20003 |
Writing for Interactive Narratives
Core unit , 12.5 credit points |
GAM20004 |
Games & Interactivity Project 1
Core unit , 12.5 credit points |
GAM30002 |
Behaviour and Motivation in Games
Core unit , 12.5 credit points |
ART30003 |
Games & Interactivity Project 2
Core unit , 12.5 credit points |
GAM30003 |
User-Centred Design & Evaluation
Core unit , 12.5 credit points |
GAM30004 |
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 |
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
- DDD20022 3D Modelling for Objects and Environments
- DDD20023 3D Character Modelling
- DDD30028 3D Character Design and Animation
- DDD30018 3D Animation Project
Visual Effects Advanced
Minors are a structured set of 4 units or 50 credit points and may be chosen from any field of study.
- Applied Psychology
- Computer Science
- Creative Writing
- Design Principles and Processes
- Digital Advertising Technology
- Innovation
- Marketing
- Motion Design
You'll get paid to work in an area related to your field of study for either 6 or 12 months, where you'll combine hands-on learning with academic submissions, workplace reflection and feedback from your host organisation. Most students undertake their placements in the third year of their degree, so you’ll want to map out your electives as soon as you can and register for a placement at least 6 months before your preferred start date.
Units of study | Unit code |
---|---|
Option 1 | |
Work Experience in Industry A
Practical unit, 25.0 credit points |
WEI20001 |
Integrated Professional Placement A - Film and Television
Academic unit, 25.0 credit points |
FTV20018 |
Work Experience in Industry B
Practical unit, 25.0 credit points |
WEI20002 |
Integrated Professional Placement B - Film and Television
Academic unit, 25.0 credit points |
FTV20019 |
or | |
Option 2 | |
Work Experience in Industry A
Practical unit, 25.0 credit points |
WEI20001 |
Integrated Professional Placement A - Games and Interactivity
Academic unit, 25.0 credit points |
GAM20007 |
Work Experience in Industry B
Practical unit, 25.0 credit points |
WEI20002 |
Integrated Professional Placement B - Games and Interactivity
Academic unit, 25.0 credit points |
GAM20008 |
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.
- DCO10001 Concepts and Narratives
- DDD10001 20th Century Design
- DDD10006 Introductory Design Studio
- DDM10006 Typography for Screen and Motion
- DID10001 Product Visualisation 1: Hand Sketching
- DID10002 Digital Presentation and Computer Ideation
- FTV10003 Screen Literacy and Contemporary Cinema
- FTV10009 Experimental Screen Production
- HEA10001 Introduction to Health Sciences
- LIT10002 Writing Fiction
- MDA10001 Introduction to Media Studies
- MDA10006 Innovation Cultures: Perspectives On Science & Technology
- PHI10002 Introductory Philosophy
- PHI10003 Critical Thinking
- PSY10003 Psychology 100
- DDM20003 Digital Video Camera Techniques
- DIG20001 Digital Narratives
- JOU20006 Media, Ethics and Law
- LIT20004 Exploring Iconic Texts
- MDA20007 Screen Franchising and Innovation
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.
Learning outcomes
On successful completion of this programme the learner will be able to:
- Bachelor of Games and Interactivity: systematically review and critically evaluate research from a variety of sources to inform their knowledge and conceptual understandings of Games and Interactivity
- Bachelor of Games and Interactivity: formulate arguments that are fit for purpose and demonstrate an understanding of the relevant theories and evidence in the area of Games and Interactivity
- Bachelor of Games and Interactivity: critically analyse information to generate creative solutions to solve complex problems in the area of Games and Interactivity
- Bachelor of Games and Interactivity: define and integrate theoretical principles and apply these in the area of Games and Interactivity
- Bachelor of Games and Interactivity: apply knowledge and skills with responsibility and accountability for their own learning and practice, individually and in collaboration with others
- Bachelor of Games and Interactivity: interpret and communicate ideas, problems and arguments in modes suitable to a range of audiences using a range of media
- Bachelor of Games and Interactivity: coherently articulate a line of reasoning demonstrating cultural sensitivity and apply a framework to analyse and offer solutions to ethical dilemmas in local and international contexts
- Bachelor of Animation: exercise critical thinking and judgement to articulate concepts and solve problems across a range of animation media and contexts
- Bachelor of Animation: analyse, critically review, consolidate and synthesise knowledge of animation to inform creative and technical decision-making
- Bachelor of Animation: apply cognitive and technical skills to pre-visualise and produce animation within linear or interactive narrative structures
- Bachelor of Animation: demonstrate a breadth of creative and production techniques to craft high quality characters, objects, environments and their animation
- Bachelor of Animation: present a clear, coherent and independent articulation of animation topics, genres and trends within the field of animation
- Bachelor of Animation: show initiative and judgement during the development, production and management of animated concepts
- Bachelor of Animation: compare, select and apply best-practice production techniques and workflows to different animation mediums and contexts
- Bachelor of Animation: extend communication and organisational skills to manage animation projects and tasks with personal responsibility and accountability
- Bachelor of Animation: perceive organisational, social, legal and ethical issues, and address these within the development, production and distribution of animated productions.
Career opportunities
This program provides a range of opportunities within the games and animation industries – as well as allied creative industries such as digital media and motion graphics.
Course rules
To qualify for the award of Games and Interactivity / Bachelor of Animation, students must complete (400 credit points) as follows:
- 8 Animation core units (100 credit points)
- 4 Games and Interactivity core units (50 credit points)
- 7 units of study from the Animation major (100 credit points)
- 8 units of study from the Games and Interactivity major (100 credit points)
- 4 units of study (50 credit points) comprising a minor or electives.
Students must not complete more than 187.5 credit points (normally 15 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 alternative.
Domestic students also have an opportunity to undertake a Work Integrated Learning (WIL) Professional Placement. This option is not available to international students.
Professional recognition
On completion of the qualification students may be eligible to become members of the following industry and peak bodies, and should confirm their eligibility with the association.
- Screen Services Association of Victoria
- Design Institute of Australia (DIA)
- Melbourne Art Directors Club (MADC)
- Australian Cinematographers Society (ACS)
- Screen Producers Association of Australia (SPA)
- Game Developers' Association of Australia (GDAA).
Professional placements
Professional placements are subject to a competitive selection process.
Students who undertake a 12-month professional placement are subject to the following course rules and must complete 475 credit points comprising:
- 8 Animation core units (100 credit points)
- 4 Games and Interactivity core units (50 credit points)
- 7 units of study from the Animation major (100 credit points)
- 8 units of study from the Games and Interactivity major (100 credit points)
- 4 units of study from the Professional Placement Co-Major (100 credit points)
- 2 units of study (25 credit points) comprising of electives.
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:
- 8 Animation core units (100 credit points)
- 4 Games and Interactivity core units (50 credit points)
- 7 units of study from the Animation major (100 credit points)
- 8 units of study from the Games and Interactivity major (100 credit points)
- 2 units of study from the Professional Placement Minor (50 credit points)
- 3 units of study (37.5 credit points) comprising of electives
Maximum Academic Credit
The maximum level of credit that can be granted for the Bachelor of Games and Interactivity/Bachelor of Animation 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 allthe 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, Applied Computing: Software Development, 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 2024
ATAR-Based offers only, across all offer rounds | ATAR Excluding adjustment factors |
Selection Rank ATAR + any adjustment factors |
---|---|---|
Highest rank to receive an offer | 87.55 | 91.75 |
Median rank to receive an offer | 72.25 | 77.4 |
Lowest rank to receive an offer | 50.5 | 57.8 |
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, 2024 | ||
---|---|---|
Applicant background | Number of students | Percentage of all students |
(A) Higher education study (includes a bridging or enabling course) | 8 | 28% |
(B) Vocational education and training (VET) study | 0 | 0% |
(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) | 13 | 45% |
Admitted where both ATAR and additional criteria were N/A 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 N/A not a factor (e.g. special consideration, audition alone, schools recommendation scheme with no minimum ATAR requirement) | <5 | <5 |
International students | <5 | <5 |
All students | 29 | 100% |
Notes: "<5" - the number of students is less than 5.
N/A – Students not accepted in this category.
Interested in the Games and Interactivity / Bachelor of Animation?
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