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BSc in Digital Creativity

Liverpool Hope University, United Kingdom
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Course Overview

Digital Creative is a fast-growing area of employment regionally, nationally, and globally, from games, installations, to large-scale performance events, concerts, and shows. Career prospects are diverse and significant, and consequently, Interactive and Immersive Performance graduates will work across a range of essential career pathways.

The variety of course combinations for this course affords a more significant potential for different career trajectories. For example, within the creative industries, students will be well-placed to seek employment as freelance creative technologists, production designers, and immersive experience designers. This course will educate students about creating work that bridges the gap between traditional innovative practices and their modern technologically facilitated counterparts, from gaming to graphic design to music and dance. It responds to artists' continuing appropriation of emerging digital technologies to discover new approaches for creative expression, often referred to under the umbrella term ‘Creative Convergence.’ The course responds to the teaching and research interests of staff within the subjects of Music, Performance, and Visual Arts, as well as colleagues in the areas related to Computer Science. You will learn how to use various technologies and realize assessed projects; these may include motion capture, haptic feedback, interaction design, data sonification & visualization, animation & sound design, and coding/scripting in relevant languages strictly for creative output. The practical seminars will act as laboratories to experiment with these technologies and enhance your skillsets, working towards a signature practice that primes them for the digital creative sector. The lectures provide a theoretical basis for critically positioning your work, further developed through student-led discussions in tutorials. The lecture content also informs the seminars, ensuring you can perceive the practical application of these ideas. In your first year of study, you will be introduced to key practitioners and practices who demonstrate how digital technologies enrich traditional art forms' creative potential.

General Eligibility

A-Levels BBC

UCAS Tariff Points 112 UCAS Tariff points must come from a minimum of two A Levels (or equivalent). Additional points can be made up from a range of alternative qualifications.

BTEC DMM

Access to HE 112 Tariff Points

IB 28

Irish Leaving Certificate 112 Tariff Points from Higher Level qualifications only.

Welsh Baccalaureate This qualification can only be accepted in conjunction with other relevant qualifications.

Subject Requirements A creative subject to the equivalent of A Level is required. In addition, an A Level in computer science would also be beneficial.

Part Time Work Details

20 hours of work permit weekly for international students.

What You'll Study

1 Year 1

An introduction to digital creativity through learning about critical practitioners and practices that have demonstrated avenues in how digital technologies enrich the creative potential of traditional methods and interpreting the notions of 'interactivity' and 'user experience' through digital tools.

Students will be introduced to the main programming languages, and their applications over different software and hardware platforms taught through a problem-solving approach connected to specific creative projects envisioned by each learner.

The precedent outcomes will be presented with a focus on their utilized technology, with students assessed on analyzing and comprehending the user experience design evident in each product.

2 Year 2

In the second year, students will learn to work closely with other practitioners in collaborative environments and develop hybrid forms of audience and performer experiences, working across various digital creative platforms. In addition, students will be encouraged to work briefly within a professional digital creative context and seek to specialize in particular areas of practice.

During the second year, continued software and hardware training will include the design of systems responding to external briefs set by tutors and partner practitioners. Students will be assessed on both tangible outcomes of their plans and written reports on the logic fuelling their design approaches.

Students will prepare for their dissertation through writing and research tutorials, aiming to develop subjects for their final year dissertation.

3 Year 3

In their final year, students will be able to evidence their proficiency in varying performance technologies and possess the ability to develop creative and original applications for them in their work. This will culminate in selecting either completing a placement within an arts organization or taking the lead as project manager of a significant performance project of your devising. This final year will also require you to complete an independent research project on a topic of your own choice.

Final-year students will be asked to curate projects closely aligned with the requirements of professional activities and may collaborate with second-year students and external practitioners. This will involve the design of technological systems and evidence of appropriate project management and administration, including liaising with external partners and funding opportunities.

The dissertation project will evidence research and reflective analysis skills through practice-based and practice-led methodologies.

Language Requirement

  • IELTS5.5
  • TOEFL59
  • PTE50
  • Duolingo69

IELTS

6.0 overall (with reading and writing at 6.0) and no individual score lower than 5.5. We also accept a wide range of International Qualifications.

Ready to get started?

For any enquiries or further details, please don't hesitate to contact us. Let's take the next step in your academic journey together.

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