Language: NOR | ENG
Curriculum /1

B2ADK Bachelor of Animation and Digital Art

Name of study programme

Bachelor of Animation and Digital Art

ECTS credits


Academic level and organisation of the study programme

Upon completion of the program, the student is awarded the title of Bachelor of Animation and Digital Art.

The program is a three-year, full-time undergraduate degree.


The Bachelor's program in Animation and Digital Art is a program of professional study with specialization in either animation, 3D modelling or digital art. The program gives an introduction to visual communication using images, characters and symbols in different media. There is a focus on the media's visual, digital and interactive opportunities for development of animated art productions of a narrative, conceptual and informative nature.

The Bachelor of Animation and Digital Art combines traditional techniques in, among others, storytelling, storyboarding, drawing and character design with new technology in interactive media and digital visualization. Digital technology allows the creation of animation, 3D and 2D visualization which communicates and brings ideas to life, provides new experiences, and thus communicates interactivity that is not possible in other traditional media.

Animation and digital art play an important role in the contemporary world, and in the future, they will play an increasingly important role in teaching and education, entertainment, art, industry and science. Animation and digital art are important elements of everything from computer games, animated films, mobile phones, special effects in films and games, digital installations,

Internet applications, art, architectonic and interactive simulations, advertising on TV and the internet.

Digital art and animation are artistic practices that use digital technology as an essential part of the creative processes. The main focus of animation is to create expressions and motion in 3D, and to portray characters, objects, and worlds. The focus of digital art is on producing computer-generated imagery, partly through the use of motion graphics, illustrations and concept art, by presenting two or three-dimensional expressions.

The intention of the program is to develop students ability to think holistically, and to give them a detailed understanding of animation and digital art as a tool and method for problem solving within a wide field of tasks.

The program collaborates with the local municipalities, local and national industry, and Hamarregionen Utvikling, in order to help students to learn more about starting their own businesses. Certain courses in the program also introduce entrepreneurship, and their purpose is to prepare students for working life as employees or entrepreneurs with their own business. In order to start a business, it is important to have additional knowledge that must be acquired outside the program.

At the end of each school year, the school arranges a Degree Show, for the graduating class. The Degree show is showcase of the student’s own work to the public. The Degree Show will also feature a showcase of work from students on 1st and 2nd year, and each course with a visual outcome of assignments, are to prepare material to be showcased.

Learning outcomes

A candidate who has completed the program has the following total learning outcomes, defined by knowledge, skills and general competence:


The candidate

  • is acquainted with the history of the current forms of animation, digital forms of art, and the media and communications society
  • has knowledge of 3D-animation related to film, computer games, and interactive productions
  • has knowledge of 3D-modelling and rigging for production of content components for film, computer games, and interactive productions
  • has knowledge of production associated with art-related digital and interactive media products
  • has knowledge of critical thinking, communication and problem solving related to aesthetic art and interactive products
  • is acquainted with national and international research and development work and artistic development work of relevance to animation and digital art, and knows how to update his/her knowledge in the field


The candidate

  • is fully conversant with and is able to use relevant professional tools, methods and theory in design, drawing, modelling, composition, dramaturgy, simple sound design and video editing, 3D-modelling and 3D-animation     
  • is fully conversant with design processes from idea to end product
  • is able to apply professional knowledge and relevant results from research and development work that provide a foundation for production of animation and interactive aesthetic productions
  • is able to reflect on his/her own professional practice and adapt it under supervision
  • is able to find, evaluate, use and refer to relevant research and development work, artistic development work and other pertinent academic material
  • is fully conversant with critical thinking, logic within the subject area, communication and problem solving
  • is able to work creatively with the arts/animation in problem solving

General competence

The candidate

  • is able to plan and execute varied tasks and projects over an extended period of time, alone and as part of a group, and in accordance with ethical requirements and guidelines
  • has an understanding of relevant issues of professional ethics, and is able to contribute to a professional community
  • is able to inspire and facilitate entrepreneurship, new thinking and innovation, and the involvement of local working, social and cultural life
  • is able to disseminate key academic materials orally and in writing, take part in professional discussions within the subject area and share his/her knowledge and experiences with others

Target group

The primary target group for the program is applicants with an interest in animation, 3D-visualisation, storytelling, digital art, art and content production for computer games, interactive experiences and development of digital media. The program is suitable for creative students who want to focus on the use of different technologies, and those who want to develop their skills within production of digital animation, 3D-graphics, art and design, and those who want to expand their understanding of production systems in digital content production.

Applicants to this program must take a digital entrance examination, and qualified applicants are solely ranked based on the result of the entrance examination.

Career prospects and further studies

The Bachelor's program in Animation and Digital Art primarily focuses on the different areas of the experience industry. The work will primarily consist of development of content components for animations, games, film and multimedia applications. Students will be given the tools to use the knowledge in other contexts, including the private and public sectors, through gamification projects and more technical 3D-modelling and visualization. The program also offers knowledge that can provide the basis for continued work within the education sector, and research and development work.

The program provides competence in combining relevant digital tools, techniques, methods, forms of expression, and concepts in relation to creative processes in art and design production. The program provides good specialization within a subject area, but also offers broad knowledge in order to make its students more attractive in the job market and equip them for the technological future.

The Bachelor’s program can be supplemented by a two-year Master’s program in Game Development & Interactive Simulations, as well as theoretical Master’s program in digital communication and culture at the Inland Norway University of Applied Sciences. It is also possible to take relevant further education abroad and through online studies in animation, 3D modelling and digital art.

Teaching and working methods

The education is based on lectures, creative exercises in the field of practice, study groups/group work, presentations and self-study. The online learning management system (LMS) Canvas, is used as communication channel for all subjects.

Most courses have a practical focus, with considerable emphasis on problem solving and problem-based learning, and the courses contain compulsory individual and group coursework requirements.

Compulsory attendance includes laboratory work and lectures is specified in the teaching plans. All compulsory assignments of a practical and theoretical nature must be completed by set deadlines, according to the assignment schedule. Assessment and supervision are an important part of the learning process. There must be constant contact between students and teachers when planning and performing the work.

In addition to organized teaching and supervision, students must acquire knowledge, skills and academic understanding through self-study. Students are responsible for following up their own studies.

Students must buy some art supplies & paper materials on their own, when necessary. Students must pay for any expenses associated with excursions.

The program is based on the use of laptop computers. A laptop computer and software are required in order to be able to take all the courses that make up the program. Students are expected to have laptops that meet a specific requirements specification, and to have updated software. INN can provide advice regarding laptop and software purchases upon request.

Assessment, examination and grading

Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade. Different forms of assessment are used, including individual written exams and individual and group-based portfolio assessments.

For practical focused courses, the compulsory assignment requirements are in general only valid for 12 months after they have been passed. Students that apply for retakes of exams in one of these courses, after 12 months has passed, will have to pass these requirements again. See individual course requirements for details.

Research-based teaching

The program is kept up to date through the use of new research literature and methods.

Students can work with internal and external parties on research and development projects associated with their Bachelor’s thesis and certain courses.


Students will have the opportunity to study at a foreign educational institution during the sixth semester. The study abroad must be approved by INN in advance, so that the courses can be incorporated into the study program.

The second and third years of study are suitable for international students. Courses during these semesters of the program can be taught in English.

Last revision

3rd of February 2020

Information literacy

The students are to develop skills in finding and using high quality academic and professional information resources in their subject fields, during both their education and their professional practice. Information literacy is the ability to locate, evaluate and use information and academic material for one’s purpose. This is key academic and professional competence and the basis for lifelong learning.

The University Library offers instruction in information literacy both on campus and through the university website. The teaching places emphasis on reference techniques, source criticism, plagiarism and specialised subject search. All students are expected to be critical to information sources and to use these sources correctly in all written work throughout their studies. Violation of the rules for using sources is governed by the Regulations concerning Examinations at the Inland University of Applied Sciences.

Programme structure and content

The first year of studies provides basic knowledge about animation, game design, pre-production, system thinking in arts, 3D-generalization and digital art through the development of visual expressions, illustrations, drawing, theory, 3D-modelling, 3D-animation, development and previsualization (storyboarding, animatic), and production.

The first year of studies focuses on developing overall knowledge of the specified fields of study.

The second year of studies focuses on giving the students an opportunity to specialize in two out of three areas.

During the second semester, students choose two (2) specializations within the following three fields:

  • 3D-Art & Generalisation
  • 3D-Animation
  • Digital Art & Motion Design

The three tracks of specialization have the following focus areas:

3D-Art & Generalization

  • 3D-Modeling
  • 3D-Sculpting
  • Character and object rigging
  • UV-mapping and texturing
  • Rendering


  • Animation techniques
  • Body mechanics
  • Facial animation
  • Human and creature animation
  • Character animation
  • Drama
  • Storytelling

Digital Art & Motion Design

  • Digital drawing
  • Concept art development
  • Motion design
  • User interface (UI) and user experience (UX) design

The track 3D-art & generalization focus on modelling of 3D-objects, both organic and hard surfaces, digital sculpting, anatomy, modelling the environment, simulations, texturing, skeletal rigging of characters and objects for animation, object animation, lighting of 3d-space/scenes, and rendering of high quality images.

The track 3D-animation specializes in 3D-character animation, with a focus on advanced character and story development, facial animation and lip sync, details in animation theory, technical skills in animation software, and project planning.

The track Digital art and motion design focus on development of visual motion designs, using game engine as a visualization tool and concept art, with emphasis on the themes: idea development, character development, design, architecture, environment, perception, surface treatment and representation in relation to artefacts, organisms, characters etc.

The final project (Bachelor's thesis) is worth 30 credits, and groups of students with different areas of competence from the Game School programs can work together on a project. 

The program can be carried out in conjunction with the business sector.

The Bachelor’s Thesis course is divided into two semesters, where Part 1, during the fifth semester focus on the “pre-production phase” and basic entrepreneurship. During the pre-production phase, the students will plan and schedule for Part 2 in the sixth and final semester, which is also the production phase.  

In the sixth semester, all students will also have a 10 credit course in Entrepreneurship, brand building and Degree show preparations.

All students will acquire broad knowledge within the specialization they choose, and experiences with production and interdisciplinary group work.

The courses that make up the study program and the progress are specified in the course list.

The program requires students to put in a great effort. In order to prepare themselves for work within this field, it is important that they set aside a considerable amount of time for self-study. On certain courses, assignments must be submitted on a weekly basis in order for students to make the necessary progress and achieve a sufficiently high level of skills.



Course list
Studiepoeng År 1 År 2 År 3

Fordypningsemner i 3D-kunst & 3D-generalisering

Studiepoeng År 1 År 2 År 3

Fordypningsemner i animasjon

Studiepoeng År 1 År 2 År 3

Fordypningsemner i digital kunst

Studiepoeng År 1 År 2 År 3