Welcome to UTS Animal Logic Academy
UTS Animal Logic Academy are producing the next-generation of professionals who are ready to make their mark on the creative industries.
Welcome to the central page about UTS Animal Logic Academy (UTS ALA) and the Master of Animation and Visualisation (MAV). This page has been designed as a central area for all the aspects of the UTS ALA, the MAV, and the application process.
As you read through the information below, you will find many links to other areas of the UTS website which contain useful information. Please note you can always come back to this page to reorient yourself, and continue on your journey with this course.
What is the UTS Animal Logic Academy?
The University of Technology Sydney (UTS) and Animal Logic have joined forces to create the UTS Animal Logic Academy, a professionally-equipped studio space that responds to the challenges of the animation and visualisation industries. Here, we're producing the next-generation of professionals who are ready to make their mark on the creative industries.
At the UTS ALA, we offer postgraduate research and a practice-based Masters in Animation and Visualisation. You'll work alongside leaders in industry, education and research who'll support your artistic and professional growth. By the end of your time with us, you'll have built a robust skill set that's applicable across a wide range of roles, from animation and software development to data visualisation, data science and across emerging technologies. The UTS ALA is a unique collaboration located on the UTS campus, right in the heart of Sydney's creative precinct. It's been engineered to the highest industry standards, which means you'll engage with the tools and technologies that define the animation and visualisation industry today.
You can learn more about course cost information by using the UTS Course Fee Calculator tool, and following the steps below:
- Choose 'Search for fees by course'.
- If you are a domestic student, select fee type 'Postgraduate Domestic Coursework'.
If you are an international student, select fee type 'Postgraduate International Coursework'.
(Learn more about additional information on costs for international students)
- fee year 2021
- cohort 2021
- course area 'Information Technology'
- course code 'C04423'
Please note that the calculator shows the cost per session for the MAV. There are 3 sessions for this course, each comprising of 24 credit points. The course is 72 credit points in total.
If you do have to pay a fee and you're a local student, you may be eligible for FEE-HELP, an Australian Government loan scheme. Using FEE-HELP means you don't have to pay for your tuition fees up front. Learn more about FEE-HELP
You can choose to repay your FEE-HELP loan simply by notifying your employer who will then withhold your payments through the PAYG tax system. You can also make payments directly to the Australian Taxation Office (ATO).
If you've already completed a degree at UTS then you're eligible for the Alumni Advantage program, which offers a 10% savings on full fee paying degree programs. Find out if you're eligible for the Alumni Advantage
For postgraduate by research degrees, you will need to either pay a fee or, if you're eligible for the Research Training Program, the Australian Government will cover the cost for you. Learn more about domestic HDR fees
Come along to an information session
Ready for more details about the Master of Animation & Visualisation? The best place to hear from the teaching team, current students and to ask all your questions is at one of our information sessions for prospective students. Check out our upcoming events.
What happens during the MAV?
The MAV is offered on an annual basis and commences each year in January until the end of November. It operates as a full time program over three structured studio experiences with studio participation from 9:00am – 5:00pm, Monday to Friday with a two week break at the end of the first and second studios.
18 January – 23 April (14 weeks) – A short film
The short film is mostly produced in the first session where the students approach the film like a high-end commercial studio. The entire cohort work on the one film, breaking up into the departments for story, concept, layout, modelling, rigging etc. Some students choose to stay in a single department, others want to jump between several roles.
The leads function as directors/mentors/clients/teachers, doing whatever is required to keep the project on track and running masterclasses when needed and by halfway through the session the tone of the studio feels similar to most production studios. Desk rounds are run in the morning, dailies in the theater run throughout the day, notes are taken, the work is improved constantly and iteratively until the session is done. In previous years this means all the 'asset and performance' part of the pipe is done, and the 'output' part of the pipe (FX, lighting, comp) are about halfway complete.
10 May – 16 July (10 weeks) – Explore realtime
In second session we ask everyone to play with and research everything in the emerging tech space; AR, VR, realtime, datavis, and invite in as many industry experts as we can in those fields. The aim is to break into cabals of 5 or 6 artists and those teams have to pitch what realtime project we will all work on in the final session. These professional grade pitches are presented to a panel of industry experts and involve whatever will help sell the idea. In the past this has been full playable prototypes of VR and AR projects, highly detailed mood boards and concept or mock up videos.
2 August – 26 November (17 weeks) – Finish and polish
The session where we have to finish all the things! The chosen idea from studio 2 has to be completed to the quality expected at ALA (the closer to commercial releasable quality the better), the short from from studio 1 has to be finished, and inevitably other projects that have been started along the year all have to be finished.
By this time the leads are involved less and less in the daily running of the studio and the students are largely running projects themselves. The leads will always step in if things are drifting away from the original goal, and they are always around to mentor and give guidance, but we've found by this stage of the year, most of the students are now at the level of professional industry artists.
There are also some more details about the structure and details of the course, including learning outcomes and credit point allocations for the Masters of Animation and Visualisation on the UTS Handbook page.
Student experience & outcomes
To learn more about what it's like to be part of the Animal Logic Academy, why not hear directly from the students themselves?
Read some testimonials from some of the 2017 cohort
Meet the 2018 crew, and hear what they've got out of the course.
Interested in where a Masters in Animation and Visualisation can lead you and your career? Take a look at some graduate success stories and see where they are now
Previous MAV student projects
You can see examples of previous MAV student projects in our Animal Logic Academy minisite.
About the ALA teaching team
The Animal Logic Academy leaders are all highly experienced industry professionals, with decades of experience producing award winning work for Animal Logic (and others) in the fields of VFX, CG, VR & AR, and animation. You can see details about the backgrounds of our awesome team leaders on the Animal Logic Academy minisite.
Application advice & help
Who should apply?
To be considered for this program, applicants need to be able to demonstrate proficiency or prior industry experience in digital image creation/computer graphics or coding for design, animation and/or visualisation.
In addition to the standard admission requirements, applicants will be required to submit material to support their relevant skills (e.g. portfolio, coding examples, animation etc.) and will also be required to participate in a panel interview.
We've had several students in the past show us great 2D concept art but no examples of 3D. We have asked them to download a learning edition of Maya, or Zbrush, or Substance, try creating some simple assets and send them to us. This has often been enough proof to secure an interview.
The application process
- Portfolio (this could include images, video, links to code repositories if you're a coder)
- Academic record if applicable
- Personal statement of why you want to join the ALA
If your portfolio is of sufficient quality we will organise an interview (in person if you are in Sydney, or via Skype). The interview will provide us with an opportunity to find out more about your previous experience, as related to the course, as well as us providing more detail to you about what to expect in a year at the Academy. If you are visiting in person, you will also have the chance to see the studio in action! And of course, the interview provides you with the chance to ask us questions.
If we don't offer you a place at the Academy, we will give you reasons why so that you can develop your skills and try again in the future.
What you should put in your portfolio
Some brave students from our 2018 cohort agreed to let us share their application portfolios as examples, along with more details about what we're looking for and why.
When should you apply?
It is recommended to submit your application as soon as possible. There is potential for us to advise you if your portfolio is not up to standard and what can be done to improve.