Duration
2 years (6 trimesters) accelerated
Locations
Sydney, Melbourne, Brisbane
Fees
Intake Dates

February, June, September

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International

CRICOS 075776J

JMC welcomes students from all over the world.
Find out more

Learn to design and develop characters and worlds – from concept to finished art – and create believable character performances and arresting graphical motion.

Specialise in what you are passionate about with a Bachelor of Creative Arts (Animation). Select from a list of major and minor streams to hone in on your skills as an animator. Choose to major in either 2D animation or 3D animation, or do both.

Add Game Design, CG (Computer Generated) Art or Production Art for the opportunity to combine both technical knowledge and artistic practice as you build a professional portfolio and expand your studio practice. Immerse yourself in an exciting journey from concept to finished product through the magic of visual storytelling.

Why Study Animation at JMC?

Course designed in consultation with Pixar & Animal Logic Artists
Take advantage of our 18 camera dedicated motion capture suites
Study abroad in Japan or exchange in the Netherlands

Technology & Facilities

During this course you will be able to access the Full Adobe Creative Cloud Suite, Autodesk Maya, Wacom Intuos Pro and Cintiq tablets, Animation lightboxes + line testers, ball and socket stop-motion rigs, Dragonframe stop-motion software, 18-camera motion-capture suites, VR facilities, green-screen studios, renderers (Redshift, Pixar RenderMan, Arnold), Substance Painter for texturing, Zbrush for sculpting, Compositing tools (After Effects, Nuke), Katana for Look Development and Shotgun Studio for Project Planning and Management.

Duration

In only 2 years you can graduate with a Bachelor degree thanks to our accelerated full-time course. Part-time study is also available to domestic students. International students may choose to complete the course in 3 years [CRICOS 058460D] rather than the accelerated 2 year option.

Students who have successfully completed 4 trimesters of the Bachelor programme may successfully graduate with an Associate Degree qualification.

The Dutch Exchange

Take your passion to Europe and spend an entire trimester at Fontys Academy for Creative Industries in the Netherlands. Collaborate with creative students from all over the world and build your international contacts along the way.

Japan Study Tour

Spend 12 days immersed in anime and manga creation classes at the Tokyo Design Technology Center and Osaka Animation College, and explore the pop culture of Japan. This selective unit includes visits to the Osamu Tezuka Manga Museum and the Kyoto International Manga Museum.

Connect with us

CURRICULUM

Credit Points: 6
Trimester 1

This unit introduces students to practices, processes, and tools utilised in animation, games, and visual effects (VFX). Students will work through a series of self-contained exercises, with mentoring support from lecturers, which will provide entry-level practical experience. These will primarily be completed during class time. Areas of focus may include design research, design sketching and visualisation, concept ideation, simple animation, colour grading, editing, and delivery to different platforms. While students are not expected to achieve full competence in these skills, they will gain a practical grasp of the steps and thinking required to produce animation, games, and VFX. At the conclusion of this unit students will be supported to make an informed decision regarding the focus streams they will choose in Trimester 2.

Credit Points: 6
Trimester 2

Animation Art explores a range of traditional and experimental animation techniques while exposing students to a wide range of animation from diverse sources. This unit will also feature a series of technical primers that will inform students about the technology used behind the featured animation. At the conclusion of this unit students will be informed about a range of mediums and techniques as well as producing work for folio use.

Credit Points: 6
Trimester 1

This unit introduces students to practices, processes, and tools utilised in animation, games, and visual effects (VFX). Students will work through a series of self-contained exercises, with mentoring support from lecturers, which will provide entry-level practical experience. These will primarily be completed during class time. Areas of focus may include 3D modelling, surfacing, texturing, basic rigging, simple animation, rendering, game mechanics, simple programming, and delivery to different platforms. While students are not expected to achieve full competence in these skills, they will gain a practical grasp of the steps and thinking required to produce animation, games, and VFX. At the conclusion of this unit students will be supported to make an informed decision regarding the focus streams they will choose in Trimester 2.

Credit Points: 6
Trimester 2

In Lab I students are presented with the opportunity to develop and execute a small individual project utilising the key skills they are focusing on in their streams. They must log required hours in the lab environment and meet weekly with an assigned project supervisor who will act as a mentor and support person. A range of creative briefs will be provided covering potential projects in areas such as art and design, modelling, animation, game development, or hybrids of these. In addition to the creative work, students will be guided through planning, documenting, reporting, and reflecting on their work. Additional workshops may be provided where required to extend technical knowledge. Finished projects will form the basis of a portfolio to be built upon in successive trimesters.

Credit Points: 6
Trimester 1

Games and Animation in Context provides students with a formal and contextual framework to discuss games and animation. Beginning with industry-focussed and practice-oriented material, students will develop towards a more critical understanding of their industry and the works that it produces. Students will gain language and concepts that will permit them to analyse and critique work in meaningful ways and to articulate their discoveries. This unit also requires on and off-campus participation in contemporary exhibitions, screenings, and events.

Credit Points: 6
Trimester 2

2D Animation I - AGA204

Students are introduced to the conventions and common principles that have developed over animation’s rich hundred-year history. Students will explore traditional frame-by-frame techniques including cut-out, and drawn animation underpinning and developing an understanding of principles of movement and the animation process. Work will be undertaken using digital animation software and practices.

3D Animation I - AGA205

3D Animation I guides students through the analysis and application of key principles of animation in a 3D context at a basic level. Technical workflow and animation mechanics are illustrated through lectures, and ongoing practical exercises build foundational knowledge and skills. This is a practice led class with weekly exercises.

Game Dev I: Game Development - AGA206

This unit provides a broad introduction to working within game editor systems, integrating art elements into projects. The use of 2D & 3D graphics programs will be developed in conjunction with 2D & 3D features in the engine.  Students will be provided with a template for gameplay and will apply principles of design and technical art skills to develop a playable project. This will provide an overview of a range of core engine features and practical experience integrating content.

Credit Points: 6
Trimester 1

This unit explores the foundations of good visual design. Students will learn the different elements and principles of visual communication including Gestalt, colour theory, layout and typography. They will explore how to bring these components together to create strong visual messages.

Credit Points: 6
Trimester 2

Production Art I: Characters - AGA207

Character Design introduces key design principles for the creation of memorable animation and game characters in a range of styles. Students will be introduced to the fundamentals of form and construction, the basics of anatomy and gesture through life drawing, and the visual development of characters from story contexts. Artwork workflow and finishing styles will be covered, along with unified approaches to developing a full cast. Industry practice in documentation and presentation will also be covered.

CG Art I: Modelling - AGA208

The unit focuses on general 3D art creation with an emphasis on process. Block-outs, low poly modelling in 3D, mesh optimisation, unwrapping, rendering to texture, texturing, and project management, are all covered using a low poly diorama as a vehicle for the project. The final project is uploaded to an online real-time WebGL 3D viewer.

The course begins with an introduction to the pipeline through the creation of simple prop objects such as telephone poles and signs. A scene block-out is then created and students work through the elements. For houses, a modular texturing approach is introduced along with stencils to reduce the number of textures. Finally, vegetation is created. Post-processing effects and lighting are added in the online viewer.

Credit Points: 6
Trimester 3

This unit exposes the student to a history of animation and games embedded into a broader notion of the visual narrative or experience. Studies will lead from early examples of sequential art through to current examples of new technology platforms, with attention paid to historical and social context, geographical and technical factors, and the interplay of commercial production with the artist and auteur. Students will actively investigate topics themselves, and conduct presentations and seminars under the guidance of the lecturer. Classes will be divided between tutorial sessions and sessions devoted to screenings, demonstrations, and presentations, plus self-directed off-site visits to relevant events and exhibitions.

Credit Points: 6
Trimester 4

The Graphic Narrative units address the technical and creative challenges and opportunities for still and moving graphic narrative. Graphic Narrative II begins with editing as an art and a technique, then applies those ideas in the creation of animatics. It also looks at the process of layout as it is understood in 2D and 3D animation respectively, and also touches on pre-vis and post-vis.

Credit Points: 6
Trimester 3

The Graphic Narrative I unit addresses the technical and creative challenges and opportunities for still and moving graphic narrative. Graphic Narrative I begins with storytelling in comics and progresses through storyboards for screen stories, the visual language of cinema, mise-en-scene, and cinematography as it applies generally, and specifically to animation.

Credit Points: 6
Trimester 4

In Lab II students develop and execute a small group project utilizing the key skills they are focusing on in their streams, or alternatively, act as a crew-member on a project being undertaken by more senior students in Studio I and II. Individuals and teams are required to log required hours in the lab environment, and to meet weekly with an assigned project supervisor who will act as a mentor and support person. A range of creative briefs will be provided for those originating their own project, covering potential projects in areas such as art and design, modelling, animation, game development, or hybrids of these. In addition to the creative work, students will be guided through planning, documenting, reporting, and reflecting on their work. Additional workshops may be provided where required to extend technical knowledge. Finished projects will form the basis of a portfolio to be built upon in successive trimesters.

Credit Points: 6
Trimester 3

Depending on your chosen specialisation:

2D Animation II - AGA305

2D Animation II gives students a deeper understanding of digital animation packages, by looking at more advanced functionality, rigging, and background animation techniques. Students will also explore 2D animation for games and develop and import those animations into a game engine.

3D Animation II: Rigging - AGA306

This unit covers how to set up a skeleton and rig for a character mesh, how to skin the mesh and weight it properly, how to add controls to the rig, user interface options, blend shapes, and testing of rigs. The unit provides the technical knowledge required for creating a fully controllable character for use in animation or game productions. Rigging is often sought as a secondary skill for animators and an understanding of rigging allows animators to exercise greater creative control over the character rigs they work with.

Game Dev II: Programming - AGA307

Creating effective and tightly designed game prototypes is made possible only with an understanding of fundamental core programming concepts. This unit introduces game programming and game engine operation, by writing games-focused software scripts in the C# language using the Unity game engine Application Programming Interface (API). Students will complete a number of small games exercises and develop their own small coding project in an area of interest, learning the fundamentals of programming for game design practitioners of all fields – artists, designers, and programmers.

Credit Points: 6
Trimester 4

Depending on your chosen specialisation:

2D Animation III - AGA310

2D Animation III builds on the previous units, taking the student’s 2D skills to a sophisticated level of expressive and acting animation. Contemporary digital implementations of classical frame by frame animation styles are employed, with a strong emphasis on movement, timing, acting, and dialogue. Art clean-up methods and approaches are explored, giving the student experience in producing polished, finished 2D animation in a range of styles.

3D Animation III - AGA311

This unit continues to develop core principles of animation while also introducing more sophisticated acting elements and dialogue via theory, and practice. The assessment tasks encourage students to animate their own ideas, characters and stories, adding individual personality and style in the process.

AGA312 Game Dev III: Rapid Prototyping - AGA312

This unit extends the student’s fundamental knowledge of game programming through the practical application of the rapid prototyping process. The unit develops the approach needed when approaching game programming projects by engaging in a number of exercises that will explore the mindset required when thinking about the world in terms of systems and interconnected relationships and meanings.

Credit Points: 6
Trimester 3

Production Art II: Prop & Environment Design - AGA308

This unit focuses on design and drawing skills for the creation of three-dimensional props, vehicles, buildings and environments. There is a strong emphasis on perspective and volumetric drawing, accurate portrayal of physical detail and form, and the composition and layout of spaces. Drafting and rendering techniques and conventions are covered, as well as style and finish for concept art and production design.

CG Art II: Digital Sculpture - AGA317 

Introduction to using digital sculpture package for modelling and detailing. Through the unit students must maintain a focussed and sustained sculpture practice, posting sculpts, duration of sculpt and reference to the course forum. Initially, this is to establish familiarity with software, analysing planes and volume, and learning landmarks for the human figure. This includes gathering reference and analysing sculptures on an exhibition tour. The course then requires work for two subjects, stylised props and stylised character, including the preparation of models and textures, applicable to production project.

Credit Points: 6
Trimester 4

Production Art III: Production Design - AGA313

This third unit in the Production Art sequence consolidates the skills learnt in PAI and PAII and embeds them into the context of the full design of a production in animation, games, or a related field. Students will be introduced to the process and art of world creation, employing colour, form, composition, character, architecture, landscape, technology and culture to conceive, define, and illustrate narrative and experiential works. Illustration techniques and detailed documentation will also be key elements of the unit.

CG Art III: Look Development - AGA318

This unit focuses on look development via surfacing, lighting, and rendering, and introduces software for use in creating textures. Students are introduced to creative and technical lighting approaches and systems in greater depth. Common materials and channels contextualising their use are explored. Texturing approaches inside specialist software are introduced with a focus on developing layered, matte based approaches for further customisation in a destination application. Procedural and semi-automated systems for look development will also be explored. Rendering strategies will be explored and the calculation of render times for quality output is examined.

Credit Points: 6
Trimester 6

Industry Development provides students with guidance in the preparation of their professional profile, seeking employment, additional study, or the development of personal career goals. Students will build an awareness of career pathways, salary structures, local and international industries, and advancement. They will be supported technically and creatively in the creation of promotional materials such as Resumes, CVs, show reels, portfolios, and the like, and the investigation of their industry and available career paths. Professional and workplace skills are addressed with a strong emphasis on good communication practice, and the maintenance of good mental health and wellbeing. The unit may involve guest lectures from practitioners or studio visits, as well as attendance at industry events and presentations.

Credit Points: 6
Trimester 5

In this unit students will be exposed to a range of theoretical frameworks derived from literary, film, animation and game studies. Students will explore a number of these through academic research, and share their discoveries with their peers in a tutorial presentation context. A flexible approach to the presentation of ideas through various media options will allow students to develop their thinking in visual and auditory ways as well as more traditional writing forms, and the group will be encouraged to engage in debate and discussion around the themes.

Credit Points: 18
Trimester 6

Studio II is a continuation of Studio I. In this unit, students will finalise their project to a professional/publishable standard. Students will work with their peers and mentors to develop and apply advanced technical skills to expedite the creative realisation of their project. To more accurately simulate professional practice, students will be required to engage with peers in other disciplines or external practitioners for sound production, acting/voiceovers and so on, as required. AGA 404 students, in consultation with the unit coordinator, may also involve students in AGA 304 to assist in the development of this project. At the end of this unit, students will exhibit their completed project.

Credit Points: 12
Trimester 5

In Studio I and Studio II students will design and develop a short production completed to a professional/publishable standard. The design and prototyping stage of the project is undertaken in Studio 1, along with the early stages of production. Students will be expected to develop and document a concept for a project and a project plan for the development and production of the full project (including Studio II), or to contribute as a specialist to one or more of these projects, culminating in an exhibition of the completed works. They will work with their peers and mentors to develop required advanced technical skills and to regularly critique and refine their creative and technical goals. AGA 402 students, in consultation with the unit coordinator, may also involve students in AGA 304 to assist in the development of this project. At the end of this unit, students will need to have developed detailed creative and technical documentation and prototype elements and begun full production which will then be carried over into Studio 2.

Digital compositing is the process of combining visual elements into cohesive still and moving images and is integral for any post-production facility. Students are introduced to key areas in compositing, moving from separating and combining still images, to working with complex transparency, camera movement and computer-generated images.  These scaffolded weekly projects prepare students for a proposal and project completed in a para-professional studio environment.

Extended reality systems are a significant element of new trends in digital human interfaces and creative expression. This unit provides a foundational introduction to the history of XR technologies, their convergence in present systems, and key psychological elements informing a user experience.

The first project implementing a basic augmentation application for mobile device introduces students to working with development plugins and principles of tracking key to all XR technologies. The second project extends students implementing development within a dedicated virtual reality system as a small team.

Motion capture systems are an increasingly important tool in the creation of film and game animation, but to produce high-quality work requires knowledge and skill. This unit will introduce students to the technology and techniques for designing, setting-up, capturing and working with motion capture data.

Students will examine examples of motion capture work good and bad, and analyse where and how it is most effective. You will work with actors or other performers in the studio, to direct performance and motion for capture. You will learn how to set up and use the equipment and how to acquire and manage the data produced.

Most importantly students will spend a substantial part of the unit developing an understanding of how the data is utilised, and the place of the animator’s skillset in refining, cleaning up and completing the action captured. You will begin to acquire these skills through the practical work undertaken in the unit.

(by application only)

COL401 Internship aims to provide students with an internship opportunity that has sound educational value and provides students the chance to initiate and/or develop relationships with professionals in their discipline. COL401 allows students to prepare or consolidate their know-how to work as a professional and increase their technical and creative skills base. It also allows students to explore potential areas of employment. 

In this unit the National Society for Experiential Education’s definition of “internship” is used. This is internship is a carefully monitored volunteering or working experience where an individual has intentional learning goals and reflects actively on what they are learning throughout the experience. For this reason, beside the time students spend during their internship, they will also spend self-study time. They will reflect upon their awareness of applying theory to practice during their internship, practicing their ability to evaluate situations, critical thinking, and effective communication of their decision-making. 

Students will also elaborate a professional plan where they explain their aspiring professional development goals and the activities that would assist them to achieve these under the guidance of their Internship Coordinator/Supervisor.  

(by application only)

This subject is a special project based on research, experiences and learning undertaken in conjunction with the overseas academic partners and JMC Academy.  Students will be immersed in two weeks of educational experiences prior to JMC Academy trimester start, hosted by the overseas academic partners. They will cover a range of topics, skills and knowledge taught by industry experts and educators in the students’ area of study (Entertainment Business Management, Music, Design, Film and Television, Audio Engineering, Animation and Game Design). 

On completion of the two weeks of study, students will continue with a 12 week special project on campus at JMC Academy in Australia. 

Individual projects are based on a specific project topic of the student’s choice made in consultation with their term supervisor. That is then developed over the length of the subject. Students will be supervised and will work in conjunction with their supervisor to complete their project (Academic or Practical).



Our Lecturers

Sean Callinan

Head of Animation + Game Design (Sydney)

The essence of Sean’s career has been a broad-ranging interest in all aspects of design for film, television and other screen media. His career prior to teaching spans a wealth of experience, beginning as co-founder of his own production company, Meaningful Eye Contact (MEC), with Alex Proyas and Peter Miller. Sean quickly garnered a reputation for eye-catching visuals and inventive concepts. While producing music video clips for high profile acts such as INXS, Crowded House, and Fleetwood Mac, Sean developed a passion for the disciplines of production design, art direction, graphics and animation that would become instrumental in his future career.

During this period Sean received an AFI nomination for “Best Art Direction” for his work on Alex Proyas’ post-apocalyptic gothic fantasy feature Spirits of the Air, Gremlins of the Clouds. MEC were also the recipients of a number of music video awards through the eighties.

Having turned freelance, Sean continued to work on numerous television commercials, music videos, television productions and several more feature films. Animation and motion graphics had always been an important part of his practice, but in 2001 Sean made the decision to leave Production Design and focus on these areas whilst undertaking a Masters in Design at UTS.

Since then he has undertaken a range of work including infographic animation, screen graphics, museum interactives, collaborations on broadband and mobile platform content, and personal projects. Prior to accepting the role as Head of Animation and Game Development at JMC Academy, Sean taught animation, video design and screen-based media at UTS for over twenty years.

Sean Callinan

Head of Animation + Game Design (Sydney)

The essence of Sean’s career has been a broad-ranging interest in all aspects of design for film, television and other screen media. His career prior to teaching spans a wealth of experience, beginning as co-founder of his own production company, Meaningful Eye Contact (MEC), with Alex Proyas and Peter Miller. Sean quickly garnered a reputation for eye-catching visuals and inventive concepts. While producing music video clips for high profile acts such as INXS, Crowded House, and Fleetwood Mac, Sean developed a passion for the disciplines of production design, art direction, graphics and animation that would become instrumental in his future career.

During this period Sean received an AFI nomination for “Best Art Direction” for his work on Alex Proyas’ post-apocalyptic gothic fantasy feature Spirits of the Air, Gremlins of the Clouds. MEC were also the recipients of a number of music video awards through the eighties.

Having turned freelance, Sean continued to work on numerous television commercials, music videos, television productions and several more feature films. Animation and motion graphics had always been an important part of his practice, but in 2001 Sean made the decision to leave Production Design and focus on these areas whilst undertaking a Masters in Design at UTS.

Since then he has undertaken a range of work including infographic animation, screen graphics, museum interactives, collaborations on broadband and mobile platform content, and personal projects. Prior to accepting the role as Head of Animation and Game Development at JMC Academy, Sean taught animation, video design and screen-based media at UTS for over twenty years.

Tim McEwen

Animation, Game + Design Lecturer

Tim McEwen draws on his broad experience in feature film storyboards and concept art (Happy Feet Two, Blinky Bill, Wolf Creek 2), as well as comic books, illustration, and cartooning. He's been published professionally since he was 17, has featured in 22 exhibitions domestically and internationally, and has been nominated and shortlisted many times for numerous awards, including three times for Best Comic Book Artist in the Australian Cartoonists’ Association's prestigious Stanley Awards. In 2018 he received the Platinum Ledger Award for contributions to the Australian comics scene.

He's been the director of the Comics Art Awards of Australia, a committee member for the Australian Cartoonists' Association, founding art director of Supanova Pop Culture Expo, as well as being a featured guest at numerous conventions, and an expert speaker at numerous events. He's also an art director and graphic designer with 30+ years of experience.

Tim has lectured at JMC in Sydney for nine years, and has previously lectured at the University of Western Sydney. He continues to work in his chosen professions, illustrating books, providing storyboards, and working on his internationally distributed, award-winning comic series ‘Greener Pastures’.

Tim McEwen

Animation, Game + Design Lecturer

Tim McEwen draws on his broad experience in feature film storyboards and concept art (Happy Feet Two, Blinky Bill, Wolf Creek 2), as well as comic books, illustration, and cartooning. He's been published professionally since he was 17, has featured in 22 exhibitions domestically and internationally, and has been nominated and shortlisted many times for numerous awards, including three times for Best Comic Book Artist in the Australian Cartoonists’ Association's prestigious Stanley Awards. In 2018 he received the Platinum Ledger Award for contributions to the Australian comics scene.

He's been the director of the Comics Art Awards of Australia, a committee member for the Australian Cartoonists' Association, founding art director of Supanova Pop Culture Expo, as well as being a featured guest at numerous conventions, and an expert speaker at numerous events. He's also an art director and graphic designer with 30+ years of experience.

Tim has lectured at JMC in Sydney for nine years, and has previously lectured at the University of Western Sydney. He continues to work in his chosen professions, illustrating books, providing storyboards, and working on his internationally distributed, award-winning comic series ‘Greener Pastures’.

JMC gave me the opportunity to meet like-minded people and grow as a creative. The lecturers are fantastic! Their passion for the industry was infectious making me strive for my best
Rachael Tannous - VFX Supervisor, Sony Pictures
Animation Alumni
The selection of lecturers who were industry-based and able to impart a lot of impressive knowledge allowed me to get a foothold within the entertainment industry.
Mitchell Pasquini - Rigging Supervisor, Princess Bento Studio
Animation Alumni
My favourite aspect of the degree was engaging with industry professionals. Picking the brains of the JMC lecturers who have broad and relevant experience.
Thomas Fisher - Digital Resources Administrator, Animal Logic
Animation Alumni

ARE YOU READY TO TAKE THE NEXT STEP TOWARD YOUR CAREER IN ANIMATION?

FAQs

Yes. We offer multiple pathways into the course regardless of your current drawing abilities and art is one of these pathways. If you don’t feel all too comfortable drawing, we offer pathways in technical and conceptual skills.

A portfolio essentially relates to samples of your work. If you have nice finished artwork, that’s fantastic, but not essential. What we’re looking for is that you have a drive to create things and are passionate about the field, so show us that in your portfolio. Things like sketches or drawings, notes, ideas and characters you’ve invented are all great.

Building your network with like-minded people and meeting people in the industry is really important. We encourage you to attend industry talks and events (many of which are held on campus) and introduce yourself to people. Amazing opportunities often arise through those connections so be open to new experiences. Create your own opportunities as well. If there’s nothing else happening, keep working. Work on your own projects and set yourself tasks to enhance and refine your skills so you not only have great content to add to your showreel, but when an opportunity does come up, you’re ready to seize it.

In the course of completing the Bachelor degree you will complete multiple key creative projects, both solo and in teams, as well as a host of smaller exercises. You will build your portfolio with polished work from your second trimester onwards and your last two trimesters will be devoted to a major project that will showcase your talent and abilities.

Yes. The JMC Academy is registered and regulated by the Tertiary Education Quality and Standards Agency (TEQSA) which is Australia’s independent national regulator of the higher education sector, both public and private.

No, our courses are hands on and practical. Students are required to attend classes to receive ongoing mentorship, learn new skills and work with the equipment provided. We do encourage our students to use online study resources, however our courses would not be as immersive as they are without the practical component.