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Limerick School of Art & Design<br />

Add-on<br />

Code: Add-on<br />

Programme Level: 8<br />

Duration: 3 year specialisation following LC110<br />

First Year Art & Design (Common Entry)<br />

Class Contact Hours: 24 hrs per week (Year 1)<br />

As the programme progresses, the course of study<br />

becomes increasingly self-directed.<br />

Location: George’s Quay /<br />

Clare Street Campus, Limerick<br />

Entry Requirements:<br />

Entry into Animation & Motion Design is<br />

by competition and selection during<br />

LC110 First Year Art & Design (Common<br />

Entry).<br />

FOR FURTHER INFORMATION<br />

Contact: Mr. Barry Holian &<br />

Mr. David Phelan, Programme Leaders<br />

Tel: 061 293870<br />

Email: barry.holian@lit.ie<br />

david.phelan@lit.ie<br />

View our dedicated Animation & Motion<br />

Design course page and galleries at:<br />

http://www.lit.ie/Courses/A8117<br />

Facebook.com/lsadamd<br />

Twitter.com/lsadamd<br />

Vimeo.com/lsadamd<br />

Animation & Motion Design<br />

Bachelor of Arts (Honours) in Design<br />

What is the programme about?<br />

This exciting programme offers students the chance to study in the dynamic and expressive world of<br />

animation & motion design. The programme develops creative individuals with artistic design skills and vision<br />

to produce a wide variety of screen content for film, television, digital and commercial space.<br />

Our programme aims to give students a platform to shape their ideas, concepts and skills through a series of<br />

challenging creative briefs. The design briefs are both structured yet malleable. Physical art making is at the<br />

core of our approach. Our mantra is ‘to make’ rather than ‘to find’. The philosophy of the programme is based<br />

on the development of the creative animator and motion designer, focusing on the development of key skills in<br />

creativity, drawing, design, exploration, problem solving and collaboration.<br />

Students are exposed to the principles, the tools and the processes of animation & motion design, through<br />

demonstrations, lectures and workshops. The programme focuses on key graduate attributes in design rather<br />

than specific software skills. Emphasis is placed on vocational learning alongside research, analysis and<br />

reflective practice. This is underpinned by the use of sketchbooks, journals and visual notebooks. Students are<br />

encouraged to create and develop their own unique individual styles together with learning industry ready<br />

skills.<br />

Modules<br />

Year 2: Animation & Motion Design, Life Drawing, Perspective / Observational Drawing, Traditional<br />

Animation, Digital / Non-Digital Skills, Cinematography, Model-making, Stop-Motion, Scriptwriting,<br />

Storyboarding, Critical & Contextual Studies, Professional Practice.<br />

Year 3: Animation & Motion Design, Life Drawing, Technical / Architectural Drawing, Digital Animation,<br />

Digital 3D, Model-making, Creative Editing, Graphic Design for Screen, Visual FX, Compositing, Live-action,<br />

Critical & Contextual Studies, Professional Practice, Work Placement.<br />

Year 4: Animation & Motion Design, Digital / Non-Digital Skills, Production Skills, Critical & Contextual<br />

Studies, Professional Practice. In year four, students will undertake significant animation & design projects;<br />

further develop their showreel and online portfolio. This year is largely a self-initiated programme of study<br />

which culminates in a major project and exhibition at the end of the academic year.<br />

What can I do after the programme?<br />

The programme endeavours in shaping our students fundamental skillset to bring to industry with vision,<br />

creativity and adaptability. The programme provides students with the language and creative skills to meet<br />

future challenges within a cross disciplinary audio visual environment; film & television title design,<br />

advertising, corporate displays, animation narrative, visual essays, online motion design, motion for UI/UX,<br />

interactive display, projection mapping or integrate into a more mainstream production facility.<br />

> 46 Undergraduate Prospectus 2018/2019

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