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Artificial Intelligence for Creative Practice MA

Harness tech to elevate human creativity.

Key details
Location
Penryn Campus
Course duration
1 year
Attendance
Full-time
Subject to validation during this academic year
Yes

Course overview

MA Artificial Intelligence for Creative Practice is new for entry year 2026.

This master’s programme explores how emerging technologies can enhance and transform human creativity, in sustainable and ethical ways, through the lens of Falmouth University’s 120-year creative legacy. 

Designed to support a wide range of creative and technical backgrounds, this master’s degree course examines how tools such as artificial intelligence, robotics, immersive technologies and data-driven systems can be harnessed to expand the impact of creative work, and create new, meaningful experiences.

As a student, you will investigate the relationship between emerging technology and aesthetics, considering how form and expression evolve in a digitally mediated world. Central themes include the ethical, environmental, economic and social impacts of AI, questions of intellectual property in new creative contexts and the aesthetic and epistemological implications of practices which embrace and question these new systems, tools and platforms.  

Guided by research-active staff, this course offers a research-led, individually tailored learning experience, culminating in a final creative project which realises your aesthetic and conceptual vision. Through experimentation and critical inquiry, you’ll develop the insight and confidence to question, innovate and lead within the ever-evolving field of creative technologies. 

Graduates emerge prepared to shape the future of digital creativity: whether as researchers, artists, designers or strategists exploring the intersection of technology, culture and human imagination. 

Why study this course at Falmouth?

Delivered in a cultural and natural setting like no other, this programme has been developed in partnership with faculty, researcher and industry collaborators: from those with expertise in emerging technology, as well as those from traditional creative arts disciplines.  

The course is focused on understanding and interrogating the use of technology in creative practice: the applications of technology - including AI and automation – examined critically against central themes of environment, sustainable practice and societal benefit.  

Course details

On this master’s degree course, you will develop critical theoretical understandings of the application of emerging technology and machine learning on creative disciplines and practice.  

You will explore how emerging technologies can expand creative expression and enable new experiences.

You'll investigate the origins, motivations and impacts of creative AI, examining its environmental, economic, social and legal consequences. You will also learn the core computational principles behind these tools and understand the institutional and industry contexts that shape how technologies become the products and services we use day to day. 

Module details

This module builds a shared interdisciplinary understanding of development practice through making, reflection and dialogue. You create small artefacts, examine legal and ethical concerns, and consider diverse audiences. 

Alongside exploring pipelines and specialist techniques, you produce reflective case studies that evidence your growth, refine your methods, and help you connect your creative practice to future professional pathways. 

This module explores the relationship between technology and a creative practice across media, from print publication and technologies of reproduction (including music, photography, and printing) to automation in creative industries and artificial intelligence.  

An approachable introduction to the core AI technologies used in creative applications provide a basis for further critical and interpretive foundations for practice. 

This module builds on the explorations of practice and technology in the previous two modules, as students research an existing creative practice case study, and define a new creative workflow for their own practice, mastering the relevant technologies and honing their conceptual clarity.  

They will also explore the industrial and innovation histories of the tools that they deploy. 

This module examines AI as both a technical field and a societal force, exploring how systems are built, deployed and governed. You will analyse issues such as bias, transparency, labour impacts, creativity and ethics, and conduct research on an AI application, evaluating its technical, aesthetic, social, and moral implications while reflecting on AI’s broader effects on human agency and society. 

This module focuses on the creation of a portfolio-ready artefact using AI tools to help achieve the well-defined aesthetic and conceptual goals of the artist.  

You will define and pitch your projects, use sound project and time management methods, and produce a final creative statement.

As part of our process of continuous improvement, we routinely review course content to ensure that all our students benefit from a high-quality and rewarding academic experience. As such, there may be some changes made to your course which are not immediately reflected in the content displayed on our website. During your course, module content may be updated or optional modules withdrawn in order to maintain the best academic experience. Any students affected will be informed of any changes directly.

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How you'll learn & be assessed

Learning is situated in an environment that mirrors the creative industries, helping to prepare you to take your learning and apply it in real world contexts. 

You’ll learn through guided lectures and seminars, as well as through exposure to research projects, participating in group projects and your own research.  

You'll also get to explore the range and breadth of research in a creative institution, collaborating with research colleagues in technical centres such as the Centre for Blended Realities, along with those in other areas that resonate with your own professional practice.  

Assessment for this course is 100% coursework. There are no exams as part of this course.  

  • Assessments are composed of practical activities underpinned by critical analyses of technology workflows, applications and practices to further support your learning.  
  • Module leaders and supervisors will be available to guide and support you through your assessments to enhance your relevant technical and academic skillsets. 

Facilities 

  • Large studio equipped with updated i7 machines   
  • Attached labs for console development, immersive experience design, and robot fabrication (such as 3D printers, laser cutters, soldering stations, CAD tools and CNC machines)  
  • Specialised computing hardware for game development, deep learning projects, motion capture, and immersive experiences   
  • Standard packages used in software development for the creative industries, including Adobe and Autodesk suites 
  • Rokoko Smartsuit Pro 2 motion capture suits, including Smartgloves and Face Capture 
  • Access to standard packages used in software development for the games and visual effects industries, including the Adobe and Autodesk suites and Maxon ZBrush   
  • Attached lab committed to staying at the cutting edge - featuring AR, VR and MR (XR) equipment including HoloLens, HoloLens 2 and Meta Quest 3 & 2 
  • Flexible studio working hours in term time  
  • Technicians on-hand during opening hours to assist with the different tools 

Staff

Associate Professor of Game Studies

Dr William H Huber

Associate Professor of Game Studies

Dr William Huber studies videogames, new media and digital/ludic culture. Currently Associate Profes...

Dr William H Huber

Dr Michael Scott

Head of Computing and Associate Professor of Computer Science Education

Dr Michael Scott is the Head of Computing and Associate Professor of Computer Science Educ...

Dr Michael Scott
Sokol Murturi

Sokol Murturi

Lecturer of Computer Science

Sokol Murturi is currently a Doctoral Candidate in the intelligent games and games intelligence PhD ...

Sokol Murturi

Matt Watkins

Lecturer in Computing

Matt is an artist, lecturer, developer and designer. He has been responsible for the visual and tech...

Matt Watkins
Course Leader: Interior Design & Interior Architecture

Dr Yousif Al-Daffaie

Course Leader, Interior Design & Interior Architecture

Dr. Yousif Al-Daffaie is an international award-winning researcher in architecture who specialises i...

Dr Yousif Al-Daffaie

Drummond Masterton

Head of Architecture and Design

Drummond trained as a 3D designer, at Grays School of Art, Aberdeen and at postgraduate level at the...

Drummond Masterton

Some members of staff only teach on specific modules, and your course might not feature every staff member who teaches on the course.

Careers

This course is for future students with an innate interest in technology and creativity. You might currently be, or aspire to be: 

  • Studio/fine artists in the art-and-technology space. 
  • Narrative designers in games and immersive theatre. 
  • Art directors in film, games, television and other lively arts. 
  • Designers and directors in digital design and marketing. 
  • Music producers. 
  • Working in Higher or Further Education.  

How to apply

Ready to apply?

Application information will be published on this page shortly.

In the meantime, to find out more about this course, how you'll learn and what funding is available, get in touch with our friendly Course Advisors using our online form:

Ask us a question

About applying to this course

After you apply, you’ll receive a login for the Falmouth Applicant Portal, we’ll use this to request anything we need from you and to update you on the progress of your application. You might be asked to submit some work, and the course team might contact you to discuss your application. 

You do not need to be a computer programmer or data scientist to thrive on this course.  

We welcome applicants with varied qualifications, but typically you’ll need an undergraduate (bachelor’s) degree. Our typical applicants hold an undergraduate degree of 2:2 or above, or equivalent industry experience.  

We’ll also welcome your application if you have formal or 'certified' learning (such as training courses not run by universities or colleges) and learning from work experience or self-study. This is called Accreditation of Prior Learning (APL) and should have been gained within the last five years and be equivalent to the learning outcomes of our minimum entry qualifications.  

APL applicants using experience to apply should note there is an application fee for entry with advanced standing or with exemption from specific modules or credit. 

If English isn’t your first language, you'll need to demonstrate English language skills that are sufficiently developed for successful completion of your studies. We accept a range of recognised English language qualifications that are equivalent to the International English Language Testing System (IELTS) Academic minimum score of 6.5 overall, with a minimum of 6.0 in Speaking and a minimum of 5.5 in Reading, Writing and Listening.  

Fees, costs & funding

Tuition fees

£10,950 per year – full-time UK (£250 acceptance fee payable. This is deducted from tuition fees)

£19,950 per year – full-time EU/international (£500-£2,500 acceptance fee payable depending upon your status. This is deducted from tuition fees)

Tuition fees for September 2027 will be confirmed in summer 2026.

Tuition fees are set annually and are subject to review each year. The University may therefore raise tuition fees in the second or subsequent years of a course, in line with inflation and/or the maximum permitted by law or Government policy. Students will be notified of any changes as soon as possible. 

The figures above don't include accommodation and living costs

Typical course costs 

  • To complete your coursework, you'll require a laptop at an expense of around £1,500. Please contact us if you would like the latest advised specifications, or to speak with the course team about whether your existing laptop would be suitable. 
  • £25-£100 for a webcam (if not already included with your laptop).  

  • Variable cost: You should consider the additional costs of digital tools and services you’d like to study for your Final Major Project, if not already provided by the University.  

Optional study trips 

There are also optional trips as part of your experience on this course, and costs for these will vary. These will be to relevant industry and academic events, such as visits to artists’ exhibitions and/or festivals such as Ars Electronica, MUTEX, and ISEA.  

Ask a student

What better way to find out about life at Falmouth University than by asking our current students?

From course details and academic support, to the social scene and settling in, our students are ready and available to answer any questions you might have. Simply set up your account, send them a question and they'll get back to you within 24 hours.

Speak to an advisor

Do you have questions about the course or studying at Falmouth? Fill in our simple online form and we'll get in touch to support your application journey.

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