BA (Hons) Music Production & Music Business

Joint Honours

Overview

Our joint honours in Music Production and Music Business is perfect if you’re the type of producer who wants to run the studio yourself. It’s also ideal if you’re an aspiring entrepreneur wishing to understand the creative and technical aspects of music production.

You’ll learn the fundamental skills to produce music in a recording studio and use a Digital Audio Workstation (DAW). Alongside these practical skills, you’ll also develop your understanding of the commercial elements of running a business.

We’ll teach you all you need to know via a combination of predominantly practical classes, workshops and seminars, all led by experienced industry practitioners. Each of our lecturers is active within today’s music industry. This means they’ll have the up-to-the-minute knowledge and insider insights that you won’t find anywhere else.

And, because we realise that everyone is different, we offer one-to-one tutorials to support you in tailoring your own education. Our tutorials will help to ensure that your learning is set to meet your motives, interests, learning pace and needs.

Within the subject-specific Music Production and Music Business Core modules, you’ll focus on practical studio engineering and software skills, refined industry knowledge, application of acoustic theory and approaches to answering professional briefs, among others. You’ll also learn the necessary tools and expertise to be able to work within broader areas of the music industry.

As the course progresses, you’ll have the chance to craft your course through a range of optional modules in Year 2 and 3. These options mean that you’ll have the refined knowledge and expertise to start a career in a variety of industries. These include the recording industry, the live music industry, the film and TV industry, the audio post-production industry and the education industry.

So, what are you waiting for? Combine your passion for music production and music business today for a fulfilling music industry career in the future.

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Modules

Year 1

All students take the following core modules in their first year of study. Module names and structure may be subject to change.

  • The Creative Industries and You 1: Finding Your Path

    The first Creative Industries & You module sets you on the right path towards pursuing your dream career in the creative industries. Whether you are focused on a particular career goal or considering multiple career options, you will broaden your knowledge of the opportunities available to you as a creative professional in your specific field. In course groups, you will research career routes and examine the career journeys of inspirational creative professionals to determine key skills for success. In mixed classes, you’ll participate in activities to help you navigate life in higher education and the creative community, expanding your social networks. You will reflect on your progress, explore what motivates you, identify personal strengths and potential roadblocks, and support each other to develop realistic action plans to help you along your chosen path. Supported by your Personal Adviser, you will create a Personal and Professional Development Portfolio, which you will adapt and develop throughout your studies at BIMM. This first iteration has been designed in bitesize chunks to help you develop independent learning skills, receive ongoing feedback and experience a range of different assessment methods. This module also gives you the freedom to extend your learning by providing access to the Industry Skills Booster online courses, developed exclusively with industry employers, which you can select in accordance with career goals and identified areas for development.

  • Context & Culture of the Creative Industries

    Following on from your exploration of the creative community and career opportunities available to you in Creative Industries & You 1, this module will help you to develop a deeper intellectual understanding of the creative arts and industry structures. You will be challenged to investigate some key contemporary cultural issues relating to your professional field, developing a contextual understanding through research, questioning and debate. This awareness will help you to make informed creative and business decisions in the future and articulate them sensitively, acknowledging the different perspectives and experiences of others. You will explore pivotal cultural moments that have shaped the creative industries, exploring the factors that make something ‘popular’, and how key cultural issues affect both art and business. Reading, research and critical thinking skills will be developed to help you examine developments in the industry and the creative arts, communicating your arguments in a variety of formats. You will have an opportunity to meet with your Personal Adviser in a 1:1 tutorial to help you identify your strengths and areas for development, updating your PPDP and selecting relevant online Academic Skills Booster courses to support on your path to academic success.

  • Audio Fundamentals

    The way we communicate directly affects how other people interpret and understand our ideas and concepts. Our use of language also influences how our skills and abilities are perceived and is often a deciding factor for others when deciding to collaborate with us. This module will allow you to develop your understanding of the terminology used in the field of music production and give you the ability to communicate creative and artistic ideas as well as the technical specifications and details of digital and analogue audio equipment that are required to realise them as a tangible product. Audio Fundamentals is tightly integrated with Audio Capture Methods & Equipment and the online digital portfolio that you will create and develop over the semester will count towards assessment learning outcomes in both modules.

  • Audio Capture Methods & Equipment

    This module will look at recording audio practically for the modern engineer. It will complement the theories studied in Audio Fundamentals. We will focus on modern engineering essentials and apply them to any setup from large format consoles to bedroom studios. We will focus on gain staging, use of analogue and digital equipment, Mic placement and techniques and running a recording session.

  • Mixing Multitrack Audio

    This module will require you to explore the art and techniques of mixing multiple sources of audio, acoustic recorded or electronically generated/synthesised, into one cohesive sounding ‘mix’. The skills developed in this module will allow you to mix multi-track recorded compositions, multi-mic’d live performances and soundtracks for visual media. You will identify areas of the original audio that require improvement, such as sonic quality, arrangement or performance. You will consider the tools and techniques related to level balance, spatial image and frequency balance, and the application of creativity within the norms of your chosen field of work.

  • The Music Business

    The rapidly evolving music business is a multi-faceted, technologically driven industry. Effective music industry practitioners must understand how the numerous businesses, organisations and professionals operate, how they work alongside each other and interconnect. Furthermore, due to the rate of change, it is essential to make informed predictions about the future of the industry and evolve operations accordingly. This module is designed to offer you a holistic perspective of the industry, from where you can clearly identify conventions, standard working practices and growth areas.

  • Releasing Music

    Building on the knowledge and skills developed in Artist Management & Music Business modules and utilising the skills gained in Marketing & PR, this module will develop your understanding of the processes involved in self-releasing music to a specific market. By examining and carrying out the procedures involved in the delivery and marketing of a release, students will prepare for engagement with the professional music industry. The module will look at critical aspects of the industry including project management, income and royalties, legal, contractual and accounting elements, music formats, label management, software and hardware, music aggregation and streaming.

  • Marketing & PR

    What do you think creates that magic that propels you to buy a product? The reason you even know about a brand and have become entwined in its story? It’s a tool behind every business and every brand and without it, they wouldn’t exist. It’s the wonder that is Marketing. Whether discussing a brand, musician, product or event, it is without a doubt that marketing and PR will have been involved in their journey. Whether you have seen an advert on Instagram, streamed a song on Spotify, bought a product online or attended an event, it is because it has been marketed to you. Marketing is a sales tool, but it is also something that needs to be creative, unique, exciting and visible. Everything and everyone is marketable, it’s just understanding how and ultimately, how to do this well. In this module, you will look into brand identity, messaging and communication, study marketing theory and PR practice and develop concepts, strategies and pitches. You will examine brand case studies, looking at examples of marketing campaigns with a focus on the positives and negatives. The module will allow you to manage the marketing for your own music/event brand, looking into how marketing and PR are used in the contemporary music and events industry, and create ‘a big idea’ and marketing plan around this. The invaluable tools you will learn will be adaptable to whichever path you take for your chosen future career.

Year 2

All students take the following core modules in their second year of study, plus two optional modules. Module names and structure may be subject to change.

  • The Creative Industries and You 2: Creative Collaboration

    The creative arts have the power to bring people together, unite communities, support mental wellbeing, raise awareness of social issues and above all, bring joy to many people around the world. In Creative Industries & You 2, you will discover how you can turn your passion and talent into a collaborative project with a positive impact on society. Employing research and networking skills, you will develop a greater understanding of a charity, cause or campaign. In teams of students from all courses, you‘ll select a cause and identify a way to support its key objectives, either by raising awareness, raising funds or contributing as volunteers. You will be introduced to your college's partner charities but you are also able to find your own, or work independently of an existing organisation. Through this collaborative project, you’ll develop essential interpersonal and communication skills, experimenting with various digital tools for enterprise. You’ll reflect on your own values, applying theories of human psychology to explore how to get the best out of yourself and each other. Building on your industry research skills, you will assess your target audience and define clear SMART targets for your project that will enable you to execute an element of the strategy and evaluate its success. In teams, you will spend time working on your project both in class and in your own time, developing effective collaborative working methods. You’ll record your project activity in your Personal and Professional Development Plan, reflecting on how you have developed and changed over the course of your first year and a half at BIMM. Working with your Personal Adviser you will identify objectives, opportunities and actions that will help you stay on the path to success for the second half of your journey towards becoming a Creative Industries Professional.

  • Creativity, Identity & Agency

    This module continues the exploratory work you began in Context & Culture of the Creative Industries. You will directly apply ideas to your own discipline and development, selecting an area of investigation relevant to your own practice, and communicating your argument via your medium of choice. The concepts you encounter will actively critique claims to authenticity and originality; themes you will encounter frequently throughout your career as a Creative Professional. You will debate artistic production, the motivations for it, and the problems of creative autonomy. You will investigate relevant contemporary cultural issues and theories relating to society, race, gender, technology, and the environment to develop your contextual understanding of how these relate to your own creative practice, professional values, and sense of personal agency. You will be encouraged to meet with your Personal Adviser in a 1:1 tutorial to help you reflect on the strengths and areas for development identified in your PPDP in the first year, tracking your academic progress and setting new actions that will support you to achieve your best work. The research methods and study habits you develop throughout this module will prepare you for next year’s Final Project, in which you will self-direct a significant piece of academic, creative and/or professional practice.

  • Studio Practice & Engineering

    After decades of technological advancement, the position of the Studio Engineer within current music production could not be more valuable. The smooth running of each studio session requires in-depth knowledge of all studio technology (analogue, digital and software) combined with the ability to choose the correct technical approach and deliver professional results efficiently. This module will present the role of the modern Studio Engineer within the industry and discuss in detail the technology involved. Focus will be on teaching current engineering practices, applied to a variety of typical commercial scenarios, and understanding the relationship between technology and professional studio practice.

  • Practical Acoustics

    This module facilitates understanding of our listening environments and the interpretation of sound through the complexities of both physical and psychological influences. For successful music productions and live sound events, we require acoustically suitable environments alongside an understanding of how our brains interpret sound. You will learn about the mechanics of acoustics, human hearing and the psychology of audio perception in order to manipulate audio creatively and effectively. You will study topics such as frequency, reverberation and standing waves. This module gives you the skills to design appropriate acoustic treatments utilising industry-standard software and hardware for acoustic analysis.

  • Business & Enterprise

    The UK music industry has seen growth and expansion in recorded music, publishing and live events, highlighting an industry ripe for entrepreneurial development. Recent enterprising examples have seen entrepreneurs collect waste left at festivals and transform it into usable products sold for charitable organisations benefitting society and the environment and creating an economy where there wasn’t one previously. This module is designed to get you thinking about the music industry as a whole, both nationally and globally, to consider what gaps might exist for a new business or what services could be created for new customer bases. Throughout the module, you will consider what tools you need to create the next industry product or service, as well as how to relate this to self-employment and wider creative industries.

  • Financing Creativity

    This module introduces the key concepts for financing creative projects and outlines the fundraising process. The module will cover a range of approaches that include grant funding, crowdsourcing, sponsorship, start-up loans, private income and support in-kind. You will develop practical planning and delivery skills including writing a fundraising strategy, pitching for money, filling out a grant application form, creating a sponsorship pack, managing budgets and risk, and evaluating impact.

  • Optional Creative Mix Techniques

    This module looks to develop your skills as a mix engineer, building upon what you have learned in the Mixing Multitrack Audio module in year 1. You will continue to develop your core mixing and listening skills, with a focus on complimenting musical arrangement through the mix process and will also look at the techniques that make your mix stand out amongst your contemporaries. The module explores techniques and approaches to mixing that employ the advanced skillset of a modern mix engineer, applying both hardware and software-based effects as well as utilising an understanding of audio theory. The module will explore genre-specific techniques and will aid students in creating a mix that is both impactful and unique and will facilitate “thinking outside the box” (pun somewhat intended…).

  • Optional Foley & Location Recording

    Foley, a performance art form, is integral to the creation of immersive media soundscapes. Utilised alongside creative sound design and location recording, these integral disciplines form the basis of modern media asset production. This module will expose you to the appraisal, deployment and evaluation of state-of-the-art techniques and tools. You will develop and explore narrative analysis from both a theoretical and practical perspective, whilst developing successful strategies for asset development within the wider media production landscape

  • Optional Live Sound & Events

    The live music industry is thriving, and with this comes a wide range of opportunities. Artists and venues always need great sound engineers. This module will cover important theoretical ideas that are necessary to get the job done well. The focus though is the practical work and listening skills required to enable you to be as ‘gig ready’ as possible.

  • Optional Digital Performance Skills

    Technology has become ubiquitous with today's modern performer through the use of live looping, triggering, manipulation of effects, and remixing providing new forms of musical expression. The tools are now available to enable you to produce experimental layers of sound and textures to create and perform within the live domain. In this module, you will examine the various aspects of using music technology to plan, collaborate, and deliver a live performance from the studio to stage.

  • Optional Vocal Capture & Production

    Vocals are arguably the most important part of any song, across all music genres. A superb vocal production can raise a mediocre composition to stardom, but a poorly produced vocal performance will see little benefit from even the best instrumental backing track. This module will focus on all aspects of studio vocal production: from the technical approach to coaching the best performance, to vocal arrangement, to post-production and mixing. You will be guided through contemporary music genres and taught effective approaches to achieve professional-sounding vocals and communicate effectively with the talent.

  • Optional Creating Sample Libraries

    In this module, you will be required to create a bespoke, functional library of sounds regarding an identified gap in the market or for professional or personal use. The module will focus on relevant microphone techniques in relation to an end-user as well as the desired library functionality. Students will learn to use different Samplers available in their DAW as well as samplers offered by 3rd parties, offering comparison and critical analysis. Emphasis will be placed on file management, software implementation, creating a GUI (where possible), the study of existing libraries and the justification of working methods and market research.

  • Optional Record Label Management

    Record Labels have been at the forefront of defining popular music since the first half of the 20th Century. Their role in identifying, developing and marketing talent has helped to create scenes, youth movements and shaped modern culture. They are the risk-takers, visionaries and investors that make the industry an exciting and vibrant place to be. However, they have also faced significant disruption to their business models over this time, with each new technology creating opportunities and threats to revenue streams. This module examines the workings of Records Labels and the Record Industry and how they can continue to prosper in the modern world. From independent labels to global corporations, there are insights into how labels work and the challenges they are having to overcome. This module is designed for students looking to either work in the recorded music sector, or start their own label, but also provides essential knowledge for those interested in artist management and other related roles.

  • Optional The Business and Culture of Hip Hop

    An Insight into the growth and development of Hip Hop, over the course of the module we will break down the genres and its contributions to the industry. Additionally, we will also analyse the relationship between the government and the genres and how this has influenced pop culture, sampling, listenership and representation and how social media has become a driving force in developing the various income streams associated within the genre. This is essential for the modern music student as the genre lines become increasingly blurred. Hip Hop culture is now Pop culture and this module will offer an insight into how to achieve success within the modern music industry.

  • Optional Studio Sound & Recording Technology

    This practical module will develop the competencies required for anyone working in the world of recording and releasing music of all genres. These include an understanding of sound engineering, familiarity with current recording technology software and hardware, and knowledge of how various mastering techniques are applied to different formats in the distribution of recorded music. You will gain skills useful to the variety of contexts in which most contemporary popular music is recorded; from bedroom laptops, home project studios and mainstream recording studios, plus knowledge of mastering for various formats that can help turn a sketch or improvised demo into a professional release.

  • Optional Rights Management and Secondary Exploitation

    This module will review the evolution and current state of intellectual property rights within music, specifically focusing on secondary exploitation and the importance of neighbouring rights. As the music business evolves, a broad grasp of intellectual property rights and how they can be monetized is essential. The module will investigate these rights and their relationship to secondary exploitation from both the music publishing and master recording rights owners perspective, as well as looking at the discipline from the music users point of view. Secondary exploitation (sync, brand partnerships, etc.), revenue, and investment continue to grow across multiple areas of the music business. This module will look at the process involved in sync licensing, the core and transferable skills required to succeed in this area, as well as the associated contractual and legal obligations. Using the core terms and information from the Music Publishing module, you will explore these specialist areas in greater detail investigating the future of right management as well as the practicalities of managing rights to track and collect the income they generate.

  • Optional The Business and Culture of Electronic Music

    You will gain a thorough insight into the growth and development of dance music, rave culture and electronica in its many guises. Over the course of the module, study will break down the cornerstone genres and sub-genres within electronica and their overall contribution to the production techniques associated with contemporary popular music. Additionally, you will analyse the historic & current relationship between the music and socio-economic environment in the U.S. & UK. This will be underpinned by factors that have influenced the movement from inception and the subsequent rise of rave culture during the second summer of love and beyond. The historic & present-day DIY business culture of dance music will serve to be a focal point of study, aligned with advances in technology & how developments have influenced the sound of dance music and what the general public categorise as EDM today. Listenership, representation and how social media has become a driving force in developing the various income streams will also underpin the nucleus of study.

  • Optional Touring and Live Events

    This module focuses on how to plan a tour or series of events at a grassroots level. You will gain valuable knowledge in dealing with contracts, managing staff and equipment, booking venues, and understanding technical production and show design. The module will give you the skills required to effectively manage budgets and finances as well as your teams well being whilst on the road. You will learn to produce live events in a number of creative disciplines including music, comedy, film, E-sports and the performing arts. You will also gain insight into the specific needs of these disciplines including audio, lighting, transport, set, special effects, venue choice and ticketing. You will look at liaising with promoters and agents effectively and the processes involved in pre-planning, execution, and post evaluation of events from the perspective of a number of different parties, including the performer, event manager, and the audience. The module will focus on taking a creative discipline into the live event sphere and give you the tools needed to effectively produce events and tours in a diverse range of different ways.

  • Optional Working in the Creative Industries

    This module will enhance your employability as you integrate your academic learning and vocational skills with a placement or creative enterprise project, engaging with industry for a minimum of 30 hours. During your work-based learning, you will be developing a deeper understanding of the realities of professional practice and the personal attributes and skills required to successfully realise your career goals. Working in a professional environment will afford you the opportunity to gain practical skills, consolidate and expand professional networks, build confidence and develop a sound knowledge of the employment opportunities in the creative industries. Working in the Creative Industries will guide you through the process of developing your CV and covering letter, working through applications, preparing for interviews, developing business ideas and promoting your personal brand. Using BIMM Connect and the advice of tutors and careers teams at BIMM, you will explore, research and secure a work-based learning placement or creative project within the creative industries Module delivery will be in weekly sessions and will include career case studies, presentations from employers, advice and guidance for creative enterprise projects and information on the range of BIMM industry projects to work with; magazines, TV shows, record labels, blogs, festivals etc - all offered to further develop your professional skills. Once a placement or project has been chosen, you will need to negotiate and complete a learning agreement, where you, the employer (where relevant) and your module leader agree in writing the key goals and measures for success for the work-based learning. Please note that you will be expected to keep a journal of your own learning during your WBL and you will need to show that you have researched and planned for the learning that occurred on your placement or creative enterprise project. The Learning Agreement is evidence of this. Work-Based Learning handbooks are available on Moodle for both students and employers, these contain your learning agreements and important information relating to health and safety, insurance and BIMM contacts for use during a placement. There are two elements to the assessment of this module intended to observe and critically reflect on your experience; a learning diary and a project evaluation which both form your Work-Based Learning Report. You need to complete a minimum of 30 hours WBL to satisfy the requirements of your Working in the Creative Industries module. The 30 hours can be worked as one block (e.g. a two or three-week placement) or as flexi-time (e.g. one day a week for several months). During this time, you may be visited onsite by a member of the Careers & Industry team, where appropriate.

  • Optional Practical Learning and Teaching in the Creative Arts 1

    Teaching and learning skills are essential elements for practitioners in the creative arts, both in terms of supporting lifelong development through self-teaching and self-assessment, and in terms of generating income and deriving satisfaction from teaching others. The foundations of effective teaching are the abilities to empathise, conceive, plan, communicate, adapt, assess, and provide feedback in an inspiring, motivational and safe environment that stimulates learning. Combining theory and practice throughout, this module is focussed on teaching, self-teaching and learning of learner-relevant content in one to one contexts, such as individual tutorials, instrumental lessons or individual practice sessions.

  • Optional Youth, Music and Social Change

    Popular culture and rebellious youth have been intertwined in the public consciousness since Marlon Brando’s tearaway biker gang-leader, Johnny, in the 1953 movie The Wild One, replied to the question “What are you rebelling against?”, with a coolly dismissive, “What’ve you got?” Subsequently harnessing that impudent spirit to music has frequently sent tsunamis of moral panic coursing through Western society and beyond. From rock’n’roll- worshipping Teddy boys to protesting folk singers and free-loving, psychedelia-exploring hippies, sexually ambiguous glam-rockers and seditious punk-rockers, empowered hip-hoppers and grime activists, these ‘folk devils’ have made seismic waves in culture, often leaving a remodelled society in their wake. How and why did this happen? Is it happening still? This module asks you to address these issues of social transformation, subculture, youth ‘tribalism’ and transgressive communities, and consider the ways in which popular culture in general – and music in particular – can deliver social and political change. It also encourages you to consider how these transformations are absorbed, re-appropriated and marketed by the culture industries, and asks the implicit question, is popular music still capable of causing moral panic today?

  • Optional Communications Techniques

    The media and entertainment industries are dynamic and ever-changing, embracing established and emerging technologies, with diverse audiences around the world. Context, form, platform culture and identity all affect the way that messaging is received and interpreted. Our success in our working lives, in the industry as individuals and as organisations is dependent on having a holistic and agile approach to engaging with varied audiences and platforms and our ability to adapt to make sure our message hits home. Building on the Introduction to Digital Media & Communication module, Communication Techniques looks further into the theories and practices which the world uses to communicate. Through cyclic development, you will deepen your understanding of industry norms in communication theory, channels and practice. You will continue to underpin development of practical skillsets with a strong understanding of the theories that inform practice. The skills explored at Level 4 will be revisited and used to create more refined productions/publications; in particular, developing agility in the choice and use of different media to modulate a message. Further to this, you will explore the concepts of identity and the psychology behind followings, allowing you to use a choice of medium and communication channel as a catalyst for growth.

  • Optional Festival Management

    Students will gain a comprehensive insight into the inner workings of the outdoor events industry with a detailed and definitive overview of on-site operations, as well as the pre-event logistics planning required to ensure operational success. The first part examines the tools and techniques underpinning operations planning, including a site production schedule, management and command structures and a detailed site plan, taking into consideration the relevant regulations supporting safe event design. The second part explores on-site operations and considers what happens when functions are disrupted by unplanned events. You will study how to identify and tackle potential hazards, as well as leadership and decision-making, thereby learning the importance of establishing and observing correct procedures, and how to deploy the right resources.

  • Optional Live Sound

    The live music industry is thriving, and with this comes a wide range of opportunities. Artist/bands and venues always need great sound engineers. This module will cover a number of important theoretical ideas that are necessary to get the job done well. The main focus though is the practical work and listening skills required to enable you to be as ‘gig ready’ as possible.

Year 3

All students take the following core modules in their third (and final) year of study, plus three optional modules. Module names and structure may be subject to change.

  • Final Project

    In this module, you will undertake a significant project of your own choosing. It’s your chance to explore your passion within the industry and creative arts: experiment, take risks, strengthen your skills and create a product/cohesive portfolio of work that you are proud to showcase at the end of your degree. This module will support you in consolidating the broad learning and development from the course so far, building a bridge into the industry, the workplace and future opportunities. You will be supported to self-direct your own learning through a series of lectures, seminars and 1:1 tutorials with expert supervisors.

  • Creative Industries & You 3: Professional Portfolio

    This module is the final step in your journey and will support you as you look to enter your chosen field as a creative professional. Drawing on evidence from throughout your time here. you will critically self-evaluate your personal learning journey and industry engagements to date. You will explore concepts and theories of personal and professional development to support, challenge and test your assumptions, to determine your readiness for work in the creative industries. You will have the opportunity to discuss this with your peers and learn from your collective experiences in both small degree path groups and large mixed discipline sessions. With this position in mind, you will then be challenged to create and consolidate creative assets to give you the edge over the competition in your chosen field. Specialist workshops will be offered throughout the module, informed and delivered by our wide-reaching connections and specialist tutors in the creative industries. This culminates in the creation of a portfolio which tells the story of your personal and professional journey so far, communicating your unique professional identity and future career plans in the creative industries.

  • Answering a Creative Brief 

    This module will focus on successfully answering a creative brief in a wide range of possible industry areas. You will experience real-world case studies and complete practical exercises in areas such as moving image, production libraries, video games, theatre, interactive exhibitions, and music production. The aim is to provide you with the skills needed to explore your own creative voice within the artistic constraints of professional-client commissions.

  • Audience Experience & Motivation

    Acknowledging audience needs and expectations are central to considering what motivates consumers to engage with a product or service. The Service Industry is no longer enough, people now want an ‘experience’, something to remember. The Experience Economy focuses on audience experience, on creating bespoke events, greater innovation in business and always ensures that value is created for an audience. This module will deconstruct audience experience through the analysis of consumer trends, audience psychology, economic impacts and industry developments. You will explore how to create exciting and innovative businesses to understand how entrepreneurs engage with specific audiences to fulfil experiential requirements.

  • Optional The Art of Mastering

    Mastering is the process of taking final mixes and preparing them for delivery to potentially multiple formats. The “Art” of mastering is in successfully meeting both the technical and aesthetic requirements to deliver the artist’s vision to the highest possible level. In this module, we will build upon your knowledge of equalisation, dynamics, stereo, noise removal and assorted saturation tools from previous core modules and refine this to enable the delivery of high quality, aesthetically appropriate masters for a variety of genres and formats.

  • Optional Game Sound & Music

    Game sound has come a long way since the bloops & bleeps of the 1980s. Gamers now expect fully immersive and interactivity to match the improvements in graphics and gameplay. Though there’s some overlap with film and TV sound, game sound designers need a unique set of skills. Sound effects and music need to be interactive and respond to changes and events in the game. This module will introduce you to the challenges involved and teach you how to identify and meet them.

  • Optional Audio Post Production

    In this module, you will focus on audio post-production techniques for Film, Television and Video. You will be learning the tools and techniques utilised by industry professionals to create a sympathetic sound design for moving imagery as well as creating a clean and engaging production suitable for broadcast or online consumption. The module will build upon your existing foley, location recording, vocal capture and creative sound skills as well as introducing new techniques that are specific to combining audio with moving imagery. A good working understanding of audio theory, recording and editing is essential for engaging well with this module.

  • Optional Convolution and Sound Modelling

    Spaces shape sound, so virtual spaces are some of the most powerful tools a sound designer can deploy. Convolution effects involve measuring the acoustic characteristics of physical spaces, which can then be used for processing an audio signal, instantly taking the listener to cathedrals, castles and caves. Such processes can also be applied to the emulation of analogue hardware, providing digital copies of vintage equipment. These effects present new creative vistas for music production, film and game audio. This module will give you an understanding of the technical construction and creative applications of convolution effects and sound modelling. You will capture and analyse impulse responses, build effects, and use them to process chosen multi-tracks and samples.

  • Optional Electroacoustic Composition

    Contemporary electronic music ranging from Techno to Modern Classical utilises many of the cutting-edge processes developed by pioneering electroacoustic composers. This module will introduce you to electroacoustic practices, advanced software tools and compositional strategies that will develop your creative abilities in electronic music production. You will engage in technical and aesthetic analysis of exploratory electroacoustic sound works, which will equip you with the necessary skills to make informed interpretations and appraisals. You will develop both practical and theoretical prowess, enabling you to create bold and challenging contemporary electroacoustic sound works.

  • Optional Immersive Audio Techniques

    The module will introduce students to the possibilities of immersive audio environments, providing theoretical and practical knowledge on existing and emerging ways to create, mix, and perform with immersive audio setups. The module will focus on relevant immersive audio recording techniques, production and mixing. Students will be exposed to bespoke tools, techniques, practices and practitioners.

  • Optional Interactive Music Applications

    This module will focus on producing music through using programming language and interactive music systems. You will examine algorithmic music concepts from pioneering artists of the past and present, explore a range of interactive techniques using a range of different software and hardware. The aim is to provide a student with no prior programming experience the skills needed to build their own unique interactive music systems and instruments.

  • Optional Globalisation

    Popular music is the cultural ‘lingua franca’ of the world. Over the last decade, international music markets have undergone rapid growth as emerging domestic, virtual and transnational business models have challenged the traditional music industry paradigms. From K-Pop to international EDM festival ‘mega-brands’, disintermediated digital businesses, new labour models and distribution technologies and the rise of regional and shared global culture, continue to fuel innovation, entrepreneurism and opportunity for music professionals around the world. This module prepares you for a career in the dynamic global music sector by looking at emerging global markets, entrepreneurial innovation and brand extension as the industry responds to rapid social, cultural, technological and political change. Exploring some of the key debates arising from the globalisation of music culture and events, you will explore the ways in which these issues and tensions are creating opportunity and growth in regional and global music markets alike.

  • Optional Digital Arts & Branding

    As companies all over the world diversify the range of media platforms they promote themselves on, branding and visual identity have never been more important. Students with digital skills in design can elevate themselves above other applicants in a highly competitive industry. This module will arm you with key transferrable skills in digital arts software, through the creation and development of a brand. You will evaluate core branding techniques and design styles, including typography, semiotics, layout, structure and colour. Lessons will be grounded in industry-standard design software, such as Adobe Photoshop and Illustrator. You will also learn how to work to a client’s brief, with a focus on the visual representation of brand identity and values.

  • Optional Creative Economics

    The study of economics allows us to understand why companies, markets and indeed entire industries can thrive or fail. From the motivation of individual consumers to government policy there are a whole range of factors that explain how and why the music industry works the way it does. This module introduces a number of economic theories that give insight into not only how the music industry has prospered, but also the root causes of many of its issues. Such theories help you to comprehend why even ardent music fans are often inclined to pay more for a cup of coffee than for the songs that have defined their lives, but also how the music industry is finding new ways to turn value into revenue.

  • Optional Consultancy and Market Research

    In this module, you will be able to explore in-depth a company of your own choosing. You will take on the role of a consultant, engaging in research to address an authentic issue faced by a real-world music company. You may investigate an issue at the company’s request, or you may conduct the research on your own initiative. This is a great opportunity to engage with a company in a field within which you want to work. Alternatively, it is an opportunity to develop your research skills in preparation for post-graduation study. By the end of the module, you will have a report which you can hand to a potential employer or postgraduate institution.

  • Optional Business Ethics & Music Law

    Ethical procedures impact every aspect of business operations, identifying and establishing ethical codes is central to successful business management. This module will explore a range of ethical and legal considerations to ensure that you and your business is ethically sound and operating within legal parameters.

  • Optional Music and Event Futures

    This module looks at areas of the Music and Event Management Industries that are currently being disrupted. It examines how and why these changes are taking place, the winners and losers in such scenarios, and what these changes might lead to in the future. As a class, you will be able to negotiate with your tutor which of the subjects from the list below you wish to concentrate on across the semester so as to best align with your interests and likely career pathways.

  • Optional Psychology of Music

    The field of Music Psychology is one of wide interest and rapid development. The questions of what music is, what it means and how we are affected by and interact with music are endlessly fascinating and relevant to a range of professions within the music industry. Studying this module will give you unique insights into a significant number of the relevant fields of music psychology, which include but are not limited to musicology and the psychology of emotion, learning and therapeutic. As well as exploring these fields in-depth, you will be supported to focus on an area of music psychology that is most relevant to you as a professional working in the music industry.

  • Optional Culture and Society

    This module offers the opportunity for detailed application of the ideas and theories introduced in “Practice, Context and Culture” then developed in “Creativity, Identity and Authenticity”. It will explore key thinkers in-depth, allowing one to become the focus of your work as you analyse an important aspect of music, film, events or the performing arts. This module is ideal for anyone who wants to pursue an in-depth understanding of the ideas that shape popular culture and will provide useful tools to enhance your own creative practice. It is for anyone who would like to develop their analytical skills by evaluating complex and interesting ideas in a supportive environment.

  • Optional Film Studies

    Film is not merely entertainment but important in reflecting, contextualising, and interpreting the mood of the time at any point in history. Film can also be a high-level creative expression. At its best, it communicates ideas while entertaining in an economically significant multi-billion pound global industry. This module will equip you with the knowledge to critically reflect on its impact.

  • Optional Gender and Sexuality

    Patriarchal systems have shaped the society we live in today, dictating how we live, who we should be with and how we should act. Many movements and artists have tried to break down barriers and encourage a more open, diverse society. From the Suffragettes to Stonewall, David Bowie to Beyonce, Freddie Mercury to Christine and the Queens, standard conventions of what gender and/or sexuality means is constantly being challenged. Throughout this module, you will be exploring theoretical discourses to analyse how gendered society exists within these systems, in order to challenge your own perspectives. The lack of representation is not limited to artists and you will consider what can be done to encourage change within the creative industries. You will examine why gender and sexuality continue to be used to undermine and exploit those in industry and reflect on whether these constructs can be used to empower or whether subverted norms of gender and sexuality can break down barriers and boundaries to encourage fairer, more equal representation.

  • Optional Diversity in the Creative Industries

    How many new female artists can expect not to have their physical appearance dictated by their label and management? How many new black British artists can expect to get heard without collaborating with a mainstream white artist? Can disabled fans of performing arts gain access to work that speaks to their concerns, let alone find themselves in positions of responsibility where they could change what is performed in our venues and theatrical spaces? In an age in which minority and female artists are questioning the old habits of the white-male dominated music-business, can the music industry say there is genuine equality of opportunity for all? This module will enable you to explore the key issues, historical factors and current debates shaping our thinking about diversity in the creative industries. Negotiating key areas and methods of investigation with your tutor, you will reflect, in podcast format, on your own place within an increasingly diverse creative landscape.

  • Optional Practical Learning and Teaching in the Creative Arts 2

    Building upon your learning in Practical Learning and Teaching in the Creative Arts 1, this module combines theory and practice throughout as the focus moves to the context of learning and teaching in groups. This includes classrooms, youth and community groups and creative workshops, and the opportunities and challenges that are associated with learning and teaching in these environments. The module will further develop your teaching practice as you explore your subject specialisms and far beyond, stretching your knowledge to meet the demands of real-life teaching, either for work after your degree or as preparation for further study including PGCEs.

  • Optional Communication in Practice

    In this module, you will find and apply a unique direction to your multimedia skills developed in L4 Introduction to Digital Media & Communications and L5 Communication Techniques. Through the development of these skills, you will identify a gap in the market for a project to be developed throughout the duration of the module. This can take elements of video, photography, audio or web-based non-linear storytelling as appropriate for the audience you have identified. You will build teams for your project, and be members of other teams as required, to successfully complete projects to an industry standard. On completion of the module, you will be able to manage whole projects from start to finish, working in teams with a deep understanding of telling stories by applying journalistic ideas to photography, video and audio at a professional level.

  • Optional Digital Content Creation

    Why wait to be commissioned? Take control of your creative destiny. Building on journalistic skills gained in Critical & Creative Writing, and PR and marketing skills from Social Media & Digital Communications, this module will give your own professional digital channel. This can be a website, or influencer-connected content creation or curation channel from YouTube and Instagram to Tumblr and beyond. By the end of the module, you will have used your web design and online PR learning to create a cohesive journalistic or marketing internet-based project for a clearly identified audience on a well-defined subject matter. This can include both written and multimedia content, as required to meet the needs of the identified niche. As well as a professional project, you will also learn to make your project legally robust, through contracts and the correct use of copyright. This module will also arm you with the skillset to create and apply your own campaigns and become tastemakers in your own right.

  • Optional Gaming Culture

    Gaming culture and gaming communities are embedded in our society. From mobile apps rewarding you for providing feedback on your location to badges and community leader boards given out for exercise, the gamification of everyday life is omnipresent. Think about the way hamburgers and personal finance are marketed, exercise apps encourage you to compete against your friends online, the way companies such as Amazon and Google encourage you to become Vine Voices and super-users. In this module, through using games and gamified processes, you will learn the theory of gaming strategy, and how to use this awareness as media and marketing communicators to inform your own practice. Lessons will take the form of roundtable discussions and workshops involving groups of 3-4 students evaluating a different game each week.

The option modules advertised as available for BIMM Institute courses are subject to variation dependant on minimum student numbers and the availability of specialist resources at each college (Please refer to our terms and conditions for further detail).

Want to apply?

Minimum requirements

Successful completion of a BIMM admissions assessment.

Minimum of 2 A-levels at Grade C or above (64 UCAS points), OR BTEC Level 3 equivalent, and normally three GCSEs at a minimum grade C/4, including English Language.

IELTS 6.0 with a minimum of 5.5 to be achieved in each band.

After this course:

Progression

Graduates can progress directly to employment in the recording industry, the live music industry, the film and TV industry, the audio post production industry and education industry.

Course Specification

Mode of attendance:
Full-time
Length of course:
This course is taught as a three-year course at levels four, five and six.
Awarding institution:
BIMM Institute
Teaching institution:
BIMM Brighton
UCAS code:
W370
Final award and exit awards:
Year Three FHEQ Level 6: 360 credits: BA (Hons) Music Production & Music Business
Admissions Criteria:
Minimum of 2 A-levels at Grade C or above (64 UCAS points), OR BTEC Level 3 equivalent, and normally three GCSEs at a minimum grade C/4, including English Language.