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-156: Figure Drawing & Anatomy 2
Credits 3This intermediate figure and anatomy course will continue the understanding of muscle and bone structure and movement by studying the figure through live models and demo.
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-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-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-257C: Shorts 1 C
Credits 3Animation students can take this class to help out on the short films developed on Shorts 1. Students will help out on story, storyboarding, visual development, animating, ink & paint, etc.
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-271: Special FX
Credits 3This class covers CG special FX: students will learn how to create CG water, smoke, cloth, hair, explosions, etc.
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-305C: Shorts 1-2 C
Credits 3Course for lower term Animation students and non-major students to help on short films in EANI-305: Shorts 1-2.
EANI-306: Figure Drawing & Anatomy 3
Credits 3Continuing from Figure Drawing & Anatomy 2
This course is designed to enhance your analytical understanding of the human form. This will facilitate your ability to design and create from imagination and have a better grasp of movement, form, and function. Analysis is essential to learning accurate anatomy in order to be better able to animate and create human and animal forms and to more convincingly draw from life.
EANI-307: Shorts 2-1
Credits 3Continuing from Shorts 1
Students will create a 2 minute CG short film in a group. This is the 1st half of two classes during which students focus on the story and concept art and asset production.
EANI-307C: Shorts 2-1 C
Credits 3Animation students can take this class to help out on the short films developed on Shorts 2-1. Students will help out on story, storyboarding, visual development, animating, ink & paint, etc.
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-309: Summer CG Acting Class
Credits 3Want to sharpen your CG acting animation over the summer? THIS is your class. Animate 2 or 3 appealing, entertaining acting shots with Marlon Nowe!
Prerequisite is you have passed EANI-211 CG 3
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-317: Art of the Pitch
Credits 3Students create an original IP and learn how to pitch it on the internet to get attention online! For presentation on Kickstarter, YouTube and other social media. Students will work in 2 person teams to create a pitch video to use on the internet. Open to Animation and Concept students.
EANI-322: Show, Don't Tell
Credits 3"Show, Don't Tell" is a story authorship class that concentrates on recognizing common visual beats manafested in narrative compositions. Students will learn story structures, visual tools to create tension and engagement and how to modulate tension and release in visual stories.
EANI-331: Environment Art for Games
Credits 3Students will be exposed to the process of creating 3d models, assets, and environments specifically for video games. Utilizing software like Maya, Substance Designer/Painter, and the Unreal Engine, the focus will be on refining fundamental modeling, shading, and world building skills in the context of creating game-ready art. Students will collaborate with the game design track to create actual playable levels.
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-345: Summer Animation Jam
Credits 3In this class you'll be able to make your own animated project in team or alone. Whether it's a 2D short film, experimental VR project or a made-up game trailer/cinematic. Or maybe you want to put together an animated pitch for your own IP. As long as it's animated and can be finished in a summer term, you can do it in this class!
Prerequisite is you have passed EANI-305 SHORTS 1-2
EANI-353: Story 3 Thesis
Credits 3Continuing from Story 2
Students will develop a thesis story and learn how to put together a professional sorry pitch package.
EANI-353C: Thesis Pre Production 1 C
Credits 3Animation students can take this class to help out on the short films developed in THESIS PRE PRODUCTION 1. Students will help out on story, script and storyboarding.
EANI-355: Concept Art 3 Thesis
Credits 3Continuing from Concept Art 2
Students will create all concept art necessary for their thesis film.
EANI-355C: Thesis Designs C
Credits 3Animation students can take this class to help out on the short films developed in Thesis Designs. Students will help out on visual development, visdev modeling, mood of the film, etc.
EANI-357: Shorts 2-2
Credits 3Continuing from Shorts 2-1
Students will create a 2 minute CG short film in a group. This is the 2nd half of two classes during which students focus on animating, lighting, comping, editing their short film.
EANI-357C: Shorts 2-2 C
Credits 3Animation students can take this class to help out on the short films developed on Shorts 2-1. Students will help out on story, storyboarding, visual development, animating, ink & paint, etc.
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-373: Capstone Pre Prod 1
Credits 3Students will pitch capstone story ideas to a professional panel. After the winning stories are selected, teams are formed. Each team will work on one of the winning stories. Students will develop the script, a 1st draft of the story reel and record temporary voice-over.
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-375C: CapStone PreProd 2 C
Credits 3Course for lower term Animation students and non-major students to help on short films in EANI-375: CapStone Preproduction 2.
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-376C: CapStone PreProduction 3 C
Credits 3Course for lower term Animation students and non-major students to help on short films in EANI-376: CapStone Preproduction 3.
EANI-377: Summer Capstone
Credits 3In this class under supervision of Capstone faculty you can continue to work on your Capstone project (finish/enhance storyreel, previz, visual development, rigging, animation, CG lighting, etc). This class can then be waived against other Capstone classes, EXCEPT Capstone Pre Pro 1).
Prerequisite is you have passed EANI-305 SHORTS 1-2
EANI-401: Layout 3 Thesis
Credits 3Continuing from Story 3 Thesis
Students will create a 2D animatic and/or 3D previz reel for their thesis.
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-405: Assets Thesis
Credits 3Continuing from Concept Art 3 Thesis
Students will create all assets needed for their thesis film, whether it is 3D models, 2D backgrounds, rigging characters, model sheets, etc.
EANI-405C: Thesis Pre Production 2 C
Credits 3Animation students can take this class to help out on the short films developed in THESIS PRE PRODUCTION 2. Students might help out animating, rigging, modeling, etc.
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-451: Animation Thesis
Credits 2Coninuing from Layout 3 Thesis
Students will animate their entire thesis film.
EANI-451C: Thesis Production 1 C
Credits 3Animation students can take this class to help out on the short films developed in THESIS PRODUCTION 1 C. Students might help out animating, rigging, modeling, create backgrounds, etc.
EANI-452: Edit Thesis
Credits 3Continuing from Layout 3 Thesis
Students will learn how to edit their thesis film, while also focusing on sound editing and creating a soundtrack. Publishing the final product through social media will also be part of the class.
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-458: Lighting 3 Thesis
Credits 3Continuing from Lighting 1
Students will light and comp their entire thesis film.
EANI-458C: Thesis Production 2 C
Credits 3Animation students can take this class to help out on the short films developed in THESIS PRODUCTION 2 C. Students might help out lighting, ink & paint, adding effects using After Effects, etc.
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-474C: CapStone Production 1C
Credits 3Course for lower term Animation students and non-major students to help on short films in EANI-474: CapStone Production 1.
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-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-158: 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-164: Traditional Painting
Credits 3This course explores traditional painting methods and materials with an emphasis on understanding value, light, and storytelling. Students will explore and investigate paint application, value, form, edges, palettes, composition, painting materials and conceptual approaches to image making with an emphasis on film design.
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-208: VR Concepts
Credits 3VR CONCEPTS explores the new entertainment medium of Virtual Reality in Games, Films and Social. The topics covered include: Designing for VR applications, Using VR tools for Concept Design, and Exploration of state of the art VR apps.
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-213W: Clay Modeling Workshop
Credits 0This workshop will be a five hour demonstration of the proper methods, materials and tools used for clay sculpture. We will demo using the types of clay available to students and show the procedure of how to properly build up anatomical forms on per-designed armatures for students in the clay modeling class, ECPT-213. Students will have the opportunity to touch and experiment with different clays so they may choose one they feel comfortable with in class. We will have, on hand, different tools available that are used for sculpting in clay. This workshop is designed to give the students ample opportunity to learn the proper direction to take in clay sculpture for the bust as well as the figure for the Clay Modeling class.
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-225: Entertainment Design Portfolio
Credits 3This studio class is taught on a mentorship basis for Entertainment Design students. The students will be mentored to create their portfolio to professional standards, preparing them for their job or internship search and career.
ECPT-251: Concept Art for Video Games
Credits 3This course covers the concept art process as applied to video games, following the entire game development cycle from pre-production key art and art bible creation through to production sketches and marketing images. Focus will be placed on applying design principles to the functional and aesthetic needs of practical game production.
ECPT-252: Korean Production Design
Credits 3In this course, students will analyze the production design of Korean films and music videos and then apply cultural and design principles found in Korean media to their own design projects. The class will discuss story arc, performance, visual symbolism, light, sound, costume, and production design.
ECPT-256: Storyboarding
Credits 3This course teaches storytelling as a succession of images that clarify story ideas. Using quick sketches that communicate a mood and the understanding of composition.
ECPT-257: Concept 3
Credits 3This class focuses on the PROCESS of creating meaningful visual assets that designers bring to the table is the design process and the rigor to which we apply our methods to the creation of meaningful products and concepts. 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-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-303: Matte Painting
Credits 3This course covers advanced digital painting techniques as applied to the craft of matte painting.
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-311: Stylization 2
Credits 3Stylization 2 develops stylization skills for sets and props to support stories existing and imagined.
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-314A: Thematic Vehicle Design
Credits 3This course covers story-driven vehicle design with an emphasis on making bold design decisions. Final designs need to be both believable and appropriate to the world and narrative. Students will explore new sources of inspiration and learn to tap into their creative originality while building their own intuitive design process.
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-317: Art of the Pitch
Credits 3Students create an original IP and learn how to pitch it on the internet to get attention online! For presentation on Kickstarter, YouTube and other social media. Students will work in 2 person teams to create a pitch video to use on the internet. Open to Animation and Concept students.
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-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-327: Production Art
Credits 3Being a concept artist for an animated film/TV series, video game, or live-action film involves communicating approved designs to downstream departments and to vendor studios. In addition to covering the design process of adhering to shape language and visual styles, this course concentrates on the importance of clearly communicating designs and an understanding of the production pipeline and the team environment. Topics covered will also include proper formatting of art pages and creating art packets with an emphasis on designing props for environments and characters.
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-357: BG Design for Animation
Credits 3This course covers the process of designing and drawing background artwork for animated TV series and feature productions. Often working from storyboard panels, a background designer utilizes their composition, shape language, and stage design skills to create beautiful background drawings that are then passed on to the background painter.
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-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-419: Art Direction 1
Credits 3Art Direction 1 focuses on engaging in a collaborative project pipeline. Interdisciplinary studies with other departments and how to interface with Animation/Game/Film/VR productions. The students will work as a team to research, conceive, and develop short projects. This class can be continued as a 2 term project in Art Direction 2 if needed for a senior project.
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-422A: Designing the Narrative
Credits 3"Welcome to "Designing the Narrative," a concept design course that expands on conventional design approaches with a personal bend. This class focuses on an experimental method, prioritizing narrative and emotional connections in the design process. Participants will engage in projects and discussions aimed at integrating storytelling elements into their designs, fostering a deeper emotional resonance with users. The course encourages a departure from what is expected or trendy, to a more imaginative and exploratory design mindset rooted in original thinking. Join us as we explore the dynamic relationship between narrative and form, redefining the boundaries of design along the way."
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.
ECPT-469: Art Direction 2
Credits 3Art Direction 2 is an extension of Art Direction 1 for project completion as needed. Focusing on a collaborative project.
ECPT-471: Senior Show
Credits 3This senior 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 and final portfolio to professional standards, preparing them for their job search and career.
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-105: Game Production 1
Credits 3Analysis of game genres; overview of the different aspects of video game development (concept, pre-production, production, post-production; roles of artists, programmers, designers, and producers, etc.); , core principles of game design.
Course Learning Outcomes: The student will understand how a video game is developed and managed, how a team is structured, what are the different genres of games, what are the different gaming platforms and what are the core components of a video game.
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-115: Game Design Fundamentals
Credits 3Overview of the theory of Game design (formal, dramatic and dynamic (systems) elements), its development process (iteration, prototyping, playtesting) through digital and non-digital games.
Course Learning Outcomes: The student will understand the fundamental theory of Game Design.
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-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-161A: Storytelling Basics 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: Students will achieve a basic understanding of: (CLO1) Character & Character Development, (CLO2) dramatic structure, (CLO3) tone, point of view, and player agency through the creation of a hypothetical product (e.g., a game concept); and its early 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 professional-level industry documentation.
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 Dev 2 (Int Prototyping)
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-231: Mathematics, Economics & Games
Credits 3Overview of the various mathematics and economics principles used in the games (probabilities, scoring systems, resources management, etc.) Existing games (digital and non digital) will be deconstructed and new concepts will be developed. Course Learning Outcomes: The student will understand the mathematical principles used in games and how to work with them. The student will also understand the core rules of economics and how to apply them to a game design.
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-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-253: Design for Multiplayer Games
Credits 3Overview of the specific design challenges when creating a multiplayer game. Study of local, online and massively multiplayer online games, including eSports.
Course Learning Outcomes: The student will understand the specificities of creating a multiplayer game. The student will design and prototype several multiplayer game concepts.
EGAM-262: Game Development 3
Credits 3A follow-up to the Game Development 2 class, this course will introduce more advanced concepts in 3D game development.
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 advanced concepts in game design and game theories.
EGAM-263: World Building
Credits 3This class will not only examine a variety of iconic verbal and visual storyworlds of mainstream entertainment - across films, games, comics, animation, novels and television - forensically deconstructing them to better understand what makes them thrive. Understanding the critical creative architecture of worldbuilding will then allow the students 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.
Course Learning Outcomes: The student will learn the core creative strategies required to successfully create a storyworld across multiple mediums.
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-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-266: System Design for Games
Credits 3This course teaches students how to design games using a holistic systems-base approach in which games are not seen simply as a loose collection of combat and economic mechanics but as loops of interaction forming engines, economies, and ecologies to create a persistent and engaging experience for the player. Students will learn how to create interaction loops that reinforce progression and balance gameplay, diagram the flow of resources within and between various game systems, and create spreadsheet simulations to model the state and behavior changes of game objects and verify the stability and elegance of their game's systems.
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-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
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-325: Design for Capstone
Credits 0The students will participate to the development and design of one of the Capstone projects. They will collaborate with the other designers.
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-351: Game Concept Development
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-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: Games for Themed Entertainment
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-354C: Game for Themed Entmt 2
Credits 1Students 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-354L: Games for Themed Ent - Lab
Credits 2Students 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.
This is the Lab portion.
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-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-411: Advanced Game Project 1 (TDS)
Credits 3The student will learn how to work within a team on a concept that is not necessarily theirs. First part of senior project. Students will form teams and develop an original game through the entire pre-production phase. Students are encouraged to recruit students from other programs (concept, animation, etc.)
Course Learning Outcomes: The student will acquire a hands-on experience of transforming a concept into a fully playable game. The student will learn how to work within a team on a concept that is not necessarily his.
EGAM-412: Advanced Game Project 2 (TDS)
Credits 3Second part of senior project. Students will finalize their game and deliver a version that could be published. Final product will be presented to a panel of industry professionals.
Course Learning Outcomes: The student will acquire the experience of turning a playable version of a game into a final version, ready to launch.
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.
ENT-100: Intro to Entertainment Design
Credits 0An introduction to the Entertainment Design Department for the Concept, Animation, and Games tracks. How things work in the department as well as at Art Center will be covered. Topics include: how to add/drop or sub/waive classes, curriculum overviews, term planning, time management, department policies, Art Center policies, degree audits, term reviews, entertainment industry overview, etc.
ENT-154: Storyboardng-Keyframe-Concept
Credits 3Split into three sections, students will focus on storyboarding for the first four weeks, then design elements in their sequence the next four, and follow that up with keyframe assignments for the rest of the semester.
ENT-155: Themed Attraction & Exhibt Dsg
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. 3 credits
ENT-213: Entertainment Sketchbook
Credits 3On location sketching / Drawing from observation / Using studies to inspire creative designs / composing a sketchbook / photographing reference with relevance to entertainment design.
ENT-220: Unreal Engine for Vis Design
Credits 3This course is an introduction to Unreal Engine for students looking to learn how to use the tool from an artist's perspective. Its application to multiple disciplines and the general flow of features will be covered.
ENT-270: Image As World Building
Credits 3Description: A photograph is one of many materials that can hold an image. Images can exist as text, sound, imagination, frequencies and more. The way we process and store images has a great deal of influence on our physiological beings, shifting the way we interface with the worlds around and within us. How does it inform our practice when we consider the anticipated ontology of the images imbued within our work and the way they shape our worlds? What do our current worlds consist of and what are the realities we aspire toward? After contextualizing ourselves in our contemporary environment, we will learn how to locate, identify and place information, with constructive intentions, in our own works. The semester will include various learning models, included but not limited to lectures, field trips, collaborative exercises, and critique. Students will be asked to propose an image based project that thematically relates to the course. At the end of this course, students will understand how to employ these techniques within their own practices and begin to anticipate the way their making will materialize in the world and be intentional about the world they're building.
ENT-344: Sci-Fi Project: S.S.C.
Credits 3Entertainment Design and Film are collaborating to create a ten-minute, high-concept Sci-Fi film with production values equal to the biggest Hollywood blockbusters. The process will take several terms, and utilize the varied talents of our students and faculty to develop, design and create the film. This class continues the development of the Sci-Fi film, mimicking what happens in a real Studio environment. S.S.C.: Story Development will continue refining the screenplay, along with a deep dive into the Production Design of the film, character. environment and storyboards to produce a reel of the entire film. Students and instructors will continue to collaborate in a "Writer's Room" format as well as an art development and story department - collectively contributing to the creation of a reel and solid Concept Design work to produce a "Look of Picture".
ENT-415: ZBrush in Production
Credits 3ZBrush in Production is an advance class focused on how ZBrush is used within multiple industries today. The course will focus on the various ZBrush techniques in film, game, toy/collectible and rapid prototype industries. It covers many aspects of a pipeline, including, how to use scan data, render a final image in an industry standard application, building models that will be manufactured and much more. Students will pick from one of the five focused industries and complete one project that meets all of the necessary requirements any studio would ask of an artist.
ENT-450P: Grad Show Prep for Ent Design
Credits 0Participating in the Grad Show takes planning, preparation, and coordination. This class provides the support for Entertainment Design students to successfully mount their Grad Show display.
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!