School of Art, Design and Architecture

BA (Hons) Digital Media Design

UCAS tariff 96 - 112
UCAS course code W283
Institution code P60
Duration

3 years

(+ optional placement)
Course type

Full-time

Location Plymouth

Digital Media Design will teach you high-level industry production skills including coding, 3D modelling, UI/UX (user interface and user experience) design, creative practice and design. You’ll get a chance to make games, websites, apps and interactive and virtual reality experiences. At the cutting edge of art and design for 28 years, the Institute of Digital Art and Technology has graduates across digital creative industries worldwide – working for Apple, Nintendo, Spotify and Sony.

Digital Media Design

Careers with this subject

Our students go into careers such as: 
  • Digital media producers
  • Web and app developers
  • Game artists and developers
  • 3D modellers, animators and motionographers
  • User experience and user interface designers
  • Social media consultants
  • Virtual reality producers.

Key features

  • Gain invaluable professional experience with the option to take part in a year-long paid work placement.
  • Close links with industry leaders designed in close collaboration with industry leaders to ensure technologies, skills and techniques are up-to-date.
  • Access all areas: keep working into the evening in our dedicated lab space open until 10 pm, and take advantage of our other amazing facilities, including a 35-seat, 360° immersive vision theatre. 
  • Our inspiring graduates have gone on to work in some of the biggest tech, design and games companies worldwide, including Electronic Arts, IBM, Yahoo and Reddit.
  • Broaden your horizons with great enrichment activities, including overseas field trips in Amsterdam, Berlin and Barcelona to attend conferences and visit galleries.
  • Informed by the latest exciting research from i-DAT and Transtech.

Course details

  • Year 1

  • In your first year, you get a grounding in the digital media, software, technologies and production techniques needed throughout the course. You also gain a critical understanding of the theory behind digital media and the social, cultural and industrial contexts in which they operate. You are introduced to contemporary graphic and motion graphic tools, web design and web programming technologies, along with the coding skills and creative design strategies that underpin them. 

    Core modules

    • Disruptive Design Strategies (DAT441)

      This module introduces students to practical and creative processes that encourage experimentation and prepare for HE workflows. Through conceptual understanding of artistic practice combined with technical production skills in a range of areas, such as 2D and 3D design, facilitate by industry standard design software.

    • Digital Cultures (DAT442)

      This module provides a comprehensive grounding to theoretical and practical contexts for contemporary digital media practice. It explores the history of new media and interactive art, highlighting connections between pre-digital technologies and contemporary media forms. Practical workshops to introduce and induct students to relevant hardware/software for media production, as well as a field trip to a relevant UK-based cultural centre, offer substantial resources to advance students’ work within digital and media culture.

    • Creative Coding (DAT443)

      This module is an introduction to programming and creative coding for digital artists and designers. The syllabus, topics, examples and style of teaching are designed to support contemporary techniques for the development of engaging interactive media projects, with a focus on interaction, graphics, video, animation, sound, and integration with live data sources. During this module, students are asked to develop a project that demonstrates their creativity and coding skills, and to produce a development journal to show deeper understanding of coding techniques and processes.

    • Digital Making (DAT444)

      This module covers fundamental topics on digital making and physical computing, providing an opportunity to develop interactive systems with the use of electronics, sensors, and physical outputs – such as lights and speakers. Through a series of practical lab-based sessions, students get hands-on experience in implementing their own digital systems for creative practice and artistic expression. Full access is given to maker space and digital fabrication facilities, which include design and making tools, such as 3D printers, laser-cutters, and CNC routers.

    • Media Design Practice (DAT445)

      This module focuses on digital media practice with contemporary tools that assist in developing engaging works in 2D, 3D, VFX, and animation formats. Design issues and technical production and distribution processes are investigated, combined with practical work with industry-standard software packages. Topics such as workflows, pipelines, assets, procedural creation, compositing, rendering, and more, are covered, providing rich content for producing professional media animations, 3D environments, and motion graphics.

    • Stage 1 Placement Preparation (FAPY100)

      If you’re undertaking a company placement in your third year, this module helps you find a suitable placement, and prepares you for the placement itself.

  • Year 2

  • In your second year, you build on your creative profile and improve your technical and critical skills. If you plan to choose the placement year, you get a chance to build your CV and portfolio. You are introduced to industrial-strength project management and planning, helping you develop your individual creative practice. Professional collaborations with industry will give you insights into the benefits of both individual and group ways of working. 

    Core modules

    • Stage 2 Placement Preparation (FAPY501)

      This module is aimed at students who may be undertaking an industrial placement in the third year of their programme or are looking for other work opportunities. It is designed build on the Level 1 module (FAPY100) and to assist students in their search and application for a placement and/or other work experience and in their preparation for the placement itself.

    • Programming Audiovisual Experiences (DAT551)

      The module addresses advanced topics in programming for digital artists and designers. This includes coverage of a range of development practices including generative art, visualization/sonification and interaction techniques, advanced algorithms for animation. The module expects students to engage with programming and media design practices in creating professional interactive audiovisual compositions.

    • Virtuality & Immersion (DAT552)

      This module provides a firm introduction to virtuality and immersion – augmented reality, virtual reality, and dome environments. During this module, students explore and utilize a range of immersive technologies and design practices on subjects such as scientific simulation, virtual heritage, architectural visualization, and more. Techniques like 3D capture and photogrammetry are also introduced, and a range of resources are provided, such as AR and VR headsets, for developing complete immersive solutions, applications, and artworks. The module is optional, and it is recommended for students that are interested in pursuing specialization on immersive media.

    • Experimental Media Lab (DAT553)

      This module primarily focuses on production skills in developing digital media artworks for the year exhibition. Students will take a hands-on approach to the production of innovative interactive content in line with the theme of the exhibition. With the guidance of the teaching staff, the students enhance their creative methodologies and critical understanding of their work situated within contemporary art and media contexts.

    • Common Challenge: Creative Industries (DAT554)

      This module offers a comprehensive analysis of the contemporary creative industries. It explores the dynamic changes in key sectors that are brought about by the impact of new media technologies, quantified by a written response to the given context. Students will also in this module engage through a group research and development project to provide a speculative but achievable solution to a brief. Where possible this will be a live client.

  • Placement year

  • You have the opportunity to take an optional paid 48-week work placement that offers invaluable practical work experience. We recommend it because it not only enhances your final year of study but you’re also more likely to receive project sponsorship and immediate employment with your placement company after you graduate. You'll typically earn around £15,000–£20,000 pa (or more) during your placement year. 

    Core modules

    • Digital Art and Technology/Internet Design Placement (FAPY604)

      An extend period of professional training (at least the duration of both teaching semesters - 36 weeks) spent as the third year of a sandwich programme undertaking an approved placement with a suitable company (either a paid placement or unpaid internship). This provides an opportunity for the student to gain relevant industrial experience to consolidate the first two stages of study and to prepare for the final stage and employment after graduation.

  • Final year

  • In your final year, you focus on your own particular areas of interest, with a creative bias, by following one of our exit pathways in game design, information design, or interaction design. This allows you to develop the skills relevant to industry and enhance your employability. You also undertake a final year dissertation on a topic of your choice with the guidance of your personal supervisor. 

    Core modules

    • Common Dissertation: Critical Practices (ADA600)

      The module engages students in situating practice through research, contextualisation and critical reflection, in relation to their final stage study and post University aspirations. Programmes can offer: a traditional dissertation; preparation for an extended dissertation; situating existing practice; or the construction of a new body of work as practice-based research.

    • Final Year Project: Research (DAT667)

      This module will introduce students to the principles of organising and carrying out research and planning for the Final Year major project task. The assessed outcome is an extended proposal that includes a review of critical and contextual sources relevant to project, proof on concept through evidence of prototypes/tests, and a plan of work. It is expected that this document will form the basis for your major project.

    • BA Final Year Project and Showcase (DAT668)

      The project is student led, negotiated through close liaison with an allocated supervisor and developed from a student’s particular interests. The project comprises of a significant digital media production that should be innovative and experimental in its approach and placed within a critical context.

    Optional modules

    • Realtime (DAT661)

      This module develops audio, visual, immersive, and interaction production skills with the specific application to a public exhibition space with a predefined theme. Students will draw from a variety of sources, disciplines and media that they have explore to this point on the course.

    • Everyware (DAT662)

      Through practical project work the module explores the evolution of the Internet of Things, the emergence of Pervasive Media and the application of Physical Computing. Projects are framed within a critical exploration of space as a cultural, social and technological phenomenon and models of architecture, communities and personal identity.

    • Gameplay (DAT663)

      This module develops audio, visual, immersive, and interaction production skills with the specific application to video game design. Students will showcase the developed prototypes at a public games showcase event at the end of term.

    • Venture Culture (DAT664)

      This module introduces students to the concepts of entrepreneurship through the practical exploration of individual, collaborative and organisational creative enterprise. Operating as a pragmatic vehicle for generating new ventures within the creative industries, the formation of prototype companies enables students to rehearse the commercialisation of their practice.

    • Netscapes (INDE601)

      This module prepares students for the future of web and internet systems by introducing them to late state of the art and currently emerging technologies in this area. Important issues of application level security will also be addressed. Students will also be introduced to physical design (including rapid prototyping tools) and the resources of the Brunel labs.

Every undergraduate taught course has a detailed programme specification document describing the course aims, the course structure, the teaching and learning methods, the learning outcomes and the rules of assessment.

The following programme specification represents the latest course structure and may be subject to change:

BA (Hons) Digital Media Design programme specification_5928

The modules shown for this course are those currently being studied by our students, or are proposed new modules. Please note that programme structures and individual modules are subject to amendment from time to time as part of the University’s curriculum enrichment programme and in line with changes in the University’s policies and requirements.

Entry requirements

UCAS tariff

96 - 112

A levels
96–112 points, from a minimum of 2 A Levels; General Studies accepted.
International Baccalaureate
28 points.
BTEC
18 Unit BTEC National Diploma/QCF Extended Diploma: DMM.
BTEC National Diploma modules
If you hold a BTEC qualification, it is vital that you provide our Admissions team with details of the exact modules you have studied as part of the BTEC. Without this information we may be unable to process your application quickly and you could experience significant delays in the progress of your application to study with us. Please explicitly state the full list of modules within your qualification at the time of application.
Access Course
Pass a named Access to Higher Education Diploma with at least 33 credits at merit and/or distinction.
T levels
Merit in digital production, design and development.
GCSE
Five passes including Mathematics and English Language grade C.
Equivalent qualifications may be considered.
We welcome applicants with international qualifications. To view other accepted qualifications, please refer to our tariff glossary. 
Portfolio
Applicants are not required to share a portfolio with us; however, doing so may allow us to guarantee you a place or consider applications that do not meet the normal academic requirements. Phone or Skype interviews can be arranged if you cannot attend in person.
We would like to see examples of your work if you have them, such as:
  • a portfolio of drawings, sketches, character or game designs.
  • computer-based and online work: algorithmic artworks, web pages, games, blogs, etc.
  • media: video, photographs, sound pieces and music.
Applicants must demonstrate a commitment to new media/digital production or the interactive arts.

Fees, costs and funding

Student 2023-2024 2024-2025
Home £9,250 £9,250
International £16,300 £17,100
Part time (Home) £770 £770
Full time fees shown are per annum. Part time fees shown are per 10 credits. Please note that fees are reviewed on an annual basis. Fees and the conditions that apply to them shown in the prospectus are correct at the time of going to print. Fees shown on the web are the most up to date but are still subject to change in exceptional circumstances. More information about fees and funding.

Additional costs

This course is delivered by the Faculty of Arts, Humanities and Business and more details of any additional costs associated with the faculty's courses are listed on the following page: Faculty of Arts, Humanities and Business additional costs.

Tuition fees for optional placement years

The fee for all undergraduate students completing any part of their placement year in the UK in 2023/2024 is £1,850.
The fee for all undergraduate students completing their whole placement year outside the UK in 2023/2024 is £1,385.
Learn more about placement year tuition fees

How to apply

All applications for undergraduate courses are made through UCAS (Universities and Colleges Admissions Service). 
UCAS will ask for the information contained in the box at the top of this course page including the UCAS course code and the institution code. 
To apply for this course and for more information about submitting an application including application deadline dates, please visit the UCAS website.
Support is also available to overseas students applying to the University from our International Office via our how to apply webpage or email admissions@plymouth.ac.uk.

Showcase your work to future employers

As a Digital Media Design student, each year of study, you will have the opportunity to showcase your work and gain invaluable feedback with live user testing. 
Exhibiting your work will also develop your presentation skills and build your professional network of future employers and collaborators. 

Learn from experts in their field

The Digital Art and Technology Group 

As part of the digital art and technology group at the University of Plymouth, this course builds on 25 years of excellence in interactive media education. 
The course is a new evolution of the Medialab Arts and Digital Art and Technology programmes, which have seen graduates go on to join the world’s top tech companies including Reddit, Facebook, Electronic Arts, Aardman Animation and Pixar, as well as find success as indie games developers, tech start-ups and world-renowned artists. 
Our team is a multidisciplinary collective of coders, artists, designers and hackers who work with data visualisation, games, virtual reality, robotics, interactive installations, sound design and everything else digital. We aim to future-proof our students to prepare them for an ever-changing world where technologies evolve but smart thinking is always in demand.
Digital Art and Technology

Become industry-ready

Experience gained from live industry briefs, practical workshops and engagement with industry leads to highly skilled and employable graduates.

Elixel

Graduate success
"Without the teaching at University of Plymouth, Elixel just wouldn’t exist... they encourage students to be entrepreneurial and think big."

Smarter Planet Lab launch

Where will your future take you?
Creative director, digital consultant, interactive architect, game designer, digital artist, web designer, coder – the possibilities are endless.

Immersive media

Optional industry work placement
To enhance your degree experience and boost your future employability, you can choose to undertake a one-year paid industry work placement.

Our research

The exciting work going on in our research feeds back into the teaching on this course.

i-DAT

i-DAT
An Open Research Lab for playful experimentation with creative technology.

Roland Levinsky Building

CODEX research
An international Postgraduate Research network operating in the volatile and dynamic space that frames new interdisciplinary art and design practices.

FourTet and Squidsoup at the Sydney Opera House Photo: Mark Metcalfe

Faculty of Arts, Humanities and Business postgraduate research degrees
Our specialist areas of research excellence and postgraduate research opportunities.

Follow our community on social media

* Please note that this course is the renamed BA (Hons) Digital Art and Technology.
** The results of the National Student Survey (NSS) and the Graduate Outcomes survey (GO) are made available to prospective students and their advisors through the Discover Uni website.