Digital Media Technology BSc (Hons)

Teaching Excellence Framework (TEF) Gold award

Teaching Excellence Framework (TEF) Gold award

Our commitment to high quality teaching has been recognised with a TEF Gold rating. The University has received an overall rating of Gold, as well as securing a Gold award in the framework's two new student experience and student outcomes categories.

Why choose this course?

Digital media defines our times and helps shape our lives. This course will help prepare you for a career in this exciting, ever-changing sector.

You'll gain an understanding of the fundamentals of media, 2D and 3D computer graphics, programming, motion graphics, UX design, visual effects and emerging technologies such as AI.

You'll create sophisticated media-based products, such as animations, moving graphics, compositing, 3D modelling, texturing, lighting, interactive web content and filming. Through option modules, you'll be able to pursue your chosen specialism.

Kingston is second in London for Animation and Game Design (Guardian League Table, 2025).

Attendance UCAS code/apply Year of entry
3 years full time G450 2025
4 years full time with professional placement G454 2025
4 years full time including foundation year G455 2025

Please note: Teaching on this course may take place on more than one KU campus.

Main Location Penrhyn Road

Reasons to choose Kingston University

  • We have extensive media and games labs and studios where you can work on MFX, VFX as well as VR and AR projects in the Centre for Augmented and Virtual Environments (CAVE).
  • You'll build a strong portfolio to showcase your work to employers in the industry.
  • There are opportunities for industry visits in central London, home to many digital media and top creative companies.
  • Kingston University is ranked No.2 in London for Animation and Game Design (The Guardian University Guide 2025).

Digital Media Technology at Kingston University

What you will study

Year 1

Year 2

Optional professional placement year

Year 3

Core modules

Introduction to Digital Media

30 credits

On this module you will learn two core aspects of contemporary digital media: one, the software applications that manipulate still and moving imagery as well as audio production using industry standard apps such as the Adobe Suite. Two, how to use professional lights, cameras, audio and editing software to create high quality photos and videos. In addition to the technical skills, you'll also learn the creative process of digital media production, such as generating ideas, develop storyboards, and execute your vision.

Computer Generated Imagery

30 credits

This module introduces students to professional 3D Computer Graphics and Animation. You will learn how to construct 3D geometric models, apply shaders using assorted textures, illuminate them and render these to create high quality images. You will also acquire underlying knowledge to make efficient use of topology for generating 'clean modelling'. At the end of the module, you will produce a portfolio of 3D CGI assets. The module also introduces the fundamental scientific concepts underpinning digitally generated imagery and animation.

Professional Environments 1

30 credits

The goal of the Professional Environments module is to prepare students for professional practice. It will firstly ensure they acquire suitable employability assets and secondly equip them with an understanding of the role of a professional in society and the role of professional bodies.

While the bulk of the taught programme focuses primarily on domain knowledge, the Professional Environments module focuses on developing key skills, personal qualities (e.g. commercial awareness, reliability and punctuality, understanding the centrality of customers and clients), and professional knowledge including the need to engage with continuing professional development. With such assets, students will generate a CV, an employment portfolio, and a professional online presence.

Being a professional also means understanding the key legal, ethical and societal issues pertinent to the domain, and understanding the need for continuing professional development (CPD) especially when technology develops at such a rapid pace. The module is designed to support different domain areas and to integrate experience from other professions. The subject areas being studied demand a global perspective which encourages the inclusion of our diverse of communities and national practices.

Reflecting the fact that team working is ubiquitous in the modern workplace, a significant proportion of the assessment work on the course is based around group work. There is considerable evidence that group work promotes a much deeper engagement with taught content and the Future Skills report shows how it is embedded in working practices. It also encourages the development of diverse learning communities with computer science, cybersecurity and digital media students working in close proximity. This module will therefore introduce students to best practice in group working covering how to approach group work, how to understand yourself, how to deal with different types of people, and methods of selecting and managing groups.

Programming I: Thinking Like a Programmer

30 credits

We designed this module to establish a foundation for key Programming Concepts. We do not assume prior experience of programming, as we know you will all have widely different levels of existing knowledge. The module is designed to be accessible to a beginner while still being exciting for an experienced coder.

We are excited to be able to deliver this module using Kingston's own home-grown learning environment for programming, NoobLab. NoobLab gamifies your learning, making programming enjoyable and accessible for all existing ability levels – no other university offers this platform or unique approach to learning:

You will learn a variety of programming languages. In the first few weeks, we will use visual blocks that will allow you to construct programs and focus on thinking like a programmer rather than getting bogged down in grammar and syntax. Then, with these skills established, you will learn Python, Javascript and optionally Java, solving "Code Kata" style programming challenges on a weekly basis. This will equip you to build a graphical card game as your capstone project for the module.

Core modules

Digital Motion Graphics and Compositing

30 credits

This module builds on the foundations of the Level 4 modules, in particular CI4001 and develops knowledge and skills in creating and manipulating motion graphics assets, managing the editing process and compositing multi layered as well as multi nodal visual effects. This includes still images, video, audio, paint, and video based animation and effects.

These skills are further developed to a high level of appreciation, in particular for the flow of work for digital editing and contemporary composting in 2D and 3D spaces. You will acquire knowledge, develop skills and synthesis media products for self and tutor assessment. Professional level motion graphics, editing and compositing software will be employed. Furthermore studio based green/blue screen filming will be undertaken to create original material for visual effects project work.

Multimedia Authoring and Design

30 credits

The primary aim of this module is to develop a range of skills in the creation of multimedia products, through the study and production of sophisticated content driven interactive material using industry standard multimedia authoring software. You will also be taught to write computer code (script) to a high level using a scripting language in order to generate interactive content, animation, navigation and data storage/retrieval.

Professional Environments 2

30 credits

This module is designed to encourage you to look outwards to industry and employability, and make you more confident when facing the job market upon graduation. You will develop excellent group working skills, broaden your understanding of industry and its requirements, and enhance your project management skills.

It is always exciting to watch the groups collaborating as they produce their entrepreneurial projects for Kingston University's "Bright Ideas" scheme; students involved in this have won awards, producing fascinating artefacts for their remaining term and exploring new and different areas within their course field.

The module is an opportunity to work with many different students, working in subject areas that are innovative and unusual. Very often, a student may discover something they did not know that they could achieve. This triggers new learning and an added confidence that was not previously there. Those are the times that the learning is strongest, and our pride in the student, the greatest.

Optional modules

Modelling and Animation

30 credits

Students taking this module will have already developed proficiency in the use of a professional 3D Modelling and Animation software application, and so will understand the principles of modelling, lighting, texturing and rendering. This module will enable them to strengthen these skills and build a portfolio of 3D computer assets and 3D animation. They will acquire additional skills such as the use of 3D sculpting software, rendering using techniques such as global illumination and image-based lighting with a high understanding and skill. Students will be able to show their modelled work as a turntable animation using different rendering techniques.

The principles of animation are introduced and students will learn how to apply these principles to 3D computer animation. This is a practical module where the majority of a student's time is spent working at a computer. Similarly, assessment is practically based with multiple choice tests to show they understand both basic and advanced theoretical techniques. Taught in common with CI5003 and cannot be taken if CI5003 has already been taken.

User Centred Design

30 credits

This is an optional module intended for undergraduate students who are studying computing-related subjects. HCI is the core academic discipline that examines the relationship and interface between human and computer. It informs and provides the theoretical and methodological foundation for user experience, the professional discipline which is practically applied. Although this module forms part of the user experience guided pathway it can be taken as a standalone module.

You will explore major themes in HCI from both a theoretical and a practical perspective. The module will establish an understanding of key concepts within HCI theory and methods, and examines techniques for HCI design and evaluation. It offers students a practical domain in which to apply knowledge and skills, including those gained from other modules, to the design, implementation and analysis of interfaces between people and computer systems. You will undertake practical exercises in which you will evaluate real-world problems to identify user experience issues. You will utilise the synthesis of data from methods which explore user needs and requirements and also users' cognitive models to build a suite of artefacts e.g. personas, user journeys, empathy maps etc which will inform a prototyping phase. This process involves iteratively building on low, medium and high-fidelity prototypes of increasing complexity and levels of iteration. Thus you will synthesise theory and empirical data to build prototypes of a redesign solution to usability issues. These artefacts will iteratively and incrementally inform a user centred design.

Core modules

Industrial Placement

60 credits

This module is an essential course programme component for students on the sandwich route of an honours degree "with professional placement". It is a key element in providing an extended period in industry gaining real world employability skills. Students are supported both before and through their placement by the Placement Team. Students that successfully complete their placement year will graduate with a four-year sandwich degree.

Core modules

Visual Effects

30 credits

You will learn to build on your skills and knowledge to make detailed and exciting visual effects. Through interpreting client and student generated briefs you will design VFX pipeline for pre-production, production and post-production. You will also implement this through your chosen combination of 2D, 3D CGI, animation, film/video, audio and compositing tools and techniques to produce group-based work you can show to potential employers. The module also reviews the professional working practices of the film, television, visual effects, post-production and computer graphics industries and the various roles students can expect to undertake upon graduation.

Individual Project

30 credits

The Individual Project is an opportunity for you to demonstrate your skills in project management, research, analysis, critical thinking, technical skills and creativity, in relation to contemporary Media Technology.

There are a range of genres to choose from: film, motion graphics, CGI, interactive…etc. So, the Individual Project offers an ideal chance to specialize and develop in-depth knowledge and experience of a particular genre that excites you, building on your previous years of learning on the various core modules on our Media course.

The Individual Project is the capstone of your degree. Therefore, a good project will showcase your ability and aptitude for a chosen sector of the Media industry. It should form a significant part of your portfolio to impress future employers.

Optional modules

Game and Media Creation Processes

30 credits

In this module you will create computer games using industry-standard production and management techniques to a professional standard. Programmers and media students work together using agile team-working to collaboratively design, develop and test games with the potential to be published on app stores and game distribution platforms such as itch.io. The games will be developed using commercial game engines such as Unity and Unreal, with the artists using tools such as Maya and Photoshop.

As part of the module, industry speakers will provide unique insights into current practices and net-working opportunities and also advise on portfolio building to support your future games career.

User Experience Design Thinking

30 credits

This is an optional module intended for undergraduate students who are studying Computing-related subjects. Although it forms part of the User Experience guided pathway it can be taken as a standalone module and previous experience of UX is not assumed. This module will focus upon the skills, methods and tools required in careers such as UX Architect, UX Designer, Service Designer, Information Architect or Digital Product Designer. The curriculum is finely balanced between theory and practice. Students are directly immersed in organisational practices and skills used in industry and will make use of academic theory in this practical context. Students will learn to develop investigative, analytical, technical, communication and advocacy skills to help them shape interactive technologies that augment people's abilities, enhance their creativity, connect them to others and protect their interests. They will also become aware of the impact of levels of digital literacy, availability of and access to technology, economic and business drivers, regulations, and regional/cultural norms. The module will also develop methods and skills required to understand current users, to investigate non-use, and to imagine future users.

Digital Entrepreneurship

30 credits

Entrepreneurship is a major driving force in creating economic growth and this module illustrates how to work in an entrepreneurial fashion. At the heart of entrepreneurship is innovation, which can come in many forms. Sometimes this can be an incremental but generally gives significant improvement to the customer. Alternatively it is a new breakthrough or transformational innovation. Incremental innovation is aimed at increasing the value of a product or service, to add more value and thereby creating new and superior value chains. Breakthrough innovation often creates new categories of product, or transforms the historical ways of doing things.

From this foundation, the module proceeds to explain how to develop a strategy, not only to satisfy the critical needs that organisations have, but also to explore the application and use of improved value chains using the concepts of corporate venturing (spin-out/intrapreneurship) and entrepreneurship (new venture creation).

However it is not simple to start a new company. Especially the tech branch is characterised by fast developments, shifts of focus and low barriers to entry, where holding back from "bleeding edge" is essential and is one of the important differentiating factors between Tech Entrepreneurship and other forms of entrepreneurship. This means that one can no longer count on "good luck", and insight, understanding, knowledge and a systematic approach all have to be learnt.

This module will convey the concepts needed for roles in analysis, consultancy and management in technology environments, plus the necessary knowledge to work successfully in an innovative company, as well as providing a good background for new venture creation (Entrepreneurship) for those considering self-employment or founding new technology firms

 

Please note

Optional modules only run if there is enough demand. If we have an insufficient number of students interested in an optional module, that module will not be offered for this course.

Accreditation

This degree has been accredited by BCS, The Chartered Institute for IT. Accreditation is a mark of assurance that the degree meets the standards set by BCS. An accredited degree entitles you to professional membership of BCS, which is an important part of the criteria for achieving Chartered IT Professional (CITP) status through the Institute. Some employers recruit preferentially from accredited degrees, and an accredited degree is likely to be recognised by other countries that are signatories to international accords. This degree is accredited by BCS for the purposes of fully meeting the academic requirement for registration as a Chartered IT Professional.

This degree has been accredited by BCS, on behalf of the Engineering Council for the purposes of partially meeting the academic requirement for a Chartered Engineer (CEng). Accreditation is a mark of assurance that the degree meets the standards set by the Engineering Council in the UK Standard for Professional Engineering Competence (UK-SPEC). An accredited degree will provide you with some or all of the underpinning knowledge, understanding and skills for eventual registration as an Incorporated (IEng) or Chartered Engineer (CEng).

Future Skills

Knowledge to give you the edge

Embedded within every course curriculum and throughout the whole Kingston experience, Future Skills will play a role in shaping you to become a future-proof graduate, providing you with the skills most valued by employers such as problem-solving, digital competency, and adaptability.

As you progress through your degree, you'll learn to navigate, explore and apply these graduate skills, learning to demonstrate and articulate to employers how future skills give you the edge.

At Kingston University, we're not just keeping up with change, we're creating it.

A female engineering student, in the engineering lab.

Entry requirements

Typical offer 2025

UCAS tariff points: 112-128 for BSc (Hons); 64 for BSc (Hons) including foundation year.

  • A-levels with one media or media-related subject(s) preferred such as Art or Design, Media, Photography or Technology.
  • Alternatively, BTEC National Extended Diploma with grades DMM or BTEC National Diploma with grades D*D* in a Computing, Science, Engineering or Business subject area.
  • T-Level in Digital Production, Design and Development with an overall grade of M (120 UCAS points)

BSc (Hons) including foundation year: 64 UCAS points from A-levels or equivalent Level 3 qualifications. Candidates are also required to hold a GCSE Mathematics at grade C/4 or above or a recognised equivalent.

Typical offer 2024

UCAS tariff points: 112-128 for BSc (Hons); 64 for BSc (Hons) including foundation year.

A-levels should consist of one media or media-related subject(s) preferred such as Art or Design, Media, Photography or Technology. Should none of these be studied, an online portfolio demonstrating digital media based work using software such as Photoshop, Premier or any 3D application such as SketchUp, Blender or Maya would be requested.

Alternatively, BTEC Extended Diploma with grades DMM or BTEC Diploma with grades D*D* in a Computing, Science, Engineering or Business subject area.

T-Levels - We particularly encourage students from the new T-level in Digital Production, Design and Development to apply for this course – as it is a relevant and coherent progression route. We would expect students to be aiming to achieve a Merit overall profile.

Candidates are normally required to hold five GCSE subjects at grade C/4 or above, including Mathematics and English Language.

Alternative routes

We will consider a range of alternative Level 3 qualifications such as an Access Course in a relevant Science, Computing or Engineering subject which has been passed with 112 UCAS points.

Applications from those that have undertaken a Computing foundation year will also be considered.

International

We welcome applications from International Applicants. View our standard entry requirements from your country.

All non-UK applicants must meet our English language requirements. For this course it is Academic IELTS of 6.0, with no element below 5.5.

Country-specific information

You will find more information on country specific entry requirements in the International section of our website.

Find your country:

Typical offer and UCAS points explained

Like most universities, we use the UCAS Tariff point system for our course entry requirements.

Find out more about UCAS Tariff points and see how A-level, AS level, BTEC Diploma and T-level qualifications translate to the points system.

Teaching and assessment

Scheduled learning and teaching on this course includes timetabled activities including lectures, seminars and small group tutorials.
It may also include placements, project work, workshops, workshops in computer labs, and laboratory workshops.

Guided independent study (self-managed time)

Outside the scheduled learning and teaching hours, you will learn independently through self-study which will involve reading articles and books, working on projects, undertaking research, preparing for and completing your work for assessments. Some independent study work may need to be completed on-campus, as you may need to access campus-based facilities such as studios and labs.

Academic support

Our academic support team here at Kingston University provides help in a range of areas.

Dedicated personal tutor

When you arrive, we'll introduce you to your personal tutor. This is the member of academic staff who will provide academic guidance, be a support throughout your time at Kingston and show you how to make the best use of all the help and resources that we offer at Kingston University.

Your workload

A course is made up of modules, and each module is worth a number of credits. You must pass a given number of credits in order to achieve the award you registered on, for example 360 credits for a typical undergraduate course or 180 credits for a typical postgraduate course. The number of credits you need for your award is detailed in the programme specification which you can access from the link at the bottom of this page.

One credit equates to 10 hours of study. Therefore 120 credits across a year (typical for an undergraduate course) would equate to 1,200 notional hours. These hours are split into scheduled and guided. On this course, the percentage of that time that will be scheduled learning and teaching activities is shown below for each year of study. The remainder is made up of guided independent study.

  • Year 1: 32% scheduled learning and teaching
  • Year 2: 33% scheduled learning and teaching
  • Year 3: 28% scheduled learning and teaching

The exact balance between scheduled learning and teaching and guided independent study will be informed by the modules you take.

Your course will primarily be delivered in person. It may include delivery of some activities online, either in real time or recorded.

How you will be assessed

Types of assessment

  • Year 1: Coursework 80%; practical 10%; exams 10%
  • Year 2: Coursework 73%; practical 13%; exams 14%
  • Year 3: Coursework 90%; exams 10%

Please note: the above breakdowns are a guide calculated on core modules only. If your course includes optional modules, this breakdown may change to reflect the modules chosen.

Feedback summary

We aim to provide feedback on assessments within 20 working days.

Your timetable

Your individualised timetable is normally available to students within 48 hours of enrolment. Whilst we make every effort to ensure timetables are as student-friendly as possible, scheduled learning and teaching can take place on any day of the week between 9am and 6pm. For undergraduate students, Wednesday afternoons are normally reserved for sports and cultural activities, but there may be occasions when this is not possible. Timetables for part-time students will depend on the modules selected.

Class sizes

To give you an indication of class sizes, this course normally enrols 20 students and lecture sizes are normally 20­-290­.  However this can vary by module and academic year.

Staff teaching on this course

The course is taught at the School of Computer Science and Mathematics.

The School of Computer Science and Mathematics is driven by the philosophy of 'learning through making'; we focus strongly on facilitating a hands-on experience, student led and owned product portfolios and producing industry-ready graduates.

We utilise a range of innovating teaching and learning approaches in our invigorated and modernised degree programmes; combining studio practices, project-based learning, and context driven lectures to facilitate an informed approach to problem solving.

Postgraduate students may run or assist in lab sessions and may also contribute to the teaching of seminars under the supervision of the module leader.

Facilities

  • Access to the media lab and film studio for blue screen VFX filming or TV programme production.
  • Access to the newly launched CAVE (Centre for Augmented and Virtual Environments) featuring HTC Vive, Oculus Rift and Sony PlayStation VR headsets.
  • Access to our games lab including Sony PlayStation 4 consoles. Software tools including Unreal, Unity Pro and Visual Studio.

Course fees and funding

2025/26 fees for this course

The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student. In 2025/26 the fees for this course are:

 Fee category Amount
Home (UK students) £9,250*
Foundation Year: £9,250
International

Year 1 (2025/26): £18,500
Year 2 (2026/27): £19,200
Year 3 (2027/28): £19,900
Year 4 (2028/29): £20,700

For courses with Professional Placement, the fee for the placement year can be viewed on the undergraduate fees table. The placement fee published is for the relevant academic year stated in the table. This fee is subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body.

* For full-time programmes of a duration of more than one academic year, the published fee is an annual fee, payable each year, for the duration of the programme. Your annual tuition fees cover your first attempt at all of the modules necessary to complete that academic year. A re-study of any modules will incur additional charges calculated by the number of credits. Home tuition fees may be subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body. Full-time taught International fees are subject to an annual increase and are published in advance for the full duration of the programme.

Eligible UK students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.

2024/25 fees for this course

The tuition fee you pay depends on whether you are assessed as a 'Home' (UK), 'Islands' or 'International' student. In 2024/25 the fees for this course are:

 Fee category Amount
Home (UK students) £9,250*
Foundation Year: £9,250
International

Year 1 (2024/25): £17,800
Year 2 (2025/26): £18,500
Year 3 (2026/27): £19,200
Year 4 (2027/28): £20,100

For courses with Professional Placement, the fee for the placement year can be viewed on the undergraduate fees table. The placement fee published is for the relevant academic year stated in the table. This fee is subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body.

* For full-time programmes of a duration of more than one academic year, the published fee is an annual fee, payable each year, for the duration of the programme. Your annual tuition fees cover your first attempt at all of the modules necessary to complete that academic year. A re-study of any modules will incur additional charges calculated by the number of credits. Home tuition fees may be subject to annual increases but will not increase by more than the fee caps as prescribed by the Office for Students or such other replacing body. Full-time taught International fees are subject to an annual increase and are published in advance for the full duration of the programme.

Eligible UK students can apply to the Government for a tuition loan, which is paid direct to the University. This has a low interest-rate which is charged from the time the first part of the loan is paid to the University until you have repaid it.

Note for EU students: UK withdrawal from the European Union

The Government has announced that new students from the European Union and Swiss Nationals starting their course after August 2021 will no longer be eligible for a student loan in England for Undergraduate or Postgraduate studies from the 2021/22 academic year. This decision only applies to new EU students starting after 2021/22. If you are an existing/continuing EU student, you will continue to be funded until you graduate or withdraw from your course.

Need to know more?

Our undergraduate fees and funding section provides information and advice on money matters.

Additional costs

Depending on the programme of study, there may be extra costs that are not covered by tuition fees which students will need to consider when planning their studies. Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, access to shared IT equipment and other support services. Accommodation and living costs are not included in our fees. 

Where a course has additional expenses, we make every effort to highlight them. These may include optional field trips, materials (e.g. art, design, engineering), security checks such as DBS, uniforms, specialist clothing or professional memberships.

Textbooks

Our libraries are a valuable resource with an extensive collection of books and journals as well as first-class facilities and IT equipment. You may prefer to buy your own copy of key textbooks; this can cost between £50 and £250 per year.

Computer equipment

There are open-access networked computers available across the University, plus laptops available to loan. You may find it useful to have your own PC, laptop or tablet which you can use around campus and in halls of residence. Free WiFi is available on each campus. You may wish to purchase your own computer, which can cost between £100 and £3,000 depending on your course requirements.

Photocopying and printing

In the majority of cases, written coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing, binding and photocopying costs are not included in your tuition fees, this may cost up to £100 per year.

Travel

Travel costs are not included in your tuition fees but we do have a free intersite bus service which links the campuses, Surbiton train station, Kingston upon Thames train station, Norbiton train station and halls of residence.

Placements

If the placement year option is chosen, during this year travel costs will vary according to the location of the placement, and could be from £0 to £2,000.

Field trips

All field trips that are compulsory to attend to complete your course are paid for by the University. There may be small fees incurred for optional field trips such as travel costs and refreshments.

After you graduate

Your knowledge and skills will be in demand in the media and games industries and relevant to a wide range of computing careers. Students have worked for organisations such as the BBC, Framestore and Double Negative.

Examples of recent graduates' destinations:

  • Multimedia designer e.g. Game of Thrones 
  • VFX artist: Compositor or 3D artist e.g. Avatar 
  • TV: Digital editor or motion graphics artist e.g. BBC

Careers and recruitment advice

The Faculty has a specialist employability team. It provides friendly and high-quality careers and recruitment guidance, including advice and sessions on job-seeking skills such as CV preparation, application forms and interview techniques. Specific advice is also available for international students about the UK job market and employers' expectations and requirements.

The team runs employer events throughout the year, including job fairs, key speakers from industry and interviews on campus. These events give you the opportunity to hear from, and network with, employers in an informal setting.

Employability preparation at Kingston University

In addition to building expertise in your own discipline, our courses will also help you to develop key transferable skills that you'll need for professional life or further study once you graduate.

As well as a range of careers and employability activities at Kingston, we also offer you the chance to apply and develop your skills in live contexts as an integral part of your course. Opportunities include:

  • placements;
  • working or studying abroad;
  • volunteering;
  • peer mentoring roles; and
  • internship opportunities within and outside the University.

In your final year, you'll get the opportunity to complete a major 'capstone' project where you can apply the knowledge and skills you have acquired to a range of real issues in different contexts. This is a great way to learn and is a valuable bridge to employment or further research at masters level.

Courses available after you graduate

If you decide that you would like to go on to postgraduate study after your undergraduate course, we offer a 10% discount on our postgraduate course tuition fees to our alumni.

What our graduates say

I graduated in Creative Technology in July 2019. I chose this course because I wanted to have the chance to learn different creative subjects (filming, compositing, 3D, photography) and Kingston University offered this amazing opportunity. This experience helped me to improve my skills and build up my confidence into the creative industry. I'm a freelancer now and I'm pursuing my dream! My role is Content Creator: I'm a videographer, photographer, editor, creative director and digital artist. I travel the world creating content for brands and companies. I have begun a working relationship with a sport and travel company called SurfWeek and my life in the past months completely changed.

Camilla Roses – Digital Media Technology BSc (Hons)

My time at Kingston University has been valuable in gaining experiences in the career I wanted to pursue as well as meeting some amazing people along the way. Taking the Media Technology course helped me to explore the different sides of the media industry ranging from the technical aspects to the creative side of things. Since graduating in 2016 I have had a number of job opportunities which led me to a career in the TV broadcast industry.

Agatha Torres – Digital Media Technology BSc (Hons)

The Computer Graphics Technology course was perfect for me as it focused on many topics that could guide you on different career paths. Before joining, I was set on only doing 3D modelling for games as a career, but this course made me fall in love with programming, animation, VFX and User Experience. The lecturers and guest speakers have been so incredibly supportive and motivational that I still think back to some of the things they said. Graduating in 2020 with a First and an award for Best Project in Digital Media really showed me that hard work truly does pay off, I even had my first freelance role whilst I was still a student. Since graduating I have continued to expand my network which has provided me with further freelance opportunities, I also started a full-time role within Kingston University and most importantly, I continue to challenge myself and develop my skills in my spare time.

Lorena Popovici – Digital Media Technology BSc (Hons)

James Francis describes why he chose to study digital media technology at Kingston University and how it prepared him with the knowledge and skills to work in the motion graphics industry creating TV adverts.

Student projects

Luke Dadley

Luke applied late in the summer and was unsure what area of media he wanted to pursue, however, following a short introduction and a tour of the facilities he decided digital media was right for him. He graduated in summer 2018 with first class honours topped with a double prize for achievement and best project.

Helium: Team Project

Final Year Team project comprised of James Bates, Jasmin Davies and Euan Muldoon. They brainstormed their own concept, and followed the classic stages of pre-production, production and post-production for their final year VFX module. After much enjoyable experimentation, the group found their stride to render there romantic/tragic narrative as expressed through their imaginative use of Adobe Creative Suite, Maya, Nuke...and host of other contemporary technologies. The breakdown illustrates the process of constructing their work.

Ben Chellaram

Ben had immense curiosity and passion for digital design. So, while exploring his possible future career through series of assignments in the second year, he realized Motion Graphics was what was really fascinated him the most. The video shows a keen eye for animation and effects, even for a short 15-second After Effects project. He found employment straight after graduation.

Antczak: CG Watch

Made by Patrick Antczak as part of his final year project, using 3D Maya, demonstrating excellent modelling, texturing, lighting and animation skills. As a mature student he felt dissatisfied working in customer services, and decided his career lay in the creative industries, but did not know which path to peruse. Following a series of modules based on video production, 2D animation and audio production, he found his feet with computer graphics.

Phyo: Mythical Landscape

Pyae Phyo turned to his home country of Burma for his inspiration. His growing interest in motion graphics (After Effects) and compositing (Nuke) helped him to research visual effects extensively, before finding actors for filming, using our green screen studios and creating a magical world through CGI (Maya). He edited all these to tell his ancient tale of mythical lands he remembered as a boy through the new digital technology.

Monika: Behind the Curtain

Monika Jastrzebska's passion for film, documentary and contemporary life brought her to the world of the theatre. In her exploration of visual story telling she discovered how the modules through the first and second years of her study could be brought together to make this visually compelling story of how the theatre can empower people.

How we work with industry partners

A diverse team of professionals teaches this course, bringing a wealth of experience. This means that:

  • our teaching is illustrated by personal experience
  • you have access to practical help from someone with up-to-date knowledge
  • the calibre of our teaching is known to a wide pool of employers.

Work-based learning

You develop your skills by undertaking a number of projects that are based on workplace scenarios. These help you:

  • learn how to apply your academic studies to real-life situations
  • prepare for the job market
  • ascertain the career direction that interests you most.

Events and lectures

Embedded within the academic year are two Enrichment Activity Weeks. The first is in week 6 of Teaching Block 1 and the second in week 12 of Teaching Block 2, which includes Careers and Employability events.

These provide students with the opportunity to explore their CV and interview skills and look forward and plan for both industrial placement and employment after university.

Our award-winning careers service offers a range of events, which includes: employers on campus to promote internship, placement and graduate opportunities; profiling specific roles within industry; and exposing students to employers and building skills and knowledge.

The current set of events includes part-time jobs fair, guest lectures, the Big Kingston Careers Fair, Enrichment Week activity, Creative Conference, work abroad fair.

In addition, a range of software development competitions and hackathon type events are organised by the staff and various societies.

How you can work in industry during your course

This course is offered in both sandwich and non-sandwich modes. Work placements are actively encouraged as they expose students to a real working environment, which makes them more experienced and employable after their first degree. Work placements also enable employers to find employees for permanent positions.

The University's career service, has a specific team for the faculty that helps source industrial placements. Placement specialists within the team help students throughout the application process, with support interviews and throughout the transition to work. There are mock interview sessions, CV workshops, careers fairs and industry speakers on employers' needs. The team monitors the student whilst in industry. Placement students are visited whilst in industry by a network of academics who act as individual placement tutors.

Work placement year

Examples of placements

Placements can be with large multinational companies, international companies, local companies and small start ups; offering a diverse range of posts. Here are some examples of employers and roles:

Construction-based placement employers Construction-based placement roles 
RG Group
Multiplex
Costain
Willmott Dixon
Fluor
Assistant site manager
Assistant trades package manager
Assistant logistics manager
Health and safety officer
Construction engineer
Science-based placement employers  Science-based placement roles
Reckitt and Benckiser
GSK
Drug Control Centre
Minton Treharne and Davies Ltd
Various local and international hospitals
Bioanalytical sciences
Lab assistant
Pharmacy assistant
Sports coach
Engineering-based placement employers  Engineering-based placement roles
Airbus
BAM Nuttall
Nissan
Bosch
Wozair
Analysis of aircraft structure
Construction resources specialist
Site engineer assistant
Computing and IS-based placement employers Computing and IS-based placement roles
Disney
Sony Interactive Entertainment Europe
IBM
McKinsey
Intel
Database co-ordinator
Software developer
Website developer
App developer
Mathematics-based placement employersMathematics-based placement roles
Lloyds Banking Group
AXA
Allianz
PAU Education, Spain
Analyst
Investment solutions
Research analyst
Accounts assistant

Key information set

The scrolling banner(s) below display some key factual data about this course (including different course combinations or delivery modes of this course where relevant).

Course changes and regulations

The information on this page reflects the currently intended course structure and module details. To improve your student experience and the quality of your degree, we may review and change the material information of this course. Course changes explained.

Programme Specifications for the course are published ahead of each academic year.

Regulations governing this course can be found on our website.