FINAL MASTERS PROJECT - 2025/6
Module code: DMAM005
Module Overview
This module spans the entirety of the MA FADA programme, representing the students’ cumulatively developed final creative project output(s). These projects can take many different forms and formats drawn from the multitude of film, animation and digital media arts production techniques explored and developed over the stages of the course. Students can also choose to undertake a research-oriented creative practice project, informed by both theoretical and practical aspects of the programme.
Module provider
Music & Media
Module Leader
WEINBREN Jon (Music & Med)
Number of Credits: 90
ECTS Credits: 45
Framework: FHEQ Level 7
Module cap (Maximum number of students): N/A
Overall student workload
Workshop Hours: 10
Independent Learning Hours: 812
Seminar Hours: 20
Tutorial Hours: 50
Guided Learning: 4
Captured Content: 4
Module Availability
Year long
Prerequisites / Co-requisites
N/A
Module content
- Review session on applying specialist skills and techniques in film, animation and digital arts.
- Workshop sessions on creative project development and interdisciplinary working methods
- Update sessions on latest creative and practical media production tools and techniques
- Group Critiques
- One-to-One mentoring
- Technical support
- Script and story development sessions
- Production coordination and technical assistance per project
Assessment pattern
Assessment type | Unit of assessment | Weighting |
---|---|---|
Project (Group/Individual/Dissertation) | Creative Project Portfolio | 100 |
Alternative Assessment
N/A
Assessment Strategy
Students are given the opportunity to demonstrate their ability to develop a creatively excellent and technically innovative project output drawing on an array of skills and techniques learned over the previous 2 years.:
- to realise a creative project idea to its completion
- apply an array of skills and techniques developed over the previous stages of the course
- articulately reflect on their processes
- engage with peers, tutors, experts and guest advisors for the betterment of their creative practice
- experiment with and extrapolate new techniques and new approaches to film, animation and/or digital arts practice
Summative assessment for this module consists of:
Creative Project Portfolio
This comprises several complimentary and interlinked elements, including the audio-visual artefact itself in exhibition or presentational context accompanied by reflective commentaries as appropriate.
Formative assessment and feedback is provided on a frequent basis during the development of these projects. In particular, depending on the form and format of each project, specific written feedback is provided on work-in-progress submitted at key ‘mile-stone’ points in the project’s schedule the mentoring process ensures that projects are both monitored and supervised, the style and frequency of which is a matter for individual negotiation.
Module aims
- Apply methods of critical analysis in creating a thoughtfully developed creative project
- Fully implement knowledge, practical skills and contextual understanding developed over different stages of the programme
- Facilitate partnerships with peers, collaborators and external specialists
- Develop expertise and confidence in project leadership and creative direction
- Develop a range of industry and research-ready transferable skills
- Form the basis of individual and collective creative and/or research portfolios
- Consolidate student development in readiness for next career steps as creative practitioner and/or practice- researcher.
Learning outcomes
Attributes Developed | ||
001 | Apply creative and technical skills in realising a successful practical artistic outcome in form(s) and format(s) of the student¿s choice. | KCPT |
002 | Realise negotiated practical outcomes considering creative, logistical, and practical constraints and opportunities. | KCPT |
003 | Design, develop and produce an ambitious, meaningful and impactful media artwork which both informs and is informed by contemporary techniques in film, animation and/or digital arts. | KCPT |
004 | Sustain a critically engaged and independently sustained creative and critical activity, demonstrating critical engagement with specialist practice. | KCPT |
005 | Articulate and present creative concept and final practical outputs with coherence and passion. | KCPT |
006 | Engage with peers, tutors, advisors, specialists and potential audience members in developing your work to the highest critical and creative standard. | KCPT |
007 | Study independently, set goals, manage workloads and meet deadlines | KCPT |
008 | Extrapolate knowledge and criticality through the development of practice outcomes | KCPT |
009 | Lead and work with a creative and technical team towards the realization of quality presentable media artefact. | KCPT |
010 | Utilise independent judgement within an ethical framework in carrying out responsibilities, demonstrating commercial awareness within a professional context. | PT |
011 | Demonstrate enhanced employability through knowledge of the skills, behaviours and attitude required to secure employment and be successful in the professional workplace. | PT |
012 | Evidence the ability to promote oneself through maintenance of professional development profiles, public facing portfolios and CV/Resume.. | PT |
013 | Evidence effective work in small groups and teams towards a common goal/outcome. | PT |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
In this module, students are supported in the creative and technical development of their final master’s project. The specifics of this support will be dependent on the nature, form(s) and format(s) of the individual project undertaken.
In the previous stages of the programme, students will have already made progress in defining the direction of their project, at least in terms of an outline proposal, and in some cases to a fuller degree of specification. This final module builds on the practice portfolios and/or prototyping work that has preceded. The teaching element therefore transitions into a more mentored approach, calling on tutors, specialists and experts to help guide the student towards their final output which will be presented at a publicly facing showcase and exhibition. The learning element thus coalesces around ‘experience building’: when and how to solicit advice and feedback from multiple resources including tutors and experts; how to critically evaluate self-progress; and how to iterate and improve upon creative outputs.
This is delivered through a combination of
- Group Creative Exercises and Seminars
- Tutorials and Co-Development Sessions
- Specialist Talks and Presentations
- Critiques – Group and Individual
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list
https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMAM005
Other information
Embedded alongside the specific knowledge, skills, abilities and experiences facilitated by this module are more general attributes which the university has identified as an ambition to develop in all students across all subjects and disciplines on offer. These are:-
- Employability
- Resourceful and Resilience
- Digital Capabilities
- Sustainability
- Global Cultural Awareness
The following is an account of how this module addresses these ‘pillars’.
Employability
In general the MA Film, Animation and Digital Arts programme takes on students who are already eminently employable within the creative media industries, as they have most often developed a range of skills, both through previous undergraduate qualifications and through professional practice. The FADA programme boosts employability, raises the level at which students can gain positions and roles within the industry on graduation, and addresses well documented industry skills gaps. This module is delivered by tutors and specialists with significant industry experience and contacts, and the notion of ‘professional practice’ within a creative studio environment is a core attribute of the whole course and its components. The module developed a range of proficiencies appropriate to live action film, animation, games, and other associated areas of the media industries, by providing up-to-the-minute knowledge and understanding of tools and techniques used everyday in these fields at professional level. Equally important for employability within these areas (and often overlooked) is the development of ‘personability’: so that employers, collaborators, funders and commissioners want to work with you. We develop this by enabling students to work collaboratively and collegiately, in a supportive ‘studio-like’ environment in which we all work together to realise creative goals. We also facilitate plenty of networking opportunities, so that students get to meet and interact with future potential employers, collaborators, funders and commissioners. We also assist students to enter events and festivals so that their work is promoted and ‘seen’, widening opportunities and providing valuable peer esteem.
Resourcefulness and Resilience
Like others on the MA FADA programme, this module provides students with a number of challenges which reflect the current state of the art. Students need to respond to these with inventiveness and flexibility, and are often required to research their own solutions to given problems. The greatest resource for students on a postgraduate programme such as FADA is each other, and we encourage students to pool their knowledge and work together to come up with innovative methods to achieve a particular creative or technical goal. The studio environment and unfettered access to facilities and software facilitates this.
Digital Capabilities
The FADA programme is built on the very latest techniques and technologies, thus ‘digital capabilities’ very much comes with the territory. Contemporary Media Production is an inherently ‘digital’ affair of course, although we include more traditional techniques such as drawn animation, and drawing practice, as part of the offering.
Sustainability
It is incumbent on us all to reduce carbon footprints, and the film, animation and digital arts sector is no different. On all FADA modules, students are made aware of sustainable production practices both on-set and behind the computer. Students are shown best practices such as LED-based lighting, virtual production technologies to minimise crew and talent travel, recycling of sets and other materials, better transport choices, minimising of waste, and awareness of environmental and social effects on local communities and landscapes. These are embedded in various current industry initiatives such as BAFTA Albert, the ‘Screen New Deal’ production sustainability plan, and others. Furthermore, from a content viewpoint, many of the creative projects developed by students on the programme address environment and sustainability issues as part of their subject matter. We also work closely with the University of Surrey’s Institute for Sustainability to explore and promote the United Nation’s Sustainable Development Goals.
Global Cutural Awareness
The FADA programme consists of a diverse community of practitioners reflected in both the student cohort and the associates and specialist tutors brought in to assist in the delivery of this and other modules. We promote a convivial atmosphere, and as highly internationalised group, awareness of global cultures and diversities is an inherent part of the offering.
Programmes this module appears in
Programme | Semester | Classification | Qualifying conditions |
---|---|---|---|
Film, Animation and Digital Arts MA(YEAR LONG) | Year-long | Compulsory | A weighted aggregate mark of 50% is required to pass the module |
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2025/6 academic year.