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

February, June, September

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International

CRICOS 085009K

JMC welcomes students from all over the world.
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Technology is moving fast and society is changing with it. If you’re passionate about all things visual and the impact design has on people and culture, this course is for you.

The Bachelor degree allows you to immerse yourself in the design world, develop strong visual communication skills and understand the tools you need to make it in the industry. It will give you the opportunity to build a professional portfolio of your own work, while investigating a process-based design approach and engaging with mentors from the industry on real world projects.

Learning takes place in a studio environment where small classes encourage students to come together to collaborate on projects. From initial concept through to design and delivery, you will explore different design tools and methods to graduate fully equipped to enter the industry.

Why Study Design at JMC?

Intern and work on brand projects at leading design agencies including Protein, Tobias and Sha8peshifters
Be futureproof, with our hands-on and adaptable learning approach and flexible studio-based learning style
Cover everything from creativity and innovation to artistic development, software and technical skills for optimal employability

Technology & Facilities

We take design seriously at JMC. Our classes are full of the best tech in the trade, constantly updated with industry-standard tech and the latest software out there. From day one, you’ll attend classes set up in studio-like environments and have access to a range of equipment including Wacom graphics tablets, HTC Vive VR tech, 3D printers and DSLR cameras that will allow you to experiment and design to your heart’s desire. You’ll also receive a complimentary Adobe Creative Cloud license for your personal computer, giving you access to all of Adobe’s apps and software including Photoshop, Illustrator and After Effects.

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 rather than the accelerated 2 year option.

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.

*Study Abroad programs will resume once international travel restrictions ease

Connect with us

Curriculum

This subject underpins many other specialised design subjects by equipping students with the tools of trade used to communicate and turn design ideas into reality. You will learn hands-on digital skills while tackling creative project briefs.

The way a designer chooses to make language visible has a deep impact on audiences’ perception of the information being transmitted. This subject will explore making typography in a variety of mediums including digital applications. Through a mixture of theory and practice, you will come to develop an understanding of visual language.

The aim of this subject is to build an awareness of a reliable and thorough creative process. It aims to instil commitment, individual and group, to that process, and to provide working tools for the origination and development of creative projects.

You will work in small groups, through three distinct stages, towards a Prototype Proposal that deals with the challenge of approaching a creative career. This research exploration will include your backgrounds, interests, aspirations and expectations, then explore the links, similarities and differences between the group members. Creative outcomes will include both individual and group generated content as the result of a design-thinking based structure or information framework that links the research findings. The final outcome of the three stages is a Prototype Proposal that will contain evidence of the creative process applied to the development of a proposed design project. This proposal could be an animated film, a game, a digital interactive work, web site or similar.

You will undertake three creative stages that will introduce and explore you as a young designer today and your pathway into a future career. Each part of this unit will be approached employing a design-thinking methodology. Each phase of the process will be explored employing the following processes and themes: 1. Discover: “What do we like to make?” (sustaining our practice, aspirations and expectations) 2. Ideate: “How do we get our work ‘out there’” (potential strategies, methods for exposure) 3. Prototype: “Strategy, Platforms, Process” (a proposal on how to make it all happen)

The three stages of this project always remains at a development stage and are never taken into actual production, allowing you to focus on the process rather than on the polish of a finished outcome. This also allows them to work with ideas that may not be practical to actually execute, encouraging them to be more ambitious, investigative and inventive.

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

This subject underpins many other specialised design subjects by equipping you with the tools of trade used to communicate and turn design ideas into reality. Building on previous subjects you will learn advanced technical skills while tackling industry-based projects.

Designing for experiences is an holistic approach to design that heavily invests in planning and sketching out an entire user interaction with a product or service. You will learn build experience prototypes that investigate the interaction of human senses and emotion with designed interfaces.

All designed artifacts tell stories, some deliberately and others unconsciously. This subject will explore the relationship between design and narrative. You will undertake a creative brief which will be answered using a narrative driven design approach.

Producing perfect pictures is not the main goal of this subject. Drawing, sketching and modelling play an important role at key moments in the design process. You will learn to use design communication both as a persuasive device to sell their concept and as a reflective practice throughout the design process.

Building on previous subjects, you will learn to produce more finished concept art, mock ups and prototypes for presentation to clients and the general public.

In this subject you will engage with the key art and design movements, practitioners and theories spanning from the late 1890's to contemporary practice. This subject provides you with the skills of research, writing and cultural critique.

Merging ever-expanding technologies into our lives in a way that serves rather than frustrates us is one of the emerging design challenges of our time. In this subject, you will explore the boundaries of everyday life and bring new uses to emergent technologies.

Building on your previous exploration of user experience, this subject asks you to create a digitally interactive space.

This unit builds on the design principles and animation technique that you have been introduced to in 3DAN 201 Production Art I, 3DAN 203 Traditional Animation and VIS 204 Creative Process. Basic design principles will be re-visited in the context of motion and timeline, and further concepts, including colour, light, motion, depth and time, will be introduced and explored.

You will also be introduced to some of the origins, history and current practice of motion graphics and hybrid digital 2D and 2.5D animation through screenings and analysis of recent and current work, both purely graphic, and character and narrative based.

You will be introduced to technique and workflow in After Effects and its integration with other graphic packages including Photoshop, Illustrator and Flash. These techniques will be applied across a series of exercises addressing basic technique, communication challenges, and the creative possibilities of the medium. This unit is an elective choice.

Creating environments that give us appropriate tactile, visual or otherwise sensory feedback is an exciting new area of design. In this subject you will create an intervention in a public space that actively engages passers by.

The purpose of this unit is to review and critically analyse the history, culture, fashion, people and business of “Cool”. By exploring contemporary cultural theory, you will investigate the personalities, the symbols, and the society that contribute to current occidental notions of “Cool”.

The concept of “Cool” as an extremely complex yet fleeting proposition that underpins the vast majority of new trends in fashion, style, music and art is explored. Throughout this unit, you will study the social impact of MTV, hip hop, and street fashion, as well as the media giants, music and film producers. This study will be delivered in the context of enabling you to understand and develop your own contribution to the business of “cool”.

Design is not only about products,
it is a methodology for achieving positive social and ecological change. Through research and studio projects this subject will explore design led social change.

3D Printing has had a profound impact in the mechanical design fields, but not until recently have designers and artists begun to use 3D printing for more conceptual work. In this specialist subject you will incorporate 3D printing into your conceptual design development.

Designing for diverse groups holds its own challenges. Working in teams, you will be given a design challenge with a specific community to design for. A major part of this project will be conducting user research amongst the target group.

This unit brings together students from Animation, Game Development and Design (and potentially other courses) to work on creative projects that seek to look outside the mainstream production areas normally focussed on. You will develop, plan and execute innovative projects that may involve elements such as location-based gaming, interactivity, projection mapping, web and device-based storytelling, transmedia and other forms that flow from the intersection of animation, game technologies and interactive digital design.

Developing a strong creative vision and collaborating effectively with a team to act on that vision is key to successful design outcomes. In this subject you will undertake project from research and conception to client feedback and re-design, right through to delivery.

Industry based project.

Student Showcase

Our Lecturers

Alan Chen

Design Lecturer

Alan is the co-founder of Sh8peshifters, and a creative professional with a truly diverse background. Over the past 24 years, he has worked as an illustrator, graphic designer, art director, film director, writer, producer, strategic designer, academic and teacher.

He has won awards for his films and his illustration work has been featured in national exhibitions and publications. He has also spoken and scribed at numerous conferences and events.

Alan Chen

Design Lecturer

Alan is the co-founder of Sh8peshifters, and a creative professional with a truly diverse background. Over the past 24 years, he has worked as an illustrator, graphic designer, art director, film director, writer, producer, strategic designer, academic and teacher.

He has won awards for his films and his illustration work has been featured in national exhibitions and publications. He has also spoken and scribed at numerous conferences and events.

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 also an art director and graphic designer with 25+ years experience. He’s taught at all levels of education, including preschool, primary and secondary school, privately and in workshops, as well university and tertiary colleges.

Tim's been published professionally since he was 17, and his internationally distributed, award winning comic series ‘Greener Pastures’ has featured in nine exhibitions nationally and internationally. He continues to work in his chosen professions.

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 also an art director and graphic designer with 25+ years experience. He’s taught at all levels of education, including preschool, primary and secondary school, privately and in workshops, as well university and tertiary colleges.

Tim's been published professionally since he was 17, and his internationally distributed, award winning comic series ‘Greener Pastures’ has featured in nine exhibitions nationally and internationally. He continues to work in his chosen professions.

Tim Joiner

Design Lecturer

Tim has extensive knowledge of motion graphics, graphic design, 3D animation, video production, post-production techniques and sound design. Tim specialises in multi-disciplined installations, he understands the complexity of working in three dimensional spaces requiring multiple projection, projection mapping, mechanical devices and integrated audio.

Tim is also an excellent film and video director, producing corporate and government communication projects. Another major aspect of Tim’s work is to continually experiment, research and investigate new interactive multimedia technologies such as Virtual Reality (VR), Augmented Reality (AR), gesturing and interactive projector mapping

Tim Joiner

Design Lecturer

Tim has extensive knowledge of motion graphics, graphic design, 3D animation, video production, post-production techniques and sound design. Tim specialises in multi-disciplined installations, he understands the complexity of working in three dimensional spaces requiring multiple projection, projection mapping, mechanical devices and integrated audio.

Tim is also an excellent film and video director, producing corporate and government communication projects. Another major aspect of Tim’s work is to continually experiment, research and investigate new interactive multimedia technologies such as Virtual Reality (VR), Augmented Reality (AR), gesturing and interactive projector mapping

Dr Melissa Silk

National Head of Design

With over thirty years of creative practice, Melissa collaborates with many thinkers and makers to design experiences that embed the Arts in Science, Technology, Engineering and Mathematics (STEAM). Melissa is co-director of STEAMpop.zone while also engaged in research contributing to learning ecologies spanning creative intelligence and innovation, transdisciplinary education, and designing for preferred futures. Melissa enjoys being part of a bold community of multipotentialites intent on developing and sharing unique learning experiences for everybody.

Dr Melissa Silk

National Head of Design

With over thirty years of creative practice, Melissa collaborates with many thinkers and makers to design experiences that embed the Arts in Science, Technology, Engineering and Mathematics (STEAM). Melissa is co-director of STEAMpop.zone while also engaged in research contributing to learning ecologies spanning creative intelligence and innovation, transdisciplinary education, and designing for preferred futures. Melissa enjoys being part of a bold community of multipotentialites intent on developing and sharing unique learning experiences for everybody.

Choi Zahir

Senior Lecturer, Design, Animation & Game Design

Choi is an animator, designer and illustrator with over ten years’ experience across many creative disciplines including concept art and games. She graduated from QUT with a Master’s Degree in Animation in 2013.

Choi Zahir

Senior Lecturer, Design, Animation & Game Design

Choi is an animator, designer and illustrator with over ten years’ experience across many creative disciplines including concept art and games. She graduated from QUT with a Master’s Degree in Animation in 2013.

Andrew Barnum

Design Lecturer

Andrew Barnum is a Designer, Educator and Artist and continues to work on projects and in contexts that synthesise his experience and inspiration as a creative practitioner. In Design he is the chief creative officer of Social Design Action consultancy Peopleness, which is human-centered design focused. In education he is a PhD candidate at UTS researching the potential dislocation between Australian song, cultural identity and place in the digital age, and is course author and lecturer in the Bachelor of Design (Digital Design) at JMC Academy in Sydney.

As an artist his passion is songwriting and painting with independent releases on iTunes and Spotify as Andrew Barnum and Vitabeats, with a new project under the moniker of Memory Collective. His most recent paintings are a series of colour field investigations in Australian ‘colours in common.’

Andrew Barnum

Design Lecturer

Andrew Barnum is a Designer, Educator and Artist and continues to work on projects and in contexts that synthesise his experience and inspiration as a creative practitioner. In Design he is the chief creative officer of Social Design Action consultancy Peopleness, which is human-centered design focused. In education he is a PhD candidate at UTS researching the potential dislocation between Australian song, cultural identity and place in the digital age, and is course author and lecturer in the Bachelor of Design (Digital Design) at JMC Academy in Sydney.

As an artist his passion is songwriting and painting with independent releases on iTunes and Spotify as Andrew Barnum and Vitabeats, with a new project under the moniker of Memory Collective. His most recent paintings are a series of colour field investigations in Australian ‘colours in common.’

I love the fact that we were not constrained and can show what we are really capable of. It made me want to push my own boundaries to learn new styles and techniques to incorporate into my work.
Anthony Abade - Graphic Designer, Accent Group Ltd.
Design Alumni
You end up becoming quite close with your lecturer because you work with them all the time as opposed to a distant authoritative figure. There’s still authority, but they are like your friend as well.
Darren Ho - Strategic Designer, Tobias Australia
Design Alumni
JMC provided me the chance to explore my inner creativity and develop problem-solving skills through ‘real world’ situations, leaving me well prepared to enter the industry.
Cody Waters - Digital Designer, Elastic Studios
Design Alumni

Are you ready to take the next step toward your career in Design?

FAQs

You will need to bring the following to your course:

  • Laptop: Macbook Pro or similarly powered or Windows laptop, running latest OS
  • Device: Smartphone or Tablet
  • Journal: A5 size Blank pages
  • Pen: Felt-tip 0.3-0.5
  • Pencils: HB-2B, rulers and eraser

JMC will supply you with your Adobe Creative Cloud subscription.

At application, we are most keen to learn about your passion and reasons for wanting to study design. In addition to that, we ask that you answer the following two questions prior to coming in for the interview:

1. Show us your best piece of work

What’s something you’ve created that you’re really proud of? It can be any of the following:

  • An image (a photography piece, an illustration or a painting)
  • A project (an idea, a story, a film critique, a blog, etc…)
  • A product (a website, an animation, a poster, presentation, etc…)

Write a small paragraph explaining your choices and rationale behind it. Show us your rigor and initiative. Give us an insight into your creative approach, your creativity and the resulting output.

2. Tell us your thoughts

  • Choose a brand that you like and think is successful; write a short paragraph reflecting on why you like it and the reasons behind its success.
  • Choose a brand that you dislike or has not been doing well; write a short paragraph reflecting on what the issues are and how they might improve.

Show us the way you see the world around you, your standard of what makes a design good or bad and insight into your thought process.

No. We equip you with digital tools that allow you to create high-functioning prototypes without coding. 

This course is very hands on and you will tackle real world creative projects. However, having a foundational understanding of design theory is still vitally important. There is approximately a 25% (theory) to 75% (practice) balance.

No. We assess your work as would happen in the workplace via proposal documents and reports, presentations and demonstrations.

As with any design you will need to communicate ideas via drawing and sketching. We believe anyone can learn how to think visually, and we teach sketching techniques right from the beginning. So, if you are open to making marks and learning how to do it well, that’s all you need to start!

We are committed to strengthening our Design Industry connections by fostering both internships and industry based projects. You will also be mentored by industry practitioners on some of the projects throughout your course of study. In addition, we have industry guests come and talk on a range of topics in each trimester, so you get to build your network even before you graduate.

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.