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Master in Digital Arts and Creative Coding

Train at the intersection of creativity, research and technological development to lead projects in areas such as creative programming, electronic art, interaction design, audiovisual production and digital manufacturing.

Description of the curriculum

  • Edition: 9th (previously Master in Audiovisual Innovation & Interactive Environments)
  • Teaching period: from October 2026 to June 2027. Final master's project presentation: June 2027
  • Schedule: from Monday to Thursday from 6pm to 9pm
  • Modality: on-site
  • Language: Spanish
  • Price: 9.980 €
  • Qualification: Master's Degree in Digital Arts and Creative Coding
  • Credits: 60 ECTS

Presentation

The Master's Degree in Digital Arts and Creative Programming responds to the growing need for professionals capable of addressing the evolution of digital technology from a critical, creative and interdisciplinary perspective. This programme offers pioneering training that combines creative programming, robotics, electronics and digital fabrication with artistic and cultural research.

In this master's degree, technology is understood as a building material. Free experimentation and error are encouraged as an essential part of learning, teaching students to think and create from the foundations of computational thinking. Through the use of free software tools, students learn to communicate with machines from a conceptual and practical approach based on creative code. This allows them to develop a deep understanding of technology, beyond proprietary platforms, and to use creativity as a driver of constant adaptation and critical thinking in the face of future technological changes.

The programme promotes the creative, responsible and ethical use of artificial intelligence, understood as a field of experimentation and reflection on the relationships between humans and machines. It advocates addressing new technological challenges through free, hands-on thinking, placing emphasis on material construction and learning through practice as a form of knowledge.

Classes constantly alternate between the keyboard, campus workshops and group discussion. In addition, the integration of students into the local cultural fabric is encouraged through extracurricular activities in the city (openings, talks, visits to exhibitions, community events, etc.), participation in festivals and exhibitions, mentoring in projects and assistance in preparing documentation for open calls and workshops with guest artists.

In a world where digital experiences, virtual environments and interactive creations are transforming the way we perceive and relate to each other, this master's degree encourages critical thinking and creative skills and provides the technical competencies necessary to imagine and build new forms of interaction and human experience.

Syllabus

Module 1 - Technologies of thought

This module establishes the conceptual foundations of computational thinking that are necessary to develop creative technological projects that are not only innovative but also critically grounded. It introduces the theoretical, historical, and artistic frameworks that articulate the relationship between art and technology, addressing materialism, digital ecologies, and sustainability.

Through critical analysis, experimentation and speculative fiction, students acquire the intellectual tools to imagine and construct technological practices with creative and ethical meaning.

  • Theoretical, historical and artistic frameworks. References and contexts.
  • Materialism and art. Material ecologies, technopolitics and aesthetics.
  • Computational thinking and digital culture.
  • Algorithmic logic and creative programming (creative coding).
  • Technodiversities, permacomputing, digital sustainability.
  • Contemporary artistic creation and research methodologies.
  • Algorithmic culture and playfulness. Gaming, simulation and experimentation.
  • Critical analysis. Media theory, computational aesthetics, technological ethics.
  • Speculative fiction. Designing futures, art and imagined technology.

Module 2 - Audiovisual ecosystems

This module offers practical and experimental training in off-screen audiovisual creation, exploring real-time video, light, sound and immersive environments. It introduces mapping, control and light simulation techniques (DMX, 3D), as well as sound synthesis, generative audio and sound design using digital tools.

It addresses virtual reality and augmented reality as spaces for sensory interaction and expanded perception. Students acquire the technical and creative skills to design multisensory audiovisual experiences and immersive, art-based technological projects.

  • Real-time video.
  • Off-screen audiovisual
  • Perception and perspective, mapping, pixel mapping.
  • Lighting design, control and simulation (DMX, 3D environments)
  • Light, perception and emotion
  • Generative audio and sound design
  • Psychoacoustics and perception, immersion and musicAI.
  • Live coding
  • Virtual reality, augmented reality, simulations and 3D digital environments
  • Video games and GameArt

Module 3 - Spatial computing, creative electronics and digital fabrication

This module introduces electronic programming and interactive system design using Arduino and other open platforms. It explores tangible, full-body interaction, integrating sensors, artificial vision and artificial intelligence to create physical and reactive experiences.

Through prototyping, digital fabrication and creative robotics, students learn to materialise ideas into sensitive and expressive devices. Communication protocols (OSC, MIDI) and generative graphics are also covered, providing a solid foundation for the development of projects in technological interaction, spatial computing and kinetic art.

  • Electronics programming and creative robotics using Arduino.
  • Physical computing (tangible interactive systems).
  • Interaction design theory and interactive communication.
  • Programming in Python.
  • Wireless systems for physical and whole-body interaction.
  • Artificial vision technologies (computer vision with AI, OpenCV, depth cameras, 3D sensors, etc.)
  • Prototyping, digital fabrication and creative robotics.
  • Vector and 3D design for use with digital manufacturing machines.
  • Practical training in the use of digital manufacturing machines such as laser cutters, milling machines (CNC) and 3D printers.
  • Communication protocols: OSC, MIDI, etc.
  • Generative graphics

Module 4 - Master's Final Project

The Master's Final Project (MFP) is conceived as a multidisciplinary project that integrates innovative technologies, processes and languages through critical and coherent discourse.

The MFP can take the form of an interactive installation, digital scenography, an experimental video game (art game), an interactive object or any other format analysed throughout the master's programme.

The MFP is carried out in groups of 3-4 students and must be presented and defended before a panel of experts and professionals from the sector who will evaluate its interest and execution.

See all the projects

Guest lecturers

In previous editions the Master has included the participation of:

  • Be Another Lab. Art collective and interdisciplinary research group.
  • Befaco. Open hardware platform focused on professional DIY music hardware, materializing the electronic, musical and artistic research of its members.
  • Mar Canet. Co-founder of the duo Varvara & Mar, whose work explores the intersection between art, science, technology and society.
  • Cadie Desbiens. Artist specialized in generative art and performance.
  • Mohsen Hazrati. Artist who explores the relationship between literature, poetry and technology.
  • Anders Hoff. Multimedia artist.
  • Instrument Inventors. Community of multidisciplinary artists.
  • Kimchi and Chips. Art collective founded in Seoul that explores the intersections between art, science and philosophy through large-scale installations.
  • Friedrich Kirschner. Director and software developer.
  • Simon Laroche. Audiovisual artist.
  • Marie LeBlanc Flanagan. Artist specialized in games, communities and technology.
  • Maotik. Visual artist.
  • Neil Mendoza. British new media artist.
  • Klaus Obermaier. Artist specialized in performance and interaction.
  • Milena Pafundi. Transdisciplinary artist, works in audiovisual media, installations, theater and dance.
  • Playmodes Studio. Studio focused on audiovisual research, interaction and programming.
  • Niklas Roy. Artist who combines art, science and technology through interactive installations.
  • Roto Studio. Studio specialized in Graphic Design, Art Direction and Photography.
  • Rotor Studio. Studio focused on the creation of physical devices halfway between digital craftsmanship, industrial design and audiovisual experience.
  • Pablo Valbuena. Artist focused on the exploration of time, space and perception.
  • Marta Verde. Digital artist and creative programmer.

Collaborating companies

In previous editions the master has collaborated with:

Sónar+D

MUTEK

Befaco

III

LlumBCN

Playmodes

Punto y Raya Festival

Rotor

Awards and recognitions

Over the last few editions, several projects and students from the Master's programme have been recognised and awarded prizes at national and international level:

  • Scholarships BCN Producció. Heidi Valda (2025), Rubén Sánchez (2025)
  • Eufònic STNBL. Andrea Badia (2025)
  • Explorer Award at AMAZE Festival Berlin. Flora (2025)
  • Finalists ACDE Awards. Flora (2024), Entreaguas (2025)
  • LAUS Awards. Metron (2019)

Career opportunities

  • Technological artist or designer: creation of interactive installations, generative works, digital art, audiovisual scenography, or projects that integrate robotics and digital manufacturing.
  • Immersive and interactive experience designer: application of knowledge in the field of interface design, artistic video games, interactive museography, digital scenography, or wearables.
  • Creative coder: development of generative software, interactive applications and experimental devices for artistic, educational or cultural environments.
  • Curator or producer of technological art: design, mediation and management of exhibition projects, laboratories or innovation programmes linked to digital culture.
  • Researcher in arts and technology: development of artistic and technocultural research, especially in areas such as artificial intelligence, immersive environments, and creative robotics.

Admission and enrolment

Pre-enrolment and Admission

To apply for a master’s or postgraduate program at BAU, you must request your admission through the pre-enrolment process. Each application is evaluated by the program’s academic coordination team to balance the group composition and provide high-quality training.

BAU's master's and postgraduate programs have limited spots. The pre-enrolment process is carried out through admission rounds and remains open until all available spots are completed. Therefore, we recommend applying early to ensure your place in the program.

For detailed information on the required documents, the admission rounds and the steps to follow, please check the enrolment process for a master’s or postgraduate program.

Enrolment

Once the admission is confirmed, you will receive an email with the result and the instructions to complete your enrolment and confirm your place.

Two payment options are offered:

  • Single payment (5% early bird discount until 31/12/2025. 2% discount from 01/01/2026).
  • Payment in 3 installments, with no additional charges (3% early bird discount until 31/12/2025).

Check here for full details on payment options and for scholarships and grants.

BAU students and alumni who have completed at least 50% of the credits for the Bachelor's Degree, Higher Degree in Design, or Graphic Design Diploma, or 100% of the credits for a Master’s or Postgraduate program, will receive a 10% discount.

Academic regulations for Masters and Postgraduate Degrees of BAU.

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