Interactive Arts and Media

Courses

 

Navigating the sometimes complex set of pre-requisite and required classes in a degree area can be a daunting task.  To assist you, advisors from Columbia College Chicago and the Interactive Arts and Media department are available to answer questions and guide you through the completion of our degrees.

Advising and Transfer Information

College Advisors, available through the school’s College Advising Center, are there to help you with:  

  • Liberal Arts and Sciences/General Education Classes
  • Non-Major Related Electives
  • Graduation Audit
  • Registering
  • Transferring credits
  • Academic Compliance
  • General Career Guidance
  • Study Abroad
  • Emergency Situations

The College Advisor for IAM is Scott Snider, 312-369-7372  ssnider@colum.edu

Faculty Advisors are members of the Interactive Arts and Media department and can help you with course and requirement issues, as well as bigger-picture questions, directly related to your degree. They can help you with:

  • Interactive Arts and Media or Game Curriculum
  • Registration and clearance for departmental or major courses
  • Waivers, substitutions, or course equivalencies for departmental or major courses
  • Artistic and career advice related to your major, as well as personal and professional goals

 Current students, can use the find your advisor page on the department server to locate your faculty advisor.

Once you have registered for classes you’ll be notified of who your faculty advisor is. Additionally, you can find the name of both your College and Faculty Advisors in your Academic Record accessible through the college’s Oasis portal at oasis.colum.edu. 

Advising Notice

The Interactive Arts and Media department places advising holds on students with 30–59 credit hours and 75-90 credit hours (earned and including courses in progress) so that we can be sure you are on the right path to timely graduation. If you are in one of these categories, you must see your Faculty Advisor and be cleared in order to register in the subsequent semester.

Transfer Students

Transfer students currently working toward a degree at another institution, or with completed degrees, are welcome in all IAM Majors and Concentrations. Predicting how long it will take a transfer student to complete one of our degrees, however, can be complicated and we are prepared to work with you in sorting out the particulars of your transfer situation, which varies depending on the Major, Concentration, and the courses you are transfering in. We also have restrictions on the number of credit hours that can be transfered in for courses directly required in our Majors and Concentrations (as opposed to Liberal Arts and Scieneces transfer credits.)  For more information on general Columbia College Chicago  transfer policies please visit Admissions. For assistance with departmental transfer policies please contact us at 312-369-7750 or transfers@iam.colum.edu.

Core and Required Courses

Depending on your Major, you are required to take certain core and required courses. The courses are shared by everyone in your Major, and in some cases with students in other majors in the Interactive Arts and Media department since they contain what we see as core competencies and knowledge. 

Interactive Arts and Media Majors 

  • Media Theory and Design I – 36-1000
  • Digital Image Design – 36-1300
  • Intro to Programming: Theory and Concepts – 36-1501
  • Media Theory and Design II – 36-2000
  • Authoring Interactive Media- 36-2601

 

Game Development, Game Art, and Game Sound Majors

  • Media Theory and Design I – 36-1000
  • Game Culture – 36-1100
  • Introduction to Game Development - 36-1500
  • Digital Image Design – 36-1300
  • Intro to Programming: Theory and Concepts – 36-1501
  • Media Theory and Design II – 36-2000
  • Authoring Interactive Media- 36-2601
  • Game Project (Large or Indie) – 36-3997/3994
  • Game Studio (Large or Indie) – 36-3998/3995

 

Game Programming Majors

  • Computational Media Development – 36-1010
  • Game Culture – 36-1100
  • Introduction to Game Development - 36-1500
  • Intro to Programming: Theory and Concepts – 36-1501
  • Navigational Interfaces - 36-3100
  • Game Project (Large or Indie) – 36-3997/3994
  • Game Studio (Large or Indie) – 36-3998/3995

If you have any questions about these classes, or the requirements of your Major or concentration, please contact your faculty advisor once you have registered. If you have any questions about classes prior to registering, please go to Registration for more information. 

 

Interactive Arts & Media Majors

Media Theory and Design 1

36-1000 (3 credit hours)

Course examines the history and theories of media, art, and technology, and the impact upon and implications for contemporary society, culture, and aesthetics. Through discussion, lecture, and critique, this course develops students’ abilities to connect media theory to media design and practice. In creative projects and papers, students will develop and demonstrate analytical and critical thinking skills.

Web Design

36-1114 (1 credit hour)

One credit hour course offers the student basic skills in designing and creating a Web site. Course will engage students in planning, creating, and defining a site primarily using Macromedia Dreamweaver. Other topics covered will include using text, graphics, and tables, working with layers, image maps, animation, multimedia, drop down menus, rollovers, frames, and forms.

Imaging Techniques

36-1115 (1 credit hour)

One credit hour course introduces students to image creation and manipulation using an imaging application. Course will present basic principles of image editing and enhancement, composition and workflow strategies. Though primarily skill based students will enhance their creativity through class assignments.

Introduction to Blogging

36-1116J (1 credit hour)

With 110 million web logs (blogs) in cyberspace, and thousands of new ones created every day, anyone can blog but very few do so successfully. This class focuses on the effective planning, creating and maintaining of a blog. Students will learn how to research a topic, find their voice, leverage their own skills/experiences and effectively communicate their ideas to an online audience in both a written and a visual perspective.

Computer Architecture

36-1200 (3 credit hours)

Course provides a programmer's view of how computer systems execute, store information, and communicate. It enables students to become more effective programmers, especially in dealing with issues of performance, portability, and robustness. Topics include Boolean logic, data representation, processor organization, input/ouput, memory organization, system support software, and communication.

Digital Image Design

36-1300 (3 credit hours)

Course introduces 2-D imaging principles, terms, and concepts through the use of raster and vector applications. Vocabulary and ideas appropriate to working in digital media are introduced. The student develops a body of work that emphasizes media-specific techniques.

Sound for Interaction

36-1400 (3 credit hours)

Course provides the foundation for understanding sound in the visual and non-visual media. The first half of the course examines the power of creating images with sound and music without using visuals. Sound sculptures and landscapes, as well as classical impressionistic examples are reviewed and critiqued. The second half of the course investigates the impact of sound on both moving and still image. Film, Web site, game, and animation audio is analyzed for impact, technique, structure, and effectiveness. The terminology used in the field is underscored with reading and writing examples. The roles of all the people involved with film, game, and Web sound are covered.

Introduction to Programming: Theory and Concepts

36-1501 (3 credit hours)

Course provides a fundamental introduction to computer programming theory and concepts to students with little or no previous experience. Students learn structure, syntax, logic, and the difference between object-oriented and procedural systems.

Introduction to Performance Capture

36-1700 (3 credit hours)

The motion capture process is a way to glean convincing and natural character animations from live actors. This course will give students a basic understanding of Motion Capture terminology and aesthetic concerns. In this course students will learn how to capture, clean and apply motion capture data.

Interactive Arts and Media: Topics

36-1800 (3 credit hours)

Course explores current trends and development in interactive media and interface/interaction design.

Successful Freelancing

36-1900J (1 credit hour)

Course deals with presenting, marketing, managing, and succeeding as a freelancer. Freelancing is often a necessary way of creating one’s artistic career but it means that the freelancer has to wear many hats: boss, secretary, salesperson, bookkeeper, creative director, and delivery person. Learn how to support yourself while you pursue your art, managing all the details of being self-employed.

The Demoscene: An Introduction to Programming and Subcultures

36-1930J (2 credit hours)

Course will cover the history, culture, and aesthetic of the demoscene as a significant part of digital culture. The demoscene is a subculture centered on the creation of non-interactive real-time graphic demonstrations, run as computer programs. Demos existed as early as the 1980s. This subculture began as users performing simple hacks or digital graffiti on their new computers or even when a program was cracked for underground distribution. But soon, the demoscene became a thriving community pushing the limits of computational power, with hundreds of musicians, artists, and graphics hackers making shout-out's to one another and proving their technical virtuosity. Today's demoscene, based largely in Europe, is a vibrant and influential digital community, with huge conferences every year. Students will consider artistic and cultural practices emerging from the demoscene and also look at related artworks by artist such as: BEIGE, Brion Gysin Darwinia, JODI, John Klima, and Paperrad. Students will also have the opportunity to create their own demos, using techniques employed by beginning demoscene programmers. The class will culminate in a demo party where students will present their projects.

Virtual Worlds Concepts

36-1950 (3 credit hours)

Course will explore hands-on development of virtual worlds. Students will engage in character representation, collective storytelling, and alternative social and communications methods. Students will practice environmental simulation, and economics appropriate to virtual worlds. Students will use audio, video, bitmaps and 3D modeling techniques for in-world and real world media creation. Object scripting for interactivity, commerce, data communication, and motion will be introduced. Students will participate in virtual world cultures.

2-D Imaging

36-2300 (3 credit hours)

Course explores complex 2-D image manipulation and generation options and refine technical skills in preparation for advanced work. Emphasis is on integration of drawing, scanned images, image processing, and 2-D paint graphics into high-resolution images for output and use in multimedia. Projects are designed to combine students' conceptual abilities with 2-D technical expertise.

Media Publishing

36-2310 (3 credit hours)

Course provides in-depth coverage of desktop publishing productivity concepts. Students explore typography, page layout, and creating graphics using professional applications and scanning software. Additional topics include creating information graphics, photo manipulation, map making, scanning techniques, and computer illustration. Students are exposed to various output options.

Computer Illustration

36-2320 (3 credit hours)

Course explores the use of object-oriented graphics for illustration, graphic arts, and fine arts applications. Emphasis is on mastery of high-resolution graphics production using vector drawing and text tools.

Topics in New Media: Installation, Curation and Exhibition

36-2375J (1 credit hour)

Web Animation I: Flash Web Design

36-2410 (3 credit hours)

Course introduces students to creating Web sites using Flash. Interactive interfaces and content input using Flash's text capabilities are emphasized. Students begin learning Actionscript for interactivity, animation, and special effects. Students integrate HTML, CSS, and Flash to create dynamic, interactive, and typographically advanced sites.

Web Animation II:Scripting

36-2411 (3 credit hours)

Course further guides students through time-based software applications for future applicability in movement-enhanced Web design. Students combine a variety of software programs for Web-optimized finished projects and will further their study of cross-platform hardware and software troubleshooting for motion-enhanced design.

Time Based Composing I

36-2440 (3 credit hours)

Course explores issues and techniques involved in creating digital motion sequences for multimedia production. Students learn to combine still images, graphics, text, sound, and music using compositing and editing. Lectures, lab time, critiques, visiting artists, and field trips increase the understanding of concepts and techniques.

Simulation Design I

36-2500 (3 credit hours)

Course introduces the students to the concepts of simulation design and develops the student's ability to analyze a realistic process or environment in terms of the elements within each that lend themselves to modeling, interaction, and play. Though games are traditionally viewed as being for fun, there exists a significant potential for using game-style presentation and techniques for realistic purposes, so-called non-entertainment serious games. The designer's practical skills develop through the use of a basic scripting language and generally available interactive authoring environments and design tools.

Simulation Design II

36-2501 (3 credit hours)

Building on the skills learned in Simulation Design I, course delves deeper into realistic simulation by analyzing a scenario or situation with an eye toward identifying the elements within them that lends themselves to engaging interaction and play. Course also continues the development of the designer's practical skills in using scripting languages and interactive authoring environments as game concept development and production tools. By its end, students taking this course will also be able to recognize the interrelationship between authentic realism, perceived realism, and potential gameplay.

C++ Programming I

36-2550 (3 credit hours)

Course introduces the student to programming using the C++ language. Students learn basic programming of graphic and business applications in C++. Instruction emphasizes good programming practice, programming structure, and object-oriented programming.

C++ Programming II

36-2551 (3 credit hours)

Course builds on the techniques covered in the C++ I course and further explores the concepts of classes, inheritance, polymorphism, and the use of graphical interfaces. Course concentrates on data structures, interactivity, and working with game libraries. This is primarily a project-based course with an emphasis on creating game applications.

Object Oriented Programming

36-2600 (3 credit hours)

Extending the theory initiated in Introduction to Programming: Theory and Concepts, course, through a variety of exercises, stresses the practice of programming. Object-oriented, event-driven strategies are emphasized to prepare students for more advanced programming studies in subsequent classes. Students are also introduced to programming best practices including comment to code and naming conventions.

Authoring Interactive Media

36-2601 (3 credit hours)

Course focuses on effectively communicating content in an interactive format. Students research, plan, and produce interactive media projects. Several media components are developed and integrated to support the goal of each piece. Topics covered include contextual problem solving, information architecture, and usability. All projects are designed with participants in mind, considering their culture and demographics. Contemporary authoring technology and content creation tools will be used.

Interactive Advertising Campaign

36-2606 (3 credit hours)

Student teams from the Marketing Communication Department and Interactive Arts & Media Department will conduct research, develop strategies, create concepts and produce interactive advertising campaigns for select products and services. The students will formally present their fully developed interactive campaigns and will have produced work for their portfolios.

Sound and Motion Production

36-2609 (3 credit hours)

This course introduces advanced production techniques related to time-based media including sound, animation and video, and projects emphasize these media types.

Sound and Music for Interactive Visual Media

36-2610 (3 credit hours)

Course will offer students a chance to study the psychological and technical aspects of applying sound and music to interactive visual media. Students will be given projects to complete which will include creating their own sound effects and music tracks as well as creating sounds for use in interactive projects such as Web-based programming and sound design software.(ACID, SOUND FORGE,VEGA VIDEO, and/or other similar software).

Story Development for Interactive Media

36-2800 (3 credit hours)

Course begins with an overview of the area and its history from the writer’s perspective, and then moves on to review and analyze common interactive structures and narrative requirements. The increasing impact of interaction on the narrative (stories) told in today and tomorrow’s educational and entertainment media require a different perspective on story development. Therefore, students are exposed to the basic types of interactive narrative and media being created today and conceptualize and develop their own interactive narrative projects.

Navigational Interfaces

36-3100 (3 credit hours)

Course advances students' practical understanding of media theory, with an emphasis on interactive models of communication. Expanding upon the dynamic composition analysis in Media Theory and Design 2, this course focuses on navigational models of interaction design. Additionally, students continue to develop critical and analytical skills related to the component media typical of navigational interface design, including text, static image composition, sound and animation. Students produce substantial written critiques to demonstrate their growing understanding of the discipline.

Advanced Interfaces

36-3110 (3 credit hours)

Course leverages the broader and interdisciplinary foundational understanding of media-related theories from preceding courses to explore advanced theory and practice of interface design. Supplementing the navigation interface study in Media Theory and Design 3, this course focuses on impressive and environmental models of interaction design, including simulations and game design. Students produce substantial written critiques as well and paper-based written proposals for their own interactive work to demonstrate a literate and evolved understanding of the diverse media theories that influence design.

Game Engine AI

36-3210 (3 credit hours)

Course will introduce the topic of artificial intelligence and how it is used to create game characters with realistic behaviors. A variety of modern technologies, including decision trees and neutral networks, as well as more standard techniques such as rule-based systems will be explored.

XNA Game Programming

36-3270 (3 credit hours)

Through a strong focus on programming skills and practical problem solving, this course enables students to expand their knowledge in relation to game programming in general and the XNA framework specifically. Emphasis is placed on image/texture design and 3D mesh manipulations, trigonometry and linear algebra. All projects stress good programming practices and design patterns using interfaces, game components (strategy pattern implementation), game services (singleton/factory) and visual FX and HLSL (decorator pattern), input handling (observer pattern) and state management.

Experimental Imaging

36-3300 (3 credit hours)

Course explores 2-D and 3-D image processing, paint programs, and experimental approaches to image generation and output. Content emphasizes large projects, image sequencing possibilities, and exposure to contemporary work in visual digital media.

3D Composition for Interactive Media I

36-3301 (3 credit hours)

Course covers the basic principles and language of modeling, texturing, and animation, which are supported by a firm theoretical grounding in 3-D design. 3-D modeling, texturing, and animation have become essential components of most media-driven events. The strategies and processes needed for 3-D composition are vastly different from those of traditional 2-D graphic design. 3-D is particularly important for interface design as well as in creating convincing spaces for simulation or other educational environments.

Advanced 3D for Games

36-3302 (3 credit hours)

This course focuses on how to work between 3D applications and a game engines. Through this course, students will learn how to create high quality 3D assets and implement them into various game engines. Students will learn how to use basic scripting techniques for implementation and polish in engine. Students will work with engine specific visual effects and physics to create immersive and convincing environments using game engines.

Generative and Algorithmic Art

36-3310 (3 credit hours)

Junior level course allows students to explore code as art in an advanced setting; students are expected to create complex work using various generative techniques and principles. Students will experiment with algorithmic techniques throughout the semester, and complete the course with a larger work or series of works.

3D Digital Sculpting

36-3350 (3 credit hours)

This course focuses on skills, techniques and concepts that pertain to 3D digital sculpting. In this class students learn how to concept, produce and present high quality 3d models created using specialized digital sculpting software.

Independent Project: Interactive Arts and Media

36-3399 (1-6 credit hour)

Course is an individualized project in Interactive Arts and Media, determined by interest and ability of the student, and carried out under the direction, guidance, and supervision of an instructor.

Authoring Interactive Media II

36-3405 (3 credit hours)

Project-oriented course covers intermediate design and production issues involved in the creation of Web sites. Using software for creation and site management, students build cross-platform Web sites that use thoroughly conceived interface and navigation schemes. Students learn to design and develop efficient, easily edited and updated sites. Emphasis on innovation and effective layout and design, information architecture, navigation, and usability.

Introduction to Javascript

36-3420 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Advanced Javascript for Games

36-3421 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Programming Web Databases

36-3430 (3 credit hours)

Course focuses on developing student skills in programming relational, object-oriented Web databases using a server-side HTML-embedded scripting language. Developing effective, large scale Web sites requires a dynamic, data-driven approach.

Emergent Web Technologies

36-3444 (3 credit hours)

Course builds on previously developed skills by using them in new contexts focusing on a specific current emergent Web technology. The internet and the World Wide Web include a perpetually evolving set of technologies and production practices that include design conventions, programming languages, and media techniques.

Introduction to Machinima

36-3445 (3 credit hours)

Course will introduce the student to the basics of Machinima (live game engine performance/video). In this class, students will be shown current work, techniques, create a storyboard, and make short Machinima movie.

Programming Data Design

36-3520 (3 credit hours)

Course furthers students' understanding of programming best practices, including creating more stable code, error handling, and minimizing the risk and effects of malicious user behavior. Programming as problem solving is emphasized, and students are required to code creatively to solve a series of interface related programming challenges they might encounter in HTML and Flash environments. Object-oriented, event-driven emphasis is maintained, including requiring documentation and algorithm planning prior to coding.

Game Document Development

36-3550 (3 credit hours)

Course builds on the aesthetic and critical lessons of Game Idea Development and combines them with the game play lessons and insights won in Simulations and Game Development sequences. Course emphasizes game concept documentation and script writing. Because illustration is a primary component of Game Script Development, students without sufficient character and environment illustration skills will need to seek a student partner (ideally from the Game Animation sequence) to successfully complete this course and the final project.

IAM Team

36-3600 (6 credit hours)

Intensive team production course teaches students to work collaboratively while producing projects for an external client. Course begins with concepts of team organization and communication and continues with the formation of production teams, design of the project, and acquisition of media elements. Students practice scheduling and meeting deadlines by shipping multiple versions of the project.

Digital Media Culture

36-3610 (3 credit hours)

Application Design

36-3611 (3 credit hours)

Course covers application planning, design, and development as students create a substantial application that leverages persistent data. Content created in Data Design and Object-oriented Programming will be utilized. Topics covered in Data Design such as programming best practices, data normalization, and database theory will be expanded upon.

Introduction to Robotics

36-3620 (3 credit hours)

Computer Controlled Installation Environments

36-3630 (3 credit hours)

McCarthy Technologies Bootcamp

36-3690J (3 credit hours)

IAM Programming Topics: Mobile Programming

36-3710 (3 credit hours)

This course expands students understanding development for current mobile platforms. Through a series of projects students are required to use current Software Development Kits or Application Programming Interfaces to author applications. The application development in this course will emphasize modern tools and practices.

Directed Study: Web Development

36-3798 (1-3 credit hour)

IAM Practicum

36-3999 (3 credit hours)

As a senior level capstone class for the Interactive Arts and Media major, course integrates the diverse technical, theoretical, and aesthetic knowledge and skills students have learned in their studies. Students prepare professional materials to equip them for the challenges they will face as they enter the work place and as practicing artists. Class discussion and presentation techniques contribute to the unique skill set necessary for professional careers.

Public Art

36-4801 (3 credit hours)

Project-based course in which students use research, readings, and project creation to explore the meaning and varieties of art created in and for public places, especially concentrating on work that uses technology and/or interactivity. Student artists will work with both physical and virtual environments and will create a work of public art as the primary goal.

Game Development, Game Art, and Game Sound Majors

Media Theory and Design 1

36-1000 (3 credit hours)

Course examines the history and theories of media, art, and technology, and the impact upon and implications for contemporary society, culture, and aesthetics. Through discussion, lecture, and critique, this course develops students’ abilities to connect media theory to media design and practice. In creative projects and papers, students will develop and demonstrate analytical and critical thinking skills.

Animation I

36-1001 (4 credit hours)

As an introduction to basic film animation techniques for persons with little or no animation production experience, course explores basic animation techniques including object, drawn, and 3-dimensional, including concept development, storyboarding, and final production techniques. Animated films and videos, both domestic and international, will be screened and discussed. Students will be expected to complete short exercises in each of the techniques mentioned, then complete a 10-second final project from storyboard to final shooting onto film.

Game Culture

36-1100 (3 credit hours)

Course explores the increasing popularity of games within today's culture, which necessitates analysis of how games are impacted by social and ideological forces and influence them in turn. Questions like Why do we play? and How do we play differently? are explored, with many others, as students are guided through topics such as role-playing and identity, ethics, group behavior, competition, gender, race, and aesthetics in modern (and historical) games.

Sound for Interaction

36-1400 (3 credit hours)

Course provides the foundation for understanding sound in the visual and non-visual media. The first half of the course examines the power of creating images with sound and music without using visuals. Sound sculptures and landscapes, as well as classical impressionistic examples are reviewed and critiqued. The second half of the course investigates the impact of sound on both moving and still image. Film, Web site, game, and animation audio is analyzed for impact, technique, structure, and effectiveness. The terminology used in the field is underscored with reading and writing examples. The roles of all the people involved with film, game, and Web sound are covered.

Linear Audio Production for Games

36-1410 (3 credit hours)

Course is concerned with both linear and non-linear aspects of sound design. Many games have sequences of shots that also may require sound and music. These scenes are linear in nature, and a close cousin to animation. The concepts of linear sound design and music editing are a necessary skill for a sound designer today. Film sound and animation sound act as the foundation for the understanding of linear game sound. Film, animation, and game examples are presented throughout the course. Project work is essential to completion of the course.

Introduction to Game Development

36-1500 (3 credit hours)

Foundation course of the Game Development concentration focuses on applied critical discussion and development of the student's own game concepts. Various techniques and methods of concept and story development are reviewed, including journaling and workshop/discussion, in an effort to identify development best-practices. Students are also exposed to game design documentation formats, as well as the particulars and requirements of the professional game development cycle. The course also places special emphasis on exploring and identifying the characteristics of the diverse game genres. By the class's end, students are asked to produce written documentation and develop their own game concept.

Introduction to Programming: Theory and Concepts

36-1501 (3 credit hours)

Course provides a fundamental introduction to computer programming theory and concepts to students with little or no previous experience. Students learn structure, syntax, logic, and the difference between object-oriented and procedural systems.

Character Visualization for Games

36-1600 (3 credit hours)

This course is on one hand a traditional drawing course, trying to assist students in their knowledge of line, value and perspective when dealing with observational drawing, while on the other hand, it is a course designed to assist in the transition between the analog and the digital world.

Introduction to Performance Capture

36-1700 (3 credit hours)

The motion capture process is a way to glean convincing and natural character animations from live actors. This course will give students a basic understanding of Motion Capture terminology and aesthetic concerns. In this course students will learn how to capture, clean and apply motion capture data.

Media Theory and Design 2

36-2000 (3 credit hours)

Course furthers practical understanding of media theory by applying it to media design and production. Building on the static composition analysis in Media Theory and Design I, this course focuses on time-based or dynamic media, incorporating text, moving image, and sound.

Introduction to Computer Animation

36-2015 (4 credit hours)

Course will introduce the beginning student to the three 3-dimensional computer animation applications that they will be studying in future semesters: Maya, XSI, and 3D-Studio Max. Concepts, relationships between concept and technical skills, and the need to understand the historical development of 3-dimensional computer animation will be emphasized. Exercises will highlight application similarities and differences, while showing that the process becomes increasingly familiar as each application is explored.

Drawing for Animation I

36-2025 (3 credit hours)

Drawing intensive course gives students an understanding of figurative human emotions and movements, enabling them to create believable animated characters. Students will create model sheets, learn the principles of animation, and learn how to endow their characters with believable actions and acting. Digital pencil testing will allow for the building of the animation from basic motion to more refined movements and emotion. Particular attention will be given to timing, layout, the creation of extreme drawings, and the process of inbetweening.

Game Engine Programming

36-2210 (3 credit hours)

Course will cover the components involved in creating a game engine. The modularized game engine allows programmers to create new games by allowing the modification of characters, environments, sounds, etc. Writing game engines reduces the amount of time and complexity associated with traditional game development and opens the development process to a broader audience of participants.

2D Art for Games

36-2350 (3 credit hours)

This course introduces students to the process of game art creation; brainstorming and conceptualizing, iterative design, interface design, pitching ideas, and documenting production. Students will complete the course with a portfolio of work that includes research, documentation, sketches, storyboards, interface designs, and formalized character, prop, and background sheets.

2D Motion for Games

36-2360 (3 credit hours)

This course starts by introducing fundamental animation techniques and the basic principles of animation in the context of game design; a large part of this course addresses issues specific to gaming such as scripted animation, optimization, and interactivity. Building on the concepts introduced in 2D Art for Games, students will storyboard from original ideas and create interactive animations that include environments, characters, and interface design. Students will complete the course with several pieces for their portfolio including a larger interactive animated work.

Sound Design for Games I

36-2400 (3 credit hours)

This course allows the student to actively implement, design, and control the audio assets in a game. Open source game engines and game editors are widely used in this course to familiarize students with the production and creative demands that will be required of them. Technique, production, and creativity are fostered in texts and lectures throughout the course. Sound libraries are the source of much of the raw audio for project work.

Linear and Nonlinear Sound Design for Games

36-2402 (3 credit hours)

Course provides the essential skills required to create sound objects for the linear aspects of game production as well as a grounding in nonlinear game production. Sound effects assets are generated, logged and implemented using various types of linear and nonlinear game formats. The classes focuses on sound effects production and game sound theory.

Simulation Design I

36-2500 (3 credit hours)

Course introduces the students to the concepts of simulation design and develops the student's ability to analyze a realistic process or environment in terms of the elements within each that lend themselves to modeling, interaction, and play. Though games are traditionally viewed as being for fun, there exists a significant potential for using game-style presentation and techniques for realistic purposes, so-called non-entertainment serious games. The designer's practical skills develop through the use of a basic scripting language and generally available interactive authoring environments and design tools.

Simulation Design II

36-2501 (3 credit hours)

Building on the skills learned in Simulation Design I, course delves deeper into realistic simulation by analyzing a scenario or situation with an eye toward identifying the elements within them that lends themselves to engaging interaction and play. Course also continues the development of the designer's practical skills in using scripting languages and interactive authoring environments as game concept development and production tools. By its end, students taking this course will also be able to recognize the interrelationship between authentic realism, perceived realism, and potential gameplay.

Engine-Based Design I

36-2510 (3 credit hours)

Course is a production-oriented class focusing on applied game design and development, utilizing existing game production software tools and engines. Students learn to use asset management software to integrate a variety of media and asset types from multiple sources. The course also emphasizes utilizing the scripting elements of the game engine to create and refine game world events related to story, gameplay, and multimedia presentation. Time is also spent utilizing these scripting elements to create computer-controlled characters that display meaningful character behaviors and artificial intelligence, resulting in the appearance of personality.

Game Design I

36-2520 (3 credit hours)

Course builds on the skills and techniques learned in Simulation Design I and Engine Based Design as a foundation for deconstructing play elements and player goals, as well as play-time transactions and interactivity through the development of small, turn-based games. The various aspects of game state are reviewed, as well as the interactive elements with an eye toward determining how much control a player has or needs over that game element and in terms of participant involvement and agency.

Game Design II

36-2530 (3 credit hours)

Course furthers the student's ability to develop games using a real-time engine and game development system. Course gives the designer the opportunity to develop a small, real-time game. The course focuses on time as a play element and surveys games that have leverage real-time and faster than real-time simulations as a means of maximizing player engagement. Emphasis is placed not only on maximizing transaction/interaction frequency (speed), but on variation of pacing to evoke a more complex play experience.

C++ Programming I

36-2550 (3 credit hours)

Course introduces the student to programming using the C++ language. Students learn basic programming of graphic and business applications in C++. Instruction emphasizes good programming practice, programming structure, and object-oriented programming.

Object Oriented Programming

36-2600 (3 credit hours)

Extending the theory initiated in Introduction to Programming: Theory and Concepts, course, through a variety of exercises, stresses the practice of programming. Object-oriented, event-driven strategies are emphasized to prepare students for more advanced programming studies in subsequent classes. Students are also introduced to programming best practices including comment to code and naming conventions.

Transmedia Analysis: Games, Film and Television

36-3001 (3 credit hours)

Transmedia Development: Game

36-3005C (3 credit hours)

This interdepartmental Semester in L.A. course brings students from various backgrounds together to develop their IP Bibles into material for the game industry. Each student will develop one piece of material, such as a short game or game sequence that incorporates at least one extensive dialogue tree and substantive narrative content.

Computer Animation: Maya

36-3045A (4 credit hours)

Course emphasis will be on establishing the modeling skills and knowledge necessary to create a character that can be animated using Alias/Wavefront's Maya software application. Exercises and quizzes will help to establish a solid understanding of polygonal modeling, rigging, lighting, rendering, and animation using this application. Students will be expected to log a minimum of four hours of lab time outside of class each week.

Computer Animation:3-DS Max

36-3045C (4 credit hours)

Course will explore the Discreet Logic 3-DS Max software application. Exercises and quizzes will help to establish a solid understanding of polygonal modeling, rigging, lighting, rendering, and animation using this application. Emphasis will be on establishing the modeling skills and knowledge necessary to create a character that can be animated using this application. Students will be expected to log a minimum of four hours of lab time outside of class each week.

Indie Game Sprint

36-3060J (2 credit hours)

Indie Game Sprint is a three-week (twice a week) intensive course in rapid independent game development. Under the guidance of an independent game developer, students learn to work with state-of-the-art tools and techniques to make a simple game or game prototype in the brief time allotted. Emphasis is placed on faster iteration techniques balanced against the requirement to maintain quality, integrity and artistic vision. Students taking this class are warned that a significant amount of non-classroom production time is required.

Motion Capture I

36-3080 (4 credit hours)

Course provides an introduction to motion capture terms, concepts, and history. Students learn the process of capturing motion data by conceptualizing, planning, and directing on-site sessions. A 3-D character performance is created by converting data from sessions and linking it to a character skeleton created in a computer animation class.

Motion Capture II

36-3081 (4 credit hours)

This course emphasizes the skills needed to edit and assemble motion capture data. Students learn the technical and aesthetic considerations necessary through a series of homework exercises and classroom critiques. Various motion editing applications will be introduced and discussed. By converting final edited data to work with a variety of 3-D animation packages, students learn how to apply data from motion capture sessions to either create a series of rendered animation images for film/video or create animation content for game production.

Environmental Design & Modeling I

36-3082 (4 credit hours)

This course emphasizes the design and technical ability needed to model non-character 3-D objects. Students will be introduced to level design, industrial design, and architectural terms and concepts. Using 3-D software, students will design and build environments, set dressing, and vehicles. Level of detail exercises will introduce the concept of polygon and image budget creation. Exercises in stand-alone software packages will teach advanced texture/mapping.

Character Design & Modeling 1

36-3086 (4 credit hours)

Course emphasizes the design and technical ability needed to model 3-D characters. Students will be introduced to design, sculpting, and anatomical terms and concepts. Using 3-D software, students will design and build characters and other organic models. Level of detail exercises will introduce the concept of polygon and image budgets. Exercises in stand-alone software packages will teach advanced texture-mapping.

Advanced Character & Environmental Design

36-3089 (4 credit hours)

This course continues to refine and advance the design and technical abilities needed to model 3-D characters and non-character 3-D objects. Using Maya for 3D modeling and Z-Brush for advanced texture-mapping, students will design and build either characters or environments based on industry standards. This process will also allow the students to contribute models in the Game Engine chosen for the subsequent courses in the Game Major: Game Project (36-3997) & Game Studio (36-3998).

Game Engine AI

36-3210 (3 credit hours)

Course will introduce the topic of artificial intelligence and how it is used to create game characters with realistic behaviors. A variety of modern technologies, including decision trees and neutral networks, as well as more standard techniques such as rule-based systems will be explored.

XNA Game Programming

36-3270 (3 credit hours)

Through a strong focus on programming skills and practical problem solving, this course enables students to expand their knowledge in relation to game programming in general and the XNA framework specifically. Emphasis is placed on image/texture design and 3D mesh manipulations, trigonometry and linear algebra. All projects stress good programming practices and design patterns using interfaces, game components (strategy pattern implementation), game services (singleton/factory) and visual FX and HLSL (decorator pattern), input handling (observer pattern) and state management.

3D Composition for Interactive Media I

36-3301 (3 credit hours)

Course covers the basic principles and language of modeling, texturing, and animation, which are supported by a firm theoretical grounding in 3-D design. 3-D modeling, texturing, and animation have become essential components of most media-driven events. The strategies and processes needed for 3-D composition are vastly different from those of traditional 2-D graphic design. 3-D is particularly important for interface design as well as in creating convincing spaces for simulation or other educational environments.

Advanced 3D for Games

36-3302 (3 credit hours)

This course focuses on how to work between 3D applications and a game engines. Through this course, students will learn how to create high quality 3D assets and implement them into various game engines. Students will learn how to use basic scripting techniques for implementation and polish in engine. Students will work with engine specific visual effects and physics to create immersive and convincing environments using game engines.

Sound Design for Games II

36-3400 (3 credit hours)

Course follows on the first section by introducing more effective means of producing quality work. This is achieved through the use of original recordings and the implementation of these recordings into the game environment. A completed game level will be completed by the end of the semester.

Introduction to Javascript

36-3420 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Advanced Javascript for Games

36-3421 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Engine-Based Design II

36-3510 (3 credit hours)

Course is a programming/scripting intensive course that places additional emphasis on character behavior (AI) and interweaving in-game events with other world elements or supporting media. During this course, students develop their own proofs of concept utilizing their own original, functional script elements and stock game assets and environments.

Game Document Development

36-3550 (3 credit hours)

Course builds on the aesthetic and critical lessons of Game Idea Development and combines them with the game play lessons and insights won in Simulations and Game Development sequences. Course emphasizes game concept documentation and script writing. Because illustration is a primary component of Game Script Development, students without sufficient character and environment illustration skills will need to seek a student partner (ideally from the Game Animation sequence) to successfully complete this course and the final project.

Small Team Game Project

36-3994 (3 credit hours)

Emerging Forms Game Project is the first stage in the Emerging Forms senior/capstone sequence of the Game Design Major, continuing in Emerging Forms Game Studio the following semester. In this production course students begin work on multiple small to medium sized game concepts in the emerging areas of mobile, serious/simulation, web, alternative or experimental games, or game mods. Students are exposed to project management, art and sound, technical, and design pre-production techniques and requirements, both technical and documentary.

Small Team Game Studio

36-3995 (6 credit hours)

Emerging Forms Game Studio is the final stage in the Emerging Forms senior/capstone sequence of the Game Design Major, continuing from Emerging Forms Game Project the previous semester. In this course, students complete work on multiple small to medium sized game concepts proposed or begun in the previous class. Students complete the class with multiple portfolio-worthy game examples in different emerging forms and the experience of small team collaboration and development.

Game Project

36-3997 (3 credit hours)

Course is the fist stage of the senior/capstone experience of the Game Design Major. It represents the pre-production stage of the capstone project and is required for all students in the major taking the Game Studio class. Students are exposed to overall project management, art and sound, technical, and design pre-production techniques and requirements, both technical and documentary. The final result is that the final project of the subsequent Game Studio class is ready for production.

Game Studio

36-3998 (6 credit hours)

Game Programming Majors

Game Culture

36-1100 (3 credit hours)

Course explores the increasing popularity of games within today's culture, which necessitates analysis of how games are impacted by social and ideological forces and influence them in turn. Questions like Why do we play? and How do we play differently? are explored, with many others, as students are guided through topics such as role-playing and identity, ethics, group behavior, competition, gender, race, and aesthetics in modern (and historical) games.

Computer Architecture

36-1200 (3 credit hours)

Course provides a programmer's view of how computer systems execute, store information, and communicate. It enables students to become more effective programmers, especially in dealing with issues of performance, portability, and robustness. Topics include Boolean logic, data representation, processor organization, input/ouput, memory organization, system support software, and communication.

Digital Image Design

36-1300 (3 credit hours)

Course introduces 2-D imaging principles, terms, and concepts through the use of raster and vector applications. Vocabulary and ideas appropriate to working in digital media are introduced. The student develops a body of work that emphasizes media-specific techniques.

Introduction to Game Development

36-1500 (3 credit hours)

Foundation course of the Game Development concentration focuses on applied critical discussion and development of the student's own game concepts. Various techniques and methods of concept and story development are reviewed, including journaling and workshop/discussion, in an effort to identify development best-practices. Students are also exposed to game design documentation formats, as well as the particulars and requirements of the professional game development cycle. The course also places special emphasis on exploring and identifying the characteristics of the diverse game genres. By the class's end, students are asked to produce written documentation and develop their own game concept.

Introduction to Programming: Theory and Concepts

36-1501 (3 credit hours)

Course provides a fundamental introduction to computer programming theory and concepts to students with little or no previous experience. Students learn structure, syntax, logic, and the difference between object-oriented and procedural systems.

Game Engine Programming

36-2210 (3 credit hours)

Course will cover the components involved in creating a game engine. The modularized game engine allows programmers to create new games by allowing the modification of characters, environments, sounds, etc. Writing game engines reduces the amount of time and complexity associated with traditional game development and opens the development process to a broader audience of participants.

Engine-Based Design I

36-2510 (3 credit hours)

Course is a production-oriented class focusing on applied game design and development, utilizing existing game production software tools and engines. Students learn to use asset management software to integrate a variety of media and asset types from multiple sources. The course also emphasizes utilizing the scripting elements of the game engine to create and refine game world events related to story, gameplay, and multimedia presentation. Time is also spent utilizing these scripting elements to create computer-controlled characters that display meaningful character behaviors and artificial intelligence, resulting in the appearance of personality.

C++ Programming I

36-2550 (3 credit hours)

Course introduces the student to programming using the C++ language. Students learn basic programming of graphic and business applications in C++. Instruction emphasizes good programming practice, programming structure, and object-oriented programming.

C++ Programming II

36-2551 (3 credit hours)

Course builds on the techniques covered in the C++ I course and further explores the concepts of classes, inheritance, polymorphism, and the use of graphical interfaces. Course concentrates on data structures, interactivity, and working with game libraries. This is primarily a project-based course with an emphasis on creating game applications.

Object Oriented Programming

36-2600 (3 credit hours)

Extending the theory initiated in Introduction to Programming: Theory and Concepts, course, through a variety of exercises, stresses the practice of programming. Object-oriented, event-driven strategies are emphasized to prepare students for more advanced programming studies in subsequent classes. Students are also introduced to programming best practices including comment to code and naming conventions.

Authoring Interactive Media

36-2601 (3 credit hours)

Course focuses on effectively communicating content in an interactive format. Students research, plan, and produce interactive media projects. Several media components are developed and integrated to support the goal of each piece. Topics covered include contextual problem solving, information architecture, and usability. All projects are designed with participants in mind, considering their culture and demographics. Contemporary authoring technology and content creation tools will be used.

Indie Game Sprint

36-3060J (2 credit hours)

Indie Game Sprint is a three-week (twice a week) intensive course in rapid independent game development. Under the guidance of an independent game developer, students learn to work with state-of-the-art tools and techniques to make a simple game or game prototype in the brief time allotted. Emphasis is placed on faster iteration techniques balanced against the requirement to maintain quality, integrity and artistic vision. Students taking this class are warned that a significant amount of non-classroom production time is required.

Navigational Interfaces

36-3100 (3 credit hours)

Course advances students' practical understanding of media theory, with an emphasis on interactive models of communication. Expanding upon the dynamic composition analysis in Media Theory and Design 2, this course focuses on navigational models of interaction design. Additionally, students continue to develop critical and analytical skills related to the component media typical of navigational interface design, including text, static image composition, sound and animation. Students produce substantial written critiques to demonstrate their growing understanding of the discipline.

Game Engine AI

36-3210 (3 credit hours)

Course will introduce the topic of artificial intelligence and how it is used to create game characters with realistic behaviors. A variety of modern technologies, including decision trees and neutral networks, as well as more standard techniques such as rule-based systems will be explored.

XNA Game Programming

36-3270 (3 credit hours)

Through a strong focus on programming skills and practical problem solving, this course enables students to expand their knowledge in relation to game programming in general and the XNA framework specifically. Emphasis is placed on image/texture design and 3D mesh manipulations, trigonometry and linear algebra. All projects stress good programming practices and design patterns using interfaces, game components (strategy pattern implementation), game services (singleton/factory) and visual FX and HLSL (decorator pattern), input handling (observer pattern) and state management.

Introduction to Javascript

36-3420 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Advanced Javascript for Games

36-3421 (3 credit hours)

Second level course introduces Web programming concepts and environments. Students learn object-oriented coding methods, integrated code structures, and enhanced web development through project-based assignments.

Programming for Games

36-3500 (3 credit hours)

Course is for students who are interested in learning programming skills necessary to work in the video game industry. While there is a clear need for a general understanding of digital arts and computer programming, there are distinct topics that are specific to the gaming industry that are outlined in this course. Topics included are: creating object interaction; game physics; animation; object collision; paths and pathfinding; translation and rotation; and creating and using the art pipeline.

Engine-Based Design II

36-3510 (3 credit hours)

Course is a programming/scripting intensive course that places additional emphasis on character behavior (AI) and interweaving in-game events with other world elements or supporting media. During this course, students develop their own proofs of concept utilizing their own original, functional script elements and stock game assets and environments.

McCarthy Technologies Bootcamp

36-3690J (3 credit hours)

Small Team Game Project

36-3994 (3 credit hours)

Emerging Forms Game Project is the first stage in the Emerging Forms senior/capstone sequence of the Game Design Major, continuing in Emerging Forms Game Studio the following semester. In this production course students begin work on multiple small to medium sized game concepts in the emerging areas of mobile, serious/simulation, web, alternative or experimental games, or game mods. Students are exposed to project management, art and sound, technical, and design pre-production techniques and requirements, both technical and documentary.

Small Team Game Studio

36-3995 (6 credit hours)

Emerging Forms Game Studio is the final stage in the Emerging Forms senior/capstone sequence of the Game Design Major, continuing from Emerging Forms Game Project the previous semester. In this course, students complete work on multiple small to medium sized game concepts proposed or begun in the previous class. Students complete the class with multiple portfolio-worthy game examples in different emerging forms and the experience of small team collaboration and development.

Game Project

36-3997 (3 credit hours)

Course is the fist stage of the senior/capstone experience of the Game Design Major. It represents the pre-production stage of the capstone project and is required for all students in the major taking the Game Studio class. Students are exposed to overall project management, art and sound, technical, and design pre-production techniques and requirements, both technical and documentary. The final result is that the final project of the subsequent Game Studio class is ready for production.

Game Studio

36-3998 (6 credit hours)