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Digital Media Arts

“Sometimes I've believed as many as six impossible things before breakfast” - Lewis Carroll

Work from the project Moon in a Tea Cup by Sailesh Gopalan


Contemporary visual culture is replete with digitally produced and manipulated imagery that challenge our notions of reality. Digital intervention and enhancement is key to envisioning impossible worlds and interactive virtual spaces. Commercial and artistic spaces today abound in several forms of such time-based media works. In feature films, animation, video, gaming, interactive installations, on television and smart phones, we come across works that challenge and extend our reality into newer digital environments everyday.

Srishti offers the 4-year undergraduate course in Digital Media Arts at its main campus in Bangalore. It allows you to explore, create and extend these digital environments. We encourage explorations to start from an immersion in one’s social, personal, historical, cultural and contemporary situations. Whether it is movements that are drawn, models made to act, interaction of live-action and computer generated imagery (CGI) or the virtual worlds of gaming, this is a space to explore new frontiers of time-based media formed by the interaction of time, movement and space. Digital Media Arts offers courses in the three interrelated disciplines of Animation, Game Design and Development and Visual Effects.


To ‘animate’ means the ‘action of imparting life’. Animation, taken in its broadest sense is any moving image work that involves frame-by-frame manipulation and construction of movement. Hence, it is the act of ‘instilling life’ from one frame to the other through which impossible worlds are brought to life. In an expanding world of media and entertainment involving diverse techniques, at Srishti there is scope to innovate across a wide spectrum, from traditional techniques to experimental forms and processes. Animation at Srishti offers a range of courses and projects that can help build one’s practice as a filmmaker, artist, designer and communicator. Srishti supports the questioning and extension of the language of animation and the experiences of the audience.

Game Art, Design and Development:

Games are an amalgamation of many disciplines – art, design, literature, film, music, philosophy, mathematics, physics and more; and its boundaries are only limited by imagination. At Srishti, our goal is to create a community of game creators and artists who understand the power and reach of games as a device – a device for education, self-expression, entertainment - and aim to explore these and the many others possibilities games have to offer.

Visual Effects:

Visual effects allow the building of cinematic environments with a whole new visualization process that has no physical, material or logistical limitations. Visual effects are the integration of live-action footage and computer generated imagery to create new environments. To shoot them in the real world would be very tricky, expensive, or simply impossible to capture on film. Visual effects using computer-generated imagery (CGI) have recently become accessible to amateur filmmakers due to the introduction of affordable animation and compositing software. At Srishti, these techniques help to extend the imagination and potential of the medium of moving images.

Work from the project Moon in a Tea Cup by Abhinav Sharma

Key Values

Unhindered Imagination
Social Responsibility
Cultural Innovation

Multi plane animation in progress

Stop motion animation – shooting in progress

Shooting studio

Course Structure

The curriculum comprises of different ways of learning as follows:

  1. Foundation introduces students to basic principles and tools of Art, Design and Technology as methods, tools and processes
  2. Disciplinary Studios are learning spaces where students develop core disciplinary capabilities, while navigating a trans-disciplinary environment
  3. General Studies: A common and compulsory programme of study that integrates Humanities, Sciences, Development and Policy Studies and also offers Languages-English, Indian- Hindi and Kannada as well as Foreign (Spanish, French and German)
    Click here to read more about the General Studies Program >>
  4. Interim: An introduction to practice in new and emerging areas of art and design
  5. Electives: Of three kinds- this program allows students to expand their skills, develop the interests as well as provide opportunities for travel exchange
  6. Internship/Apprenticeship: Compulsory work experience done over the summer-break between the 6th and 7th semester
  7. Project involves the application, synthesis and demonstration of capabilities acquired, and is a qualifier to the thesis
  8. Thesis is culmination of the 4-year program, which allows for demonstration of an integration of values, positions, capabilities and practice.

Learning Approach

  • Inter-disciplinary and choice based navigation where students can select courses as per their core area of interest
  • Contextual learning through an immersion in broader socio-cultural contexts
  • Exploration, reflection and critical investigation of personal contexts and experiences
  • Understanding of the audience and the communicative modes of Digital Media Arts
  • Thinking through doing, observing, acquiring skills in different storytelling mediums, innovating and re-designing narrative

Direct animation in progress

Still from animation short film by Derek DSouza


  • Constructing narrative, meaning, feeling or thought in moving image
  • Understanding the “language” of media art practice (animation, gaming, film/video etc.)
  • Creating innovative characters, situations, and scenarios
  • Visual and performative sensibility in constructing moving image
  • Spatial and structural thinking, understanding natural and physical environments
  • Logical thinking, problem solving and management of processes
  • Inventive thinking, risk taking, approaching the unknown
  • Keen observation, assimilation and expression
  • Constructing viewer experiences
  • Research – inquiry, probing and methodical investigation


Students can work in the industries of advertising, television, cinema and interactive media. They can continue their practice, develop their own work and become entrepreneurs. They can pursue higher education. They can work for established design firms and production houses. They can develop their own projects and apply for grants.

You can see some of the student work here:

Still from animation short film by Debasmita Das

Disciplinary Intersections

The program is informed by the following learning disciplines:

Game Design
Graphic Design
Interaction Design
Screen Studies
Social and Cultural Studies
Visual Effects

Still from animation short film by Shruti