3 years full-time for BA (Hons)
UCAS course code:
N91 (Nottingham Trent University)
- A-levels – BBC; or
- BTEC Extended Diploma – DMM; or
- 112 UCAS Tariff points from at least two A-levels or equivalent qualifications; and
- GCSE – English and Maths Grade C / 4.
This course is not available for international applicants requiring a Student visa.
Fees and funding:
Visit our fees & funding page for more information.
Your course fees cover the cost of studies, and include loads of great benefits, such as the use of our library, support from our expert Employability team, and free use of the IT equipment across our campuses.
We advise you to budget between £50 - £250 for an external hard drive and SD cards. Whilst you will be provided with storage for your work on the servers it is also good practice to back up your digital files to an external source.
Most study modules will recommend one or more core text books, which most students choose to purchase. Book costs vary and further information is available in the University’s bookshop. Our libraries provide a good supply of essential text books, journals and materials (many of which you can access online) – meaning you may not need to purchase as many books as you might think! There may also be a supply of second-hand books available for purchase from previous year students.
All essential field trip costs will be included in your course fees. There may be the opportunity to take part in optional field trips, which do incur additional costs.
If you're undertaking a placement year, you'll need to budget for accommodation and any travel costs you may incur whilst on placement. Many of our placement students do earn a salary whilst on placement which can help to cover these living costs.
Print and copy costs
The University allocates an annual printing and copying allowance of £20 depending on the course you are studying. For more details about costs for additional print and copying required over and above the annual allowance please see the Printing, photocopying and scanning information on the Library website.
This degree is delivered at our Confetti London Campus in Whitechapel.
From The Mandalorian on Disney+ to the BBC’s coverage of Tokyo 2020, this rapidly growing area of content production creates an environment where physical and digital content co-exist and interact in real-time.
With VP studios being built across the world, the screen sector is facing unprecedented demand for graduates with the right skillset to support this new way of working.
The key aim of this course is to develop graduates who are creative practitioners equipped with the technical skillset to work in and shape the emerging Virtual Production industry.
This course will teach you how to work with the latest immersive technologies in cutting-edge facilities that rival those you will find in the industry, whilst being able to apply a fundamental understanding of how real time engines can be used to produce in-camera visual effects.
Additionally, you'll develop skills in a range of roles and responsibilities across the workflow of Virtual Production and will be able to work within the Virtual Production environment and calibrate technology efficiently to achieve consistent outputs.
Studying at a renowned institute of creative technologies, you’ll be in good hands. You’ll be surrounded by the best facilities. We have our very own commercial virtual production and esports venue in Nottingham – kitted out with industry-standard software, supported by our expert technological specialists, and plans to create a similar multipurpose venue in London.
Your practical learning will be supported by insights and masterclasses from industry, such as Confetti Industry Week – the largest of its kind in the UK.
Within individual modules the delivery of the material encourages increasing levels of skill development and student participation, ensuring that, as you progress through the course, you become a more confident and independent learner. We aim to include a range of methods of delivery that may include;
- Group tutorials
- Academic Tutorials (ATs)
- Presentations and Pitches
- Team working
- Independent learning
- Visiting industry professionals
All the modes of delivery are structured to develop on-going abilities and skills through exploring ideas and problem solving.
Assessment tasks are designed to challenge students, and to allow them to demonstrate their own creativity and independent research. Assessment design is moderated to ensure students can demonstrate the full range of learning, skills and attributes and to confirm its relevance to the development of the skills needed for the workplace and for further study.
A range of assessment types are used allowing students to demonstrate that they have met the module outcomes. All summative assessment is aligned to formative development of the skills needed. Assessment feedback is developmental and aligned to learning outcomes. Formative feedback includes peer, employer and staff feedback and may be written or verbal. For some modules, there will be a range of submission methods available to offer a degree of personalisation.
What you'll study in year 1
From initial look development to production-ready models and environments, asset development within Virtual Production is the responsibility of the Virtual Art Department.
This module will allow you to learn and develop the skills required to work with industry-standard software to create camera-ready assets for production, such as objects, animals and props.
During this module you will work alongside a client to develop a portfolio of assets which you will present at the end of the module. By the end you will evidence 80 hours of work like experience.
Virtual Production combines virtual and augmented reality with real time engine technologies to enable production crews to see their scenes unfold as they are composed and captured on set.
This module will teach you how to use and integrate real time engines with traditional and emerging technologies in order to see image output in real time to a live LED wall and produce final-pixel imagery, completely in camera.
You will create a portfolio of assets using real-time engines in order to evidence the learning outcomes for this module.
In this module students will learn about the role of Visualisation in Virtual Production.
Visualisation is the starting point of a production and its ability to leverage real time technologies means it has become the cornerstone of effective virtual production.
Visualisation is used to convey the creative intent of a shot or sequence. Visualisation can take the form of Pitchvis, Previs, Virtual Scouting, Techvis, and Postvis.
You will engage in research and enquiry to develop knowledge regarding the different factions of Visualisation in order to meet the learning outcomes for this module.
Virtual Production is changing the role of the on-set cinematographer. This module will allow you to explore the relationship between real-world camera technology and the virtual equivalent across a wide range of Virtual Production contexts.
In this module you will learn how virtual cinematography simulates real-world camera characteristics,
including optical properties, camera format, aspect ratio, and movement.
You will develop a portfolio of asset using virtual cameras and will also work with real cameras to study and learn how they interact with in-camera visual effects presented on an LED volume.
What you'll study in year 2
This module will teach you to create complex virtual environments for use in a Virtual Production studio. You will also be introduced to the use of augmented and immersive technologies and the role they play in asset creation.
To evidence the learning outcomes for this module you will develop a complex environment within a real time engine.
You will provide a technical breakdown video that 'stitches' together a series of videos that tracks the development of the environment from initial conception through to final pixel output on an LED volume.
You will be expected to provide a reflective audio commentary on each video to demonstrate the application of your knowledge.
You will be introduced to the Virtual Production studio more commonly known as a Volume. You will learn how to assemble and operate studio equipment safely and efficiently in readiness for producing high-end content.
You will develop a portfolio of work to evidence the learning outcomes for this module that includes detailed analysis of the technologies used within a Virtual Production studio, comprehensive plans for the acquisition of content within a studio environment and a final video artefact of content produced within a Virtual Production studio.
Performance capture is an advanced form of motion capture that is the process of recording the actions of human actors, their faces, fingers, and captures subtle facial expressions.
In this module you will learn how to work with actors in the capture of facial and body movements to use with character assets for advanced visualisation, such as stunt vis and tech vis.
You will plan and prepare for performance capture of actors and/or performers in order to create digital assets for use within a Virtual Production environment.
In order to evidence the learning outcomes for this module you will present, analyse and evaluate your work to an audience.
Hybrid virtual production is the use of camera tracking to composite green screen cinematography with computer generated elements. This type of virtual production is used within television production, particularly in live broadcasts.
In this module you will explore the use of live camera tracking and green screen studio technology to create live virtual production scenarios driven by real time technology.
You will work alongside a client to evidence 80 hours of work like experience in the planning and delivery of a live hybrid Virtual Production.
What you'll study in year 3
This is a synoptic assessment which allows you to bring together all of your knowledge and understanding and skills and attributes when designing and planning for Virtual Production output.
In this module you will work alongside a client to evidence 40 hours of work like experience.
This is a synoptic assessment which builds on the planning and development undertaken in the Virtual Production Project Planning module. In this module you will bring together those plans to execute a Virtual Production.
You will work alongside industry to evidence 40 hours of work like experience.
This module will explore new and emerging technologies in the field of Virtual Production.
You will look at the sustained and rigorous research in the field of Virtual Production and how the work carried out is shaping the industry.
Study a Virtual Production degree with us and you can expect to learn in similar facilities to those available at our campus in Nottingham - as seen below.
Every year we welcome family, friends and industry professionals to watch, listen, test and play the fantastic work of our degree students.
At Confetti, we offer students the chance to ‘Do It For Real’ – get out into real industries and experience working in various roles that take their interest.
Throughout the year, students are invited to attend various talks and events with visiting industry experts.
You'll also take part in Industry Week where you’ll be able to meet a range of professionals within your field of interest, as well as other areas of the creative industries. Past guests have included the likes of Framestore, Industrial Light and Magic, Victor Perez and Hugo Guerra.
Continue your education
Your time at Confetti doesn’t have to stop once you finish your undergraduate course. Choose to continue your studies on our postgraduate degrees that can help you further develop your skills and obtain the experience you need to get a head start in your career:
Our aim is for you to graduate with a standout portfolio, entering a career in areas such as film and TV production, games production, sound design, live events, and digital content production.
The type of roles could include virtual production coordinator, virtual production TD, DOP, VFX technical director, immersive sound designer, asset designer, production engineer, games engine technical artist, virtual graphics artist, and games engine specialist.