Faculty of Social Sciences, Nord University
Bachelor's in CG Art and Animation
Levanger, Norway
Bachelor's degree
DURATION
3 years
LANGUAGES
English
PACE
Full time
APPLICATION DEADLINE
EARLIEST START DATE
Jan 2026
TUITION FEES
STUDY FORMAT
On-Campus
In the CG Art and Animation degree programme, students will work with industry-standard tools in facilities equipped with the latest technologies for digital art, animation, filmmaking, game development and interactive media.
CG Art and Animation is a well-balanced degree programme that prepares students for a career in the creative industries. Students benefit from a learning environment that is designed to emulate professional practice through collaborative, interdisciplinary projects that put students’ skills to the test in a production context. The programme applies a practical approach to theoretical concepts so that students develop their creative and technical skills alongside problem-solving and critical thinking. We work with industry-standard tools in facilities equipped with the latest technologies for digital art, animation, filmmaking, game development and interactive media. The programme is designed to nurture creative talent and train technical skills, so that graduates are equipped with a toolkit to launch a career in an incredibly exciting sector.
Further Studies
Following graduation from CG Art and Animation, there are a number of options for further study at the Master’s level, both within Norway and internationally. Within Norway, there is a 2-year Master of Fine Arts programme at NTNU in Trondheim for the more artistic students wanting to further define and develop their own style. For students interested in digital communication, there is a Master’s programme at Nord University in Journalism and Communication. More specific to storytelling and visual media, there is a 2-year Master’s programme in film and related audiovisual art forms at Den Norske Filmskolen in Oslo. Alternatively, for students interested in media culture, technology and aesthetics, there is a 2-year Master’s programme in Film and Media Studies at NTNU in Trondheim.
Internationally, there is greater choice and more opportunities for specialisation. In Denmark, you could study Interactive Digital Media, Experience Design or Medialogy in Aalborg. In Finland, Aalto University offers 2-year Master's programmes in Animation, Game Design and Development and Visual Communication Design. Further afield, there are many options throughout Europe. The UK is home to a large creative industries sector and has numerous creative postgraduate degree programmes that would be suitable for graduates from CG Art and Animation. Examples include an MA in Animation or Illustration at Teesside University, an MA in 3D Computer Animation at Bournemouth University and an MA in Animation at the University of the West of England.
Another alternative for graduating students might be to diversify and look towards studying pedagogy. From there, there would be career options to teach creative media in high school or get involved with educational technology (Ed-Tech).
Autumn 2025 (1st semester)
- Rigging Fundamentals
- Motion Design Fundamentals
- CG Art Fundamentals
- Cinematography
- Animation Fundamentals
- Art Fundamentals
Spring 2026 (2nd semester)
- Contextual Practice
- Production 1
- Lighting, Surfacing and Rendering
- Compositing Fundamentals
Autumn 2026 (3rd semester)
- Electives
Spring 2027 (4th semester)
- Production 2
- Theory-Based Practice
Autumn 2027 (5th semester)
- Project X
Spring 2028 (6th semester)
- Continous Reflective Practice
- Production 3
A graduate from the CG Art & Animation programme will be expected to have achieved the following learning outcomes:
Knowledge
- Can describe the process of producing digital artistic content within the entertainment industry.
- Can relate computer-generated (CG) art and animation to other cultural and creative industries that contribute to the global creative economy.
- Can refer to digitalisation strategies and the role of technology and innovation within them.
- Can justify the use of methods, processes and tools used in the production of computer-generated (CG) art and animation.
- Can analyse a computer-generated (CG) art and animation workflow, identifying potential problems and suggesting how they might be overcome.
- Can refer to state-of-the-art research and development work within the subject of computer-generated (CG) art and animation.
- Can work independently to develop their own knowledge of important topics relating to computer-generated (CG) art and animation.
- Can articulate the history, traditions and distinctive artistic styles within animation.
- Can articulate the context of computer-generated (CG) art and animation in society.
Skills
- Can source and evaluate information, using it as a basis for justification and argument.
- Can apply theoretical knowledge to practical problems.
- Can use the results of research and development work to make justifiable choices.
- Can demonstrate proficient use of relevant digital tools and techniques relating to computer-generated (CG) art and animation.
- Can use computer-generated (CG) art and animation as a form of visual communication.
- Can reflect upon outcomes and experience, and plan towards their own professional development.
- Can incorporate sustainability into a design methodology
- Can collaborate effectively on a group production.
- Can plan and manage tasks to achieve entrepreneurial objectives through creativity and innovation.
General Competence
- Can identify and reflect upon relevant academic and professional ethical issues within computer-generated (CG) art and animation.
- Can plan and carry out tasks and projects over time, alone and as part of a group, sustainably and in accordance with ethical requirements and principles.
- Can present theories, problems and solutions through relevant forms of communication.
- Can exchange knowledge and experience with peers from related subject areas, thereby contributing to the development of good practice.
- Can contribute to various assignments and projects, applying knowledge and skills in sustainable and innovative ways.
- Shows an international perspective of the discipline and can describe the global impact potential of the creative economy.
The creative economy is one of the world’s largest and fastest-growing. The CG Art and Animation programme develops creative and technical skills suitable for many creative careers, such as graphic and multimedia designers, artists and animators.
The range of industries that are incorporating these skills into their workforce is rapidly expanding, and the wider application of digital artistic content as a communication strategy is an exciting area where competence is becoming increasingly in demand. Students of CG Art and Animation develop professional skills that are transferable across many other sectors and, as such, are employable in a range of professional contexts.


