Master english programs

Interested in a Master’s in Film?

Our Master’s programme in Film is taught in English and offers a comprehensive curriculum designed to deepen your understanding of film theory and practice. You’ll learn from experienced film professionals, including award-winning dramatists, professors, and editors, who bring their real-world insights to the classroom.

Before you apply:

  • Check the admission requirements: Places in our program are limited. Meeting the minimum requirements doesn’t guarantee admission, so make sure to present a strong application.
  • Complete the application form: Our application is multi-step, allowing you to work on it at your own pace. However, all sections must be completed for your application to be reviewed.

AUDIOVISUAL ARCHIVES – PRESERVATION AND PROGRAMMING

Full-time course – 2 years (4 semesters, 120 credits)

Master programme (Ma/ MSc)

CINEMATOGRAPHY AND MEDIA

Academic year: 2024/2025

Preservation and Programming Master’s program is the first of its kind in Romania and Eastern Europe, and it is taught in English. Over the course of two years, the program provides students with comprehensive theoretical and practical training in the two main areas of audiovisual heritage, preservation, and curation. A complete restoration project requires skills such as documentation, an excellent understanding of the historical context and aesthetic and technical codes of the time and place in which the film was made. Additionally, it involves practical abilities for identification, handling, cleaning, repairing, scanning, digital restoration of images and sound, and colorization. Similarly, creating a film program involves a broad knowledge of cinema, a curatorial vision, writing skills in various styles, and the ability to moderate discussions with guests and the audience. A solid understanding of the materiality of the medium is also indispensable. Some of the courses and seminars that will promote the understanding of audiovisual heritage as a dynamic subject in continuous dialogue with the present include “Histories and Audiovisual Curatorial Practices,” “Preservation Practices in Romanian Audiovisuals,” and “Digital Restoration of Film Images.” By combining theoretical and technological education, the Audiovisual Archives: Preservation and Programming program will prepare versatile specialists who are well-versed in the latest technical, methodological, and ethical issues in the field. Graduates will be capable of working in film archives, festivals, art cinemas, media libraries, video libraries, museums, foundations, associations, or private enterprises that own or produce audiovisual collections worldwide.

Admission

Academic year: 2024/2025

Admission requirements

A. All candidates must have graduated from a program summing up 240 or 180 credits.

B. When applying, candidates will submit a portfolio containing:

  • A motivation letter
  • The candidate’s CV
  • A text no longer than 10 pages which will describe the candidate’s perspective towards an audiovisual archive they have worked with or to which they have been exposed though a fictional or documentary work, an exhibition etc.
  • Optionally: any other relevant material connected to the field of study (films, video essays, scripts, film reviews, academic writings etc.)

The complete portfolios must also be submitted electronically after the application.
The candidate must make sure all the required elements from the portfolio can be accessed, otherwise they will not be allowed to enter the exam. After applying on the platform Edubits, the institution will provide the candidate access to a secured folder where they will be able to upload the necessary documents and which will only be available to the candidate and the institution. The access data will be communicated through an email sent to the address the candidate has used when applying. The exam will consist of a single interview with the candidate, which will be graded on a scale from 1 to 10 [10 – maximum]. The discussion will be based on the CV and the portfolio submitted by the candidate.

INTERACTIVE TECHNOLOGIES FOR PERFORMING AND MEDIA ARTS

Full-time course – 2 years (4 semesters, 120 credits)

Master programme (Ma/ MSc)

CINEMATOGRAPHY AND MEDIA

Academic year: 2024/2025

The Interactive Technologies for Performing and Media Arts Master’s Program trains students to acquire advanced knowledge in digitally controlling sound, light, image, and code for the arts. Graduates of the program may pursue careers as designers for sound, space, interaction, and nonlinear narratives. The curriculum is structured to develop students’ technical skills as well as conceptual understanding. Throughout the program, students explore a variety of interactive environments. Projects are based on the design and creation of sound and visual interfaces, development of interactive virtual environments, interactive installations, augmented performances and use of digital design concepts at the highest standards. All teaching and applied activities are done in English, providing graduates the opportunity to easily integrate into creative and research projects at an international level. Under the guidance of the coordinating professors, the ITPMA master’s students have exhibited works in venues such as: Ars Electronica (Linz AT), Fête des Lumières (Lyon FR), Mirage Festival (Lyon FR), MNAC (Bucharest RO), Amural (Brașov RO), Spotlight (Bucharest International Light Festival), White Night of Galleries – NAG, Casa Universitarilor, Internetics, Binar, Radar.

Admission

Academic year: 2024/2025

Admission requirements

Admission is open to graduates of Theatre and Film, as well as holders of art, music, design, or science and engineering degrees;
Candidates must have completed a specialisation with 180 ECTS credits or 240 ECTS credits;
On registration, candidates will submit online:

  • CV EUROPASS with photo, in PDF format according to the EU guidline
  • a portfolio of works / projects relevant in the fields of Digital Media & Performing Arts (these can be live performances, installations, films, software or any other relevant content);
  • a short description, in writing (English), of a work/project in the portfolio and the creative process involved;
  • in the absence of a portfolio (points 2 and 3), candidates can submit an essay of 1500-2000 words (English) demonstrating their interests and intentions in pursuing interactive technologies;

Complete submissions are handed in after registration, exclusively in an online electronic format. The candidate must ensure that all required elements are present in the submission and can be accessed, otherwise they will not be admitted to the examination.


The institution will provide, only after registration on the Edubits platform, a folder on a secured online platform where the candidate can upload the required documents. Access to this folder is restricted to the institution and the candidate. The access details will be communicated over the email address used for registration.


Optionally, the candidate may provide supplemental portfolio materials in a physical format on the day of the examination. These will be handed to the secretary of the commission before the start of the examination.

SINGLE STAGE (tests are graded from 1 to 10)

Test 1 – oral – 20 min.

  1. Presentation of the portfolio, explaining the technical and aesthetic means used / defence of the argumentation essay.
  2. Interview, based on the submitted CV and the bibliography.

Test 2 – oral / practical – 30 min. preparation, 20 min. examination

Demonstration of working skills in specific software environments* chosen by the candidate, on a given theme.
*a Mac or Windows system will be provided, with Max/MSP, Pd, Unity, TouchDesigner, Processing, Ableton Live, Reaper (or other software, on request), or the candidate may bring their own configuration.

BIBLIOGRAPHY

  • Dixon, Steve, Digital Performance: A History of New Media in Theater, Dance, Performance Art, and Installation, The MIT Press, Cambridge, 2007.
  • Holmes, Thom, Electronic and Experimental Music: Technology, Music, and Culture, Routledge, New York, 2002 (revised 2020).
  • Levin, Golan & Brain, Tega, Code as Creative Medium: A Handbook for Computational Art and Design, The MIT Press, Cambridge, 2021.
  • Manovich, Lev, The Language of New Media, The MIT Press, Cambridge, 2002.
  • Noble, Joshua, Programming Interactivity: A Designer’s Guide to Processing, Arduino, and Open Frameworks, O’Reilly Media, Inc., 2009 (revised 2012).
  • Phillips, Andrea, A Creator’s Guide to Transmedia Storytelling, McGrawHill, New York, 2012.

NEW MEDIA DESGIN

Full-time course – 2 years (4 semesters, 120 credits)

Master programme (Ma/ MSc)

CINEMATOGRAPHY AND MEDIA

Academic year: 2024/2025

The Master’s program in New Media Design focuses on the study of digital media with possible applications in film and new forms of communication. Structured as an interdisciplinary program, the Master’s offers theoretical courses and practical activities applicable in the fields of film directing and cinematography, sound, and editing.

Understanding the specific elements of digital media is supported and deepened through concrete projects aimed at fostering creativity, research, and innovation in the field. Through graphic engines, concepts or content for new media can be created, which can then be integrated into both films and games or special effects. In this way, students are prepared to become professionals in the techniques of new media, provide consultancy, and participate in large-scale projects in the film industry.

Admission

Academic year: 2024/2025

Admission requirements

The application is open for graduates from faculties in the field or the following domains: Architecture; Plastic Arts; Engineering; Photography; Cinematography; Directing; not exclusively.
Candidates must have completed a degree with 180 credits or 240 credits;


When applying, candidates will submit:

  • Curriculum Vitae
  • An 1.500-2.000 words essay which would should explain the reasoning behind the student’s interest in new media field ((installations, blending virtual environments and characters with 2D image, stereoscopic experience, VR or AR experience but also MR concepts);
  • Student’s portfolio with artworks relevant for new media experience (standard format, these are to be evaluated for the first part of the exam 1.1)
    • 15 2D photographs that have a clear cinematographic sequence but also proper framing and depth of field, shot by the student
    • 5-7 panoramic photographs (cylinder of spheric) that have a clear cinematographic sequence but also proper framing and depth of field, shot by the student
    • Short feature film (max 5 min) immersive 360/ stereo/ interactive
    • Interactive/immersive application

After registration, complete portfolios are submitted only in electronic format. The candidate must ensure that all requested elements are included in the portfolio and can be accessed, otherwise they will not be admitted to the exam.


The institution will provide, only after registration on the Edubits platform, a folder on a secured online platform where the candidate can upload the required documents. Access to this folder is restricted to the institution and the candidate. The access details will be communicated over the email address used for registration.

SINGLE STAGE (tests are graded from 1 to 10)

Test 1 – oral

  1. Interview based on the candidate’s CV and essay.

Test 2 – oral

  1. Colloquium in English.

Viewing and analyzing the candidate’s portfolio. Argument regarding the concept and explaining the workflow and analysis of the techniques used. Discussions around the design project for a New Media product (uploaded by the candidate in the application procedure).

BIBLIOGRAPHY

  • Brinkmann, Ron: The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics, Morgan Kaufmann, Burlington MA, 2008
  • Byrne, Bill: The Visual Effect Arsenal: VFX Solutions for the Independent Filmmaker, Focal Press, Burlington MA, 2009
  • Catmull, Ed; Wallace, Amy: Creativity inc Overcoming the Unseen Forces That Stand in the Way of True Inspiration, Random House, 2014
  • Dixon, Steve: Digital Performance: A History of New Media in Theater, Dance, Performance Art, and Installation, The MIT Press, Cambridge, 2007 (reprinted edition, 2015)
  • Frich, Arnaud: Panoramic Photography: From Composition and Exposure to Final Exhibition, Focal Press, Burlington MA, 2007
  • Hussar, John J.: 360 Degree Spherical Video: The Complete Guide to 360-Degree Video, Grey Goose Graphics LLC, New York, 2016
  • Isaacson, Walter; The Innovators, Simon and Schuster, 2014
  • Manovich, Lev: The Language of New Media, The MIT Press, Cambridge, 2002
  • Mendiburu, Bernard: 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen, Focal Press, Burlington MA, 2009
  • Wilson, Stephen: Information Arts: Intersection of Art, Science and Technology, The MIT Press, Cambridge, 2003

ART OF GAME DESIGN

Full-time course – 2 years (4 semesters, 120 credits)

Master programme (Ma/ MSc)

CINEMATOGRAPHY AND MEDIA

Academic year: 2024/2025

The Art of Game Design study program in English is the first Master’s that offers an academic framework for future game designers. The range of subjects in this program is created with the aim of providing an overview of a game project. Thus, the exams are mainly practical projects that lead a game from the documentation stage to the prototype stage: whether we are talking about board games or video games.

The academic curriculum is complemented by other extracurricular activities, supported by professionals in the field, and by practice carried out directly in large companies in the industry. Last but not least, students are supported in participating in exponential games community and industry events like: Dev. Play, Game Jams, Games Days Festival. Discover the site supported by students, future game designers.

Admission

Academic year: 2024/2025

Admission requirements

The application is open for graduates from faculties in the field or the following domains: Film and Media, Theater and Performing Arts, Design, Fine Arts, Animation, Music, Architecture, Computer Science, Engineering;
Candidates must have completed a degree with 180 credits or 240 credits;


When applying, candidates will submit:

  • a CV EUROPASS with photo, in PDF format according to the EU guidline:
  • https://europa.eu/europass;
  • a portfolio of works / projects related to Game Design (primary: games / secondary: graphic design, visual art, interactive experiences, installations, narrative experiences, character designs, prototypes, software or any other work with relevant content). Accepted techniques include digital, traditional or mixed media.
  • Short written description of one work/project and the creative processes involved (primary: project pitch, secondary: storyboard, director’s notebook etc)
  • An essay of 1,500-2,000 words containing:
    • Personal motivation and evidence of interest in game design
    • Prior experience relevant to the field of games or interactive experiences
    • Personal experience with games / favourite games
    • The candidate’s abilities relevant to the field of game design.

Complete submissions are handed in after registration, exclusively in an online electronic format. The candidate must ensure that all required elements are present in the submission and can be accessed, otherwise they will not be admitted to the examination.


The institution will provide, only after registration on the Edubits platform, a folder on a secured online platform where the candidate can upload the required documents. Access to this folder is restricted to the institution and the candidate. The access details will be communicated over the email address used for registration.


Optionally, the candidate may provide supplemental portfolio materials in a physical format on the day of the examination. These will be handed to the secretary of the commission before the start of the examination.

SINGLE STAGE (tests are graded from 1 to 10)

Test 1 – oral 20 minutes

  1. Presentation of the portfolio and explanation of the technical and aesthetic means used / defending the argumentation essay.
  2. Interview
    a. on the CV submitted by the candidate
    b. general knowledge and ludography/bibliography.

Test 2 – oral / practical – 30 minutes preparation and 30 minutes examination

Evaluation of practical skills in specific software environments *, at the choice of the candidate.
an OSX or Windows system will be available with Unity, Unreal, Godot, PICO-8, Max/MSP, Ableton Live, Pd, Adobe Creative Cloud, 3ds Max, SketchUp, Maya (or other software, on request). The candidate can also bring his/her own configuration.


In case of equal averages, the candidates will be separated by taking into account the grade obtained in Test 1. If equality persists, the candidates will be separated through a tie-breaker test involving the completion of a gaming exercise proposed by the committee.

Recommended LUDOGRAPHY

  • Bioshock
  • Braid
  • Dishonored
  • Elder Scrolls V: Skyrim
  • Fallout
  • God of War
  • Half Life
  • Inside
  • It Takes Two
  • Journey
  • Layers of Fear
  • Left4Dead
  • Metro
  • Minecraft
  • Monument Valley
  • Limbo
  • Pac-Man
  • Pong
  • Pokemon Go
  • Portal
  • Red Dead Redemption
  • Stanley Parable
  • Soma
  • Super Mario Bros 3
  • The Last of Us
  • What Remains of Edith Finch
  • Witcher 3
  • Azul
  • Carcassonne
  • Cards Against Humanity
  • Dixit
  • Fluxx
  • GO
  • Pandemic
  • Saboteur
  • Settlers of Catan
  • Splendor
  • Sushi Go
  • Story Cubes
  • Timeline
  • Travelin’

Recommended BIBLIOGRAPHY

  • Adams, Ernst – Fundamentals of Game Design, Third Edition, New Riders, 2014
  • Brathwaite, Brenda, Schreiber, Ian – Challenges for Game Designers, Course Technology, 2009
  • Crawford, Chris – On Game Design, New Riders Publishing, 2003
  • Engelstein, Geoffrey; Shalev, Isaac – Building Blocks of Tabletop Game Design, An Encyclopedia of Mechanisms, CRC Press, 2012
  • Fullerton, Tracy – Game Design Workshop, Second Edition, Elsevier, 2008
  • Schell, Jesse – The Art of Game Design,, 2015
  • Sicart, Miguel – Play Matters, The MIT Press, 2014
  • Zimmerman, Eric, Salen, Katie – Rules of Play, Cambridge, Ed. MIT Press, 2004

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