P80
MFA Creative Media
藝術碩士(創意媒體)
Year of Entry
2026Application Deadline
20250916T020000Z20260531T155900Z
Programme Aims and Objectives
Entrance Requirements
Hong Kong Future Talents Scholarship Scheme for Advanced Studies
Course Description
Bonus Features
Useful Links
The Master of Fine Arts in Creative Media (MFACM) programme is the first of its kind in Hong Kong. The MFACM is a degree with a long history in many prestigious European and North American universities and is commonly regarded as the highest level of academic qualification available in the creative arts. While the MFACM once was primarily associated with the traditional fine arts, such as music and painting, it has since the 1960s become the standard “terminal” degree in programmes specializing in more technology-intensive creative fields, including computer-based media production.
The Degree
MFACM emphasizes the integration of the Arts, Science, Culture and Technology. As an internationally-recognised terminal degree in the creative arts, MFACM provides intensive and advanced training in Digital Audiovisual Media Cultures, Animation, Computer Graphics, Film & Video Production, Interactive Media, New Media Art and Digital Fabrication. A cutting-edge art programme with a global vision, MFACM is a hub and a laboratory for creative exchanges and professional collaboration regionally and internationally.
Our students come from all over the world including Canada, Chinese Mainland, France, Germany, India, Italy, New Zealand, the Philippines, Portugal and the United States. Non-local students are encouraged to apply since we are strongly committed to artistic and cultural diversities.
Programme Aims
To be eligible for admission, you must satisfy the University’s General Entrance Requirements for master's programmes and must have a bachelor’s degree or equivalent, with preferably some working experience in the arts, design or creative industry. For applicants for Main (Without Stream Specification) and Games Stream, you should submit a portfolio of creative work with an artist statement. For applicants for Human-Computer Interaction Stream, you should complete a survey within 5 calendar days after submission of your online application. (Please see the Portfolio/Survey Submission section of the School Admissions website).
Applicants without the specified qualifications may still be considered for admission to the programme if they are able to present equivalent qualifications and artistic credentials. All applicants must have a demonstrated capacity to pursue the programme. The School assumes that applicants will have achieved a basic level of computer literacy. Also, some prior experience with photography and/or video production is encouraged.
Applicants may be required to attend an interview so that the School of Creative Media can gauge their creative potential.
English Proficiency Requirement
Applicants whose entrance qualification is obtained from an institution where the medium of instruction is NOT English should also fulfill the following minimum English proficiency requirement:
@TOEFL and IELTS scores are considered valid for two years. Applicants are required to provide their English test results obtained within the two years preceding the start of the University's application period. 'TOEFL iBT Home Edition', ‘TOEFL MyBest Score’, ‘IELTS Indicator’, ‘IELTS One Skill Retake’ and ‘IELTS Online’ are not acceptable.
#Applicants are required to arrange with the Educational Testing Service (ETS) to send their TOEFL results directly to the University. The TOEFL institution code for CityUHK is 3401.
##Applicants are required to arrange for sending their IELTS result(s) via the IELTS Results Service e-delivery to the University. Please note that applicants with an overall band score of 6.0 will be required to pass an interview for English proficiency conducted by the concerned academic unit. Interviews for other applicants may not be required.
This programme has been selected by the University Grants Committee (UGC) for the scholarship award under the main priority area of ‘Digital’. Scholarships are available to local students admitted to the programme. Nominated students will be invited to submit applications for the scholarship. For details, please visit the scholarship website.
MFACM is designed as an intensive, project-based programme. The programme consists of 54 credit units, and will be offered in a full-time mode over two years. The curriculum includes 24 credit units of required courses and 30 credit units of elective courses. Out of the 24 credit units of required courses, a total of 18 credit units are dedicated to project-based studio classes. Assessment in all classes normally will be entirely through coursework, which will consist primarily of practical and creative projects.
This programme aims to produce future leaders in creative industries and nourish a new generation of artists who are well-versed in both the technology and aesthetics of new media production. It is committed to training creative producers who are prepared and adaptable to the rapidly changing landscape of media production and creative environment by providing 1) solid training in cutting-edge technology, 2) an in-depth understanding of contemporary issues in media art, and 3) a trans-disciplinary and international learning environment. Creativity, innovation, adaptability, and diversity form the core values and visions of the programme. The curriculum focuses on strengthening students’ creative careers by helping them to develop and sharpen their expressive voices while keeping them up-to-date with the practices in the professional creative environment.
The Programme is structured around three paths: MFACM Main (Without Stream Specification), Games and Human-Computer Interaction. MFACM students will choose not to have a stream, or to join one of the two streams.
1. Games Stream
The Games Stream aims to cultivate creative leaders in digital games and interactive media, preparing students for careers in interactive entertainment. Based on the intrinsic value of games as a significant human experience, this stream emphasizes the rigorous study and creative enhancement of games. Similar to traditional arts academies, it recognizes games as crucial cultural and artistic media, promoting their use in exploring complex ideas, interpersonal relationships, and societal issues. It is designed to develop innovative designers equipped with the skills and knowledge to produce groundbreaking games. Students engage in hands-on learning from the outset, involving project development from concept to final presentation, supported by comprehensive courses in game design principles. The curriculum also includes technical skills in scripting, prototyping, and advanced game technologies, alongside soft skills such as teamwork, leadership, and effective communication, essential for collaborative creative efforts. Last but not least, the students engage with advanced game studies topics to understand the significance of games as cultural artefacts.
2. Human-Computer Interaction Stream
The Human-Computer Interaction (HCI) Stream aims to foster skilled professionals who can bridge the gap between humans and technology, creating user-centered and innovative digital experiences. The stream recognizes the importance of designing interfaces and interactions that are intuitive, accessible, and engaging, and seeks to prepare students for careers in designing interactive systems, user interfaces, and user experiences across various domains. By the end of the HCI stream, students will have the knowledge, skills, and mindset necessary to design user-centered digital experiences, create intuitive interfaces, and contribute to the advancement of the HCI field. They will be prepared to pursue careers as UX/UI designers, interaction designers, usability specialists, or researchers in both industry and academia.
In general, the School of Creative Media uses an interdisciplinary education approach, and believes that education is interdisciplinary whenever it forges links among the attitudes, concepts, skills, or processes arising in different fields of learning. Its main aim is the integration of knowledge from different areas of study.
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