Bachelor of 3D Design and Animation

CRICOS 103341M
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Bachelor of 3D Design and Animation

What is a Bachelor of 3D Design and Animation?

A Bachelor of 3D Design and Animation provides the technical skills, creative development and practical experience you need for a career in 3D design and animation. Incorporating industry engagement throughout, this bachelor of animation will prepare you to work as a 3D and visual effects artist and animator.

This course will develop your practical skills in 3D design, underpinned by foundations of 3D modelling, animation and interactivity in the games industry, and the study of professional practice in 3D design and animation workplaces. By the end of this course, you’ll have a combination of well-rounded 3D design and animation skills with an understanding of emerging areas of the field and niche skills in a specialist area. You will have worked on client projects, been mentored by industry leaders and taken part in internship opportunities.

Available as a double degree with a Bachelor of Business.


Learning outcomes

  • Explore design and animation theory and context.
  • Work with industry-standard creative processes and actual briefs.
  • Complement your specialisation with electives from other disciplines.
  • Experiment with the latest advances in VR/AR.

Free Adobe Creative Cloud Pro licence

You'll receive a free Adobe Creative Cloud Pro licence for the entire time you're studying Design with us.

Study mode
Online, On campus, Blended
Campus locations*
Sydney, Melbourne, Online
Course duration
3 years full time, 6 years part time, 2 years accelerated
Start date
12 Sep 2022
31 Oct 2022
20 Feb 2023
05 Jun 2023
18 Sep 2023

This is an AQF Level 7 course delivered by Torrens University Australia Ltd T/A Billy Blue College of Design.

*For more details on international student study options.

Workshops Lecture | Billy Blue Design College
Gain insights from creative experts
Our academics are leaders in the creative and design worlds. With their help, see where the industry is heading.

Technology Icon | Billy Blue Design College
Upskill and specialise
Learn with the most up-to-date web-design technologies and from academics and industry-leading experts.

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Work-Integrated Learning
Gain practical experience working with clients on industry briefs as part of your course.

Career opportunities

This cutting-edge degree can lead you into one of the most imaginative, innovative and technical fields of design – 3D design and animation. In your final year, as well as refining your skills, you’ll develop your professional portfolio, so you are ready to start working in an industry where you can unleash your creativity and your technical know-how every day.

Career paths

  • 2D, 3D, 4D Animators
  • Environment Designer
  • Visual Effects (VFX) Artist
  • 3D Generalist
  • Digital Designer
  • Concept Artist
  • Career paths
    • 2D, 3D, 4D Animators
    • Environment Designer
    • Visual Effects (VFX) Artist
    • 3D Generalist
    • Digital Designer
    • Concept Artist

Subjects and units

Each subject involves 10 hours of study per week, comprising 3 hours of facilitated study and 7 hours self-directed study.

International students must not enrol in more than one-third (33%) of online subjects over their course, and must study at least one face-to-face subject each study period. Please note that due to COVID-19, authorities have provided exceptions to the usual face-to-face learning requirements. For more information, visit Study in Australia.

International students on a student visa are required to study full time (i.e. must complete a minimum of 1.0 EFTSL of study per year). For the latest information on study locations, please check the entry requirements flyer.

  • Year 1
  • Year 2
  • Year 3
  • Electives
3 Core subjects and 4 specialised subjects
  • Design Context | DCX101
    Design Context is a foundational subject that introduces students to the designed world and their place within it. Students are encouraged to explore the interconnected nature of design and its capacity to inspire change, drive progress and navigate complex challenges. Through observation, research and iterative approach students will develop a series of creative responses that demonstrate an awareness of the value of design and its ability to create meaningful interactions for people, communities and their environments.
  • 3D Asset Creation | ACR103
    3D Asset Creation expands on the knowledge gained in the 2D Asset Creation (ACR101) and allows the students to utilise industry standard 3D modelling tools and techniques to communicate complex ideas and emotions. Students will critique artefacts which utilise the concepts or form, function, and silhouette learned through the underpinning knowledge gained in the previous components.
  • 2D Asset Creation | ACR101
    2D Visual Asset Generation utilises traditional art foundation theories and contextualises these practices for the digital domain. Students will create artefacts in digital formats for a variety of uses including concept art, pixel art, in-game assets, colour keys, user interface flow diagrams and more. Practical applications of art specifically for games will also be covered such as the basics of 2D digital animation. Students will receive critique from lecturers and learn to evaluate their own artwork with a critical eye.
  • Design Studio 1 | DSO102
    This subject explores the relationship between materials and storytelling. It introduces students to the attributes of materiality and encourages them to re-imagine the possibilities of creating through making. Students will explore the art of paper folding, developing skills and taking creative risks. These results will be captured digitally and altered using the appropriate software. Individual tasks allow students to develop an understanding and appreciation of materials, their many varied uses, properties, and the sustainable manufacturing processes related to them. Students will progress towards determining suitable materials in which to construct their final model with its form and function contextualised and supported by a documented process journal. Their final submission will be a model that reminds us that stories which fill our lives are not only spoken and written but sometimes are best told through craft.
  • Animation Principles | ANP100
    This subject explores the fundamental principles and a variety of techniques to produce animations within 3D software. This subject introduces the fundamental concepts and ideas relating to keyframe based animations such as speed, ease and velocity. Students are also introduced to alternative methods of animation including expressions and custom scripting, procedural and dynamics based animations. These skills are designed to expand student awareness of applying animation to a wide range of potential outcomes such as game design, broadcast motion design, social media, branded identity or advertising.
  • Beyond the Creative Industries | BCI100
    This subject introduces a wide array of emerging trends and interdisciplinary career opportunities that sit outside traditional creative industries. This subject explores the intersection of technology and design across a range of industries looking beyond the field of entertainment. Students broaden their understanding of potential career opportunities by challenging existing stereotypes where specialist technical skills are utilised. Students are encouraged to investigate case studies, identify emergent trends and examine strategies to develop, navigate and cultivate collaborations with professionals from other specialisations.
  • Design Studio 2 | DSO103
    Design Studio 2 offers an introduction to the building blocks of creating and developing brands and is designed to give students a broad understanding of the stages and methodologies adopted in the brand development process. The subject draws on the theory and practice that sits behind brand creation. It covers the broad spectrum of brand development, values, trends and branding techniques, as well as fundamentals such as brand positioning and brand architecture. The subject also explores the relationship between branding and audiences, cross-cultural influences and shifts in consumer behaviour. Students must first understand and apply the fundamentals of branding and then go on to use that knowledge as the basis for developing and progressing a brand. This theoretical and practical subject will equip students with the knowledge and insight with which to build their own branding expertise.
Choose 1 elective subject from the electives tab.
3 Core subjects and 4 specialised subjects
  • Design Studio 3 | DSO201
    The subject introduces business practices such as costing, time management, value engineering and general models of monetising and valuing output typical of a variety of design industries. Case study analyses’ of a typical design industry business practices, domestic and international, acquaint students with the differences and similarities that exist. Students learn about contractual agreements, and where appropriate become familiar with international shipping and distribution terms as well as an introduction to design copyright laws. Initial overview of time allocation practices and the creation and understanding costing terms such as: Bill Of Material (BOM) /Scope of Work / Deliverables used in typical projects is followed by application. Students plan a project from start to finish through to the development of an appropriate project management plan for their particular industry such as time management charts with typical dependencies highlighted and costed.
  • Hard Surface and Environment Modelling | HSE200

    This subject focuses on continuing to develop a variety of different of modelling and 3D design skills suitable for the creation of photorealistic and animated visualisations. This subject introduces a variety of professional hard surface modelling techniques common in a variety of complex 3D forms, along with a range fundamental modelling approaches such as geometry efficiency, polygon management manipulation. This subject also explores a variety of approaches to designing and modelling both natural and manmade environments. Students will learn scale-accurate 3D design principles and techniques specific to the creation of photorealistic 3D models and materials. These assets and skills are applicable for a variety of applications such as film compositing set design, game level and world design and architectural visualisation.

    In addition to learning about photorealistic approaches, students will also have the opportunity to design, develop and explore bespoke stylistic visual approaches complimentary to photorealism.

  • Procedural Geometry and Workflow | PGW200
    This subject covers the theory and methodology of 3D procedural geometry and animation workflows which enable students to develop 3D models, assets and content in a programmatic way as opposed to a linear asset development path or individual asset sculpting and modelling workflows. The subject explores how retaining the ability to edit 3D assets and animation up to the final step is beneficial for both artist and client within a procedural workflow. This subject introduces how procedural scripting and programmatic node based 3D development of models and animations enables for powerful results for particles, simulations, and dynamics. This alternative procedural workflow expanded upon in this subject is designed to expand student’s capabilities for 3D outcomes to match industry leading approaches.
  • Problem Based Learning Studio | PBL202
    Problem-based learning (PBL) is a pedagogical approach that enables students to learn while engaging actively with meaningful problems. Students are given the opportunities to problem-solve in a collaborative setting, create mental models for learning, and form self-directed learning habits through practice and reflection. The underpinning philosophy of PBL is that learning can be considered a “constructive, self-directed, collaborative and contextual” activity. The principle of construct positions students as active knowledge seekers and co-creators who organise new relevant experiences into personal mental representations with the help of prior knowledge. This is further reinforced by social theories of learning that advance the merits of social interaction in cognitive development. The aim of this subject is to trigger student learning with a problem which needs resolution. Students make connections to the challenge by activating their individual and collective prior knowledge and finding resources to make sense of the phenomenon; they also engage in peer learning through small-group discussions and consolidate their learning through reflective writing. Beyond enabling students to make sense of the concepts and subject matter, this learning experience will also help students develop an understanding of themselves and their contexts, and the ways and situations in which they learn effectively.
  • Animation | ANI203
    This subject provides students with foundational and core skills in rigging and animating characters and 3D elements in industry pipelines. The principles in animation, kinematics, rigging mechanics, animation direction and performance are explored, to inform the processes involved. Students will investigate industry techniques and practices and apply these in common scenarios in the field of game development and interaction.
  • Advanced 3D Asset Creation | AAC202

    This subject builds and expands upon the 3D asset creation techniques explored and practiced in ACR103.

    Students will explore more advanced methodologies used in professional practice and integrate them into their existing workflows. This includes the areas of modelling, sculpting, texturing, shading and other 3D processes. With these principles and techniques, students will be able to achieve even greater artistic results with better efficiency.

  • Discover, Define, Develop, Deliver | DDD203
    The myth of innovation is that brilliant ideas leap fully resolved from the minds of geniuses. The reality is that most innovation comes from a process of rigorous examination through which great ideas are identified and developed before being realised as new offerings and capabilities. This subject introduces Problem Based Learning (PBL), mapped out as the 'Double Diamond’, the collaborative process by which the designer’s sensibilities and methods are employed to integrate the needs of people, the possibility of technology and the requirement for business success. In this subject, students examine a range of possible ideas – divergent thinking; before refining and narrowing down to the best idea – convergent thinking. To discover which ideas are best, the creative process is iterative. Ideas are developed, tested and refined many times, with weak ideas dropped in the process. This cycle is an essential part of a good design strategy.
Choose 1 elective subject from the electives tab.
2 Core subjects and 4 specialised subjects
  • Social Enterprise | SEN301
    Social Enterprise is an exciting theoretically-based subject that is driven by the desire to create positive change through entrepreneurial activities. These activities harness design thinking and problem-solving processes in the realisation of pragmatic, viable project proposals from initiation to client presentation. By providing students with a framework to understand business model generation and the skills to source, evaluate, and measure opportunities through systematic research and competitor analysis, Social Enterprise empowers students to conceptualise, develop and propose new ventures and products that focus primarily upon social change for good. In addition, this subject will help students understand and address the practical challenges of working within this environment; to analyse different entrepreneurial business strategies, to explore diverse funding strategies, as well as incorporate theoretical discussions on major trends and issues in the social economy. Social Enterprise enables students to appreciate the power of creativity in problem-solving and the importance of the designer’s role in making a difference and precipitating change.
  • Lighting and Look Development | LLD300
    This subject focuses on different lighting and look development approaches of 3D assets and animations. Different approaches required when using rendering engines such as Arnold or using real-time game engines such as Unreal are also explored. An emphasis is placed on a variety of physical based render (PBR) material, textural, lighting, colour and shadow technical approaches that can change the look and feel of existing 3D assets. Students engage with the post-production workflows to produce different stylistic visual outcomes. A variety of lighting techniques and light methodologies are employed to enhance the visual outcomes of 3D assets. Students will render with both compositing and real-time outcomes to display their texture artistry and their creative lighting development.
  • Real Time Animation Production | RTA300
    This subject covers the principles, methods and structures required for real-time 3D animation production in real-time engines. Students explore asset development using professional pipeline workflows between their 3D program to model, texture, rig, and animate, before developing and editing their scenes within the gaming engine. A focus is placed on optimisations of their 3D assets in order to ensure the best performance inside of the real-time engine. Pipeline planning and scripting will be introduced as a way to optimise workflow. The subject also covers animation production and production design concepts and techniques to equip students with strategies to produce a collaborative team-based production.
  • Major Project | CDM301A
    This subject examines the effect design has on instigating social innovation and change. Students are introduced to the reality and constraints of working with a real-world client on a major live project. Students will utilise holistic, people-focused methodologies to investigate the social, ethical and human impact of design, whilst ensuring emphasis is placed on the positive effect and critical influence of design on society. By identifying an emotional and authentic core to the project they will be required to demonstrate a critical understanding of the design process so as to move beyond purely commercial and brand centered practices.
  • Work Integrated Learning | WIL302

    This subject is designed to provide students with professional experience in an area related to their field of study or the career they are working towards. The aim of providing industry-specific opportunities is to enable students to develop skills that will enhance their prospects of gaining meaningful employment and building their career for the future.
    Much of the benefit of work integrated learning comes from observation, practicing under supervision and reflection. Work Integrated Learning is an excellent way to broaden the students learning environment while they are studying. It allows them to see first-hand how what they are learning in their degree translates into practice, as well as how ‘real world’ practice relates to what they are learning at University.
    This subject will develop work ready skills and boost students’ employability while they are studying.

    There are two work integrated learning options available to students:
    Option 1: Internship
    Students are offered the opportunity to work within a professional design environment for an extended period of time. It encourages students to build long-term relationships with the design industry and exposes them to the rigour of applied design practice while building their confidence in adapting to new environments. It also provides a context in which to enhance their communication skills and work collaboratively in a professional arena. Students will undertake a series of research tasks, conducting interviews and gathering data in order to understand the key concepts in managing a professional design practice with emphasis placed on the operation of the professional design environment.

    Option 2: Industry Live Brief 
    This subject requires students to respond to criteria set within the context of an Industry Live Project. An understanding of research methodologies appropriate to professional practice and the documentation of personal creative investigation will be explored. Students will also further investigate and examine entrepreneurial and commercial opportunities through collaborative work practice. The subject is delivered from a cross discipline perspective and draws on both discipline specific and common design practices.
    Students are required to work both independently or as part of a collaborative team in order to conduct research, analyse and define project parameters and deliver innovative solutions that expand the notion of an industry live brief.

  • Portfolio | CDM303A
    This subject focuses on developing a broader understanding of design portfolios and presentations within the context of current industry directions. Students will participate in self-directed research and evaluate contemporary styles and methods of presentation. Students examine target markets, identifying the specific needs and preferences of the design industry by analyzing self-promotional, print and digital portfolio materials. This subject provides a framework for students to create a dialogue between themselves and the design industry.
    Working independently, students will explore their own design philosophy and use this to compose an effective self-promotional presentation targeting potential employers or clients. Additionally, students will create a design portfolio appropriate to their chosen field, demonstrating an understanding of effective self-branding, page-sequence and personal narrative.
Choose 2 elective subject from the electives tab.
Electives available to students may be chosen from the elective bank below. Choose 4 electives:
  • Data Visualisation | CIN100A

    This subject introduces students to the theory and practice of Information Design. Students will visualise both quantitative and qualitative data from a variety of sources via linear and non-linear typography, signs, icons, pictograms and mapping techniques. They will explore theories and practical approaches that examine instructional systems, methods to convey instructions and complex information systems.

    Working individually students are required to research a number of given topics. They will analyse and process this information within the context of the LATCH organisational system, demonstrating their knowledge via the design of a series of visual graphics that dramatise both the research they have conducted and the skills they have gained.

  • Message, Meaning, Media | CDC200A
    This subject expands the understanding of symbols, signs and semantic conventions within communication systems and media. Students are introduced to the history and application of semiotics and encouraged to review, relate and re-evaluate design and communication strategies within the context of de-constructing conventional thinking and design practices. There is particular reference to the cultural shift from words to pictures and the role of meaning in an evolving creative and technological environment. Students present individual and group solutions for the development of a system of symbols and information graphics.
  • Typographic Systems | CTY201A
    This subject encourages students to analyse and evaluate the effectiveness of contemporary corporate identity and branding systems. Students will develop a deeper understanding of the elements that make a successful brand, challenging the misconception of identity marks as the sole component of a modern brand. Typography and its applications are central features within this subject, providing a level of consistency within a myriad of often, unrelated components. Through lectures, tutorials and practical workshops, students will explore alternative brand touch points and create unique visual expressions within a diverse framework. These strategies and developments will manifest themselves in a variety of environmental and communication pieces, including stationery, advertising communications, signage, way-finding and vehicle livery. Students will work individually to investigate methods and techniques that can be used to establish a coherent visual language across a variety of mediums. Central to their experience will be the notion of what a brand is and how the designer can add value to business through visual and non-visual components. Students will embrace the function of typography as a vehicle to communicate in literal and abstract terms, developing their understanding of tone of voice, hierarchy structures, and material selection and specification.
  • Culture of Change | CDC300A
    This subject examines how new ideas and end-user experiences are translated into marketable products or services and how design driven innovation creates new meaning to deliver competitive advantage. It also looks at the seductive power of design thinking to match necessity to utility, constraint to possibility, and need to demand. Working in small collaborative teams students are required to embrace the multifaceted challenges we encounter every day in society, and describe and define an innovative and sustainable solution to a user experience problem.
  • Packaging and Branding | CPK301A
    This subject provides an in-depth understanding of packaging design. Students design and produce a holistic branding and packaging solution for an existing product that delivers a complete visual identity, in-store shelf presence, and user-friendly experience. Students address key sustainability issues whilst identifying contemporary trends and current industry directions, focusing on commercially viable materials, printing, and merchandising.
  • Business by Design | CDC301A
    This subject focuses on defining the value of design in modern business. It embeds a systematic process for leveraging relationships between design and business processes and encourages students to think through design to exceed user’s needs. Students must understand and influence how people give meaning to things, by transforming ideas from conception to innovative business strategies. Students can generate unique user- centered offerings, build emotional brand engagements and gain insight into all aspects of establishing a unique and viable business. Students are required to conduct research, analyse and define an entrepreneurial and commercially viable opportunity.
  • Digital Design Foundations | DGDDD100

    This subject introduces a core set of industry-standard specialist design software tools. The emphasis of this subject is on building a comprehensive familiarity with these tools and features so that their application becomes second nature and can be treated as part of the overall creative tool kit.

    Students will work through a range of small exercises to cement their learning and to build their working knowledge by experimenting with the different tools and techniques. Students will then combine these tools and techniques to explore print and screen-based projects and in doing so, become aware of how to create flexible visual outcomes not wedded to single-use mediums

  • Visual Language of Design | DGDVL100

    In this subject students will study the history and evolution of art and design acknowledging the major influences and commentators of the industry.

    The introduction of essential fundamental design principles and elements build to a comprehensive understanding, enabling students to start seeing and thinking like a designer.

    Students will be challenged to develop visual solutions to design problems and acquire the knowledge, skills and perspective necessary to identify and articulate techniques and concepts exhibited in design work.

    This is followed by an in-depth look at the design process from receiving the brief up to the client presentation and reflection on success of project.

  • Typography | DGDTY100

    This subject explores the history and origins of typographic communication, from Cuneiform through to contemporary digital type. It introduces the fundamental principles and terminology relating to typography, including letterform structure, classifications of faces and styles, typesetting.

    Students will work with specialist software to create and manipulate type, and will start to formulate their own set of strategies for effective use of typography as an element of graphic design.

  • Publishing and Media | DGDPM100
    This subject develops students’ understanding of typographic convention in both traditional and contemporary applications. Students will use their understanding of basic typographic formatting, page composition and layout to explore advanced typographic setting, workflow and content editing across print and digital platforms.
  • Symbols and Branding | DGDSB100
    This subject introduces semiotics and identity design. Students explore the history of symbols and ways of categorising them. They are then introduced to logos, exploring elements and categories of logo design including word-marks, symbols and monograms. Students work through the process of developing an identity, with attention to simplification, process and documentation. Throughout, students will be required to focus on audience interpretation and seeing how the customer sees.
  • Finished Art (pre-requisite DGDDD100 Digital Design Foundations) | DGDFA100

    This subject develops effective print and digital finished art techniques, including pre-production, output and file management. Students will develop an awareness of paper stocks and finishes, digital delivery formats and an understanding of the specific requirements for working with different materials and processes.

    They will be required to conceptually develop and design a professional piece, taking into account how it will be produced, select the best production process and utilise specific materials and techniques. This subject also looks at establishing best-practice protocols and conventions when creating artwork files with multiple end-users.

  • Form and Insight | DGDFI200

    Form and Insight is a theoretical and practice-based subject that encourages consideration to audience, purpose and context. It introduces students to traditional and non-traditional, digital, 2D and 3D design with a strong emphasis on sustainability and social responsibility.

    Students will use persona and narrative creation to inform practical outcomes that fuse commercial reality with design thinking tools to deliver an empathic, holistic solution from point of sale through to consumer use, and finally, disposal.

  • 2D Asset Creation | ACR101
    2D Visual Asset Generation utilises traditional art foundation theories and contextualises these practices for the digital domain. Students will create artefacts in digital formats for a variety of uses including concept art, pixel art, in-game assets, colour keys, user interface flow diagrams and more. Practical applications of art specifically for games will also be covered such as the basics of 2D digital animation. Students will receive critique from lecturers and learn to evaluate their own artwork with a critical eye.
  • 3D Asset Creation | ACR103
    3D Asset Creation expands on the knowledge gained in the 2D Asset Creation (ACR101) and allows the students to utilise industry standard 3D modelling tools and techniques to communicate complex ideas and emotions. Students will critique artefacts which utilise the concepts or form, function, and silhouette learned through the underpinning knowledge gained in the previous components.
  • Game Design Principles | GDP102
    Game Design Principles introduces students to game design foundations, techniques and paradigms through a series of lecture-led and student-led activities. Students will explore game design principles through the analysis of existing game artefacts, applying those findings to the development of their own games. Students are introduced to a variety of analysis, development and presentation techniques encouraging discussion, creation and dissemination of their design choices through prototyping and documentation.
  • Game Production Foundation | GPF104
    Game Production Foundation combines art assets and basic scripting, enabling students to recognise how user experience is affected through art, design, and code. Utilising game development techniques and tools, students will create their own games, which requires a multifaceted approach including the following: project management, art and design theory, user interaction, menu systems, audio integration, scripting, game design and release. These trans-disciplinary artefacts scaffold the student’s knowledge for when they will interact with other disciplines in a professional development environment.
  • Game Studies | GST201

    Game Studies introduces students to the study of video games as texts situated within wider cultural and theoretical settings. Students will explore histories of video games as creative technologies and as cultural artefacts. These ideas will be framed through critical analysis of specific case studies, informed by a wider reading of contemporary games scholarship.

    Through a series of lecture and seminar-based talks, discussions, and play sessions, students are encouraged to critically analyse the wider context of the game industry in relation to the economic, social, & cultural determinants surrounding the production & consumption of games & game technology.

    This look into society develops scholarly skills by encouraging students to research and debate contemporary issues surrounding the production, dissemination, and consumption of interactive media.

  • Animation | ANI203
    This subject provides students with foundational and core skills in rigging and animating characters and 3D elements in industry pipelines. The principles in animation, kinematics, rigging mechanics, animation direction and performance are explored, to inform the processes involved. Students will investigate industry techniques and practices and apply these in common scenarios in the field of game development and interaction.
  • Advanced 3D Asset Creation | AAC202

    This subject builds and expands upon the 3D asset creation techniques explored and practiced in ACR103.

    Students will explore more advanced methodologies used in professional practice and integrate them into their existing workflows. This includes the areas of modelling, sculpting, texturing, shading and other 3D processes. With these principles and techniques, students will be able to achieve even greater artistic results with better efficiency.

  • Rapid Game Prototype | RGP204
    The goal of this subject is to provide the students with an opportunity to collaborate on a series of projects, and enhance collaborative skills working within a team of people across multiple disciplines. Additionally, the assignments in this subject will challenge the student in finding creative solutions to project management and small scale rapid game creation. In teams, students will be asked to create and present various game prototypes over the duration of the subject.
  • Game Development PlayStation | GDP204
    Students specialise in developing games for the Sony PlayStation® platform utilising available game engines for input, graphics, sound and physics. Topics covered include the theory of PlayStation® architecture including SDK installation and network neighbourhood. Students will also learn how to port a project to the platform.
  • Interaction Design | DIG103A
    This subject explores the groundwork theory and practice of user experience (UX), user interface (UI) and interaction design for digital media. The subject covers the core research phases of UX before enabling students to create UI and web-based solutions to identified problems. Students will focus on interpreting and structuring information architecture and focus on the visual aspects of UI design – how visual design affects end-user experience.
  • JavaScript Fundamentals | JSF100
    This subject introduces students to the fundamentals of JavaScript and the application of this knowledge in jQuery. The subject explores principles of JavaScript to broaden understanding of programming languages. Students then apply these fundamentals to navigate and manipulate the document object model (DOM) of a webpage. Students subsequently design and develop their own interactive components and interfaces, expanding beyond the capabilities that web design languages such as HTML and CSS afford on their own. This subject culminates in exploring design and code interactive web animations using jQuery, and additional JavaScript libraries, increasing ability and skillsets for modern web design and development.
  • Content Management Systems | CMS200
    This subject introduces dynamic web development and database driven web design both with and without frameworks. The traditional backend web language PHP is initially introduced to develop custom web templates that pull data via MySQL. From these fundamentals, students develop custom coded templates using modern content management systems (CMS) such as WordPress. Students will be required to code flexible design solutions to visualise and manage complex and variable content. How to develop custom web solutions for clients and the tools to meet specific design and project requirements are also explored. In addition, hosting platforms, performance measurement and metrics systems for online content are examined.
  • Python Fundamentals | PYF200
    This subject explores the programming concepts behind the Python language, giving students an entry into a range of diverse fields that use Python for digital outcomes to extend their career opportunities and capabilities. The subject introduces fundamental programming concepts such as object oriented programming, algorithms and data visualisation methodologies. Students will be required to complete fundamental learning tasks that explore data, the visualisation of data and data science concepts with an emphasis on design opportunities utilising the coding concepts of Python.
  • Web App Development | WAD200
    This subject covers web app development – an approach to developing websites involving a blend of websites and applications. Modern model-view-controller (MVC) frameworks are explored to develop complex web based interfaces that are reactive and real-time. Other concepts within the web app frameworks include page logic, programmatic animation and dynamic content delivery. Students will examine and employ modern JavaScript backend server technologies such as Node that have changed the landscape and approach to designing for the modern web. Modern frameworks such as React, Angular or Vue that inform approaches to developing and designing for the modern web are considered. Application programming interface (API) driven data retrieval, decoding and display using JavaScript object notation (JSON) data to inform and expand students’ knowledge base for dynamic web design are also investigated.
  • UX Fundamentals | UXF200
    This subject introduces students to the fundamentals of user experience design by introducing research methods to identify and explore user needs in contemporary digital applications. Students will first define the user experience problem and hypothesise on solutions to address this, before analysing and addressing audience and content requirements. Students will work through concept development, prototyping, validation and testing phases to create and refine user-centred design solutions for interactive media.
  • Component Library Development | CLD300
    This subject introduces web design methodologies that occur in large professional teams which design component based libraries for scalable projects. Students will design, develop and code their own library of reusable web design components that can be applied and used for future client projects. The subject requires students to develop client oriented solutions in a way that is flexible and compartmentalised. Students are required to produce a branded library of web components within a modern framework that commercial clients, studios and large teams could integrate. Students will need to employ all web coding and design skillsets learnt up to this point to develop their own feature library which will become a fundamental centrepiece of their portfolio development.
  • Advanced UX Applications | AUX300
    This subject introduces students to advanced UX applications and methodologies that reflect professional UX employment opportunities. Through a series of design sprints this subject explores the scoping, planning, designing and delivery of a complex feature of a UX design project following user-centred and agile design processes. A range of UX methodologies such as accessibility, information architecture, functionality, user psychology and behaviour, and project management are examined. Students extend their knowledge of research, design, prototyping, and validation methodologies through the development of a single innovative complex feature of a mobile app or web service.
  • Motion Design | DIG104A
    This subject introduces the foundational theory and practice of motion graphic design and live action camera production. Students will explore basic skills in concept development, asset creation, 2D animation and compositing suitable for motion graphic production. Additionally, the process of developing a live action video piece is introduced, from pre-production through to post-production, including fundamental sound design principles. Students will gain basic skills in camera-based production including basics of lighting, sound recording and editing.
  • Psychology of Moving Image | PMI100
    This subject explores a variety of theoretical and philosophical approaches to how the moving image changes the perception and psychology of the consumer. This subject is audience oriented and focuses on the reception and interpretations of communication, which then influence which visual and aural strategies are employed. Students explore fundamental psychological concepts about dynamic and moving imagery translation of meaning. Students employ these new understandings to tell stories and produce works that trigger specific emotional reactions and feelings with audiences
  • Live Action Production (Pre-requisite DIG104A) | DMD200A
    This subject explores the theory and practice of live action camera-based moving image production. The subject introduces an expanded set of production planning concepts and techniques for video production. Creative and technical aspects of working with cameras, lighting and sound are explored in greater detail. The investigation of film, TV and media theory and history is continued with an emphasis on enrichment of the idea generation and concept development process. Students will also explore the use of video editing and post-production techniques to communicate mood, narrative and information.
  • Motion Graphic Design | MGD200
    This subject develops idea generation and concept development practices applied to motion graphic sequences. As a means of enriching the design process, the history of motion graphic traditions such as broadcast and film title design are also investigated. Students develop motion graphic animations using a variety of techniques that may include kinetic typography, 2D and 2.5D animation, video compositing, visual effects, and rotoscoping. By exploring new techniques students expand their video, animation and mixed media production abilities.
  • Narrative Production | NPR200
    This subject develops and extends students skills in live action camera based video production with a focus on storytelling. Concept development and pre-production techniques such as scriptwriting and storyboarding are emphasized as crucial components of moving image story development. As part of this skill development, this subject requires students to develop effective filmic storytelling techniques and translate story from audio fictions into screenplay. Students are required to produce narrative driven videos to effectively communicate memorable and impactful stories on screen.
  • Post Production Fundamentals | PPF200
    This subject explores the fundamental techniques of post-production for video such as editing, colour grading and sound design. A range of technical aspects managed by a post-production designer such as file formats, frame rates, sound file compression, exporting methodologies, colour grading, vector scope analysis, and sound mastering are explored. This subject also requires students to employ creative decisions to change and influence narrative, messaging and emotional resonance of video footage using post-production methodologies. These skillsets are central to be able to creatively influence video design both during and after production.
  • Advanced Video Production | AVP300
    This subject investigates advanced video production strategies in the form of mixed media experimental video. Students are required to produce and develop a unique aesthetic and visual style of video through a combination of different moving image mediums such as 2D, 2.5D and 3D. This subject also introduces an array of advanced experimental techniques including visual effects strategies, non-linear narrative, medium and platform specific content, temporal and ephemeral media. Students are required to produce work that breaks conventional video production strategies and embraces new development within and around conventional distribution, consumption and production methodologies.
  • Persuasive Media Production | PMP300
    This subject explores new media platforms and influence that video production has had with the rise of social media platforms and their associated micro-trends. This subject requires students to identify, research, develop and distribute branded outcomes within those micro-trends on a dedicated social media platform. Students are exposed to the psychological hooks that engage audiences and video production trends that have developed alongside the new platforms. Students are required to explore the nuances of audience and platform distribution strategies and analyse case studies surrounding successful and contextual outcomes. The subject dispels the idea that traditional distribution outlets for video production are the dominant forms of consumption.
  • Digital Portfolio and Showreel | DPS100
    This subject provides students the ability to develop a digital portfolio focusing on the key areas required to develop employability outcomes within the digital design field. This subject identifies the requirements and approaches to freelance work, in conjunction with investigating trends and emerging technologies to inform entrepreneurial attitudes and solo operator work opportunities. This subject will culminate in students devising their own personal story, identifying their niche style, and packaging their work into a portfolio and/or showreel that they can continue building upon in years to come. This portfolio will be the central piece that is used to engage with work opportunities either to digital studios or as their own freelance designer.
  • Camera and Capture | ICC100
    This subject aims to introduce students to the foundations of photo imaging and to develop comprehensive technical skills of operating a digital camera and build experience in taking pictures under a range of conditions. A percentage of time is devoted to students receiving feedback on their recently taken images and learning to give constructive criticism to their peers, enabling them to start seeing and thinking like a photographer. Students are also introduced to primary principles of moving image/video creation.
  • Digital Imaging | IDI100
    The purpose of this subject is to establish principles and practices for working with and enhancing digital images. This includes understanding the technical properties of images, using various software tools for managing their cataloguing, editing, processing and storage whilst employing efficient workflows. Within the subject, students will research and experiment with manipulation and enhancement strategies in the pursuit of a personal creative style that can be applied to images captured.
  • Light and Lighting | ILL100
    In this subject students are introduced to the properties of light and its evaluation, measurement and control in photo capture. Students learn basic techniques of lighting, including how to identify and manipulate the colour, quantity, and quality and direction of light. Insights into the emotive nature of lighting will be gained, giving students the skills to creatively modify and apply light in a range of studio and location settings for both Photography and video.
  • Visual Language of Photography | IVL100

    This subject serves as an introduction to communicating with imagery.

    Students explore theories of visual communication as tools to develop their own visual language. They will gain skills in observation, idea generation, and effective visual communication in the context of photography and moving image.

    Students will also study the history and evolution of photography including the origins of moving image acknowledging the major influences and commentators of the industry.

  • Domestic Portraiture | IDP100
    In this subject students explore the different types of portrait photography, looking at various approaches and techniques. They will further explore advanced artificial lighting and manipulation of natural light. Students also get to plan and carry out a portraiture shoot and study the business side of professional photography including: promotion; marketing; invoicing; and client relations.
  • Post-production | IPP100
    In this subject students further explore advanced digital image techniques and a suite of editing software related to the photo imaging industry. They will also gain knowledge into colour theory and colour management workflows, and manage colour consistency from capture through to output in a digital production environment.
  • Folio | IFO100
    In this subject students begin to develop their folio for graduation. Utilising a suitable media (e.g. print, web or video), students explore innovative ideas and options to best plan, develop and present their works to other professionals and clients. Students will have a chance to identify and explore their own personal style and engage in self-evaluation before seeking and applying feedback from industry professionals.
  • Media and Documentary | IMD100
    This subject develops the students’ storytelling techniques in the context of editorial and social documentary photography. Students develop skills in the visual narrative as well as pitching techniques - understanding the editorial 'audience' as a pre-cursor to producing a documentary narrative for a proposed publication. Students gain an understanding of the needs and expectations of editorial clients as well as effective working strategies for media photographers. In this subject students explore the different types of portrait photography, looking at various approaches and techniques used in portrait photography. They will further explore advanced artificial lighting and manipulation of natural light. Students also get to plan and carry out a portraiture shoot and study the business side of professional photography including: promotion; marketing; invoicing; and client relations.
  • Commercial Photography | ICO200
    In this subject students are introduced to the main genres of commercial photography. Students consider how to interpret, plan and execute a commercial brief in the context of a client's needs and expectations. Building on DPPILL100 (Light and Lighting) students further develop their lighting skills for a range of commercial applications.
  • Ideas and Innovation in Design | BID102A
    This subject examines the way design ideas are generated. Students will explore concepts of assimilation, synthesis and transformation and will develop an understanding of reflective design practice.
    A foundation language of experimentation, risk-taking and problem solving is introduced, combined with theories of ideas generation and their transformation into a design outcome.
    In addition, students will investigate a variety of methods and techniques to understand design innovation through individual and group exploration and analysis.
  • Spatial Environment Design | SED101
    This subject investigates the evolution of built environment design. It explores major art and architectural movements throughout history and the development of contemporary design by investigating significant turning points and historic milestones. This subject will focus on developing the students’ understanding of the complexities of designing an area within a spatial environment whilst identifying and activating an urban site, with consideration of the longevity and adaptability of the final design solution. Students will integrate their research and knowledge of environments, identifying design related and environmental imperatives in the realisation of design briefs
  • 3D Modelling for Spatial Projects | MSP102
    The purpose of this subject is to introduce the fundamental theories, practices, and methods for developing three-dimensional design. The subject covers 3D concepts and techniques, as well as practice in contemporary industry software. The subject investigates the integration of modelling, texture and light in three-dimensional space. Concept development is practiced in a range of spatial activities, investigating the relationship of spatial projects to a target audience. Development in professional work disciplines for design practice is key to the delivery of this subject.
  • Design Systems and Planning | BID201A
    The theoretical base of this subject will focus on developing the students’ ability to work with 2D and 3D spatial organisation. It introduces students to the processes of interpreting functionality and planning within a 3D space. The subject is designed and delivered from an Interior designer’s perspective and draws on the students’ experience of such spaces and their understanding of visual communication in spatial environments.
  • Emerging Design Technologies (Commercial) | IDC206A
    Emerging Design Technologies: Commercial examines the technology focused theories affecting the experiential nature of design for commercial and public environments in both the physical and digital arena. It examines how technology is influencing the experience of retail, exhibition, workplace, hospitality and any activity associated with the commercial experience. It also examines a global context of changing perceptions of ‘commerce’ and how the commercial environment is being redefined by environmental and technological trends. This subject also explores the emerging factors influencing the experience of virtual worlds, film and animation.
  • Theories of Space and Place 2 | IDR206A
    Theories of Space and Place 2 explores theories and issues relevant to the design of residential environments in the 21 Century. The subject focuses on the study of human behaviour and psychology and how this contributes to the research, conceptualisation and delivery of a residential design solution. It explores the notion of ‘home’ and how this translates to a ‘physical’ or ‘digital’ environment as well as the relationship of ‘home’ to a broader socio/political and cultural context. Theories of Space and Place 2 also explores pertinent issues related to the contemporary residential experience such as the environment, gender, age and disability.
  • Environment Design 2 (Residential) | IDR202A

    The theoretical base of this subject will focus on developing the students’ understanding of the complexities of designing interiors for both single and double storey residential environments whilst appreciating the growing demand for the application of sustainable design practices- not only in materials and technologies but also in the longevity and adaptability of the final design solution.

    Students will integrate their research and knowledge of residential environments, and environmental imperatives into the creative realisation of project briefs.

  • Emerging Design Technologies (Residential) | IDR301A
    Emerging Design Technologies: Residential examines the technology focused theories affecting the experiential nature of design for residential environments in both the physical and digital arena. It examines how technology is influencing the experience of living, sleeping, cleansing and any activity associated with the perception of ‘home’. It examines a global context of changing perceptions of ‘residing’ and how the residential environment is being redefined by environmental and technological trends. This subject also explores the emerging factors influencing the residential experience of virtual worlds, film and animation.
  • Construction and CAD | DCC100
    This subject introduces the student to industry standard CAD software and its application. The student will learn how to set up and draw a CAD documentation package, add annotations to drawings, and plot/print drawings. In this subject, knowledge of basic building and structural components is developed. The student learns how to interpret technical drawings and other documentation for interior projects. The student is introduced to legislative regulations, codes and standards and their application.
  • CAD and Visualisation | DCV100
    This subject develops the skills of the student in industry standard CAD software and its application, as well as digital 3D rendering tool/s. The student will learn how to set up an industry standard drawing set, produce digital 3D renders, and explore 3D digital presentation tools.
  • Bespoke Decoration | DBD100
    This subject is an introduction to the design process with an emphasis on bespoke decoration. The student learns about design principles and elements and their place in the creative design process and the role of reflection in design development throughout the design process. A focus on colour and the application in interior spaces is explored and applied. The student produces design concepts for an interior space through a series of exercises using creative thinking methods. The student explores and challenges a range of different ideas. Presentation techniques are explored. During this subject the student acquires a basic understanding of the opportunities for custom design and customising available products.
  • Fashion Illustration | FA101A
    Fashion Illustration introduces students to the skill of visual representation and communication through the art of drawing. It acknowledges drawing as a fundamental skill of the designer, and its importance in communicating design ideas. Students will cultivate an understanding of balance, proportion, and shape through observational drawing skills. Through visual rendering techniques of various surfaces, fabrics and structures, students gain insight into the manner in which different materials and fabrics drape, shape and change on the human body. This subject underpins the development of fundamental principles of fashion design as well as the capacity of the student to visually communicate their designs.
  • Introduction to Shape and Form (Co-requisite FA108A) | FA107A
    Through the exploration of a variety of cutting, sewing and finishing techniques, students are introduced to the importance of shape, form, line, and volume in garment construction. Industry terminology is defined through the execution of a variety of sewing samples and methods. Students familiarise themselves with the various components that make up a garment and the interrelationships between those components. Applying this knowledge, students execute and assemble a self-designed garment and will make decisions about the most appropriate construction techniques for that garment. Throughout their time in the sewing workroom, students will apply Work Health and Safety (WHS) practices in their workroom practice. Students participate in a Sewing Skills program – a series of additional sewing workshops that run concurrently with their formal study. These two-hour workshops provide students with an opportunity to further develop their garment construction skills.
  • Fashion vs Clothing | FA106A
    In this subject, students are introduced to various social, political and design influences that have defined historical fashion periods. Examination of several case studies of fashion occurrences will inform students of the issues, attitudes and foundations that may lead up to the formation of a fashion, the role of the designer in that process and its effect on general dress behaviour as a result. Students will analyse and apply knowledge of the history of fashion to reflect on the fashion design process and the development of their own design handwriting whilst extending technical drawing and illustration skills. Students continue to develop their technical proficiency and ability to accurately communicate their design outcomes as they are introduced to specialist software applications and techniques.
  • Digital Print Design and Print Theory | FA202A
    Digital Print Design provides students with the opportunity to develop both their textile knowledge and skills in manually and digitally generating original prints and colours for commercial print. Emphasis will be placed on the relationship between textile type, print design and surface, applying knowledge of fabric composition, properties and performance. Students develop their knowledge of colour theory and its relationship to fabric and fabric designs, integrating colour in the development of a range of print designs (placement and repeat). Students will use both analogue and digital processes to produce their work and develop a portfolio that demonstrates their understanding of the theory and application of colour and print design. Students have the opportunity to develop and print a fabric strike-off of their design. The brief will require students to undertake a small research project to forecast colours and patterns. Importantly this work will be carried out with ongoing reflection on issues of copyright and cultural appropriation and its application to commercial print design.
  • International Fashion Systems (Pre-requisite FA106A) | FA201A
    This subject develops students understanding of the complex inter-relationships that exist within Global Fashion Systems and how brands develop their position within or across market classifications. Students examine the concept of fashion market classification through the analysis of international retail, design, production, and technological system influences upon particular market segments. Students are also engaged in exploring emerging systems that will be the future of the industry. Students are exposed to case studies, cultural readings and analysis of contemporary fashion systems, designers, and brands. Through this investigation, insight is provided into the roles that different consumer segment behaviours have in the development of brand positioning and design outcomes. Producing a series of design folios, students continue to advance their technical drawing, fashion illustration and software skills through the development of design outcomes relevant to defined market segments of the student’s choosing.
  • Maths 1 | MAT101
    This subject introduces students to foundational mathematical concepts necessary for specialisation subjects in their degree. Main topics covered are – Linear Algebra, Discrete Maths and Geometry. The delivery consists of theoretical elements, a demonstration, and then the lecturers allow students to put these skills into practice. The students collaborate and share mathematical problem-solving approaches during frequent in-class discussions and are expected to provide these solutions for class reviews.
  • Introduction to Software Engineering | ISE102
    This subject provides an introduction to the information and skills needed to begin working in software engineering. This subject will cover the concepts of object-oriented programming with a particular focus on learning to use the C++ programming language. An understanding of C++ will form the basis of the necessary skills needed for developing professional and complex software packages such as video games.
  • Algorithms and Data Structures (Pre-requisite ISE102) | ADS103
    Students learn the fundamental data structures and algorithms that are needed to solve common software engineering problems. Lecturers show examples of data structures and algorithms, and use analogies to explain. Students improve their learning throughout this subject by working on a large number of projects. They solve common problems by designing, developing, implementing, testing, and enhancing a collection of data structures and algorithms.
  • Maths 2 | MAT102
    Students learn how to construct mathematical solutions to common gaming problems. They design, develop, test, and enhance a game that requires a significant degree of mathematics. Analytic geometry, matrices, transformations, quaternions, fractals, curves and splines as taught to cover the entire spectrum for 3D games. Software engineering models and notations are used to represent mathematical problems and students learn to write these for all mathematical code. Mathematics used in 3D games are introduced (vectors and matrices) and the more challenging mathematical problems are solved as a team. Lecturers encourage in-class discussions to assist students in their understanding of the concepts.
  • 2D Game Programming | GPR103
    In this subject, introductory programming concepts and software engineering management methods are introduced within the context of game development. Through practical project-based learning and a foundational introduction to development through industry standard video game engine tools and associated programming languages, students will explore how to break complex development problems down into smaller tasks that can be planned, managed and implemented. This process will enable them to respond to game design briefs with appropriate programming and development solutions.
  • Computer Architecture and Operating Systems (Pre-requisite MAT101 & ISE102) | CAO107
    This subject examines the design, organisation, and operation of modern computer systems from both a hardware and software perspective. The first half of this subject explores the five classic components of a computer system; input, output, memory, datapath, and control, with the last two making up the processor. We explore the history of computer systems, highlighting the recent change in trend from increasing clock speeds to increasing processor/core counts. We describe how the performance of a computer system can be evaluated, how it has been the driving factor behind progress and why this recent change in trend was necessary. Each of the five classic components are examined in both an abstract sense and by looking at specific real-world examples. We put particular emphasis on the structure, design and operation of modern CPUs, how CPUs differ in design and operation from GPUs, and how memory hierarchies are used to improve performance. The second half of this subject examines how operating systems bring all of these computer system components together in a cohesive way, to allow user programs to interact with these components without needing to know about the low-level details. Students will learn about the structure of a modern operating system, with particular emphasis on processes & threads, memory management, file systems and I/O.
  • Introduction to Computer Graphics | ICG202
    Students are introduced to the fundamental topics of core computer graphics, 3D graphics programming and the rendering pipeline. Topics included are the transformation pipeline, device states, primitive rendering, basic camera systems, lighting, texturing, alpha techniques as well as software engineering design principles and testing strategies. By the end of the subject, students create a game utilizing 3D graphics concepts as introduced in the class.
  • Artificial Intelligence and Physics for Games | AIP201

    AIP201 introduces students to the fields of Physics & Artificial Intelligence (AI) within the context of software development for digital games. Students will learn to build simple physics & artificial intelligence systems for games. These systems will extend the students’ knowledge in software engineering process skills, modelling techniques and validation by applying these concepts to games physics & AI development.

    AIP201 will explore modern techniques and theory for making efficient interactive agents and intelligent systems by exploring the concepts of game theory, path-finding, state driven design and autonomous decision making. Students will also understand the application of Newtonian mechanics in game engines through the use of physics programming, middleware and mathematics.

  • Project Based Learning Studio: Technology | PBT205
    This subject provides students with an opportunity to work collaboratively on a series of projects, enhancing skills such as project management, time management, prioritisation, resilience and a gamut of interpersonal skills within a team of people across multiple specialisations. Additionally, students will be challenged to find creative solutions to product development and small-scale rapid prototypes. Students will engage in peer learning through agile development and processes. This learning experience will enhance self-development and enable continuous learning.
  • 3D Graphics Programming | GPR202
    Complex graphical programming topics are explored, and tool construction is introduced. The analysis requirements for tools are discussed to increase the likelihood of designing a useful tool. Students expand on already existing libraries and create plug-ins for pre-existing technologies. Additionally, students will design, construct, test, and evaluate a 3D scene - drawing on a collection of human-computer interaction, visual design, and game design elements to enhance it. Visual and non-visual elements that enable the creation of the 3D scene are evaluated.
  • Networking and Database Systems | NDS203
    This subject introduces students to core concepts of Networking and Database Systems. Students learn fundamentals of Database Management Systems and network topology including network architecture. They are introduced to relational database models and learn fundamentals of structured query language (SQL). Students will apply these concepts through completing multiple software engineering projects.
  • Creative Enterprises | CEN207
    This subject introduces students to the fundamentals of entrepreneurship and the concept of entrepreneurial mindset in the technology sector. It stimulates new ways of thinking about enterprising behaviour in a multi-disciplinary manner. Students will learn to identify opportunities, creatively solve problems, network, communicate persuasively and work effectively in a team. In addition, this subject will empower students to propose new ventures that focus on social change for good.
  • Data Mining and Visualisation | DMV302
    The aim of this subject is to teach students data mining techniques for both structured and unstructured data. Students will be able to analyse moderate-to-large sized datasets, data preparation, handling missing data, modelling, prediction and classification. Students will also be able to communicate complex information in results of data analytics through effective visualisation techniques.
  • Microservices Architecture (Pre-requisite ISE102) | MSA106
    In this subject students learn the fundamentals and core concepts of Service Oriented Architecture and characteristics of microservices. They compare microservice architecture with monolithic style, emphasising why the former is better for continuous delivery. They also deal with operational complexities that are created while managing, monitoring, logging and updating microservices, and learn about the tools used to successfully manage, deploy and monitor applications based on microservice.
  • Introduction to Data Science | IDS201
    The aim of this subject is to provide students with fundamental knowledge of data, questions, and tools that a data scientist deals with. Students will not only be introduced to the ideas behind turning data into information but will also be introduced to the data scientist's toolbox. Topics include: data scientist skills and responsibilities in a business including planning, performing and presenting projects; data science code of ethics; data manipulation tools and techniques.
  • Human Centred Design | HCD402
    This subject helps students explore several important fields of general inquiry pertaining to significant intellectual issues related to human beings so they can view everyday problems and formulate solutions in new ways. Broadly, the subject covers the theory of knowledge, human cognition, ethical and moral values, analysis of human history, critical analysis, appreciation of literature and arts and social interaction among human beings through a technological context. Human Centred Design is to give students an appreciation of the factors that influence human behaviour and interactions so that they can apply specialised skills to help solve problems that affect diverse societies.
  • Concepts in Artificial Intelligence | CAI104
    The goal of this subject is to familiarise the student with the basic concepts of artificial intelligence and the problems AI is used to solve. The course content is organised around the three main areas of AI: Search, Logic and Learning. Topics covered include basic search, heuristic search, adversarial search, constraint satisfaction, logical agents, logic and inference, knowledge representation, probabilistic reasoning, knowledge in learning, learning probabilistic models, reinforcement learning and ethics of AI.
  • Probabilities and Statistics | PST107
    This subject provides an elementary introduction to probability and statistics with applications. In probability, students will learn about probability and distribution theory by defining probability and then studying its key properties. The subject will also introduce concepts of random variables, outcomes of random experiments and data analysis techniques using the statistical computing package R or SPSS. In statistics, students will study data and uncertainty. Students will learn how to use statistics in the design of effective experiments and in determining the type of data collected. Underlying these techniques is the assumption that these data are samples of a random variable that follows a probability distribution describing their behaviour.
  • Applications of Artificial Intelligence | AAI202
    This subject builds on the skills and knowledge students acquired from Concepts of Artificial Intelligence (AI). The subject begins by exploring different classifications of AI (e.g. Expert Systems, Planning and Robotics, Natural Language Processing (NLP) and Speech Recognition, Machine Learning, and Computer Vision) and their current applications. Students will be presented with case studies focusing on the overview of the development of NLP, Speech Recognition and Computer Vision (most commonly used applications of AI and Machine Learning). This subject also covers the AI for Good movement and how AI is being used to address economic and socially relevant problems.
  • Classification and Regression | CLR204

    This subject introduces students to the statistical models for regression and classification necessary for more specialised subjects in this degree. The main topics covered are Classification Algorithms and Regression Algorithms; the practical use of both methods, how to evaluate the proposed models and how to choose between the different available methods.

    Theoretical lectures about the main concepts to be studied are followed by demonstrations of the different applications. Then the students are asked to apply the learned concepts on different classification and regression problems.

  • Machine Learning Principles | MLP301
    This subject aims to introduce students to the applications of machine learning, such as robotics, data mining, computer vision, bioinformatics and natural language processing, but will also discuss risks and limitations of machine learning. The subject also covers machine learning concepts and techniques such as supervised and unsupervised machine learning techniques; learning theory, reinforcement learning and model performance improvement. This subject requires students to have programming skills and knowledge in probability, statistics, regression, and classification.
  • Natural Language Processing and Speech Recognition | NLP303
    This subject extends students’ skills and knowledge learned in Machine Learning Principles and Applications of Artificial Intelligence. It discusses application of statistical and other machine learning algorithms to intelligently analyse written and spoken language. It begins with discussion of foundation concepts in natural language processing (NLP) and speech recognition such as language modelling, formal grammars, statistical parsing, machine translation, and dialog processing. Students will then be presented with modern NLP and speech recognition quantitative techniques. Students will be working around different examples applying techniques and NLP toolkits.
  • Deep Learning | DLE305
    This subject builds on the skills and knowledge students acquired from Machine Learning Principles and focuses on deep learning. It introduces students to foundational topics on neural networks, its applications to sequence modelling, computer vision, generative models and reinforcement learning. Focus will be given on learning how to model and train neural networks to implement a variety of computer vision applications. Students will be presented with practical examples of how to develop applications using deep learning. Knowledge in programming and understanding of machine learning concepts is required in this subject.
  • Introduction to Cloud Computing | ICC104
    In this subject students learn the fundamental elements of Cloud Computing. They identify the building blocks of Cloud Computing including essential characteristics, different service models and how these models differ from each other. In addition, students also develop an understanding of resource pooling and virtualisation in Cloud. They learn about various deployment models in cloud computing and how these deployment models differ from traditional IT deployment models.
  • Introduction to DevOps | IDO107
    In this subject students learn the definition, history, value, building blocks, and scope of DevOps. They also learn the process of unification and collaboration between development and operations. Students are introduced to key concepts, benefits, tools, and practices of implementing Continuous Integration, Continuous Testing, and Continuous Deployment. They also analyse the process of automation in DevOps.
  • Customer Experience Management | BIZ104
    The 21st Century economy is dynamic and driven by customers ever changing wants and needs. To remain competitive businesses need to understand what their customers want and how to deliver a quality customer experience that goes beyond the product or service offering. This subject explores how a customers’ perceptions – both conscious and subconscious – effect their relationship with a brand’s value proposition. Students will explore how a customer’s interactions with a brand during the customer life cycle will determine levels of customer satisfaction. Students will analyze Customer Journey Mapping techniques, Employees engagement in the customer experience strategy and metrics of satisfaction, loyalty and advocacy.
  • Marketing Fundamentals | MKT101A
    Students will gain a solid foundation in the marketing discipline introducing relevant and contemporary concepts, theories and models. The unit magnifies the importance of understanding consumer behaviour, segmentation, targeting and positioning, the extended marketing mix and ethics in marketing. Industry relevance provides students with the opportunity of applying key concepts in practical settings. These marketing foundations are expanded on in other subjects available as electives.
  • Principles of Accounting | COMR2008
    This subject introduces accounting systems and processes, leading to an understanding of how financial transactions are recorded and the form and function of financial statements. It includes the preparation, analysis and interpretation of different forms of financial statements. The role of an organisation’s internal accounting functions are introduced along with the different ways organisations cash resources are managed.
  • Principles of Economics | ECON2002
    This is an introductory subject in economics that covers basic microeconomic principles and macroeconomic principles and their application to firms and the macroeconomy. Topics covered include the economic question, how markets and government actions solve the economic question, how firms maximise profits in different market structures, macroeconomic foundations, contemporary models of the economy, money and banking and the operation of fiscal and monetary policies.
  • Principles of Finance | FINA2006
    This course covers the major finance and treasury functions, and provides an understanding of a business’s financial position, covering the theory of capital markets, investment and distribution decisions. Financial risk management, and financial planning and control.
  • Quantitative Analysis | STAT2000
    This subject covers the role of statistical analysis in decision-making. Topics include descriptive statistics, frequency and probability distributions, hypothesis testing, and linear regression and correlation.

Industry partners and work placements

The big difference at Billy Blue College of Design at Torrens University Australia is that you’ll start working in the design industry from day one – gaining valuable experience, learning from industry professionals and making industry connections.
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Gain professional experience
Work on an industry brief in conjunction with an industry client or immerse yourself in an industry internship as part of your course.
Nyasha Chakaingesu - Bachelor of 3d Design and Animation student testimonial
Billy Blue really pushed my thinking process. I’m willing to take more risks, be disruptive, flip the script and think how to better design by knowing the people you are designing for.
Nyasha Chakaingesu
Bachelor of 3D Design and Animation

Why study with us?

As the country’s fastest-growing university, Torrens University Australia brings a fresh approach to higher education. With employability at the centre of everything we do, we offer industry-relevant courses taught by leading experts. Our flexible study options, personalised approach and partnership placements will help you find a career you love.

Connected to industry

Industry professionals and entrepreneurs founded Billy Blue, and today it remains an active creative hub where friendly lecturers teach and mentor students. Our strong relationships with the design industry means you will work on live projects with real industry clients.

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Future-proof your career
Whichever course you take at Billy Blue College of Design at Torrens University Australia, you’ll be prepared for rapid change by having next-generation technology at your disposal.
Student showcase
Students and graduates are strongly recognised and constantly sought out by the design and creative tech industries. Work-ready, incredibly talented and always prepared to push the boundaries, they are creative problem-solvers.
Todd Watts - Bachelor of Communication Design student testimonial
I studied at Billy Blue for a few reasons. Most of my lecturers were working while teaching, which ensured that everything I was being taught had industry relevancy.
Todd Watts
Graduate, Bachelor of Communication Design
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Are you a Domestic or International student?

Choose your student type for fees, scholarships & entry requirements

  • Domestic
  • International

Fees: Domestic students

Check the domestic course fee schedule for the cost of your course.
Eligible Australian students may choose to defer some, or all, of their tuition fees through FEE-HELP, a loan scheme repaid through the tax system based on income.
  • Domestic fees

    Check the Domestic Course Fee Schedule for the cost of your course.

    Download domestic fees PDF

    Eligible Australian students may choose to defer some, or all, of their tuition fees through FEE-HELP, a loan scheme repaid through the tax system based on income.

    View more info on fees

Scholarships: Domestic students

We're serious about supporting your studies from start to success, which is why we offer the opportunity to earn a reduction in your course fees, so you can focus on getting into a career you'll love. The scholarships below span all our courses in Design and Creative Technology and are your chance to work into your chosen field as well as become one of our networked ambassadors.

Admissions criteria and pathways: Domestic students

Before you begin your course application, check that you meet the requirements listed below.
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Year 12 (Australian secondary school certificate) or equivalent.
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OR successful completion of a Vocational qualification (AQF Level 4), or above OR Successful completion of a Higher Education qualification.
OR work life experience demonstrating the ability to undertake study at the required level. 

Guaranteed pathway and Recognition of Prior Learning

If you have already completed a qualification you may be able to credit this against your degree with us, even if it’s from another institution. This is called Recognition of Prior Learning. We also offer pathway opportunities to further your learning.

How to apply: Domestic students

Get started
Read through the admissions criteria and ensure you meet the entry requirements.
It’s easy! Apply online below or contact us and we can help on 1300 575 803.
We’ll contact you shortly after to confirm your details and help you through the rest of the process.
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Get started
Read through the admissions criteria and ensure you meet the entry requirements.

Apply Now Icon | Billy Blue Design College

It’s easy! Apply online below or contact us and we can help on 1300 575 803.

Apply Now Icon | Billy Blue Design College

We’ll contact you shortly after to confirm your details and help you through the rest of the process.

Fees: International students

Check the international course fee schedule for the cost of your course. Onshore international students requiring a student visa should choose campus-based / blended options.
Fee payment
Course fees can be paid across three study periods. Each instalment to be paid before the beginning of the academic stage census date.
  • International fees

    Check the International Course Fee Schedule for the cost of your course. Onshore international students requiring a student visa should choose campus-based / blended options.

    Download international fees PDF

  • Fee payment

    Course fees can be paid across three study periods. Each instalment to be paid before the beginning of the academic stage census date.

    Fee payment

Scholarships: International students

We want you to have the best possible chance to succeed, which is why we offer a range of financial scholarships to support our international students during their study journey.

Admissions criteria and pathways: International students

Before you begin your course application, check you meet all the requirements listed below
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Australian Year 12 or equivalent; and
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Academic IELTS 6.0 (no band less than 5.5) or equivalent.

OR alternative entry requirement may be available. Contact the International Admissions team for more information.

Guaranteed pathway and Recognition of Prior Learning

If you have already completed a qualification you may be able to credit this against your degree with us, even if it’s from another institution. This is called Recognition of Prior Learning. We also offer pathway opportunities to further your learning. Learn more about study pathways.

How to Apply: International students

Get Started
Read through the admissions criteria and ensure you meet the entry requirements.
It’s easy! You can apply online below or contact our International team on 1300 575 803.
We’ll contact you shortly after to confirm your details and help you through the rest of the process.
Apply Now Icon | Billy Blue Design College

Get started
Read through the admissions criteria and ensure you meet the entry requirements.

Apply Now Icon | Billy Blue Design College

It’s easy! You can apply online below or contact our International team on 1300 575 803.

Apply Now Icon | Billy Blue Design College

We’ll contact you shortly after to confirm your details and help you through the rest of the process.

Frequently asked questions

  • What does admissions criteria mean?

    Admissions criteria is a set of criteria that must be met to be eligible to apply for a chosen course.

    To gain entry to an accredited undergraduate course at Torrens University Australia, applicants must both satisfy general admissions criteria and meet any additional course requirements where specified.

    All admissions criteria and course-specific requirements apply consistently across campus locations and study modes. To find out more, visit admissions criteria.

  • What if I don’t meet the entry criteria for a degree?

    Torrens University Australia has recognised pathways to help you gain entry into our bachelor degrees based on different criteria.

    To find out more, visit Study pathways or contact one of our knowledgeable Course and Careers Advisors.

  • Can I get course credit for previous experience?

    Yes, course credit is available upon application and academic approval.

    If you have already completed a qualification or have relevant work experience, you may be able to receive credits towards your degree. This credit can take the form of credit transfer, block credit or Recognition of Prior Learning (RPL).

    Our Program Directors will carefully review the learning gained from your previous qualification and/or experience to ensure we provide you with credit towards our degrees whenever appropriate. Review our course credits page or chat to one of Course and Careers Advisors.

  • What are course credits?

    Course credits are credits that can be applied to your course based on your prior experience or qualifications. To find out more, visit course credits


  • What are Torrens University Australia’s courses’ ATAR requirements?
    Torrens University Australia no longer considers ATAR (Australian Tertiary Admission Rank) as our primary entry requirement. We have removed ATAR as the key admissions criteria for applicants aiming to study at Torrens University Australia. We strongly believed an alternative to the ATAR system should be found, which more broadly assesses students, especially when soft skills are emerging as important employability attributes. So, students with a recent secondary school education are now considered for admission if they have a Year 12 (Australian secondary school) certificate.
  • Am I a domestic or an international student?

    Domestic students are Australian and Permanent Residents. International students are those who hold citizenship or Permanent Resident status of all other countries.

    International students from countries whose first official language is one other than English need to provide evidence of English Language Proficiency.

  • How do Torrens University Australia fees charge?

    Torrens University Australia is a full-fee paying institution. To find out more, visit Tuition Fees.

    Domestic students may be eligible for FEE-HELP. For more information on FEE-HELP, please visit:

    Please note we do not currently offer any full fee waivers for international students. We do not offer stipends or living allowances.

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