The course has also been carefully developed in parallel with related programmes within the School. All our courses include a series of Creative Practice modules that offer music technology students the opportunity for productive collaborations with fellow students in Digital Film and Television Production, 3D Computer Animation, Games, Digital Arts, and Visual Effects.
Potential students for the Programme would typically come from either a music, music technology, or related digital media background (although it is not limited to these). The approach by the course team is very broad and encompasses a wide range of musical styles, genres, instrumental techniques, and production methods. Diversity and variety is both welcomed and positively encouraged: we have students doing ballet music, experimental electronic music, punk, shoe-gaze, techno, you name it! However, applicants for the music theory pathway will be expected to have at least Grade 5 Music Theory, or equivalent knowledge.
All prospective students are invited to visit the School and discuss the programme in detail with the Programme Director. Open Days are organised on a regular basis.
Students will gain a detailed and up-to-date understanding of the many technical, creative, and professional aspects of music technology. Skills developed include audio engineering, synth programming, software development, instrument hacking, composition techniques, sound design, audio post-production, spatial audio systems; entrepreneurship, business planning, and project management. Other specialisms are available in option modules.
The Music Technology graduate has an excellent range of technologically advanced transferable skills that enable them to gain employment in a diverse range of contemporary media companies and associated creative industries: a well-developed aesthetic sensibility; a high level of computer literacy; a detailed knowledge of the history of technology; entrepreneurship; and communication skills that will allow the student to write a brief, work to a brief, and write a report. Students will identify and develop their own strengths and learn to integrate these individual skills within development teams. Although the programme emphasises practice, the abilities to research, problem-solve, and to carry out synthetic and analytical higher order thinking are seen as essential.
In Year 1 students learn primarily through lectures, seminars, workshops and tutorials, where there is an emphasis on the teaching and acquisition of basic key skillsets. Whilst in Year 2 the continuing teaching and acquisition of keys skills remains important, students will be expected to take greater responsibility in directing their learning as their knowledge increases. Third year students will work increasingly under their own direction, discussing the development and creation of projects with advice and guidance from Faculty staff.
The final year of the MMusTech is designed to offer the opportunity to both gain a Masters degree and to negotiate that often problematic transition into industry. Core modules in research, communication, and entrepreneurship provide the framework in which the student can engage with industry via an outward-facing project. Examples might include: bringing your own work to market (i.e. album, software, band, company); working with an existing company on an album/game/film/software; or completing one or more work placements with companies based around a single idea or concept (e.g. sound design, game audio, composition, spatial audio, etc.)
During your time with us you will have the opportunity to study abroad with the Erasmus exchange programmes currently running with Universities in Norway, Barcelona and Sweden.
Students can also take up the opportunity to study a semester in the USA and Canada.
For more information please click here.
- Simon Kilshaw
- Dr Paul Hazel
The Music Technogy programme is designed to provide graduates with the skills necessary to move into the industry. The School of Film and Digital Media has excellent links with media companies both locally and nationally, for example: Roland, Wolfestone/VoiceBox, Dai Shell Post-Production, Tornado, and many more. Specialist roles might include: recording engineer, multimedia composer (i.e. games, film, apps, web), sound designer, software developer, post-production engineer, ADR recordist/editor, educator, etc. The typical freelance "portfolio career" graduate is also well catered for, as are the skills essential for developing your own company.
- BA Music Technology
- MA Creative Sound Production
Our students have access to a diverse range of equipment and resources, which in most cases are sufficient to complete their programme of study. We provide the basic materials necessary for students to develop their practical work within our extensive workshop and studio facilities. However, it is likely that art and design students will incur some additional costs to extend their investigation of their personal practice. For example, purchasing their own specialised materials and equipment, joining in optional study trips, and printing.