Through an inventive and rigorous curriculum, we develop lifelong learning skills necessary to work in rapidly changing fields. You’ll emerge with strong foundations in aesthetics, theory, technology, cultural understanding, critical thinking and creative problem solving.
Through discussion, lecture, and critique, this course develops critical thinking skills and the student's ability to apply media theory to media design. Students learn how interactivity plays an increasingly important role in our world by exposure to leading designers, artists, thinkers, authors, and critics throughout the history of media.
Contemporary interactive media share a common computational canvas. This course explores technology underlying these media, and introduces students interested in programming and interactive media development to foundational theories and practices in interface design and development. Interaction principles will be explored through practical assignments; sketching, prototyping, and design are essential parts of the development process. Students complete the course with an understanding of participant-centered design, usability, and foundational development terms and concepts.
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.
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.
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.
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.
This fundamental media art course introduces students to imaging applications and techniques for art making through demonstrations, assignments and projects. The development of technical, conceptual and aesthetic skills and concepts will inform an introductory body of work. Idea development, research, vocabulary and critical analysis skills will enhance development of individual voice.
This course allows students to explore making art with computer code. Students learn basic programming skills in a creative, artistic context using Processing, a robust and easy to learn language. Class time is divided between demonstration, practice and a survey of contemporary artists and programmers. Students consider automation, randomness, and algorithms as a medium of expression that challenges notions of authorship and creativity. Weekly exercises accumulate a set of methods and templates that students use in larger, more complex assignments.
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.
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.
Foundation course of the Game Development concentration focuses on applied critical discussion and development of the students 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 classs end, students are asked to produce written documentation and develop their own game concept.
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.
Designing applications (apps) for the iPhone, iPad and iPod Touch will be covered using software development kits and application programming interfaces. Apple's extensive iOS developer support site will also be used to access libraries, sample code and developer forums. The basics of becoming an Apple developer and submitting your Apps to the Mac App Store will also be covered.
In this introduction to motion capture, students apply previously captured data to 3D models, learn how to clean captured data, and experience a motion capture session. This course is designed for those who have no prior experience with 3D, animation, or motion capture.
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.
Course explores current trends and development in interactive media and interface/interaction design.
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.
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.
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.
This course focuses on collaborative practices and the convergence of interactive media including text, moving image, sound, performance and space. The course emphasis is on interactivity and critical theory and uses readings, texts, and resources from contemporary art, technology history, media theory as well as computer science. This class continues to engage students in participatory media and cultural critique.
Anyone can blog; this course will teach you how to blog well. Students from throughout the college identify a niche, research the editorial opportunities for that audience, report and write posts, shoot and upload relevant photos and videos, and implement blogging best practices, including ethics, copyright, links, SEO, social media and monetization.
Course introduces the theory and assumptions behind interactive conversation design. The interactive conversation interface offers a greater degree of engagement than typical navigational models, and its dependence upon spoken word and audio broaden the reach and application of interactive media beyond visual environments. Students have the opportunity to author highly engaging, writing-centric interactive content. From fiction to non-fiction, poetry to ad copy, this new interaction model offers substantial creative and professional territory for interaction designers and writers alike.
Students learn about complex graphical game engines, and the interlocking components that define these systems. Throughout the semester, students modify and extend an open source game engine and complete the course with programming examples for their portfolio. Topics include best practices for engine development, data structures, memory management, physics systems, input devices, graphic rendering, file access, debugging, and interface development.
Students explore 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 student's conceptual abilities with 2-D technical expertise.
This course is about the interactive media production process. Students gain a deeper understanding of techniques and practices by sketching, thumbnailing, storyboarding, and making physical mockups for digital projects. The iterative production cycle is practiced by rapid prototyping in a collaborative environment, and is informed by research and testing. This class develops a student's ability to communicate quickly visually before committing to code and design, and to create participant-centered works based on usability-testing results.
This course expands on the programming skills developed in Art + Code I. Class time is divided between demonstration, practice and a survey of contemporary artists and programmers. The course focuses on techniques for designing and implementing real-time tools, responsive environments and autonomous systems for generating novel and emergent material. Students will practice implementing generative algorithms in a variety of mediums and will complete the course with a large work or series of work based on critical discussion and reflection of contemporary arts programming practice.
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.
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.
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.
In recent years, new media forms have radically shifted the way art is created, shared and experienced. This course is designed for students of all backgrounds and fields who are interested in probing deeper into the world of new media while learning specific techniques for its installation, exhibition and curation.
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.
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.
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.
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.
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.
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.
This course builds on the general game development principles presented in Intro to Game Development and allows students to gain experience with basic game production by making a simple 2D game using professional middleware production tools. Students pitch simple gain ideas and then divide into production teams to create the project. Multidisciplinary teams of game artists, designers, programmers and sound designers learn to work and create in a small team production environment using industry best practices. Students finish the course with a game prototype for their portfolio.
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.
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.
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.
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.
Games are everywhere, and everyone has something to say about them. Learn how we look at games and how to talk about them in meaningful, productive ways beyond the hype and rhetoric. This class helps you understand how and why effective video game journalism is important in today's culture and how it serves players as well as the game creators themselves. We'll cover blogging, game reviews, industry, ethics and journalistic practice and current topics.
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.
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.
This course offers an introductory look into the collaborative process in the interactive field. Students will learn about the roles in interactive team development, how to effectively manage time and project scope, how to set and meet deadlines, and how to work as a group to deliver user-centered projects.
Student teams from multiple departments 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.
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).
This course will introduce students to 'procedural sound', the use of synthesis techniques to create realistic sound-effects that evolve over time and repetition. Students learn to employ sound synthesis techniques and the created sound module in a variety of game and media environments.
The increasing impact of interaction on the narrative (stories) told in today and tomorrow's educational and entertainment media requires a different perspective on story development. This class begins with an overview of the area and its history from the writers' perspective, and then moves on to review and analyze common interactive structures and narrative requirements. Students are also exposed to the basic types of interactive narrative and media being created today, and conceptualize and develop their own interactive narrative projects.
Modern storytelling is not constrained to one medium. This course provides students with an opportunity to learn about the ways in which core narrative properties can be adapted to various media, specifically narrative games, television, and film. Through selected case studies, students will analyze the ways in which core narrative properties are defined, adapted, and transformed across media. This class is a prerequisite for the Semester in LA/Transmedia Production: Games, Film, and Television course but may also serve as an elective in the Interactive Arts & Media, Cinema Arts & Science, and Television Departments.
Technical artists bridge between the fields of programming and art; in the game industry this role is becoming increasingly sought after as games and technology become more complex. In this course students will learn about the workflow and challenges of tech artists as they program in a contemporary language to build custom tools for tech art production.
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.
This junior and senior level course will allow students to create an engaging portfolio of interactive work. Students will be encouraged to actively critique their own work as well as the work of their peers. Students will be expected to be aware of their personal branding, professional strengths and abilities, and presentation skills.
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.
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 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.
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.
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.
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.
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.
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).
Course advances students' practical understanding of media theory, with an emphasis on interactive models of communication. This course focuses on navigational models of interaction design and how to create participant-centered interfaces through research, usability testing, and iterative design. Students produce substantial written critiques to demonstrate their growing understanding of the discipline.
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.
Building upon the Blogging: Beyond the Basics course, this one credit course will focus on blogging as a professional development and interaction platform. Students will be introduced to concepts of audience research and analytics, monetizing a blog through advertising and social media revenue streams, and extending core blogging functionality through web development and plugins.
This course will encourage students to evaluate their own work, as well as the work of others, from the viewpoint of their audience. By gaining an awareness of how the participant experiences their work, students will gain an understanding of how to create engaging, user-centered interfaces.
In this advanced course students will build graphics applications for Mobile Media and Game Programming. Topics covered include leveraging libraries, optimization, and cross platform operability. Students will complete the class with several projects for their portfolio and reusable components for future work.
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.
This course focuses on building games using good programming practices, design patterns and practical problem solving. Students will use current technologies and may experiment with image/texture design, 3D mesh manipulations, game components (strategy pattern implementation), game services (singleton/factory), input handling (observer pattern) and state management.
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.
In this course, students will learn the workflows necessary to create materials, textures, and shaders for physically based render systems. Students will learn how to edit shaders and materials through the creation and editing of textures in an image-editing program. Students will also be taught the theory behind physically based rendering and how it relates to rendering objects in real time through game engine technology.
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.
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.
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.
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.
Developing effective, large scale websites requires a dynamic, data-driven approach. This course develops student skills in managing and extending open source web content systems using current technologies and languages, and utilizing data sources.
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.
This course builds on 36-3270 Game Programming; students will develop advanced games using good programming practices and design patterns. At the completion of the course students will have an advanced game for their portfolio.
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.
This course provides insight into the way we sort and categorize data, and how these different schema impact the user experience. Students will explore multiple concepts of organizational techniques, and introduce the student to methods for effectively assessing and creating their own organizational structures to optimize the user experience.
Course focuses on creating and using relational databases. Throughout the semester students will learn about requirements analysis and specification, database design, normalization, and other topics such as integrity and security concerns. Industry-standard database applications and query languages will be used.
This course analyzes multiple methodologies of game production, from commercial to independent, both in terms of professional practices and their application in the game development senior capstone course sequence. Students also ideate and document multiple game ideas with regard to their viability as senior capstone projects in terms of production scope and scheduling. Lastly, students learn professional quality assurance and game testing practices through their supervision and responsibility for testing the current Indie Team Game Studio and Large Team Game Studio projects.
Mobile Game Development teaches students how to develop and distribute mobile games. Mobile game design theory, development, content creation, feature development, and user interaction are all covered in the course. Students will explore how to add mobile OS specific features such as challenges and achievements. Finally, students will create a very small scope, re-playable game that meets the requirements for distribution on the mobile marketplace.
Understanding research on quantitative and observable data requires a thorough understanding of the scientific method, familiarity with multiple methodological approaches to research, as well as the ability to critically evaluate the strengths and limitations of methods and data collected within a research paradigm. This multidisciplinary course is designed particularly for students within Media Arts who will benefit from an understanding of research methods in science and communications, as distinct from research in humanities and creative arts. Students in this course will learn about the strengths and limitations of various types of research, as well as directly apply research methods through group and individual research proposals and projects, including projects within their discipline. This course is not discipline-specific and therefore can serve students outside the department.
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.
Course covers application planning, design, and development; students learn advanced software engineering methods as they apply modern domain modeling techniques to create applications. Topics addressed include: design patterns, behavior-driven design, and source code management. Students will participate in code critiques and coding clinics, and over the semester will plan, model, and develop their own software.
This class provides familiarity with robotic systems, embedded processors, electronics and laser fabrication to create electromechanical devices which respond to environmental stimuli and use that inut to perform given tasks. In this class, we will examine robotic applications in art, industrial systems, music, architecture, drones, and rovers such as NASA's Curiosity Mars rover. The students will begin by building a Bot and then use the principles to create their own devices or program new behaviors.
This course introduces students to the basic techniques and theories of computer vision and the use of cameras as sensors in interactive systems. Students will learn to apply theories in practical situation by work on group and individual projects using the open source library OpenCV .
Students in Studio Collaboration act effectively as "interns" to Indie Team Game Studio, which is the final stage in the Indie Team senior/capstone sequence of the game development classes, continuing from Indie Team Game Project the previous semester. In that 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.
Students in Studio Collaboration act, effectively, as "interns" to Indie Team Game Studio, which is the final stage in the Indie Team senior/capstone sequence of the game development classes, continuing from Indie Team Game Project the previous semester. In that 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.
Students in Studio Collaboration act, effectively, as "interns" to Large Team Game Studio, which is the final stage in the Large Team senior/capstone sequence of the game development classes, continuing from Large Team Game Project the previous semester. In that course, students complete work on large team, multidisciplinary game project begun in the previous class. Students complete the class with a portfolio-worthy game example in and the experience of large team collaboration and development.
In this course, students will learn how to successfully traverse locomotion systems in a game engine. Students begin by creating game assets(polygonal meshes, blendshapes and character rigs) that properly function in the locomotion system. Students then will work with the game engine scripting API to create locomotion networks for blending, scripted behaviors and events that can be dynamically implemented video games.
McCarthyTechnologies Bootcamp provides students an opportunity to practice cutting edge team building and collaboration skills in the context of a complete product development cycle and workplace simulation. Students will explore the connection between individual agendas, both overt and unintended, and the degree to which a successful team environment can facilitate, and may even require, high order personal development. While the course is typically taught in Fortune 500 environments, it defies typical corporate conventions and stereotypes, advocating the creation of passionate workplaces that emphasize our power to choose, to feel and to grow while increasing personal accountability. Students receive professional certification upon successful completion of the course. This course is taught by McCarthy Technologies Certified Core Instructors.
McCarthy Technologies Bootcamp provides students an opportunity to practice cutting edge team building and collaboration skills in the context of a complete product development cycle and workplace simulation. While the course is typically taught in Fortune 500 environments, it defies typical corporate conventions and stereotypes, advocating the creation of passionate workplaces that emphasize our power to choose, to feel and to grow while increasing personal accountability. Students receive professional certification upon successful completion of the course.
In this course advanced principles of object oriented design and programming will be covered as students develop complex applications with reusable components. At the end of the semester students will have a library of code they can use in future development, and a substantial project showcasing their skills.
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.
Digital sculpting is a cornerstone of 3D content creation and concept art creation for games. This course serves as a way for students to create more thoughtfully considered content using digital sculpting processes. Students will learn how to sculpt a series of 3D concepts and then develop a concept into a fully realized, hyper realistic piece of content for a game. This goal will be achieved by using more involved retopology and normal mapping techniques to translate high resolution from high polygon meshes to optimized, low polygon game meshes that can be translated to a game engine.
Directed Studies are appropriate for students who wish to explore a subject beyond what is possible in regular courses, or for students who wish to engage in a subject or activity not otherwise offered that semester by the College. Directed Studies involve close collaboration with a faculty advisor who will assist in development and design of the project, oversee its progress, evaluate the final results, and submit a grade.
Course provides students with internship opportunities to gain valuable work experience in an area of interest while receiving academic credit. Graduating seniors find internships invaluable in aiding their job search.
This course is the audio team management companion course to the senior year capstone classes Indie Team Game Studio and Large Team Game Studio. This course explores audio team leadership, administration, and cross-team communication with regard to the scheduling and implementation of audio production tasks related to the senior capstone project's communication.
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.
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.
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 is an intensive capstone experience in gaming production. The primary creative objective of the course is completion of a substantial game prototype that includes market quality content and is produced using industry best practices and tools.
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.
Students learn to analyze and evaluate data by focusing on questions of public interest. Then they present their work in digital forms where the data is a central part of the narrative. The emphasis is on making sense of the facts that can be distilled from a variety of open source and other data. This course is for IAM students and Journalism students because there is a synergy in the communication industry between those who hack the data and those who write about it.
We’re happy you’re thinking of joining our creative community. We work hard to make our application process as simple and fast as possible, but should you run into any concerns, we're here to help at any time.
If you can’t make it to campus, don’t worry! We have a full schedule of events all across the U.S. and around the world.