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Fees and Funding

Here's the fees and funding information for each year of this course


This course will enable you to pursue a range of careers in the creative industries where current and emerging technologies and design concepts are used in the production of innovative, immersive user experiences. The course will introduce you to graphic, animation, video, VR, AR, projections and sensors production techniques.

You will learn how to project manage live events for real clients involving research, conceptualisation, planning, design, development and testing of cutting-edge digital experiences for events, including e.g. live entertainment, art and museum installations, exhibition spaces and fashion shows, tourism, training and education and smart city initiatives.

You will further learn about methodological and experimental design approaches, including research into cognitive, behavioural, sensory and affecting user experiences. You will reflect critically on design practices and consider wider implications of immersive production on everyday life and the wider community and societal needs.

Foundation year

If you don't meet the entry requirements for a BA, you can study this course as an extended, four-year programme. You'll begin by taking a foundation year which prepares you for a successful transition to the BA degree. This means it will take you four years to complete the course full-time, and eight years to complete the course part-time.

What makes this course different



You will learn to design for live entertainment, art and museum installations, exhibition spaces and fashion shows, tourist attractions, training and education and smart city initiatives using cutting edge technology.



You will work collaboratively on stimulating live project work with real clients.

Digital Skills

Digital Skills

You will develop important digital skills and creative applications of current and emerging technology and explore the potential of design thinking to affect positive public and community engagement


  • Use current and emerging digital technologies, including graphic, animation, video, VR, AR, projections and sensors, to create a range of digital user experiences.
  • Research, plan, design and develop cutting edge digital experiences for events including e.g. live entertainment, art and museum installations, exhibition spaces and fashion shows, tourism, training and education and smart city initiatives.
  • Work collaboratively with other creatives (e.g. artists, dancers, musicians) to develop and project manage live projects for real clients.
  • Develop and test conceptual, methodological and experimental approaches to design.
  • Research and develop cognitive, behavioural, sensory and affecting user experiences.
  • Reflect critically on design practices and consider wider implications of emerging and immersive technology on everyday life.
  • Develop uses of emerging digital technology that support local community and wider societal needs.


This course is subject to validation. You can still apply for this course while it is being approved.


  • Core Modules

    Academic Development

    This module will provide students with the opportunity to identify the skills, competencies and experience required for successful development to embarking on their university degree and successfully completing it and progressing on to a range of potential future career areas.

    Central to the developmental process is for each student to cultivate the reflective skills, openness and self-awareness to enable themselves to assess what they are doing, identify areas for improvement, and confidently receive and give constructive feedback.


    Social Media Project

    The module will develop basic individual research and production skills for social media content. Students will also develop their reflection and evaluation skills. Throughout the module students will create new content for a social media account relating to their chosen subject pathway, or topic of interest. Students will also be encouraged to consider current issues and debates surrounding social media.


    Ways of Looking

    This module will introduce students to how meaning is made and transmitted in visual texts. Students will be introduced to the various ‘ways of looking’ (frameworks) at media, and how this is applies to current media examples. Students will be expected to conduct their own research and encouraged to consider how the ‘ways of looking’ at media can be applied to their own subject specific pathway.

    Students will also learn how to apply key composition and aesthetic (typography, colour, and layout) skills to their own work in the form an academic poster using industry standard software.


    Narrative and Creativity

    This module will provide students with the opportunity to identify the skills and knowledge necessary to create oral, visual and written narratives for all kinds of media production. This module aims to give students the theoretical understanding of narrative and creativity. Throughout the module students will be encouraged to consider how these theories shape their chosen subject. Students will be assessed on their ability to present their understanding of narrative theories and give supporting examples of how these apply to various forms of media.


    Group Film Project

    Students will develop fundamental digital media production skills required to make a film. Over this course of this module, students will work in groups to research and produce a short fiction or non-fiction film for online distribution. Students will also have the opportunity to reflect (critically evaluate) on their own practice in relation to the main topics covered during the module; including professional practice.


    Mental Wealth: Professional Development

    This module will provide students with the opportunity to identify the skills, competencies and experience required for employment and employability and how employability and industry connections are implemented in the curriculum.

    You will begin to recognise the areas for your own personal professional development (including emotional, social, physical, cultural and cognitive intelligences) through taught and workshop activity.

    Central to the developmental process is for each student to cultivate their reflective skills through collaboration with other undergraduate students and analysing effective approaches to industry briefs and creative problem solving.

  • Core Modules

    Aesthetics and Technologies 1: Practice as research

    This module will provide students with the opportunity to experiment with and explore a range of techniques and crafts in collaborative and multi-platform projects. They will be introduced to aesthetic practices, concepts and technologies used in the external world with a view to informing this experimentation. Industry professionals will be invited to collaborate in this process via a 'Masterclass' series of interactive workshops. Students will demonstrate their knowledge through an ability to critically reflect upon the results.


    Mental Wealth: Agency 1

    Developing the key psychological and physical determinants of human performance is increasingly critical for successful graduate-level employment, entrepreneurship and career progression in the 4th industrial revolution.

    This module will provide students hoping to work in the creative industries with the opportunity to learn and apply the full range of skills, competencies and experience required for successful progression into in a range of potential future career areas.

    Students will learn about conventions and expectations in the creative industries, focussing on areas specific to their programme of study. They will also advance their own personal professional development through taught and workshop activities, and explore possible strategies to further develop their reflective skills and self-awareness.

    Students will have opportunity to select an in-house microbusiness to join in the role of 'Apprentice'. In this position they will focus on the importance of research in the creative industries. Students will practice key methods including digital and other research and qualitative methods used in industry today, including trends, news coverage and customer reviews. Students will also learn the conventions of research and analysis in order to develop a pitch or proposal in response to a client brief.


    Narrative 1: Narrative Fiction

    This module examines forms of narrative and storytelling in the context of traditional and interactive media.

    Case studies from various media such as television, cinema, gaming and social media are presented.

    Narrative theory, such as the conventions of plot and character development, the representation of narrative action and the use of digital media are taught, culminating in a media production piece that embodies the theories and concepts students have learned.

  • Core Modules

    Employment and Enterprise

    This module prepares students for employment in the creative industries and enables self-reflection on career progression.

    Students will develop and enhance their employability and enterprise skillset in preparation for graduate employment opportunities.

    Students will complete a Career Development Project which includes a work placement.

    This will be a self-directed project which they will research and undertake individually, in discussion with the tutors.


    Narrative 2: Advanced Narrative

    This module provides the opportunity for students to develop their media narrative skills in a more advanced and professional context. Students will develop a project voicing themes of identity within contemporary culture. They will then be supported in key areas of project development and selection. Finally they will progress through all relevant stages of production. Narrative and conceptual structures will be delivered at a higher level than in Level 4 and technical support will be provided to enhance the students' craft skills relating to professional practice. The module will structure the development of key media skills as well as a deeper understanding of the creative process relating to the students' chosen narrative genre. The course will end with a peer group evaluation, enabling the students to critically reflect on their achievements a means of progression into Level 6.


    Mental Wealth: Professional life: Agency 2

    Best learning experiences follow a 'learning by doing' approach followed by reflection and assimilation. Building upon the competencies and skills identified at level 4, this module supports effective professional development through practical experience.

    You will work on live project briefs to produce media content which is informed by appropriate research in the field of study.

    Professional understandings and skills sets will be furthered through practical work enabling you to strengthen key graduate skills such as teamwork, organisation skills, digital skills, effective communication, and professionalism.

    Through reflective practice, you will evaluate your ongoing progress as a learner and as a practising professional.

  • Core Modules

    Optional placement

    This course offers the opportunity of year-long placement between years two and three. If you choose to take this option, you’ll spend your third year on a placement with a relevant company or organisation, adding valuable practical experience to your growing academic knowledge. 

    The extra placement year means it will take four years to complete your studies, instead of three.

  • Core Modules

    Aesthetics & Technologies: Professional Practices

    The module provides an in-depth understanding of creative work cultures, and self-promotional strategies to help you establish personal branding for your own set of skills, experiences and practices. This module examines the Creative Industries and explores their organisation and institutional arrangements, their media forms, products and services, work practices and cultures. Here you will extend your skills, experience and self-awareness to prepare for a career in the Creative Industries through the application of learned skills to your career promotion and progression.

    You will enhance your professional practice and self-branding skills set though a career development project which includes critical reflection and self-promotional strategies. The module provides an in- depth understanding of creative work cultures, and self-promotional techniques to help you establish personal branding for your own set of skills, experiences and practices.


    Mental Wealth: Professional Life: Agency 3 - Freelancing at UEL Creatives

    This module is delivered as part of UEL’s creative agency, UEL Creatives, where students will work on live projects that will develop their employability skills and give them experience of working with industry.

    Students can apply for a range of projects suitable to their skill-set and will be matched to at least one project as part of the unit. Working either individually or as part of a team to meet the brief set by a real client, students learn how to work as a freelancer and manage their own workload.

    This will include practical information such as how to manage intellectual property as well as best practice on communicating with clients, working as a team and planning for the future.

    In addition, students will be required to reflect on the experience, helping them to develop key enterprise skills including reliance and problem-solving.


    Understanding Digital Cultures

    Students will learn the social, economic and technological developments that have combined to produce the modern ‘prosumer’ and critically assess the dynamics in play when people use social media, increasingly in immersive environments. This critical approach to examining user contexts allows us to identify a series of ethical questions and the potential of data harvesting in the pursuit of new consumers.

    Students with gain an understanding of social media’s commercial purposes, and an awareness of how the pervasive appeal of these platforms raise a broader set of questions regarding the deployment of technological innovation in a world transnational in character.


The BA (Hons) Media and Immersive Production with Foundation Year curriculum is carefully structured so that each student can progress their practical skillsets and intellectual engagements throughout the degree. There are four main curriculum strands throughout the programme: practical skills, client-based work, design concepts and research. You will be assessed by way of a combination of formative and summative practical coursework (65%) and academic research (35%).

  • Foundation Year: TBC
  • At level 4 you will be introduced to new technologies, working practices, briefs, design concepts, research and theories of immersive media.
  • At level 5 you will be encouraged to develop on skillsets, manage small projects and plan and engage in research into immersive technology.
  • At level 6 you will continue to develop skillsets and be further encouraged to work on guided independent practical work, research projects and client briefs.

You will work with dedicated academic staff throughout the programme in lab and classroom-based environments. In level 6 students will be supervised throughout their final projects. In addition to programme specific support, students will also have access to academic support, a dedicated personal tutor and careers advice.

You'll be taught by a range of staff, many of whom are practitioners in the area they teach. Some of the assessments focus on practical skills and are presented as 'live or simulated briefs.' This ensures that the practice-led teaching is relevant to industry and the world of work. Our staff are well placed to take advantage of a range of professional networks and industry contacts. Each module is designed with practical components  and a reflective component, with the intention that students develop an ability to comment on and justify their creative process

Guided independent study

When not attending timetabled lectures or workshops, you will be expected to continue learning independently through self-study. This will typically involve skills development through online study, reading journal articles and books, working on individual and group projects and preparing coursework assignments and presentations. Your independent learning is supported by a range of excellent facilities including online resources, specialist facilities, such as edit suites, the library, the full Microsoft Office software, including MS Teams, and Moodle: our Virtual Learning Environment.

Academic support

Our academic support team provides help in a range of areas - including learning and disability support.

Dedicated personal tutor

When you arrive, we'll introduce you to your personal tutor. This is the member of the academic course team who will provide academic guidance, be a support throughout your time at UEL and who will show you how to make the best use of all the help and resources that we offer.


Each year you will spend around 280 hours of timetabled learning and teaching activities. These may be lectures, workshops, seminars and individual and group tutorials. Contact hours may vary depending on each module.

The approximate workload hours for this course per year are:

  • Scheduled teaching - 284 hours;
  • Guided independent study - 916 hours

Your timetable

Your individualised timetable is normally available within 48 hours of enrolment. Whilst we make every effort to ensure timetables are as student-friendly as possible, scheduled teaching can take place on any day of the week between 9.00am and 6.00pm. For undergraduate students, Wednesday afternoons are normally reserved for sports and cultural activities, but there may be occasions when this is not possible. Timetables for part-time students will depend on the modules selected.

Class sizes

To give you an indication of class sizes, this course normally attracts 25 new students per year. Lecture sizes are normally maximum 40 students.

In the classroom you will be taught in groups of 18-20 students. However, this can vary by academic year.


The BA (Hons) Media and Immersive Production with Foundation Year degree offers you a compelling opportunity to work on cutting edge immersive design and production projects.

In addition to working with staff skilled in immersive technologies (e.g. VR, AR and sensor-based media), students will work on client briefs and be encouraged to intellectually engage in a transformative moment in media technology history. 


Docklands Campus

Docklands Campus, Docklands Campus, London, E16 2RD


The teaching team includes qualified academics, practitioners and industry experts as guest speakers. Full details of the academics will be provided in the student handbook and module guides.

Dr Tony David Sampson

Tony is a Reader in Digital Cultures and Communications. He is research active and is programme leader for MA Media and Communications Industries.

Read more

What we're researching

At the University of East London we are working on the some of the big issues that will define our future; from sustainable architecture and ethical AI, to health inequality and breaking down barriers in the creative industries.

Our students and academics are more critically engaged and socially conscious than ever before. Discover some of the positive changes our students, alumni and academics are making in the world.

Please visit our Research section to find out more.


Students successfully graduating with a degree in BA (Hons) Media and Immersive Production will gain an extensive, cutting edge skillset suitable for a wide range of careers in the cultural industries and beyond.

These opportunities may include freelancing on immersive projects in live entertainment or working on art and museum installations. Work with immersive technologies may also involve setting up exhibition spaces or fashion shows. You might also find work in tourism, training, education and smart city initiative contracts.

We aim to ensure that all of our students graduate with a skillset that will enable them to enter into other areas outside of the cultural industries, such IT, education and retail.

Explore the different career options you can pursue with this degree and see the median salaries of the sector on our Career Coach portal.