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Undergraduate Prospectus 2012/13 (PDF,4.43mb)
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Master of Arts Arts & Cultural Management
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Duration: 3 Years
Award: BA(Hons) Animation Art
Animation is one of the most rapidly developing areas of the creative industries, with technology and application having become so sophisticated that distinct areas have now become whole, thriving sectors. These include 3D animation production, TV commercials, music videos, 2D and 3D digital special effects, games, and contemporary conceptual work. This commercial activity has created an insatiable demand for a wide range of animation-based skills, from content development to production.
The programme framework encompasses specific skills relevant to the local and global animation industries. It encourages the cultivation, contribution, and promotion of animation in Singapore by championing academic and artistic excellence in the field and forging collaborative partnerships with the animation industry.
As the discipline represents the integration between art and technology, practitioners in this innovative and exciting field need the skills to demonstrate a good understanding of the creative and technical processes involved. By giving you an in-depth knowledge of underlying technology and creative practices, LASALLE nurtures content creators and proficient animators who can conceive, develop, and produce animation across a range of styles, for a variety of applications.
Level 1 provides a foundation with the skills and conceptsrequired for animation production. These include concept development, production planning, a variety of basic skills in traditional and contemporary techniques, visual studies, and contextual studies. Level 2 allows you tospecialise in either Traditional or 3D Animation. Group projects and professional practices are introduced and emphasis is placed on developing your visual and verbal communication skills in a specialised field of animation. Level 3 integrates the learning from the previous levelsand encourages the transference of the specialist knowledge attained. You will also propose and embark on a series of self-directed productions of either a commercial or conceptual nature.
Software Specifications: Adobe Premier, Adobe After Effects, Adobe Photoshop, Adobe FLASH, Autodesk MAYA
Teaching Methods: You will have ample opportunities to work in the studio and attend specialworkshops. You will attend lectures, seminars, and practical presentations. There will be regular guest lectures by international artists who will bring valuable experience and advice. You will participate in class presentations and complete written assignments.
Assessments: Assessment is an integral part of the learning process, and will be formative and diagnostic as well as summative and evaluative, providing feedback to students wherever appropriate. Read more about assessments here.
Studio Practice 1: Concept Workflow
This module introduces you to a studio-based practical assignment that establishes the workflow to conceptualise, develop and present a concept for a short animated film. It focuses on the concepts, aesthetics and practices successfully used in Animation.
Technical Studies 1: Environments
This module introduces you to a wide range of technical skills and applications to develop technical competencies required to execute studio/project-based assignments.
Contextual Studies 1
This module introduces you to the history of media arts and the analysis of creative practices from various timelines, movements and theories.
Studio Practice 2: Production Workflow
This module provides you with a studio-based practical assignment that establishes the workflow to producing a short animated film. It focuses on the development, aesthetics and practices that are successfully used in Animation production.
Technical Studies 2: The Figure
This module further enhances and widens your technical skills and application and will develop an understanding of how these skills are applied to artistic practice. The module develops a range of technical competencies required to execute studio/project-based assignments.
Contextual Studies 2
Aimed at increasing the vocabulary of subject-specific discourse and visual literacy within Animation Art, this module makes you aware of the basic issues embedded in contemporary artworks that are engaged in different and varying combinations of mediums. It establishes your practice with theoretical discussions through comparative analysis and deconstructions of art works.
Studio Practice 3: 3D Character Animation/ Traditional Animation
This module introduces you to a specialist studio-based practical assignment that establishes a specific workflow to conceptualise, develop and present a concept for a short 3D animated film. It focuses on the concepts, aesthetics and practices that are successfully used in the specialised field of Animation.
Technical Studies 3: 3D Specialist Skills I / Traditional Specialist Skills I
This module introduces specialist technical skills and application, and further develops an understanding on how these skills are applied to artistic practice. It develops a range of technical competencies required to execute studio/project-based assignments to an advanced level.
Contextual Studies 3
The module maps out the different use of technology and applications and how they effectively affect humans' interaction in a culture-based research.
Studio Practice 4: Production Development
You will focus on the exploration of animation media concepts in various environments and contexts, and develop ideas and learn to translate these into a written proposal. In complementary technical skills you will learn how to document the process and outcome of your practical work.
Technical Studies 4: 3D Specialist Skills 2/ Traditional Specialist Skills 2
This module further develops specialist technical skills and application. It develops a range of technical competencies required to execute studio/project-based assignments to an advanced level.
Additionally, the module aims to develop problem-solving skills attributed to specific technical skills.
Contextual Studies 4: Issues in Media Arts
You will formulate a self-explored research that reflects on the concerns involved in your respective disciplines and your own practical work. Research undertaken will be drawn from a broad media art-based spectrum so that you can write a self-formulated research paper to investigate the impacts of your discipline-specific art practices.
Studio Practice 5: Independent Production
You will develop a project proposal to undertake a personal production. This production will be supported with comprehensive concept-related tasks and visual research to demonstrate your technical and creative ability.
Contextual Studies 5: Dissertation I
This module looks at contextual studies from a formative and self-explored angle. You are required to identify and relate research work in relation to the development of your studio practical work.
Studio Practice 6: Social Commentary
This module enhances your ability to produce an independent personal production, specifically with the objective of identifying and addressing your personal observations.
Through research and reflective discourse, you will identify a personal assertion with the objective of addressing an established intended outcome.
Contextual Studies 6: Dissertation II
This module asserts strong research as groundwork for your studio practice. You will formulate a research paper not only to reflect on the significance of your studio work but also instigate lines of enquiries relevant to the proliferation of media technologies and various disciplines.
Dean
Wolfgang Muench
Diplom Freie Grafik (MA Fine Arts equivalent), State Academy of Art and Design Stuttgart, Germany
Academic Qualifications in progress
PhD Candidate (Scenography), University of Vienna, Institute of Theatre, Film and Media Studies, and ZHdK University of the Arts Zurich, Institute for Design and Technology
MAS Masters of Advanced Studies, ZHdK University of the Arts Zurich, Institute for Design and Technology Wolfgang Muench is a media artist and art educator. He studied Fine Arts in a pre-computer era at the Stuttgart State Academy of Art and Design, Germany, and the University of Applied Arts Vienna, Austria. In 1996, he joined the ZKM Centre for Art and Media Karlsruhe, Germany, as programmer and software designer. He was involved in various projects at the ZKM institutes of Visual Media, Music and Network-Development, such as the 'Panoramic Navigator' and the CD-ROM series 'artintact' and 'digital arts edition'. He taught Interactive Media at Merz-Academy Stuttgart (1997), Hong Kong Art Centre / The Art School (2003) and LASALLE Singapore (2003), and was artist in residence at ARS Electronica Linz, Austria (2001), ZKM (2002), and IAMAS Institute for Advanced Media Arts and Science Ogaki, Japan (2003). In his artworks and research, he examines socio-cultural implications of media technology and human computer interfaces. His interactive installations and artworks, including 'Bubbles' (in collaboration with K. Furukawa), and 'Small Fish', in collaboration with K. Furukawa and M. Fujihata, have been shown in numerous international media art exhibitions and festivals in Europe, America and Asia. In 2004, he was appointed Dean of the Faculty of Media Arts at LASALLE College of the Arts Singapore, and Chair of the LASALLE Research Committee in 2008.
Media Arts Undergraduate Studies
Programme Leader, Animation Art
Christopher Shaw
Chris started his animation career in 1987, in the rotoscope department of Walt Disney Animation, on the film 'Who Framed Roger Rabbit". Chris was lucky enough to learn his craft on the job and experience many different aspect of the animated film process in a variety of departments. In 1989 he started work in Steven Spielberg's "American Tail II" and moved to the Animation Department. After completing 2 animated features, he continued to work as a freelance animator on a variety of TV commercials and productions including BBC News, Paul McCartney, IBM, Reuters News Agency, Lego, Halls, Rice Krispies, Ribena, Barclays Bank and MTV.
As computer animation started to gain credibility in the early 1990's, he decided to further his skills and studies. Chris completed his Masters degree in Computer Animation & Visualisation at Bournemouth University (UK) in 1993 and also has a Bachelor degree in Graphic Design.
In 1996, his Phd studies in "Autonomous Behaviour Systems" were put on hold following an invitation to co-establish a Diploma and Advanced Diploma in Computer Animation in Singapore. In 1997, Chris launched the first online Diploma in South-East Asia. He has since been actively involved in a wide range and variety of productions and educational incentives including Co-Chair of the "Excellence in Education and Training Convention", External Moderation, Organising and Judging the National Software Competition, Writing and Producing the opening film for the APEC Convention (2000) on Education.
Following a parachuting accident in 1995, Chris spent 12 months in a wheelchair, punctuated with several corrective surgeries. As a result, he has become an avid student of Tai Chi and has performed at the Singapore National Day Observance. Against his doctors orders and to the horror of small children, he can also been found inline skating at East Coast Park most weekends.
Note:
You should demonstrate a clear motivation and commitment to the programme and subject area. We are looking for individuals who are able to show the dedication, stamina, and self-discipline required to conceptualise, develop, and produce work to the highest standards. You are required to have good writing skills and to submit the following:
Duration: 3 Years
Awards: BA(Hons) Animation Art
Animation is one of the most rapidly developing areas of the creative industries, with technology and application having become so sophisticated that distinct areas have now become whole, thriving sectors. These include 3D animation production, TV commercials, music videos, 2D and 3D digital special effects, games, and contemporary conceptual work. This commercial activity has created an insatiable demand for a wide range of animation-based skills, from content development to production.
The programme framework encompasses specific skills relevant to the local and global animation industries. It encourages the cultivation, contribution, and promotion of animation in Singapore by championing academic and artistic excellence in the field and forging collaborative partnerships with the animation industry.
As the discipline represents the integration between art and technology, practitioners in this innovative and exciting field need the skills to demonstrate a good understanding of the creative and technical processes involved. By giving you an in-depth knowledge of underlying technology and creative practices, LASALLE nurtures content creators and proficient animators who can conceive, develop, and produce animation across a range of styles, for a variety of applications.
Level 1 provides a foundation with the skills and conceptsrequired for animation production. These include concept development, production planning, a variety of basic skills in traditional and contemporary techniques, visual studies, and contextual studies. Level 2 allows you tospecialise in either Traditional or 3D Animation. Group projects and professional practices are introduced and emphasis is placed on developing your visual and verbal communication skills in a specialised field of animation. Level 3 integrates the learning from the previous levelsand encourages the transference of the specialist knowledge attained. You will also propose and embark on a series of self-directed productions of either a commercial or conceptual nature.
Software Specifications: Adobe Premier, Adobe After Effects, Adobe Photoshop, Adobe FLASH, Autodesk MAYA
Teaching Methods: You will have ample opportunities to work in the studio and attend specialworkshops. You will attend lectures, seminars, and practical presentations. There will be regular guest lectures by international artists who will bring valuable experience and advice. You will participate in class presentations and complete written assignments.
Assessments: Assessment is an integral part of the learning process, and will be formative and diagnostic as well as summative and evaluative, providing feedback to students wherever appropriate. Read more about assessments here.
Studio Practice 1: Concept Workflow
This module introduces you to a studio-based practical assignment that establishes the workflow to conceptualise, develop and present a concept for a short animated film. It focuses on the concepts, aesthetics and practices successfully used in Animation.
Technical Studies 1: Environments
This module introduces you to a wide range of technical skills and applications to develop technical competencies required to execute studio/project-based assignments.
Contextual Studies 1
This module introduces you to the history of media arts and the analysis of creative practices from various timelines, movements and theories.
Studio Practice 2: Production Workflow
This module provides you with a studio-based practical assignment that establishes the workflow to producing a short animated film. It focuses on the development, aesthetics and practices that are successfully used in Animation production.
Technical Studies 2: The Figure
This module further enhances and widens your technical skills and application and will develop an understanding of how these skills are applied to artistic practice. The module develops a range of technical competencies required to execute studio/project-based assignments.
Contextual Studies 2
Aimed at increasing the vocabulary of subject-specific discourse and visual literacy within Animation Art, this module makes you aware of the basic issues embedded in contemporary artworks that are engaged in different and varying combinations of mediums. It establishes your practice with theoretical discussions through comparative analysis and deconstructions of art works.
Studio Practice 3: 3D Character Animation/ Traditional Animation
This module introduces you to a specialist studio-based practical assignment that establishes a specific workflow to conceptualise, develop and present a concept for a short 3D animated film. It focuses on the concepts, aesthetics and practices that are successfully used in the specialised field of Animation.
Technical Studies 3: 3D Specialist Skills I / Traditional Specialist Skills I
This module introduces specialist technical skills and application, and further develops an understanding on how these skills are applied to artistic practice. It develops a range of technical competencies required to execute studio/project-based assignments to an advanced level.
Contextual Studies 3
The module maps out the different use of technology and applications and how they effectively affect humans' interaction in a culture-based research.
Studio Practice 4: Production Development
You will focus on the exploration of animation media concepts in various environments and contexts, and develop ideas and learn to translate these into a written proposal. In complementary technical skills you will learn how to document the process and outcome of your practical work.
Technical Studies 4: 3D Specialist Skills 2/ Traditional Specialist Skills 2
This module further develops specialist technical skills and application. It develops a range of technical competencies required to execute studio/project-based assignments to an advanced level.
Additionally, the module aims to develop problem-solving skills attributed to specific technical skills.
Contextual Studies 4: Issues in Media Arts
You will formulate a self-explored research that reflects on the concerns involved in your respective disciplines and your own practical work. Research undertaken will be drawn from a broad media art-based spectrum so that you can write a self-formulated research paper to investigate the impacts of your discipline-specific art practices.
Studio Practice 5: Independent Production
You will develop a project proposal to undertake a personal production. This production will be supported with comprehensive concept-related tasks and visual research to demonstrate your technical and creative ability.
Contextual Studies 5: Dissertation I
This module looks at contextual studies from a formative and self-explored angle. You are required to identify and relate research work in relation to the development of your studio practical work.
Studio Practice 6: Social Commentary
This module enhances your ability to produce an independent personal production, specifically with the objective of identifying and addressing your personal observations.
Through research and reflective discourse, you will identify a personal assertion with the objective of addressing an established intended outcome.
Contextual Studies 6: Dissertation II
This module asserts strong research as groundwork for your studio practice. You will formulate a research paper not only to reflect on the significance of your studio work but also instigate lines of enquiries relevant to the proliferation of media technologies and various disciplines.
Dean
Wolfgang Muench
Diplom Freie Grafik (MA Fine Arts equivalent), State Academy of Art and Design Stuttgart, Germany
Academic Qualifications in progress
PhD Candidate (Scenography), University of Vienna, Institute of Theatre, Film and Media Studies, and ZHdK University of the Arts Zurich, Institute for Design and Technology
MAS Masters of Advanced Studies, ZHdK University of the Arts Zurich, Institute for Design and Technology Wolfgang Muench is a media artist and art educator. He studied Fine Arts in a pre-computer era at the Stuttgart State Academy of Art and Design, Germany, and the University of Applied Arts Vienna, Austria. In 1996, he joined the ZKM Centre for Art and Media Karlsruhe, Germany, as programmer and software designer. He was involved in various projects at the ZKM institutes of Visual Media, Music and Network-Development, such as the 'Panoramic Navigator' and the CD-ROM series 'artintact' and 'digital arts edition'. He taught Interactive Media at Merz-Academy Stuttgart (1997), Hong Kong Art Centre / The Art School (2003) and LASALLE Singapore (2003), and was artist in residence at ARS Electronica Linz, Austria (2001), ZKM (2002), and IAMAS Institute for Advanced Media Arts and Science Ogaki, Japan (2003). In his artworks and research, he examines socio-cultural implications of media technology and human computer interfaces. His interactive installations and artworks, including 'Bubbles' (in collaboration with K. Furukawa), and 'Small Fish', in collaboration with K. Furukawa and M. Fujihata, have been shown in numerous international media art exhibitions and festivals in Europe, America and Asia. In 2004, he was appointed Dean of the Faculty of Media Arts at LASALLE College of the Arts Singapore, and Chair of the LASALLE Research Committee in 2008.
Media Arts Undergraduate Studies
Programme Leader, Animation Art
Christopher Shaw
Chris started his animation career in 1987, in the rotoscope department of Walt Disney Animation, on the film 'Who Framed Roger Rabbit". Chris was lucky enough to learn his craft on the job and experience many different aspect of the animated film process in a variety of departments. In 1989 he started work in Steven Spielberg's "American Tail II" and moved to the Animation Department. After completing 2 animated features, he continued to work as a freelance animator on a variety of TV commercials and productions including BBC News, Paul McCartney, IBM, Reuters News Agency, Lego, Halls, Rice Krispies, Ribena, Barclays Bank and MTV.
As computer animation started to gain credibility in the early 1990's, he decided to further his skills and studies. Chris completed his Masters degree in Computer Animation & Visualisation at Bournemouth University (UK) in 1993 and also has a Bachelor degree in Graphic Design.
In 1996, his Phd studies in "Autonomous Behaviour Systems" were put on hold following an invitation to co-establish a Diploma and Advanced Diploma in Computer Animation in Singapore. In 1997, Chris launched the first online Diploma in South-East Asia. He has since been actively involved in a wide range and variety of productions and educational incentives including Co-Chair of the "Excellence in Education and Training Convention", External Moderation, Organising and Judging the National Software Competition, Writing and Producing the opening film for the APEC Convention (2000) on Education.
Following a parachuting accident in 1995, Chris spent 12 months in a wheelchair, punctuated with several corrective surgeries. As a result, he has become an avid student of Tai Chi and has performed at the Singapore National Day Observance. Against his doctors orders and to the horror of small children, he can also been found inline skating at East Coast Park most weekends.
Note:
You should demonstrate a clear motivation and commitment to the programme and subject area. We are looking for individuals who are able to show the dedication, stamina, and self-discipline required to conceptualise, develop, and produce work to the highest standards. You are required to have good writing skills and to submit the following:
2D/3D Animator
Undergraduate Prospectus 2012/13 (PDF,4.43mb)
Master of Arts Arts & Cultural Management
Find out how much is required to study at LASALLE.