MA Virtual Reality is delivered across four terms, starting in September and finishing in December the year after. Incorporating a summer break, this is a one-year full-time course (45 taught weeks), delivered over 15 months. Each course is divided into units, which are credit-rated. The minimum unit size is 20 credits. The MA course structure involves six units, totalling 180 credits.
Autumn, Term One
Creative VR Project Portfolio (40 Credits) – In this unit, you will have the opportunity to explore the full breadth of creative VR applications and begin to explore ways to utilise various software palettes and workflows to develop immersive products.
Designing Immersive Experiences (20 Credits) – In this unit, you’ll explore the methods, techniques and critical theories that underpin the conceptualisation and design of VR experiences. You’ll explore the principles of animation, alongside film and games concept development and use these to develop strategies that help to establish the language and workflow of VR design.
Spring, Term Two
Critical Practice and Exploration (40 Credits) – During this unit, you’ll draw on your knowledge of VR workflows and technical methodologies in order to produce a portfolio of advanced experimental, technical and critical practice. This could take the form of interactive application, games or immersive narrative experiences.
Collaborative Unit (20 Credits) – As part of the LCC Screen School-wide strategy to enable collaboration and a project-focused approach to creative practices, you will use this unit as an opportunity to work as part of a cross-disciplinary creative team.
You’ll be encouraged to work with postgraduate students across other courses within the Moving Image and Digital Arts Programme including MA 3D Computer Animation and MA Games Design, as well as courses in other programmes within the Screen School such as MA Sound Arts and MA Film.
Summer, Terms Three and Four
Final Project and Thesis (60 Credits) – At this final stage of the course, you’ll bring together the knowledge, skills and experience gained throughout your studies to produce a self-directed, longer-form VR project, alongside an associated thesis.
Students will specify, refine and produce an ambitious and substantial VR project that will show that they have an in-depth critical awareness of the area and the highly developed practical skills in production management, design and execution of immersive experiences to deliver a complex project on time.
This major project will demonstrate that the appropriate level of academic and technical proficiency has been reached for the award of a Masters degree.
The information outlined is an indicative structure of the course. Whilst we will aim to deliver the course as described on this page, there may be situations where it is desirable or necessary for the University to make changes in course provision, for example because of regulatory requirements or operational efficiencies, before or after enrolment. If this occurs, we will communicate all major changes to all applicants and students who have either applied or enrolled on the course.
Please note that due to staff research agreements or availability, not all of the optional modules listed may be available every year.
In addition, the provision of course options which depend upon the availability of specialist teaching, or on a placement at another institution, cannot be guaranteed. Please check this element of the course with the course team before making a decision to apply.
We will update this webpage from time to time with new information as it becomes available. In the meantime, if you have any questions, please contact a member of the course team.