Bachelor of Science
Entertainment Design
Degrees and Certificates
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Entertainment Design (ANIM), -
Entertainment Design (CONC), Bachelor of Science -
Entertainment Design (GAME), Bachelor of Science
Courses
EANI-102: Perspective
Credits 3Students will learn about 1, 2, and 3 point perspective and how to apply those principles to Storyboarding and compositions.
EANI-104: 2D 1 Fundamentals
Credits 3Student will learn the principles/fundamentals of animation through assignments such as bouncing balls and pendulums.
EANI-105: Concept Art 1
Credits 3Students will learn the fundamentals of color and shape design, while also developing into simple character design and screen compositions.
EANI-107: Figure Drawing & Anatomy 1
Credits 3Students will learn about the fundamentals of figure drawing and anatomy. Students will get familiar with drawing models and how to translate live observations to paper.
EANI-112: CG 1 Fundamentals
Credits 3Student will learn about the fundamentals of CG animation. Students will get familiar with the animation software, using character rigs, ets.
EANI-153: Storyboard 1
Credits 3Students will learn about the fundamentals of storyboarding, storytelling, story arcs, compositions, editing, pacing, cinematography, etc.
EANI-154: 2D 2 Mechanics 1
Credits 3Continuing from 2D 1 Fundamentals
This course will focus on the basics of human mechanics with a primary focus of bipedal locomotion.
EANI-155: Concept Art 2
Credits 3Continuing from Cancept Art 1
Students will learn how to design simple characters, props and environments.
EANI-161: CG 2 Mechanics 1
Credits 3Continuing from CG 1 Fundamentals
This course will focus on the continued fundamentals of 3D software using Maya in regards to animating. Students will be introduced to animation assignments such as the bouncing ball, sack of flour and walk cycles. They will execut what they learned from CG 1 Fundamentals.
EANI-200: 3rd Term Portfolio Review
Credits 0Students will be reviewed and assessed on the progress of their work and advised on future class choices.
EANI-201: Previz 1
Credits 3Students will learn how to create a sequence in CG, focusing on editing, pacing and cinematography.
EANI-202: Env for Animation and Games
Credits 3Students will learn the process of creating 3D props and environments specifically for animation and game production. Utilizing software like Maya, Substance Designer/Painter, Blender, and the Unreal Engine, the focus will be on refining fundamental modeling, shading, and world building skills in the context of creating production-ready assets. This is an ideal class to take in preparation to work on a Capstone Game or Animation project.
EANI-204: 2D 3 Mechanics 2
Credits 3EANI-204: 2D 3 Mechanics 2
Credits 3Continuing from 2D 2 Mechanics 1
This course will focus on the basics of animal mechanics with a primary focus on quadrupedal locomotion.
EANI-206: Shorts Pipeline
Credits 3In this foundational course, students will be introduced to an overview of an entire animation production pipeline. The focus will be on learning the essential technical workflows and production management skills for crafting an animated short film. This will be achieved through hands-on modules for compositing, editing, rendering, and scheduling. Examples of industry-standard software used in this course are: After Effects, Premiere Pro, Unreal, and spreadsheet software. Students will build core skills in both production planning and execution. Successful completion of this class is a prerequisite for enrollment in Shorts 1-1, Shorts 1-2, and the Capstone Animation projects.
EANI-207: Shorts Prep
Credits 3Students will learn the essentials of creating a short film. Focusing on story pitching, editing, storyboarding, 2D and 3D software and After Effects.
EANI-211: CG 3 Mechanics 2
Credits 3EANI-211: CG 3 Mechanics 2
Credits 3Continuing from CG 2 Mechanics 1
Students will focus on animation mechanics, coming to grips with constraints, learning about FK versus IK, storytelling poses and simple set of actions.
EANI-215: Modeling 1
Credits 3Students will learn how to model basic character, prop & environment models (students will use their designs from Concept Design 1).
EANI-254: 2D 4 Acting 1
Credits 3Continuing from 2D 3 Mechanics 2
This course will focus on acting basics with a primary focus on pantomime performance.
EANI-255: Shorts 1-1
Credits 3Students will create a 2 minute animated short film in group (any medium of their choosing) -- students can NOT make a film individually. This is the 1st half of two classes during which students focus on the story, concept art and asset production.
EANI-258: Lighting 1
Credits 3Students will learn to light a CG animated scene, focusing on light, color, comping, shadows, highlights, depth, etc.
EANI-259: Stop Motion I
Credits 3This class covers fabrication: students will learn how to build stop-motion puppets and sets.
EANI-261: CG 4 Acting 1
Credits 3Continuing from CG 3 Mechanics 2
This course will focus pantomime acting and how to clearly express emotional intent through body language without dialog.
EANI-265: Modeling 2
Credits 3This class continues from Modeling 1. Students will learn how to model more advanced character, prop and environment models. Also focusing on basic texturing of the characters, props and environment models.
EANI-300: 5th Term Portfolio Review
Credits 0During the 5th term review meeting, the student's overall progress and artwork done in 3rd, 4th and 5th term is reviewed. A determination will be made whether the student is able to move onto 6th, 7th and 8th term.
EANI-300 : 5th Term Portfolio Review
Credits 0EANI-301: Previz 2
Credits 3Continuing from Previz 1, students will learn how to create a sequence in CG, focusing on editing, pacing and cinematography.
EANI-303: Storyboarding 2
Credits 3Continuing from Storyboarding 1 Students will learn more advanced techniques regarding storytelling, creating story pitches and storyboarding.
EANI-304: 2D 5 Acting 2
Credits 3Continuing from 2D Acting 1
Students will learn how to animate a dialog, acting performance.
EANI-305: Shorts 1-2
Credits 3Students will create a 2 minute animated short film in group (any medium of their choosing) -- students can NOT make a film individually. This is the 2ND half of two classes during which students focus on the animation, ink&color, lighting, rendering, etc. The end goal of this class is to fully finish the film to a professional standard.
EANI-308: Rigging I
Credits 3This class covers rigging fundamentals. Both body and facial rigging will be taught. The goal is to get students comfortable rigging simple humanoid characters.
EANI-311: CG 5 Acting 2
Credits 3Continuing from CG 4 Acting 1
Students will learn how to create a sequence of shots using an interesting, contemporary technique. What technique is used depends on the students' choice and what is frequently used in the animation industry. An example of a technique could be VR, AR, stop-motion, etc.
EANI-313: Intro to Virtual Production
Credits 3Explore the future of film and tv production as seen in projects such as The Mandalorian.
Students will learn how production processes are being revolutionized with modern technology and virtual production techniques providing benefits such as real-time previz, virtual location scouting, and in-camera vfx.
This course is designed to give students an introductory overview of the virtual production pipeline. Through lectures, demonstrations, and projects, students will gain an appreciation for the use cases, toolsets (including real-time game engines), preparation steps, and shooting process in a virtual production studio (also known as the volume).
The class will culminate in the hands-on experience of shooting a project in the volume.
EANI-332: Game Animation Fundamentals
Credits 3This course will focus on the basics of creating game animation utilizing industry standard 3D software and game engine pipelines. The class will focus on creating character movement influenced by the technical requirements of game development. Students will create a series of animation clips based on a game design for several unique in game performances.
EANI-358: Lighting 2
Credits 3Continuing from Lighting 1
Students will learn to light a CG sequence, focusing on light, color, comping, shadows, highlights, depth, etc.
EANI-359: Stop Motion 2
Credits 3This class builds off the fundamentals of fabricating puppets and sets to start learning the stop-motion animation process.
EANI-365: Modeling 3
Credits 3Continuing from Modeling 2
This class will focus on modeling human character and/or creatures. The student will be able to pick what kind of modeling he/she wants to focus on as well.
EANI-374: Capstone PreProduction 1
Credits 3EANI-374: CapStone PreProduction 1
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this 1st part of the CapStone film production, students will create pitches and present them in front of a panel. After which the panel will pick the winning films, after which teams will be formed and production on a 1st pass of the storyreel will start. The end goal of this class is a solid 1st pass of the story animatic with temp music and sound FX.
EANI-375: CapStone PreProduction 2
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this class students will focus on creating a final story animatic with temp music, dialog (if necessary) and sound fx.
EANI-376: CapStone PreProduction 3
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this class students will focus creating ALL visual development (character/prop/environment design, look of film, etc) for their CapStone film.
EANI-403: Portfolio 1
Credits 3Students will focus on creating a professional portfolio. The focus in terms of skill-set will be decided by the students. The end goal is to create artwork to a high professional level, which the student can use to apply for animation related jobs.
EANI-450: 8th Term Portfolio Review
Credits 0During the 8th term review meeting, the student's overall progress and artwork done in 6th, 7th and 8th term is reviewed. Recommendations will be made on career development, job applications, internships and portfolio development.
EANI-453: Portfolio 2
Credits 3Students will focus on creating a professional portfolio. The focus in terms of skill-set will be decided by the students. The end goal is to create artwork to a high professional level, which the student can use to apply for animation related jobs.
EANI-474: CapStone Production 1
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this class students will focus on production of their film, be it modeling, rigging, previz, background layouts, animating, etc. These tasks will vary greatly depending on what medium the film is in (2D, 3D, stop-motion, etc).
EANI-475: Capstone Production 2
Credits 3EANI-475: CapStone Production 2
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this class students will focus on production of their film, be it finalizing layout, animation, rigging, modeling, etc. Tasks will vary depending on the medium of the film.
EANI-476: CapStone Production 3
Credits 3Students will form teams and create a short animated film in any medium of their choosing. Students can NOT make a film individually. The team aspect is essential to ALL CapStone classes. In this class students will focus on production of their film, mainly ink & paint, lighting, painting backgrounds, adding fx, compositing. End goal in this class is final the shots to a professional standard.
ECPT-101: Perspective 1
Credits 3This course covers perspective techniques for visualizing singular objects. Includes interior perspective. Emphasizes methods of illustrating design concepts. Information is presented on techniques, correct usage of required tools, formal presentation. How to enhance the communication levels in realistic working environments, formal presentation, and interactions with modeling teams.
ECPT-104: Human Anatomy
Credits 3This course covers the study of human anatomy as it relates to its representation in the field of entertainment design. Analysis is essential to learning accurate anatomy in order to be better able to create human forms. Fundamentals of muscle and bone structure, proportion, how the body moves, and dynamic form will be covered. How the body moves through leverage and weight will also be studied through demo and live models. There will be a particular emphasis on how the musculoskeletal system affects the human form from the artist's point of view.
ECPT-105: Animal Anatomy
Credits 3Animal Anatomy provides an intensive study of animal anatomy. Covering the principles of foreshortening, observation of animals in motion, the visual viewpoint, and understanding of muscle and bone structure.
ECPT-107: Concept Design 1
Credits 3Concept Design 1 is about big picture conceptual thinking process. It covers introduction to visual composition, story analysis and basics of the design process to produce 2D representation in the form of storyboards and compositions to drive the narrative.
ECPT-114: Practical Props for ENT
Credits 3This elective course offers hands-on experience in the art of prop making for entertainment, combining design theory with practical fabrication skills. Students will explore the process of creating high-quality props for film, theater, and themed environments. Through a series of guided projects, participants will gain exposure to model shop practices, including the safe and effective use of a wide range of power tools, materials, and fabrication techniques.
From concept sketches to finished pieces, students will develop the ability to translate design ideas into physical objects, while learning industry best practices for tool handling, project planning, and execution. Emphasis will be placed on creativity, precision, problem-solving, and collaboration, giving students a solid foundation for further exploration in the fields of production design, special effects, and scenic construction.
ECPT-126: Dynamic Story & Concept
Credits 3At the heart of entertainment design there is one thing that all aspects of development serve: the story. It is our job to be able to command the fundamental principles of design (e.g. perspective, composition, visual communication, etc.) in order to tell a compelling narrative. This course strives to emulate the collaborative and dynamic storytelling and concept design process using tabletop roleplaying games as a backdrop for narrative development. Students will create dynamic options for their characters to experience and roll the dice to see where they go and what they do. The dynamic nature of multiple possibilities seeks to creatively parallel the curve balls we experience in the field on a daily basis. It is the goal of this course to teach our students how to strengthen their technical skills alongside their narrative ability. Through research, iteration, and critique, students will design characters and environments and show where they intersect and interact in their story. Students will be given the tools necessary to take an audience on a heroic journey.
ECPT-152: Lighting Fundamentals
Credits 3Lighting Fundamentals will introduce the funadmentals of lighting and its storytelling power. Utilizing different lighting set ups to invoke different genres/moods, horror, romantic, comedy, mystery, etc. and analyze light properties to support visual storytelling.
ECPT-157: Visual Structure
Credits 3This course covers the fundamentals of composition for entertainment driven by story. Topics include creating focus, use of perspective, framing elements, color, lighting, space, shape, and value.
ECPT-158A: Intro to 3D
Credits 3Intro to 3D is an introduction to using an industry standard 3D software package. The primary goal of this class is to build a solid foundation to integrate 3D software into design practice.
ECPT-201: Advanced Perspective
Credits 3Advanced Perspective covers perspective techniques and rules for visualizing environments.
ECPT-202: Rendering and Lighting
Credits 3Rendering and Lighting develops the skills to describe forms from imagination through lighting to create clear instructions for production.
ECPT-203: Digital Painting
Credits 3This course builds a foundation of digital painting skills with a focus on color and light and their relation to storytelling.
ECPT-203A: Ptg Traditional to Digital
Credits 3There is a spontaneity and fluidity that is difficult to replicate digitally, especially when working with water-based mediums. the physical process of painting with paint and brushes carries with it a unique emotional connection to your creativity. Exploring color by mixing paint on a palette is critical to understanding the nature of color, including relationships between hue, temperature, chroma and saturation. There is a sensitivity and freshness in the way paint is applied to board or canvas that is organic and satisfying, not to mention the ability to sell or display your original art in galleries. These skills contribute to strong design and decision making that make an artist invaluable to their field.
This class is a Visual Development class that begins with traditional paintings in Gouache and transitions to finished art via Photoshop. This combines the best of both mediums towards creating artwork for animation and illustration portfolios.
ECPT-206: Concept Design 2
Credits 3This class focuses on the PROCESS of creating meaningful visual assets and the rigor to which designers apply methodology to the creation of meaningful concept design. The processes and techniques that you learn in this class will apply to the Entertainment Design profession whether you are designing props, vehicles, environments, characters or creatures.
ECPT-207A: Concept Design Fundamentals
Credits 3Concept Design Fundamentals is a course that explores the core principles of design, focusing on the relationships between shape, line, composition, and contrast, and how these elements convey meaning. The class will delve into why things look the way they do, emphasizing the concept of form following function. Through practical exercises and theoretical study, students will learn to create designs that are both aesthetically pleasing and functionally effective. This course is essential for anyone looking to understand the foundational elements of design and their application in creating meaningful and purposeful work.
ECPT-209: Intermediate 3D
Credits 3Intermediate 3D is a hands-on course designed to further develop students' skills in 3D design and introductory animation techniques. Building upon the foundational knowledge gained in the Introduction to 3D Design course, this intermediate-level class focuses on providing students with more advanced tools and techniques to create visually appealing and functional 3D models.
Throughout the course, students will explore a variety of mid-level 3D design techniques, with a particular emphasis on hard surface props and vehicles. The primary objective is to equip students with the necessary skills to create 3D models that seamlessly blend form and function. Students will learn how to balance aesthetic considerations with practical design elements to produce visually striking and functional objects.
ECPT-213: Clay Modeling
Credits 3Clay Modeling is an introduction to 3D sculpting. This course reinforces understanding of 2D to 3D design translation, finish quality by creating a hard model.
ECPT-214: Entertainment Sketchbook
Credits 3In this course, students will be showing an advanced understanding of lighting and values in application of their projects. through the understanding of materials, students will be able to produce images that will best represent their ideation. On location sketching / Drawing from observation / Using studies to inspire creative designs / composing a sketchbook / photographing reference with relevance to entertainment design.
ECPT-215: Dynamic Character Drawing
Credits 3This course is designed to help students draw better dynamic characters both from life and from their imagination. Students will learn from a series of exercises emphasizing various approaches and materials to achieve expressive, compelling characters. Different storytelling considerations will be explored leading to a deeper personal understanding and point of view.
ECPT-216: Dynamic Char - Adv Projects
Credits 3In this advanced course each student will propose their own in depth, term long project with a clear objective to help them explore and further develop their ability to use characters in their artwork. Media choice is open and will be determined based on the project. All proposals are to be approved by the instructor. This includes weekly deadlines as well as clear learning objectives and goals by the end of the term. Only projects that are specific to this class will be considered. The class will meet each week for a group critique on zoom where each student shares their progress.
ECPT-221: Architectural Design
Credits 3In this course, many architectural styles will be presented and design elements will be analyzed. Students will be expected to create architectural designs, expressing the specific styling guidelines for each genre.
ECPT-222: Environment Design for Ent
Credits 3In this course, students create unique interior and exterior environment designs based on a selected story. Aspects to explore may include: imaginary worlds, fantasy landscapes, architectural and non architectural environments, organics, climate and weather influence, geographic and topographic reference, etc.
ECPT-223: Creating a Graphic Novel
Credits 3The Graphic novel is one of the most complex yet efficient storytelling tools in the world. In this course, students will write, design, layout, letter, pencil, ink and color an eight-page story, creating characters and worlds of their own in the process. In addition, students will learn how the storyboarding process for film and television is analogous to comics and use that skill to help layout their original story. Individuality rules, yet much hard work will result in a newfound skill invaluable in the workplace.
ECPT-224: Concept & Style Development
Credits 3This course will enable the artist to understand the rich historical and contextual visual styles of animation from all over the world. A wide variety of styles and aesthetics will be studied and evaluated against current design trends. The artist will then apply their visual research to their own portfolio work. This is a unique part-lecture / part-studio class that challenges the artist's own preconceptions and design boundaries.
ECPT-231: Drawing With Style
Credits 3Drawing with Style is a course focused on enhancing analog sketching skills and understanding classic architectural and design styles. You'll practice sketching from life, developing your observational abilities and precision. Emphasis will be placed on drawing with emotion, using lines and shapes to convey mood and meaning. You'll work on exercises and projects that help you create dynamic compositions and develop your unique artistic style. This course is ideal for designers who want to improve their skills and knowledge.
ECPT-260: Drawing With Style
Credits 3Drawing with Style is a foundational studio course that emphasizes the energetic and expressive potential of drawing from life. Students will explore dynamic observation techniques while capturing the spontaneity and rhythm of everyday scenes-people in cafés, city streets, markets, parks, and other lived environments. Special attention will be given to gesture, movement, and mood as students develop their own stylistic voice.
In addition to figure-based urban sketching, the course includes focused sessions on architectural drawing. Through direct observation, students will study the built environment with an eye toward structure, proportion, and the design principles that give architecture its unique character. The course encourages students to balance accuracy with personal expression, resulting in drawings that are both grounded and vibrant.
By the end of the course, students will have developed a strong foundation in observational drawing, along with a growing awareness of how to infuse their work with life, energy, and stylistic intention.
ECPT-261: Stylization
Credits 3This course covers the history of stylization and an evaluation of shape language rules. Students will apply stylization skills to design characters, props, and environments.
ECPT-262: Costume Design
Credits 3This course focuses on analyzing and creating costumes to support and enhance story. In this course students will be introduced to the design strategies and techniques employed when designing costumes for a wide range of characters. The course will focus on the design of costumes for human characters for stories both existing and imagined by the students. Design exercises will not only cover a wide range of costumes specific to the purpose of the character they are for but for time periods, past, present and future.
ECPT-263: World Costume Design
Credits 3This studio class focuses on costume design as existing in and influenced by cultures and regions around the world. The class has an emphasis on research, getting to know the diverse cultures being referenced, and why those cultures have made certain fashion choices. Story-driven costume design prompts will challenge students to draw inspiration from the cultures studied, avoid cultural appropriation, and produce professional quality designs with an emphasis on originality.
ECPT-264: 3D Costume Simulation & Des
Credits 3This course focuses on the technical skills required for 3D cloth simulation for animation, gaming, and costume concept design, and explores contemporary, science fiction, and fantasy design. Emphasizing garment construction and model fit, the course examines the process of building 3D costumes from flat fabric to finished product, as well as costume styling and breakdown.
ECPT-270: Mechs and Robots
Credits 3This is an industrial design-inspired course focusing on hard surface concept design for entertainment with a special emphasis on Mechs and Robots.
ECPT-281: Board Game Art Design
Credits 3With games such as "Hearthstone", "Magic: The Gathering Arena", and "Star Wars Imperial Assault", board and trading card games have seen a boom in development and production. Amongst these games there are many that share both the physical and digital space, creating an interesting social and immersive hybrid experience. In this course students will learn how to think through the user experience and create artwork that both describes the look and feel of the game as well as conveys crucial information for functional play. Topics covered will include: marketing art, key art, user interface, maps, and icons.
ECPT-282: Indie & Experimental Game Art
Credits 3Indie and Experimental Game Art Welcome to the world of Indie and Experimental Game Art, where imagination knows no bounds! This dynamic course is designed to equip aspiring game artists with the skills and creative mindset needed to craft captivating and unique assets and narratives for indie games. From character design and environmental art to story development and user interface elements, this course delves deep into the diverse realm of game asset creation.
Throughout this course, students will engage in hands-on projects, receive personalized feedback from an experienced instructor, and collaborate with fellow artists to simulate the real-world challenges faced by indie game artists. By the end of the course, participants will have honed their artistic skills and developed a strong portfolio of game assets and a pitch bible ready to make an impact in the exciting world of indie and experimental game development. Let your creativity soar and join us on this thrilling journey into the world of indie game art!
ECPT-283: Theme Park Design
Credits 3In this course students will conceive and design their own themed attraction or exhibit. Students will also be given an overview of how the designer must interface with many of the related systems, disciplines and operational requirements needed to create a successful product.
ECPT-301: 3D in Production
Credits 33D in Production emphasizes the collaborative relationship between concept artists, game designers, and 3D teams in a professional video game production setting. Designed for mid- to high-term students, this course introduces the full environment design pipeline-from early-stage visual exploration to finalizing concepts ready for production and shipping.
Students will engage with a range of mid-level 3D design techniques that support environment painting workflows. This includes building a 3D asset library in an industry standard tool such as blender, learning to integrate 3D content through tools like (but not limited to) Quixel Bridge and Megascans, and effectively using these assets to support visual storytelling. Students will also touch base on game engines such as Unreal 5.
As part of the process, students will utilize previously completed grey box designs ideally in partnership with the game design track. Through this collaboration, students will build a deep understanding of how to create a successful point of interest (POI) within a larger map, as well as master concepts of scale, proportion, and playability. They will learn what makes a space functional, immersive, and game-ready. At the end of the term, students will develop a portfolio focused on environment design that meets industry standards and showcases production-ready thinking.
ECPT-303: Matte Painting
Credits 3This course covers advanced digital painting techniques as applied to the craft of matte painting.
ECPT-307A: Concept Development
Credits 3Concept Development is a course dedicated to the art of concept design with a strong emphasis on storytelling. This class teaches students to use design principles to create assets infused with meaning, derived from motifs, for developing entertainment properties. By focusing on how shapes and motifs can convey narrative and thematic elements, students will learn to craft visually compelling and meaningful designs. Ideal for aspiring designers in the entertainment industry, this course provides the foundational skills needed to bring imaginative concepts to life.
ECPT-309A: World Building
Credits 3This course covers methodologies for designing new, imagined and/or fantastic worlds for film, animation, or video game projects based on the needs of the story. Coherence of design, far reaching ideas, logical response to story constraints, imagination and originality are all important topics.
This class will not only examine a variety of iconic verbal and visual storyworlds of mainstream entertainment (across films, games, comics, animation, novels and television), but will also cover forensically deconstructing them to better understand what makes them thrive. Understanding the critical creative architecture of worldbuilding will allow the students to consciously build their own world. From defining the commerciality of the idea to the shape and the map of the location to character groups that populate the world to the social values and cultural structures that define life in the storyworld, students will finish the term by crafting their own unique, immersive storyworld that will be primed to expand into and thrive across a variety of mediums.
ECPT-309B: World Building: Characters
Credits 3This class will examine the design method of creating characters through world building. Beneath the surface of every successful design lies purpose. A well-designed character is not only visually engaging, but also serves as a lens into the world built around them. On this journey, coherence of design, categorization of ideas, logical response to story constraints, and balance between originality and relatability are all important topics. Through a guided character design project, students will weave a contextual web of logic, appeal, and tone. From research and thumbnails to ideation sketches, students will finish the term by crafting their own engaging character lineup that takes viewers through an experience that's greater than the sum of its drawings.
ECPT-314: Vehicles and Props
Credits 3Vehicles and Props focuses on story driven designs of vehicles and props. Basic strategies and techniques for the creation of vehicles and props for the entertainment industry will be developed. Past, present, and future time periods will be investigated through a range of design exercises.
ECPT-315: Character Design
Credits 3In this course, students will be introduced to the design features that make up iconic good and evil characters. The course will focus on the design of human characters for stories both existing and imagined.
ECPT-315A: Inner Character Design
Credits 3Great character designs are three-dimensional in more ways than one. From innocent and lovable, to dark, funny, or dangerous, unforgettable characters are complex beings with goals and dreams, backstories, emotional wounds, negative flaws & fears, positive traits & skills, and a wide range of personal emotions that define every aspect of their visual design and body language..from the inside out.
Whether your focus is concept design or animation, this immersive and heartfelt course will inspire and transform the way you see, express, move, and design your characters and the special environments that unveil their innermost worlds. We'll incorporate unique, psychological design-tools and fun methodologies for expertly revealing the inner backstories that will guide your outer designs of emotive characters, environments and stories that leap into viewers' hearts and carry your art, visual storytelling skills, and your portfolio, to new heights and depths.
ECPT-316: Designing With Light and Color
Credits 3This course covers the use of color and lighting, as a powerful tool for visual storytelling.
ECPT-319: Intro to Digital Sculpting
Credits 3This class will introduce students to a digital sculpting workflow. The students will learn the essential tools (such as ZBrush) to create a digital character sculpt including soft body dynamic costuming elements and hard surface accessories. The class covers understanding virtual 3D objects, application of anatomical forms and hard surface techniques to properly produce a believable character. Through tutorials, exercises and critique this course will help develop the skills required for the creation of high-resolution virtual models for game, animation, and film concept development. This is a design-driven class focused on storytelling where students will need to convey a story through their character.
ECPT-321: Architecture of Make Believe
Credits 3This course focuses on designing fictional architectural places that adhere to the concept of credible fantasy. The placemaking process will involve research to provide grounding in historical and cultural precedent. The designs will be story-driven and take into consideration the physical realities of environmental placement. Techniques covered can be applied to live action film, animation, video game, and theme park projects. Class assignments will include research boards, ground plans, elevations, and interior and exterior concept illustrations.
ECPT-321A: Advanced Architectural Design
Credits 3In this course, students will learn the language and elements of architectural design as applied to both exterior and interior projects. Students can utilize their knowledge of architectural styles, rules, and shape language to create their own unique designs, but aren't limited by historical references. This class will focus on encouraging imagination with students developing their original ideas and projects. Genres can range from space/sci-fi to historical and the shape language from realistic to heavily stylized. Fundamentals and elements of each style will be discussed, including scale, proportions, play of light and shadows, and believable functionality. Students will create floor plans, elevations, sections, and final rendered images in full color.
ECPT-321B: Organic Exteriors
Credits 3Organic Form: Exterior Environment Design is a concept design class tailored for the diverse requirements of games, movies, and themed attractions. This course focuses on the creation of organic environments, ranging from the mysterious depths of Atlantis to the unique landscapes of Mars. As a form language class, the curriculum is designed to provide fundamental skills essential for all concept designers. Through theoretical exploration and practical projects, students will delve into the principles of organic form creation, acquiring techniques applicable across various storytelling mediums. This class serves as a foundational step for conceptualizing environments that effectively engage audiences, offering a balance of imagination and technical proficiency. Join us on a journey where creativity meets skill, and the potential of your artistic vision unfolds in the landscapes you create.
ECPT-321C: Outer Space Architecture
Credits 3This specialized course will integrate the creative endeavors of ArtCenter students with the foundational design principles espoused by Richard Neutra. Its primary objective is to facilitate the meticulous development of comprehensive projects set within predetermined contexts, wherein students will conceptualize futuristic environments tailored for human habitation. Drawing upon Neutra's principles of design, sustainability, and holistic well-being, participants will engage in an in-depth exploration of these concepts. Throughout the term, a series of lectures and presentations by guest speakers will augment the learning process, supplemented by field trips to seminal architectural works by Richard Neutra. Students will be afforded the opportunity to select from distinct scenarios, each serving as a canvas for the creation of a comprehensive suite of deliverables. Culminating in a grand exhibition hosted at Neutra facilities, these projects will showcase the culmination of students' endeavors and insights garnered throughout the course.
ECPT-323: Interior Visions
Credits 3"Interior Visions: The Art of Inner Spaces" is an immersive concept design class that invites students on a captivating journey into the realm of interior spaces, exploring a wide spectrum from the traditional to the fantastical. This course delves into the art of crafting unique and imaginative environments, ranging from the opulent chambers of historical palaces to the sleek confines of futuristic spaceship bridges and space station interiors. Students will also explore the intricacies of designing interiors for diverse settings, such as vintage pirate ships or contemporary luxury boats, enabling them to master the fusion of aesthetic principles with functional requirements. Through hands-on projects and creative exercises, participants will hone their skills in spatial visualization, storytelling, and rendering techniques, fostering a deep understanding of how interior spaces can evoke emotions, enhance experiences, and tell compelling narratives. Join us in this inspiring odyssey, where creativity knows no bounds, and where the art of interior design transcends the ordinary and ventures into the extraordinary.
ECPT-326: Production Design
Credits 3This course covers all aspects of visual storytelling for film, animation and games in a team setting.
ECPT-351: Entertainment Design 1
Credits 3This course will be waived with an Entertainment Design elective based on the student's area of specialization.
ECPT-352: Entertainment Design 2
Credits 3This course will be waived with an Entertainment Design elective based on the student's area of specialization.
ECPT-353: Entertainment Design 3
Credits 3This course will be waived with an Entertainment Design elective based on the student's area of specialization.
ECPT-354: Advanced Digital Painting
Credits 3Advanced Digital Painting deepens painting capabilities to develop skills and strategies to create compelling imagery. Advanced techniques such as photobashing are covered with a goal of painting in different styles and achieving industry standard speed and quality.
ECPT-356: Visual Development
Credits 3This course focuses on the blue sky design process that occurs during the preproduction phase of an animated film/TV series, video game, or live-action film. There will be a focus on the ideation process necessary during this design phase when shape language and visual styles are being explored.
ECPT-358: BG Painting for Animation
Credits 3This course covers the fundamentals of creating professional, story-oriented background paintings according to industry standards for tv and feature animation productions. Students will work with diverse painting techniques, narration-based study of color and light to represent moods and atmospheres, creation of illusion of space and depth, and exploration of surfaces and textures.
ECPT-361: Sci Fi Costume
Credits 3Welcome to "Futuristic Threads: Sci-Fi Costume Design," a comprehensive course exploring the practical aspects of crafting costumes for speculative near and distant future scenarios. This program guides participants through character design principles, emphasizing functionality, combat utility, technical occupations, and robotics. The focus lies on selecting materials and technologies aligned with futuristic settings, challenging conventional design norms. Through hands-on projects, lectures, and critiques, students develop the ability to construct compelling settings through costumes. The goal is to create a portfolio of designs that reflect a nuanced understanding of advancements in technology as well as costume and equipment components of combat and strategic maneuverability, without the constraints of present-day norms.
ECPT-362: Character Des for Video Games
Credits 3This course covers the many stages of the character concept development process for the video game industry including: character analysis, reference, ideation, color/texture variation, prop design, production drawings, and so on. Students gain a strong understanding of how to design characters based on story and gameplay and have the opportunity to produce portfolio pieces based on their style preference.
ECPT-365: Creature Design
Credits 3The Creature Design class covers the creation of believable creatures for stories, games and film, both existing and imagined. Students will be able to create believable fictional creatures based on lectures centered on storytelling, functionality and imagination. A strong understanding of comparative and creative anatomy, and the role of each creature will be of particular focus.
ECPT-366: Inner Character Relationships
Credits 3This unique class for concept design and animation students focuses on developing and designing a multitude of original, complex characters that interact with each other emotionally, psychologically, and physically, from the inside-out. You'll be provided with dramatic & entertaining story scenarios to be inspired by, and cinematic genres, unique character archetypes, and relationships to choose from. This time, you'll each be the director of your photographic Expression Sessions consisting of group scenes of classmate-actors dynamically interacting with each other. It's all about the visual storytelling of emotive relationships as you design groups of characters interacting with expressive poses that communicate their passionate personalities and stories through the theatrical drama coming to life between them.
Join us for this exciting journey of high drama, humor, and fun, as we design & create our characters in a world where their visual interactions express their emotional relationships in dynamic action!
ECPT-367: Design Adaptation
Credits 3Design Adaptation develops the design skills to create interiors as an extension of an original entertainment property. Students will use existing entertainment properties to identify the established design language, and then use this information to create original designs as an extension of the original entertainment property. The students will take on design challenges for film, video games, animation, and themed environmental spaces. This will be a sketching and drawing intensive class.
ECPT-368: Entertainment Graphics
Credits 3This course addresses graphic design from a world building perspective. Design elements will be created and discussed. Students will be expected to communicate through drawings of their own design expressing the specific styling guidelines for that genre. Entertainment Graphics is intended to ground the information rich environments our Entertainment students work to create. Graphic design is an environmental element just as important as perspective, topography, atmospheric perspective, cultural, style or costume. The class will also address the use of graphics to assist in more professional presentations and posters.
ECPT-401: Portfolio/Senior Project 1
Credits 3This studio class is taught on a mentorship basis for Entertainment Design students. Based on their individual area of focus, each student will research, conceive & develop in-depth a final project of their choice. The students will be mentored to create their grad show presentation and final portfolio to professional standards, preparing them for their job search and career.
ECPT-402A: Concept Capstone: Animation
Credits 3Students will work on a capstone project in close collaboration with Animation and/or Game design students.
ECPT-402G: Concept Capstone: Game
Credits 3Students will work on a capstone project in close collaboration with Animation and/or Game design students.
ECPT-421: Originality in Design
Credits 3Originality in Design develops techniques to create a unique form of visual language that can then be applied to design environments, characters, vehicles and props for the entertainment industry. Shedding previous influences, exploring new forms, as original and innovative as possible, and implementing it as a designed project.
ECPT-422: Dramatic Narrative
Credits 3Dramatic Narrative is a senior level class to practice all learned skills and knowledge through group or individual projects.
ECPT-450: Entertainment Design Industry
Credits 3Life within the institution of Art Center is unlike any other. It is full of daunting tasks, sleepless nights, and thought provoking information. This course attempts to address a facet of professionalism beyond Art Center. Life after commencement can be scary, but if properly prepared, it can be exciting as well as challenging. Together we will take a philosophical and practical approach to learning where and how to find employment in the entertainment industry.
ECPT-451: Portfolio/Senior Project 2
Credits 3This class is a followup to Portfolio/Senior Project 1. Students continue with the creation of their grad show presentation and final portfolio.
ECPT-455: 8th Term Portfolio Review
Credits 0During 8th term review, the student's overall progress and artwork done in 6th, 7th and 8th term is reviewed. Recommendations will be made on career development, job applications, internships and portfolio development.
EGAM-101A: Game Is Software
Credits 3This course will serve as an introduction to the techniques of game development. Students will learn the fundamentals of game development within game engines, while developing prototypes that exhibit game design best practices. Projects will be focused on learning and demonstrating fundamentals of the engine, including scripting, basic physics, loops, and functions, among other things. The class will culminate in a final project that will showcase the individual student's ability to create an interactive prototype within the Unity game engine.
EGAM-102: Game Dev 1
Credits 3An introduction to the technical and creative aspects of game development, including the prototyping and creation of 2D games. The student will learn to use an industry standard development engine, reproduce classic 2D games, and prototype their own original 2D concept.
Course Learning Outcomes: The student will be able to create a prototype of a simple 2D game using standard development tools.
EGAM-103: Creative Problem Solving
Credits 3Games are made by making informed and intentional decisions. This class will teach you how to make games by using game design thinking by solving problems using data, research, and testing.
Course Learning Objectives: 1. Understand how to identify a problem, research underlying issues, and draw conclusions to propose multiple solutions 2. Understand how decisions are made when making games 3. Learn how to create design solutions within existing constraints
EGAM-104: Game Design Fundamentals 1
Credits 3This introductory game design course explores the role of a game designer in the player-centric game development process of iteration, prototyping, playtesting, and analysis. Students will work in teams to develop digital and analog games of different genres, with a focus on the game's structural elements (player formats, objectives, procedures, rules, resources, conflict, boundaries, and outcomes) elements and thematic (setting, characters, and story). Assignments will emphasize the writing of game design documents and analyzing playtest sessions.
EGAM-110: Visual Design and Games
Credits 3Overview of the fundamentals of concept art and how they are applied to games.
Course Learning Outcomes: The student will be fluent in the language of concept art and know how to use it to create the feeling he wants their game to have.
EGAM-110A: Visual Design and Games
Credits 3This introductory course helps provide students with a foundation level understanding of art principles within the context of a video game production environment. Course exercises are developed to help students better communicate their design ideas visually.
EGAM-111: Systems & Visual Scripting
Credits 3This course introduces students to visual scripting as a method for building interactive systems within contemporary game engines. Using Unreal Engine as a primary example, students will prototype mechanics, trigger events, and construct responsive systems through node-based scripting tools like Blueprints. Emphasis is placed on technical fluency, systems thinking, and player experience. Students will develop functional prototypes, debug interactivity, and iterate based on testing and feedback-building a foundation for real-time game development and collaborative production.
EGAM-120: Game Art Fundamentals
Credits 3Learn the terminology of 3D; learn the processes used to produce art assets (modeling, texture, animation, lighting, visual effects); learn the production workflow techniques, learn the main industry-standard tools (Maya or Max, Photoshop); import assets in a game engine.
Course Learning Outcomes: The student will acquire practical knowledge of all the different steps required to create art assets for a game.
EGAM-121: Spatial Design for Games
Credits 3This course introduces students to the principles of designing meaningful 3D game spaces through block-out (greybox) construction. Emphasis is placed on spatial storytelling, architectural rhythm, and the effective use of metrics. Students will create walkable environments-both interior and exterior-focusing on visual narrative and player navigation without gameplay mechanics.
EGAM-131: Media That Matters
Credits 3The students will study some of the IPs (movies, books, TV shows, games, etc.) that influenced the Video Game industry.
EGAM-153: Intro to Transmedia Design
Credits 3This introductory class focuses on the shifting entertainment marketplace, the convergence of technology platforms and the strategy needed to extend an existing property across multiple platforms in ways that both drive revenue and increase audience engagement. Topics Covered: " Transmedia Fundamentals " Definitions and Transmedia Styles " Current and Historical Transmedia Case Studies " Storyworlds and Worldbuilding " Narrative Strategies for IP Expansion " Narrative Strategies for Increased Engagement " Medium Differences and Platform Planning " Transmedia Final Project - Extending Existing IP
Course Learning Outcomes: The student will learn the basic creative strategies required to be successful across multiple mediums.
EGAM-154: Game Design Fundamentals 2
Credits 3This course expands on the concepts covered in Game Design Fundamentals 1 by focusing on the foundational elements of game design, the core mechanics of a game. Core mechanics are presented as action loops that are initiated by triggers and result in rewards, progressing the player towards the game goals. Students will work both independently and as teams to create core mechanics that will progress the player to specific goals, and will learn different techniques for adjusting the mechanic's difficulty and complexity. Assignments will emphasize the use of spreadsheets for creating charts to visually depict the quantitative aspects of game mechanics.
EGAM-155: Game Worlds & Industry
Credits 3This course explores the creative and commercial forces behind iconic video game intellectual properties (IPs). Students will analyze successful franchises to understand the design, storytelling, branding, and market strategies that contribute to their longevity and impact. Through research into player demographics and industry trends, students will develop and pitch their own original IPs, supported by data-driven rationale and production strategies. Additionally, students will reimagine a dormant IP, crafting a reboot proposal that addresses contemporary market opportunities and audience expectations.
EGAM-200: 3rd Term Portfolio Review
Credits 0Students will be reviewed and assessed on the progress of their work and advised on future class choices.
EGAM-202A: Game Development 2
Credits 3An intermediate-level class in the technologies of game development. Students will advance their understanding of industry standard game engines and industry-standard development practices. Students will also grow their skills in game programming and game development. Projects will focus on 3D spaces, procedural generation of assets (textures, meshes, agents, and narratives), and culminate in a final project where students will build a prototype for an original 3D game concept.
Course Learning Outcomes: 1. Upon successful completion of the course, the student will: 2. Increase familiarity and competence with building small playable prototypes 3. Deepen understanding and technical skills of C# 4. More effectively document and communicate design and implementation processes 5. Expand analytical abilities when evaluating existing game designs
EGAM-203: Game Design Challenges
Credits 3This course is an opportunity for students to explore many different topics, themes, and gaming structures- exposing them to a variety of game development scenarios.
Building upon a base knowledge of game design, students will be able to utilize and apply those skills as they are prompted to face both juxtaposing constraints and open-ended challenges. Students will explore mental frameworks for creative thinking as develop their own methodologies to generate original ideas.
EGAM-204: Game Design Fundamentals 3
Credits 3This course builds upon the concepts covered in Game Design Fundamentals 1 and 2 by examining games from a holistic systems-base view in which games are not seen simply as a structured collection of mechanics but as persistent loops of interaction forming engines, economies, and ecologies to create an engaging experience for the player. Students will work both individually and in teams to design games as interaction loops that reinforce progression and balance gameplay. Assignments focus on creating diagrams illustrating the flow of resources within and between various game systems, and on creating spreadsheet simulations to model the state and behavior changes of game objects and verify the stability and elegance of their game's systems.
EGAM-211: Storytelling for Games
Credits 3Overview of the different ways to convey stories within a game. Exploration of the importance of a story in a game.
Course Learning Outcomes: The student will understand the different methods used to convey a story in a game.
Students will achieve an intermediate understanding of: (CLO1) Character & Character Development, (CLO2) dramatic structure, (CLO3) marketplace & audience demands, and (CLO4) tone, point of view, and player agency through the creation of a hypothetical product (e.g., a game concept, interactive TV pilot, etc.) and its mid-level-stage documentation. In-class exercises and at-home assignments will help fine-tune and evolve the student's hypothetical product week after week, culminating with a mini story bible.
EGAM-221: User Experience for Games
Credits 3Overview of the different types of players and how to keep them in the center of the design. This class will encompass UX Design, Accessibility Design, Localization.
Course Learning Outcomes: The student will learn how to design for their players and the tools at their disposal to stay in sync with them. The student will also learn the importance of critique.
EGAM-251: Level Design 1
Credits 3Overview of the different components used to create levels (obstacles, triggers, rewards, etc.). Students will create levels for multiple genre of games.
Course Learning Outcomes: The student will understand the principles and techniques used to create compelling levels in games.
EGAM-251A: Level Design Systems
Credits 3Building on foundational spatial design, this course focuses on the systemic and experiential aspects of level design. Students will learn how to design and implement playable levels by integrating gameplay mechanics, player objectives, environmental storytelling, and encounter design. Through industry-standard workflows-including flowcharts, top-down layouts, and blockouts-students will explore how spatial arrangement, progression, and narrative shape player experience. Emphasis is placed on playtesting, iteration, and critical feedback to refine functional, engaging level designs.
EGAM-252: Level Design 2
Credits 3This course will continue from Level Design 1.
Overview of the different components used to create levels (obstacles, triggers, rewards, etc.). Students will create levels for multiple genres of games.
Course Learning Outcomes: The student will understand the principles and techniques used to create compelling levels in games.
EGAM-252A: Level Design 2
Credits 3This course continues from Level Design 1, teaching the fundamentals of specific game types and architectures. Students will form a better understanding of the relationship between people and spaces and apply that to level design. Students will also be exposed to more advanced scripting and level design mechanics and be challenged to build within specific game genres. Course Learning Outcomes: 1. Students will continue to use and expand on the fundamental principles of video game level design (mechanics, level layout, narrative flow, etc) across multiple genres, including: narrative experiences, puzzle games, action adventure, and open world. 2. Gain an understanding of prototyping levels in Unreal using kits and instanced assets to create compelling game levels. 3. Gain an understanding of scripting and asset attributes to create a holistic player experience that represents the intended design. 4. Gain a deeper understanding of working with concept artists to create a usable blueprint for 3d artists to execute a usable level
EGAM-259: Advanced Level Design
Credits 3This advanced studio course focuses on designing immersive and emotionally resonant gameplay experiences through spatial structure and systemic interaction. Students will learn to choreograph encounters, guide players through intuitive and intentional design, and integrate narrative and player psychology into level design. Emphasis is placed on building high-agency environments that respond to player behavior, reinforce theme, and deepen engagement through mechanics, pacing, and world-building.
EGAM-263B: World Building
Credits 3World Building will introduce students to the concept of "world-building" - the process of constructing an imaginary world across a variety of disciplines, such as literature, poetry, music, film, television, and games. Students will analyze examples of effective world-building and experiment with different techniques for discovering and developing them. Students will also explore fundamental aspects of world-building such as the manner in which a civilization organizes itself from governmental, economic, cultural, and socio-political perspectives, as well as how our cultures and communities operate so that they may create fictive worlds that operate in a logical, coherent, and consistent fashion.
EGAM-264: Narrative Design
Credits 3Narrative Design and Production explores how stories are structured, delivered, and implemented in interactive media. This course emphasizes both the creative and logistical aspects of narrative design-from constructing dramatic arcs and branching content to mapping those elements to gameplay systems. Students will design narrative mechanisms, plan dialogue and worldbuilding assets, and learn how to align storytelling milestones with production schedules. Through simulated sprints and documentation, students will apply narrative project management strategies to deliver cohesive, production-ready story content.
EGAM-265: Game Design Challenges
Credits 3This course is an opportunity for students to explore many different topics, themes, and gaming structures- exposing them to a variety of game development scenarios.
Building upon a base knowledge of game design, students will be able to utilize and apply those skills as they are prompted to face both juxtaposing constraints and open-ended challenges. Students will explore mental frameworks for creative thinking as develop their own methodologies to generate original ideas.
EGAM-300: Modding & Mission Design
Credits 3In this advanced studio course, Game Design students work in teams to create original content for existing games using professional modding tools. Leveraging platforms like Unreal Editor for Fortnite (UEFN), students will design new quests, missions, characters, or game modes within a live, player-facing ecosystem. Emphasis is placed on adapting core systems, designing within constraints, and playtesting for real-world engagement. Through collaborative development, documentation, and postmortems, students will refine their skills in systems design, storytelling, and player experience-while contributing meaningfully to established game worlds.
EGAM-302: Game Dev 4 (Adv Prototyping)
Credits 3Course Description: A follow-up to the Game Development 3 class, this course will introduce more advanced concepts in 3D game development such as AI (artificial intelligence) and sandbox gameplay. Students will also be introduced to other industry standard game engines.
Course Learning Outcomes: The student will be able to create a prototype of a more sophisticated 3D game using industry standard development tools. The student will have a practical knowledge of sophisticated concepts in game design and game theories.
EGAM-302: Game Development 4
Credits 3Course Description: A follow-up to the Game Development 3 class, this course will introduce more advanced concepts in 3D game development such as AI (artificial intelligence) and sandbox gameplay. Students will also be introduced to other industry standard game engines.
Course Learning Outcomes: The student will be able to create a prototype of a more sophisticated 3D game using industry standard development tools. The student will have a practical knowledge of sophisticated concepts in game design and game theories.
EGAM-303: Transmedia IP Creation
Credits 3This advanced transmedia class builds upon the fundamental knowledge of the space and focuses on how to leverage and use transmedia when developing original IP for independent investment and production.
Topics Covered: . The Changing Marketplace
. Using Transmedia to Attack a Commoditized Market
. Benefits to an Independent Creator and Producer
. Original Transmedia Ideation
. Storyworld Poetics
. Mythopoeia
. Long Term IP Development and Planning
. Narrative Identification, Development and Release Strategies
. Transmedia Final Project - Original IP Creation with Investment Pitch
Course Learning Outcomes: The student will learn how to apply Transmedia principles to the creation of an IP.
EGAM-311A: Immersive Design and Science
Credits 3This course is a deep dive into creating immersion in games including through the lenses of psychology, physiology, storytelling, playable system design, production execution, and social emotional learning. Students will complete a sequence of in class exercises and case studies. And students will create two solo projects to achieve immersion using software tools of their choosing.
EGAM-350: 6th Term Portfolio Review
Credits 0Students will be assessed on the chosen direction of their work and advised on their final two terms classes. Appropriate Career possibilities will be discussed.
EGAM-351A: Puzzle Design
Credits 3Plunge into the fascinating world of puzzle design, offering a comprehensive look at the art, history, and psychology behind one of humanity's oldest forms of entertainment. Uncover the cultural and historical landscapes of puzzles, examining their evolution and roles in cognitive development, education, and entertainment. Zoom in on how puzzles leverage visual communication to convey information and challenge solvers, focusing on design principles that make them both aesthetically appealing and intellectually stimulating. Zigzag through a vast spectrum of puzzle types, from ancient riddles to contemporary escape rooms and strategic video games. Learn about the psychological mechanisms that make puzzles engaging and the principles that make them solvable and enjoyable. Explore how well-crafted puzzles can lead to "aha" moments, generating valuable insights across various disciplines. Students will create their own puzzles throughout the semester, enhancing both their design skills and solving abilities while applying these concepts to their respective fields.
EGAM-352A: Game Concept Development
Credits 3Students from game design, concept, and illustration will work together to create a unique video game concept - closely guided by the faculty. As the owners of the game concept, students will plan out and create documents, artwork, and a prototype to guide the proposed creation of their game. At the end of the term select projects will be chosen to move forward as the capstone project and will be developed during the Advanced Game Project course.
Course Learning Outcomes: Students in Game Concept Development will: 1. Gain experience of production within a team environment collaborating with other disciplines 2. Gain an understanding of the components needed for a cohesive Art Bible and Game Design Document 3. Gain experience designing the core gameplay loop, additional gameplay loops, and core mechanics of the game 4. Create visual designs that work from both an aesthetic and gameplay perspective 5. Gain experience creating a representative 'proof of concept' of their game : one that captures the intended player experience 6. Gain experience creating a production plan detailing next steps required to bring the project to finish in the future 7. Gain experience conducting playtests and logging the feedback
EGAM-353: Alternative Controllers
Credits 3This class provides experiences for students to explore alternative applications of game design and gaming peripherals. Through case studies, students will leverage their game development knowledge in unconventional ways; through research and development, rapid prototyping, and exposure to new tools and methods. Course Learning Outcomes: Students will be exposed to real-world applications and developing client-based deliverables.
EGAM-354: Game Design for Themed Enter
Credits 3Students with an interest and focus in entertainment design will develop game design and themed entertainment skill sets in conjunction with a community partner and guided by faculty. From reenvisioning classic analog games, to exploring the latest in industry standard technologies, students will explore real-life applications by focusing on the needs of a case study example partnership, as they go from concept, to product testing, and to final advanced prototype/product-developing for out-of-home visitor attractions and experiences.
EGAM-354A: Game Des Themed Ent - Prod
Credits 3Students with build the location based game designed in EGAM-354 Game Design for Themed Entertainment.
EGAM-355: Game Des for Themed Ent 2
Credits 3Students will continue their work from EGAM-354 Game Design for Themed Entertainment and polish the game for submission to festivals and expos like IndieCade and the GDC Alt-Ctrl exhibit.
EGAM-361: Games As a Service
Credits 3Games as a service (GaaS) are ways to monetize video games either after their initial sale, or to support a free-to-play model. They typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This class will explore the challenges and the opportunities offered by this new approach to gaming.
Course Learning Outcomes: The student will understand the principles and techniques used in order to keep the player engaged with the game.
EGAM-371: Innovative Game Mechanics
Credits 3The Prototyping Innovative Game Mechanics course is designed to provide aspiring game designers with the necessary skills and knowledge to conceptualize, develop, and iterate innovative game mechanics for interactive experiences. This hands-on course encourages students to think outside the box, experiment with diverse gameplay ideas, and create unique mechanics that push the boundaries of game design. Throughout the course, students will explore the entire process of prototyping original game mechanics, from ideation to implementation. They will learn fundamental concepts and techniques to effectively translate their ideas into interactive prototypes, fostering a deep understanding of the iterative nature of game design. Students will have the opportunity to develop their critical thinking, problem-solving, and teamwork skills as they collaborate on projects and provide feedback to their peers.
EGAM-375: Adv Quest & Mission Design
Credits 3In the rapidly evolving world of game design, the art of crafting engaging and immersive quests and missions has become an essential skill for aspiring game developers. This course, "Advanced Quest and Mission Design", is designed to equip students with the knowledge and practical skills necessary to create compelling and dynamic quest systems for a wide range of video games. Throughout this course, students will delve into the intricacies of quest and mission design, exploring the fundamental principles, strategies, and techniques used to create captivating gameplay experiences. By analyzing existing games and drawing from industry best practices, students will gain a comprehensive understanding of how to construct meaningful quests that drive player engagement and progression.
EGAM-380: Escape Room Design
Credits 3Escape rooms have become a popular form of interactive entertainment, challenging participants to solve puzzles and unravel mysteries within a limited time frame. This course delves into the art and science of escape room design, providing students with the necessary skills and knowledge to create immersive and engaging experiences. Throughout the course, students will explore the fundamental principles of game design, puzzle creation, storytelling, and immersive environments, all within the context of escape rooms. They will gain a deep understanding of the psychology behind player engagement, challenge progression, and the importance of maintaining a balanced difficulty curve.
EGAM-393: Alternative Controllers 2
Credits 3Expanding upon previous experiences with Alternative Controllers, students will design, code, and prototype custom devices for interactive games. Students will concentrate on developing a single quality gaming experience that involves tools and techniques such as, physical computing, game engine integrations, and various fabrication processes, in order to create their own alternative controller games.
EGAM-401A: Individual Game Project
Credits 3The Individual Game Project is a chance for the student creatives to deep dive into their game content, studying not only what needs to be included, but "why" elements of narrative and design matter. This will include looking at the games from a number of angles, including core mechanics, art, story, and potential marketing. We will be developing two "vertical slice" projects in the class. One will look at an existing IP (or something that has been previously developed), and one will be original. Both projects will require detailed documentation. In addition, students will also be required to keep a developer diary, which will include their thought processes on the vertical slice projects.
EGAM-450: Portfolio and Career Preparatn
Credits 3Development of the student's portfolio that will be used to seek a job in the game industry. Use of video editing tools to create game trailers.
Course Learning Outcomes: Student will produce a complete portfolio that they will present to potential employers.
EGAM-450A: Portfolio and Career Preparatn
Credits 3The Portfolio and Career Prep course focuses on the development of the student's portfolio, resume and cover letter that will be used to seek a job in the games industry. Students will develop hands-on experience on the hiring process through participating in the creation of targeted cover letters, mock interviews, and mock design tests.
EGAM-460: 8th Term Review
Credits 0Students will be assessed on the chosen direction of their work and advised on their final term classes. Appropriate Career possibilities will be discussed.
EGAM-465: Advanced Game Project
Credits 3The student will learn how to work within a team on a concept that is not necessarily theirs. Students will form teams and develop a "slice" of an original game. Students are encouraged to recruit students from other programs (concept, animation, etc.) Course Learning Outcomes: The students will acquire a hands-on experience of transforming a concept into a fully playable game. The students will learn how to work within a team on a concept that is not necessarily theirs.
TDS-371: Adv Game-Writing Studio
Credits 3This course explores the connection between narrative and the visual experience in the game design realm. Its goal is to provide students an in-depth framework for how to approach crafting a narrative in this interactive medium, along with an understanding of how game design mechanics are connected with developing player agency, and how visuals support these elements. This framework includes the development of visuals that fall outside the formal gameplay setting, such as designing the visual branding of your game. Branding will include an iconic title that will be present at the game's start, and will follow through on the student designed cover art for the game box, promotional poster, splash screen, and app icon. This visual aspect of the game may go further to include maps, selection screens, and any typographic interstices. Additional topics will include how the narrative experience transcends text; sound design; visual themes; animation choices; and core game design decisions.
Students will utilize a combination of hands-on-gameplay, lecture and discussion, in-class exercises, and creative writing workshops to foster a greater understanding of the connection between narrative and visual elements with the process of game development. The student will finish the term with a visual display of how the game will be promoted, including all of the elements mentioned above.
TDS-482A: Safe Ninos Dev Studio
Credits 3(1-Week Trip to Santiago, Chile, followed by a 13-week studio course at ArtCenter) Seeking 2 to 3 upper-term Entertainment Design students to join the Safe Niños team! Every year, 6 million children across South and Latin America are burned from exposure to open flames, hot objects or fireworks. COANIQUEM, a nonprofit medical treatment center that provides free holistic treatment for burn survivors across South and Latin America, is challenging ArtCenter students to create new multi-media strategies for burn prevention messaging for children. In a Spring studio, students worked to build concepts for new worlds of burn prevention messaging, creating characters, environments, rules and stories across media applications. This Fall, the Safe Niños team will continue to develop the concepts to a more complete world, informed directly by the mission of COANIQUEM and aesthetics and culture of Chile. Students will travel to Santiago, Chile from September 4 to 9 to visit COANIQUEM's campus, meet with Chilean production companies, and explore Santiago. After returning to campus, the Development Seminar class will meet once a week from Weeks 1 to 13 to develop concepts for an animated series and related media and materials, with the goal of getting as close to a complete first episode as possible!