Everything you need to know...
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What is the fee?
Home: See fees section below
International/EU: £17,155 per year -
How long will I study?
3 / 4 Years
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Where will I study?
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What are the entry requirements?
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What is the UCAS code?
W212
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When do I start?
September 2025
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Placement year available?
Yes
Course summary
- Learn to use industry-standard systems to create, capture, store, edit, compose and distribute digital media.
- Work with a wide range of professional industry-standard equipment.
- Build your employability by working with nationwide digital media companies.
- Gain valuable experience by working on live projects.
This course enables you to develop the creative and technical skills needed to work with industry-standard technologies and current emerging platforms in disciplines such as film, animation, interactive media, gaming, mobile applications, web-based media, social media, virtual reality and cross-media.
Find out more about our course here.
Come to an open day
Visit us to learn more about our gold-rated teaching and why we were awarded the highest possible rating in the Teaching Excellence Framework.
Employability
92% of our graduates are in work or further study fifteen months after graduating (2020/21 Graduate Outcomes Survey).
Teaching quality
South Yorkshire Institute of Technology
As a partner of the South Yorkshire Institute of Technology, we offer high-quality technical education across multiple STEM subject areas.
How you learn
We employ a practice-based approach to teaching and assessment set within the context of creative and industry-focused activities. You will build up a portfolio of creative work suitable for use after you graduate.
You learn through
- lab based specialist workshops
- lectures, seminars and tutorials
- self-directed study
- live projects
There are opportunities to study abroad at one of our partner universities with the possibility of funding through the Erasmus+ programme (until 2023) or the Turing Scheme.
Course leaders and tutors
Richard Mather
Senior Lecturer and Course Leader in Digital Media ProductionRichard is currently Course Leader for BA (Hons) Digital Media Production and teaches a range of modules that focus on the development of digital media, including Di … Read more
Student work
Graduate Zoe Roberts now works at Joi Polloi.
Applied learning
Work placements
You will have the opportunity to arrange a year-long work placement in between your second and third years. This gives you a real-world experience to prepare you for your future career. You are supported in finding a placement by our experienced Placement and Employability Team who have a large range of employer contacts.
Live projects
The entire course, in terms of both content and approach, is geared towards producing employable digital media professionals through live projects. Many modules on the degree make use of Applied Projects (a University service which sources clients for live projects) that gives you the experience of working within your specialist industry.
Networking opportunities
We can provide you with the skills you need to set up your own business through our Enterprise Centre. For those involved in this opportunity, our specialist business start-up unit, The Hatchery, also provides additional free support and office space, as well as business mentors with experience in your business area. A series of guest lectures from industry professionals, networking events, competitions and other industry-based research opportunities also provide you with the opportunity to develop your network.
View our students' work
View our gallery of student work and learn more about the exciting projects they've been working on this year.
Future careers
This course prepares you for a future career in:
- digital content creation
- digital creative direction
- digital marketing and branding
- social media management
- project management
- front end development
- app design and development
- graphic and motion design
- mixed reality design
- games cinematics
- graphic design
- illustration
- videography
Previous graduates of this course have gone on to work for:
- Hallmark
- Joi Polloi
- Remedy Entertainment
- Sheffield Doc/Fest
- talkSport
- Spotify
- Financial Times
- Hydra Creative
- Wildcat Digital
- Rise at Seven
Student work
Where will I study?
You study at City Campus through a structured mix of lectures, seminars and practical sessions as well as access to digital and online resources to support your learning.
City Campus
City Campus is located in the heart of Sheffield, within minutes of the train and bus stations.
City Campus map | City Campus tour
Adsetts library
Adsetts Library is located on our City Campus. It's open 24 hours a day, every day.
Learn moreLearn more about your department
Media, Arts and Communications Facilities Tour
Take a look around the media, arts and communication facilities at Sheffield Hallam University with lecturer Saskia Wilson.
Equipment and facilities
On this course you work with
- professional film and stills cameras
- 360 video, lighting and studio equipment
- VR, mobile and interactive media devices
- specialist film, animation and photography studios
- a full-sized professional green screen studio
- state-of-the-art PC and mac labs
- industry-standard software tools
- a purpose-built cinema
Media Gallery
Entry requirements
All students
UCAS points
- 112 - 120
This must include at least 64 points from two A levels, or equivalent BTEC National qualifications. For example:
- BBC-BBB at A Level.
- DDM in BTEC Extended Diploma.
- Merit overall from a T Level Qualification
- A combination of qualifications, which may include AS levels, EPQ and general studies.
You can find information on making sense of UCAS tariff points here and use the UCAS tariff calculator to work out your points.
GCSE
- English Language or literature at grade C or 4
- Maths at grade C or 4
• Access - an Access to HE Diploma with at least 45 credits at level 3 and 15 credits at level 2. At least 15 level 3 credits must be at merit grade or above, in an art or media-related programme from a QAA-recognised Access to HE course, or an equivalent Access to HE certificate
If English is not your first language, you will need an IELTS score of 6.0 with a minimum of 5.5 in all skills, or equivalent. If your English language skill is currently below IELTS 6.0 we recommend you consider a Sheffield Hallam University Pre-sessional English course which will enable you to achieve an equivalent English score.
We consider other qualifications from the UCAS tariff. Applicants with alternative qualifications or a combination of qualifications and work experience are also considered. We welcome applications from people of any age. Please contact us for further advice.
We welcome applications from people of any age. We may be flexible in our normal offer if you can show a commitment to succeed and have the relevant skills and experience. This must show that you will benefit from and finish the course successfully.
Additional information for EU/International students
If you are an International or non-UK European student, you can find out more about the country specific qualifications we accept on our international qualifications page.
For details of English language entry requirements (IELTS), please see the information for 'All students'.
Modules
Important notice: The structure of this course is periodically reviewed and enhanced to provide the best possible learning experience for our students and ensure ongoing compliance with any professional, statutory and regulatory body standards. Module structure, content, delivery and assessment may change, but we expect the focus of the course and the learning outcomes to remain as described above. Following any changes, updated module information will be published on this page.
You will be able to complete a placement year as part of this course. See the modules table below for further information.
Year 1
Compulsory modules
This module equips you with the team skills to create content for current and emerging online platforms. You will develop valuable skills associated with working in multidisciplinary project teams. These skills will be developed whilst undertaking an authentic learning and work experience project with an industry client. This will involve the design and development of a client project through a project-based learning approach in which you will produce enterprising solutions to the problems and challenges posed by the project. You will be required to bring the specialist practical skills and knowledge that you are learning elsewhere and apply them in the context provided by the project.
Indicative Content:
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Ideas generation and communication
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Project organisation
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Project management
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Professional presentation skills
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Critical evaluation. Providing and applying constructive criticism
This module provides a practical introduction to some of the primary professional tools and creative media platforms. You will develop a fundamental understanding of the nature and use of a range of creative media hardware and software tools. This will provide you with a solid foundation of creative media production skills which you will be able to draw on throughout your studies.
Indicative content:
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Video capture, manipulation and editing
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Audio capture, editing and processing
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Interactive media and web development
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Digital asset management
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Media applications for a variety of publishing formats
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Branding and marketing methods
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Graphic and motion design
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Professionalism and communication skills
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Relevant theories of Creative Media Production
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Theoretical understanding of Creative Media Production
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Design and plan for creative media production
This module introduces the principles of digital storytelling used in diverse professional contexts; including commercial, societal and educational. You will gain a practical understanding of how digital media platforms are used to communicate effectively on complex issues with diverse audiences. The module develops you as a multifaceted and ethical digital media professional, by enhancing your practical production knowledge with analytical, writing, and digital storytelling skills.
Indicative content:
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Digital storytelling, data visualisation and infographics
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Narrative structure in promotional and persuasive media
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Research methods
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Web / interactive analysis: visual usability principles
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Analysing social media
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Cross-media branding and transmedia storytelling
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Ethical issues in media production
In this module you will consider User Experience Design and the role of the User Experience (UX) Designer. Applying themes and theories to your subject area, the module will introduce this important process and the key concepts within. You will develop your awareness of the importance of interactive design. You will also develop methods for researching and testing with audiences to design and deliver a meaningful user experience.
Indicative Content:
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User Experience Design
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Developing a Design Document
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Concepts, ideas and prototypes
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The industry process
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Audience, usability and testing, and methods for working with audiences
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Creating meaningful experiences
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Multi-platform delivery
Year 2
Compulsory modules
Immersive digital platforms are used to inform, augment, enhance and create audience experiences in a variety of different contexts, including gaming, simulation, health, rehabilitation, heritage, sports, storytelling and narrative, art and more. The usage of immersive digital platforms ranges in scale from multi-platform, multi-user, site specific, digitally enhanced audience experiences, to single user augmented reality tools created for mobile platforms. In this module you develop a critical awareness of the use of immersive digital design tools and platforms, and an industry standard knowledge of best practice when designing immersive digital experiences, for a range of disciplines and contexts.
Indicative content:
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Immersive digital technologies
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Virtual Reality / Augmented Reality / Mixed Reality and immersive digital platforms
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Interactivity in immersive digital experiences
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User experience and immersive digital narratives
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Spatial audio
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Creating immersive digital experiences - tools and concepts
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Fundamentals of contemporary Games Engine platforms
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Contemporary use of immersive digital platforms
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Distribution platforms
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Researching and establishing criteria for evaluating immersive digital products
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Developing interactive prototypes, designs, and associated research and planning materials
Module Aim:
This module introduces new methods and tools for creating interactive work outside the bounds of traditional screen media. You will be challenged to work in interdisciplinary groups to create an interactive artefact that responds to an industry-set brief. This module also prepares you for the sandwich placement year and future work experience opportunities.
Indicative content:
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Workshops on immersive design, mixed reality interaction, digital narrative design & experimental game design
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Industry-led briefings outlining theme and design challenges
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Milestones set and reviewed by industry contact at agreed intervals
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Presentation pitches of student solutions to industry brief
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Client-led enhanced applied project
Photography and video production share the need for sound understanding of camera technologies and the production process using primarily digital workflows. You will build knowledge of the creative and technical requirements for successful storytelling and communication of ideas. The teaching will cover relevant theoretical and cultural contexts as it builds on audio-visual skills already acquired at level 4. A challenging brief will enable you to further develop their own creative vision while exploring professional production methods.
Indicative Content:
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Key texts & critical, current debates in photography and video work
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Visual research methods & creative idea generation
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Professional orientation to understand regional opportunities, social networks, competitions and opportunities for publication
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Experimental audio-visual artefacts & outputs
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Camera & lens capture/recording skills
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Studio lighting for video, portraiture & product work
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Audio recording and editing for soundtracks and music
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Digital workflows for post-production, asset management, and publication
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Audience engagement and storytelling
The aim of this module is to take you through the design, production, marketing, live streaming and documentation of creative industries events.
The module will be delivered through an enhanced applied project alongside an employer or organisation so you can appraise their own values and motivations in context of the world of work, considering inclusivity and industry sector values. You will be encouraged to bring your own specialist practical skills and knowledge from your subject area and apply them in context provided by the project.
The enhanced applied project experience will provide you with the opportunity to critically analyse and reflect on your practice in a professional environment to recognise the value of work experience to enhance students career readiness.
Indicative content:
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Sustainable production methods
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Exploring future career pathways
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Project management
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Professional communication skills
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Exposure to industry environments
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Interview and pitching techniques
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CV, portfolio and professional online presence.
Elective modules
This module is for undergraduate students to study abroad in their second year, Semester 2 (only for courses that offer this option). With this module, you can spend a semester at one of the University’s approved partner institutions worldwide – from Europe to the Americas, Asia Australia or Canada.
Study Abroad plays an important role in the University's commitment to an engaging, challenging, and thriving learning culture. It offers opportunities to experience other academic cultures and foster intellectual maturity while enhancing co-curricular skills and students' long-term employability.
Study abroad for credit is permitted on existing university-approved courses only. Students are awarded credits and grades at the partner institution, which are converted into Sheffield Hallam credits and grades on return and included in the Sheffield Hallam degree classification.
Please check and refer to the webpage How study abroad works. You must submit a Learning Agreement outlining the modules you will be taking at the partner institution. The Learning Agreement will be signed off by your academic tutor to ensure that the Learning broadly covers the Learning Outcomes set out in your course curriculum during your study abroad.
Year 3
Optional modules
Module aim:
The aim of this module is to enhance students’ professional development through the completion of and reflection on meaningful work placement(s).
A work placement will provide students with opportunities to experience the realities of professional employment and experience how their course can be applied within their chosen industry setting. The placement will:
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Allow student to apply the skills, theories and behaviours relevant and in addition to their course
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Enable students to enhance their interpersonal skills in demand by graduate employers – communication, problem solving, creativity, resilience, team work etc.
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Grow their student network and relationship building skills.
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Provide student with insights into the industry and sector in which their placement occurs
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Help student make informed graduate careers choices.
Indicative Content:
In this module students undertake a sandwich placement (min 24 weeks / min 21 hours per week) which is integrated, assessed and aligned to their studies.
Their personal Placement Academic Supervisor (PAS) will be their key point of contact during their placement and will encourage and support students to reflect on their experience, learning and contribution to the organisation they work for.
To demonstrate gains in professional development, students will be required to share their progress, learning and achievements with their Placement Academic Supervisor and reflect on these for the summative piece of work.
Final year
Compulsory modules
Module aim:
In this module you will focus on storytelling across mixed reality platforms. You will be part of a team-based project, based on a current industry theme, which will challenge you to apply your skills and creativity to craft an "Alternate Realities" artefact.
Indicative Content:
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Storytelling across XR platforms
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Visual Communication
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Non-linear/Alternative narrative structures
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UI/UX
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Experiential design
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Storytelling ethics/accessibility
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Innovation across professional contexts
This module challenges you to develop the intellectual and practical skills to use novel technologies and techniques for manipulating and interacting with digital media. You will use a range of software tools to develop skills to explore new developments and methods. You will look at new and innovative applications of digital media and see how these ideas could be adapted into other applications.
Indicative content:
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Lab sessions to introduce and allow experimentation with a range of software and hardware
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Introduction to generative art
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Sensors, input and ambient intelligence
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Artificial Intelligence
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Innovative user interfaces
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Strategies for designing interaction
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Digital media enhanced performance
The module will ask you to produce research, planning and pre-production materials for a major project. You will be expected to demonstrate advanced key technical skills of pre-production in creative media practice, such as idea generation, research, design, development, and planning, which should be assembled in a set of materials appropriate for submission - the format of these will be dependent on the chosen project. The module will challenge you consolidate your production ideas in creatively conceived major project work and you will be expected to practise project management skills effectively.
Indicative content:
The major teaching and learning in this module will be in tutorials with your allocated project supervisor and in the realisation of the pre-production project work. The work you produce here will help you to prepare for producing the major component of your individual showreel or portfolio which you will use to showcase your skills and talents when seeking future work or commissions and will have the potential to be included a professional industry setting. The module will require skills in idea generation, planning, research, project management, and documentation of your progress. Students will be expected to collaborate with their peers and project supervisor.
This module engages you to work independently on an individual project, choosing between two possible routes: a dissertation or a digital media production.
The dissertation route involves you choosing a relevant topic that will consolidate your learning and skills in one of the areas explored in the course. Furthermore, you are provided with the opportunity to develop and test your advanced communication skills as well as self-reflect about your work.
Dissertation route indicative content:
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Development of a project area of students’ choice
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Undertaking of a piece of individual theoretical or research work in students’ chosen specialism
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Development of advanced academic communication skills
The digital media production route aims to demonstrate advanced key technical skills of production in creative media practice. The module will help you to consolidate your pre-production ideas in creatively conceived major project work and enable you to produce media work with a sense of professionalism and for a defined audience.
Digital Media Production indicative content:
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Creation of content for a personal portfolio of work
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Professional project and time-management
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Professional production techniques
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Advanced communication skills
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Self-promotion and distribution
Fees and funding
Home students
Our tuition fee for UK students on full-time undergraduate courses in 2025/26 is £9,535 per year (capped at a maximum of 20% of this during your placement year). These fees are regulated by the UK government and therefore subject to change in future years.
If you are studying an undergraduate course, postgraduate pre-registration course or postgraduate research course over more than one academic year then your tuition fees may increase in subsequent years in line with Government regulations or UK Research and Innovation (UKRI) published fees. More information can be found in our terms and conditions under student fees regulations.
International students
Our tuition fee for International/EU students starting full-time study in 2025/26 is £17,155 per year (capped at a maximum of 20% of this during your placement year)
Financial support for home/EU students
How tuition fees work, student loans and other financial support available.
Additional course costs
The links below allow you to view estimated general course additional costs, as well as costs associated with key activities on specific courses. These are estimates and are intended only as an indication of potential additional expenses. Actual costs can vary greatly depending on the choices you make during your course.
General course additional costs
Additional costs for Sheffield Creative Industries Institute (PDF, 268.6KB)Legal information
Any offer of a place to study is subject to your acceptance of the University’s Terms and Conditions and Student Regulations.