Skip to main content

Digital Filmmaking

“Film is the greatest teacher, because it teaches not only through the brain, but through the whole body”
- Vsevolod Pudovkin




In India today, the manifestations of the media are both varied and numerous. The growth rates of the Film and Television sectors are escalating at a rapid pace providing an ideal opportunity for employment. The projected growth rates of the Film and Television industries are 11.5% and 12.7% respectively. Together these two industries constitute an over 500 INR billion market size.

This program is envisioned to create technically competent professionals, who are reflective and critical about their practice. It aims to initiate learners into an engaging media culture that addresses the needs of the present-day media scenario. The program aspires to provide the media and entertainment industry with quality technical artists specialized in various areas of filmmaking.

We train students so that they have added opportunities for employment across the spectrum of the media and entertainment sector with particular emphasis to - film, television and social communication.


Media and Entertainment

The three years of this program align with the Levels 5,6 and 7 of NSQF guidelines and creates skilled employees for the Media and Entertainment sector.


The Digital Filmmaking course lays an emphasis on practical skill building on multi-leveled technology platforms augmented with theoretical sessions through a variety of teaching approaches. A strong understanding of the history of the moving image and sound creates a contextual framework from within which skill, technology and aesthetics are situated.

The course offers the student departmental exercises, interdepartmental exercises, semester ending projects and a final capstone project. The course is unique in that it works closely with media production units in the field exposing students constantly to real world learning and understanding.



Course Structure

Bootcamps foster accelerated learning of concepts, skills and technologies that are directly linked to either employable, entrepreneurial or livelihood based skills. Working through immersion, with a focus on hands-on problem solving and peer learning rather than instruction, capabilities and competences are created through real experiences and not classroom based exercises.

Hackathons can range from competitions or events over days to half-day jams or a one day hack-fest. This format encourages brainstorming, pitching of concepts, working in teams and also planning projects as well as development of prototypes.

Mastery Learning with Guided Practice breaks down competences or skills into subskills, methods and techniques. Through targets taught through modeling and direct instruction and modeling followed by guided and then independent practice mastery of core competences and skills is achieved.

Fab.Ateliers builds on the values of thinking, modeling and making through the integration of philosophies drawn from both grass-root communities of practitioners as well as the use of tools from digital technology innovations in manufacturing and making.

Public Labs are open spaces that foster DIY thinking along with citizen science and other initiatives to build a culture of learning that is self-initiated, independent and collaborative. Building on ideas drawn from the open source community, Srishti (Art)ScienceBLR is an Public Lab that is open to all learners for purposes of self study, learning archiving and developing personal interests in technologies.

Work-based learning is a co-design of opportunities/projects by industry based professionals or employers or other stakeholders and learning professionals or faculty. Guided and facilitated by Mentors this space allows for future employees to participate in the learner journey rather than evaluate only its outputs.

Industry Exposure includes both orientation to specific jobs and roles within each industrial cluster as well as work experience as apprentices within the industry. Exposure to the cultural sector of the creative industries focuses on organisations, studios and other entities that are involved in the mass production of films and video, games including video games, cinema, music and the publication industry. Exposure to the creative sector is inclusive of of both economic and social benefits of innovation through design in the fields of apparel, interiors, products and craft based industries.

Performance Standards Based Assessment allows for multiple forms of evaluation that are set by standards required by industry. The assessment which is continuous and operates through each semester includes both micro or precision testing,, task based assessment , portfolio evaluation and culminates in the sixth semester with the capstone and its exhibition.



Digital Filmmaking offers a choice of three pathways and students can choose any one pathway to pursue



Michael Joseph


Associate Dean

Swati Dandekar



For more information, write to or