3 - DigiPen. Institute of Technology. Europe, Bilbao.
Transcription
3 - DigiPen. Institute of Technology. Europe, Bilbao.
U N D E R G R A D U AT E D E G R E E P R O G R A M S O F F E R E D AT T H E E U R O P E - B I L B AO A N D U S A C A M P U S E S COM PUTER SCI ENCE I N RE AL-TI M E I NTER AC TIVE SI M UL ATION BACHELOR OF FINE ARTS IN ADDITIONAL DEGREE PROGRAMS OFFERED AT T H E D I G I P E N U S A C A M P U S BACHELOR OF SCIENCE IN BACHELOR OF SCIENCE IN COM PUTER SCI ENCE BACHELOR OF SCIENCE IN I N N O VAT E COM PUTER SCI ENCE AN D GAM E DESIG N DEVELOP DIG ITA L ART AN D AN IMATION C R E AT E BACHELOR OF SCIENCE IN COM PUTER ENG I N EERI NG ENG I N EERI NG AN D SOUN D DESIG N GAM E DESIG N BACHELOR OF ARTS IN INSPIRE BACHELOR OF ARTS IN BUILD BACHELOR OF SCIENCE IN M USIC AN D SOUN D DESIG N COM PUTER SCI ENCE MASTER OF FINE ARTS IN DIGIPEN.ES VIRGEN DEL PUERTO 34, EDIFICIO A 4 8 5 0 8 Z I E R B E N A , B I Z K A I A , S PA I N DESIGN DIG ITAL ARTS IMAGINE MASTER OF SCIENCE IN + D I G I P E N I N ST I T U T E O F T E C H N O LO GY E U R O P E-B I L B AO EXPLORE DIGIPEN SEE FOR YOURSELF ATTEND AN INFORMATION SESSION ONE-ON-ONE ADMISSIONS MEETINGS At information sessions, prospective students and their families can learn more about DigiPen Institute of Technology Europe-Bilbao, the game, animation, and simulation industries, and life as a DigiPen student. Attendees will also be able to speak with Admissions representatives and participate in a Question & Answer session. For more information, visit: www.digipen.es We encourage visitors to DigiPen Institute of Technology Europe-Bilbao’s campus to take part in a one-on-one meeting and campus tour with an Admissions representative to learn more about our degree programs, admissions requirements, and application process. Please contact the Admissions Office at least a week before your arrival to schedule an appointment. Contact Our Admissions Office Today CONTACT US To speak with an Admissions representative, contact us by email at: admissions.es@digipen.es or by phone at +34 94 636 51 63 The Admissions Office is open Monday through Friday from 9:00 a.m. until 5:30 p.m. DIGIPEN STUDENT ARTWORK LIM WEI NING » SINGAPORE CAMPUS DIGIPEN NEAR YOU DigiPen’s Admissions representatives travel to college fairs and industry events across Europe and neighboring countries to speak with prospective students and answer their questions. If you are not able to visit the campus, contact us to find out when an Admissions representative will be in your area. APPLY ONLINE To apply for one of DigiPen Institute of Technology Europe-Bilbao’s degree programs, students must fill out the online application at: https://management.digipen.edu/ es-srs-app/ApplicationMenu.aspx Once the application is received, it is processed by DigiPen Institute of Technology Europe-Bilbao. Through the creativity, passion, and hard work of its students, faculty, and staff, DigiPen has helped shape the digital entertainment and technology industries F O R M O R E T H A N 25 Y E A RS . DIGIPEN INSTITUTE OF TECHNOLOGY OVE R O NE T H OU SAND GA ME T IT L E S CRE D IT ING DI G IP E N G R AD UATES 007: Everything or Nothing, 007: Quantum of Solace, 1080° Avalanche, Aeon Flux, After Burner: Black Falcon, Age of Empires III: The Asian Alcatraz: Prison Escape, Alice: Madness Returns, Alien Swarm, Alien America’s Army 3, American Civil War: Gettysburg, Amped 3, AND 1 Streetball, Kings, Asheron’s Call: Throne of Destiny, Assassin’s Creed: Bloodlines, Baldur’s Gate II: Shadows of Amn, Baldur’s Gate II: Throne of Bhaal, BanjoVideogame, Battlefield 3, BBC Olympics ‘Journey to the East’, Bee Movie Destruction, Betty Bad, Bionicle Heroes, BioShock, BioShock: Infinite, Black Legacy of Kain, BloodRayne, BloodRayne 2, Blur, Borderlands, Brothers in Call of Duty 2: Big Red One, Call of Duty 3, Call of Duty: Black Ops, Call Duty: Roads to Victory, Call of Duty: World at War, Carcassonne, Carpe Caster, Castleville, Catan: Die Erste Insel, Champions Online, Character City of Villians, City Of Wonder, CityVille Hometown, CivCity: Rome, Clive V.I.D.E.O.G.A.M.E., Coke Zero ‘Happy Kingdom’, Colony Defense, Combat Compound Fracture, Condemned 2: Bloodshot, Condemned: Criminal To: Mindless Behavior, Counter-Strike: Condition Zero, Counter-Strike: High Road to Revenge, Cruise Ship Tycoon, Crushed Baseball, Crystalis, Cultures: Die Saga, D.N.A., Dance Central, Dark Age of Camelot, Dark DC Universe Online, Dead Space, Dead Space 2, Deadliest Catch: Alaskan Defense Grid: The Awakening, Delta Force: Task Force Dagger, Demigod, Arcade, Diggers, Digimon Racing, Digimon Rumble Arena 2, Digimon World, Pirates of the Caribbean: At World’s End, Disney’s Atlantis: The Lost Empire: Cars: Race-O-Rama, Disney/Pixar Toy Story 3, Disney/Pixar Up, Disney/ Country Returns, DOOM II, DOOM³, DOOM³: Resurrection of Evil, Dota 2, Drawn: Dark Flight, Drawn: The Painted Tower, Drawn: Trail of Shadows, 13 Ways to Save You Time, 1942: Joint Strike, A Year in the Sun With Mr. Persol, Advent Rising, Aegis Wing, Dynasties, Age of Empires Online, Age of Empires Online: Persian Expansion, Age of Immortals, Alan Wake, Syndrome, Aliens Versus Predator 2, Aliens Versus Predator 2: Primal Hunt, Allods Online, Alpha Protocol, Antz, Arkadian Warriors, Army Men: Sarge’s War, Army of Two: The 40th Day, Asheron’s Call 2: Fallen ASYNC Corp., Auto Assault, Avatar Drop, Backyard Baseball, Backyard Skateboarding, Baldur’s Gate, Kazooie: Nuts & Bolts, Batman Begins, Batman: Arkham City, Batman: The Brave and The Bold - The Game, Bejeweled LIVE, Bejeweled Twist, Ben 10 Alien Force: Vilgax Attacks, Ben 10 Ultimate Alien: Cosmic Water, Blackbird Pie, BlackHole, Blacklight: Retribution, Blacklight: Tango Down, Blade Battle, Blood Omen: Arms: Hell’s Highway, Brütal Legend, Buck and the Coin of Destiny, Bulletstorm, Café World, Cake Mania 3, of Duty: Finest Hour, Call of Duty: Modern Warfare – Mobilized, Call of Duty: Modern Warfare 3, Call of Millennium, Cars 2: The Video Game, Cars Toon: Mater’s Tall Tales, Cartoon Network: Punch Time Explosion, Animation for Games, Charlie and the Chocolate Factory, Charlotte’s Web, Chromehounds, City of Heroes, Barker’s Undying, Club Drive, CLUE Classic, Codename: Eagle, Codename: Kids Next Door - Operation: Elite: WWII Paratroopers, Combat: Task Force 121, Command & Conquer 3: Tiberium Wars, Commander Keen, Origins, Conker: Live & Reloaded, Constantine, Contract J.A.C.K., Coraline, Cory in the House, Countdown Source, Crackdown 2, Crash: Mind over Mutant, Crayola: Undersea Adventures, Crimson Skies, Crimson Skies: CSI: Crime Scene Investigation - Deadly Intent, CSI: Crime Scene Investigation - Fatal Conspiracy, Cultures, Age of Camelot: Darkness Rising, Dark Savior, Dark Side of the Moon, Dark Void, Darksiders, Darkwatch, Storm, Deadliest Warrior: The Game, Death Jr., Death Jr. II: Root of Evil, Death Tank, Deer Hunter Tournament, Deprived, Descent II, Destroy All Humans! Path of the Furon, Deus Ex, Devil May Cry HD Collection, Die Hard Diner Dash, Dirt Track Racing, Dirt Track Racing: Sprint Cars, Disney Epic Mickey, Disney Friends, Disney Search for the Journal, Disney’s Brother Bear, Disney/Pixar Cars: Mater-National Championship, Disney/Pixar Pixar’s Finding Nemo, DJ Hero 2, Dogz Fashion, Dominion: Storm Over Gift 3, Donkey Kong 64, Donkey Kong Dragon Age: Legends, Dragon Age: Origins, Dragon Warrior VII, Drawn to Life, Drawn to Life: The Next Chapter, Dreamworks Super Star Kartz, Driver 2, Dungeon Siege II, Dungeon Siege II: Broken World, Dungeon Siege III, Dungeon Siege: Legends of Aranna, Dungeons & Dragons: Dragonshard, Dungeons and Dragons Online: ESPN NHL 2K5, Eve Online: Incursion Expansion, Evil Dead: Regeneration, Excision, Excitebike 64, Extra Fruity, Encounter Assault Recon, F.E.A.R.: Perseus Mandate, Fable II, Fable III, Fallout 3, Fallout: New Vegas, Fantastic Fiction Fixers: Adventures in Wonderland, Fiction Fixers: The Curse of Oz, FIFA Manager 12, FIFA Soccer 2004, Fleck, Flower Paradise, Flushed Away, ForestVille, Forza Motorsport, Forza Motorsport 2, Forza Motorsport Cove, Front Mission Evolved, Frontlines: Fuel of War, Fruits VS Bugs: Episode 1, Full Spectrum Warrior, G-Nome, Gardens of Time, Gearheads, Gears of War, Gears of War 2, Gears of War 3, Geniu$: The Tech Tycoon Game, War Fighter 2, Ghost Recon: Summit Strike, Ghost Rider, Ghostbusters: The Video Game, Giants: Citizen GoldenEye 007, Gotham City Impostors, Grand Prix 3, Green Lantern, Green Lantern: Rise of the Manhunters, Wars: Factions, Guild Wars: Nightfall, Guitar Hero: Warriors of Rock, Guitar Hero: World Tour, GUN, Gunman Shift, Half-Life: Counter-Strike, Halo 2, Halo 2: Multiplayer Map Pack, Halo 3, Halo 3: ODST, Halo 4, Halo Chamber of Secrets, Harry Potter and the Prisoner of Azkaban, Harry Potter and the Sorcerer’s Stone, Head Homefront, Horatio’s Travels, Hot Wheels Slot Car Racing, Hot Wheels Williams F1: Team Racer, Hover Strike, the DVD Game, Icebreakers, Icebreakers mini, In Security, Incrediball: The Seven Sapphires, Indiana Jones Blade II, Insanely Twisted Shadow Planet, Insecticide, Insecticide: Part 1, Inspector Gadget’s Mad Dash, Iron Force Gemini, John Romero’s Daikatana, John Woo presents Stranglehold, Journey, Justice League Heroes, Sports, Kinect Star Wars, Kinectimals, Kingdoms of Amalur: Reckoning, Kings and Castles, Kung Fu Panda, Raider: Legend, Lara Croft Tomb Raider: Underworld, Last Bronx, Law & Order: Legacies, Lazarus: the Missing Kain: Soul Reaver, Legendary, LEGO Star Wars II: The Original Trilogy, LEGO Star Wars: The Video Game, Little Metal Ball, Lizzie McGuire 3: Homecoming Havoc, Lock’s Quest, Lode Runner, Lost in Blue 3, Lucy’s Madden NFL 09, Madden NFL Arcade, MAG, Magic: The Gathering Online v3, Mahjongg Series for Windows, Donkey Kong 2: March of the Minis, Mario vs. Donkey Kong: Mini-Land Mayhem!, Mario vs. Donkey Kong: Minis Alliance (Special Edition), Marvel Ultimate Alliance 2, Marvin the Martian in the Third Dimension, Mass Effect, 4: Mercenaries, Medal of Honor: European Assault, Medal of Honor: Frontline, Medal of Honor: Vanguard, 2: Echoes, Metroid Prime 3: Corruption, Metroid Prime: Hunters, Microsoft Flight Simulator X, Midnight Eberron Unlimited, Empire & State, Empire Earth, Empire Earth III, Empires: Dawn of the Modern World, Eragon, Eye for Design, F.3.A.R., F.E.A.R. 2: Project Origin, F.E.A.R. 2: Reborn, F.E.A.R.: Extraction Point, F.E.A.R.: First Four: Rise of the Silver Surfer, Farmville, FarmVille Mobile, Fate, Faunasphere, Ferrari Challenge Trofeo Pirelli, Fight Club, Fighting Vipers, Final Fantasy XIV: Version 2.0, Fire Gods, Firefall, FireFly Studios’ Stronghold 2, 3, Forza Motorsport 4, Foster’s Home for Imaginary Friends, Freddi Fish 5: The Case of the Creature of Coral G.I. Joe: The Rise of Cobra, Galactic Civilizations II: Dark Avatar, Galactic Civilizations II: Twilight of the Arnor, Gex 3: Deep Cover Gecko, Ghost Harvest, Ghost Recon: Advanced War Fighter, Ghost Recon: Advanced Kabuto, God of War III, Godzilla: Destroy All Monsters Melee, Godzilla: Save the Earth, Godzilla: Unleashed, Greg Hastings Paintball 2, Guardian Saga, Guild Wars, Guild Wars 2, Guild Wars: Eye of the North, Guild Chronicles, Gyrostarr, Half-Life, Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two, Half-Life: Blue Wars, Halo: Combat Evolved Anniversary, Halo: Reach, Hang-On GP, Happy Cooking, Harry Potter and the Case, Helix, Hexic 2, Hidden & Dangerous, Hidden Expedition: Amazon, High School Musical 3: Senior Year, Hover Strike: Unconquered Lands, How to Train Your Dragon, Hunted: The Demon’s Forge, Hybrid, Ice Age and the Staff of Kings, infamous, inFAMOUS 2, inFamous: Festival of Blood, Infected, Infinity Blade, Infinity Man, iTorque 2D, Jacked, Jade Empire, Jak and Daxter: The Lost Frontier, Jaws: Unleashed, Jeopardy!, Jet Kappa Mikey, Kasumi: Stolen Memory, Kelly Slater’s Pro Surfer, Killzone 2, KILO, Kinect Adventures!, Kinect Kuros, Kurulin Fusion, Lair, Lair of the Shadow Broker, Lara Croft Tomb Raider: Anniversary, Lara Croft Tomb Memory, Leadfoot: Stadium Off-Road Racing, League of Legends, Left 4 Dead, Left 4 Dead 2, Legacy of LEGO Universe, Lemony Snicket’s A Series of Unfortunate Events, Light’s End, Liight, Line Rider 2: Unbound, Legacy: The Hidden Treasures Of Ethiopia, Madagascar, Madagascar: Escape 2 Africa, Madden NFL 08, Mall Tycoon 3, Marble Mayhem, Mario Kart 7, Mario Strikers Charged, Mario vs. Donkey Kong, Mario vs. March Again!, Marvel Avengers Alliance, Marvel Heroes, Marvel Super Hero Squad Online, Marvel Ultimate Mass Effect 2, Mass Effect 2 – Arrival, Match Defense: Toy Soldiers, MDK 2, MechAssault, MechWarrior Medieval Conquest, Mercenaries 2: World in Flames, Mercenaries: Playground of Destruction, Metroid Prime Club 3: DUB Edition, Midnight Club II, Midnight Violin, Miegakure, Million Dollar Password: 2009 Edition, Minesweeper Series for Windows, Minority Report: Everybody Runs, MLB SlugFest 20-04, Monday Night Nutso, MX Superfly Featuring Ricky Carmichael, MX vs. ATV Alive, MX vs. ATV Reflex, MX vs. ATV Untamed, Nancy Drew Dossier: Resorting to Danger!, Nanosaur 2, Nanovor, Narbacular Drop, NBA Ballers: Phenom, Neverwinter Nights 2, Neverwinter Nights 2: Gold, Neverwinter Nights 2: Mask of the Betrayer, Neverwinter at the Museum: Battle of the Smithsonian, Oasis, Oasis Ostinato Odd Manor, OLIVIA the Great, One Moon, Pac-Man World Rally, Pac-Man: Adventures in Time, Pac-Match Party, Pajama Sam 3: You Are What You Eat From Pandemonium!, Panzer General: Allied Assault, Paper Cuts, Paranorman, Parkan II, PCR, Peabody & Sherman, New Leash on Life, PGA Tour Simulator, Phantom Dust, Pierre: Insanity Inspired, Pikmin, Pirates of the Burning Portal, Portal 2, Postal², Postal²: Share the Pain, Power Defense, Prince of Persia: Revelations, Prince of Prototype, Prototype 2, Prototype 2, Punch-Out!!, Puzzle Agent 2, Quake III: Revolution, Quake III: Team Arena, Total Destruction, Ratchet & Clank Future: A Crack in Time, Ratchet & Clank Future: Quest for Booty, Ratchet & Clank: Up Your Arsenal, Ratchet: Deadlocked, Ready, Set, HOOK!, Red Dead Redemption, Red Faction Resistance 3, Resistance: Fall of Man, Resistance: Retribution, Retail Rush, Ridge Racer 64, Ridge Racer DS, Risk: Factions, RNA interference, RoadKill, Robert Ludlum’s The Bourne Conspiracy, RoboBlitz, Rock Band, Paris, Rugrats Munchin Land, Rugrats Totally Angelica Boredom Buster, Run Like Hell, Saints Row, Saints Row & Max 303: They Stole Max’s Brain!, Sam & Max 304: Beyond the Alley of the Dolls, Sam & Max 305: The Box Office Smash!, Scene It? Bright Lights! Big Screen!, Scene It? Comedy Movies, Scene It? Disney Magical Scene It? Horror Movies 2, Scene It? Movies, Scene It? Movies 2.0, Scene It? Pixel Flix, Scene It? The Simpsons, Scribblenauts Unlimited, SeaBlade, Season of Death: Chasing the American Dream, Secret Agent Clank, Shanti Ambassadors : Crisis In Darfur, Shrek, Shrek Forever After: The Video Game, Shrek SuperSlam, Shrek Tsuppashire - The Arashi no Drift Rally, Singularity, Six Flags Fun Park, Six Gun Galaxy, Ski Resort Extreme, the Red Baron, Snoopy: The Flying Ace, SOCOM 3: U.S. Navy SEALs, SOCOM 4: U.S. Navy SEALs, SOCOM Navy SEALs - Fireteam Bravo 2, SOCOM: U.S. Navy SEALs: Combined Assault, Solar Flare, Soldier of Fortune DVD Trivia Game!, Space Siege, SpaceChem, Spare, Spelunker HD, Spider-Man 2, Spider-Man 3, Spider-Man: SquarePants Featuring Nicktoons: Globs of Doom, SpongeBob’s Truth or Square, Spore Creatures, Sports Combat, Monster Lab, Monsters vs. Aliens, Mortal Kombat, Mortal Kombat vs. DC Universe, Mr. Smoozles Goes Mystery Case Files: Dire Grove, Mystery Case Files: MillionHeir, Nancy Drew Dossier: Lights, Camera, Curses!, Need for Speed: Carbon, Need for Speed: Hot Pursuit 2, Nelson Tethers: Puzzle Agent, Neverwinter Nights, Nights 2: Mysteries of Westgate, Neverwinter Nights 2: Storm of Zehir, NFL Street 3, NHL 2K6, NHL 2K9, Night Operation Flashpoint: Dragon Rising, Orbz, Over the Hedge, Over the Hedge: Hammy Goes Nuts!, Overlord, Your Head To Your Feet, Pajama Sam: Life is Rough When You Lose Your Stuff, Pandemica, Pandemonium 2, Peggle, Penguin Palooza, Percy Jackson & The Olympians: The Lightning Thief, Perfect Dark Zero, Pet Pals: Sea, Pirates of the Caribbean: Aegir’s Fire, Pirates of the Caribbean: Dead Man’s Chest, Plants vs. Zombies, Persia: The Two Thrones, Progenitor, Project Gotham Racing 3, Project Gotham Racing 4, Project: Snowblind, Quantum Conundrum, Quarters, Quest for Glory V: Dragon Fire, Racing Aces, Rails Across America, Rampage: & Clank Future: Tools of Destruction, Ratchet & Clank: Going Mobile!, Ratchet & Clank: Size Matters, Ratchet II, Red Faction: Armageddon, Red Faction: Guerrilla, Red Orchestra 2: Heroes of Stalingrad, Resistance 2, RIFT, Rise and Fall: Civilizations at War, Rise of Nations: Rise of Legends, Rise of Nations: Thrones & Patriots, Rockstar Games presents Table Tennis, Rogue Ops, Roogoo, Rudolph The Red-Nosed Reindeer, Rugrats in 2, Saints Row: The Third, Sam & Max 301: The Penal Zone, Sam & Max 302: The Tomb of Sammun-Mak, Sam City That Dares Not Sleep, Samurai Jack: The Shadow of Aku, Sandhill Boys, Scene It? 30Rock, Scene It? Moments, Scene It? Glee, Scene It? Harry Potter, Scene It? Harry Potter: The Complete Cinematic Journey, Scene It? The Twilight Saga, School Tycoon, Scramble With Friends, Scribblenauts, Scribblenauts Remix, Section 8, Sega Worldwide Soccer ‘97, Shadow Complex, Shadow Ops: Red Mercury, Shadowrun, Shank 2, the Third, Shrek-N-Roll, Silent Hill Homecoming, Silent Hill: Origins, Simple DS Series Vol. 13 - Ijoukishou wo Ski Resort Tycoon, SkyNET, Skyscraper City, Sly 2: Band of Thieves, Sly 3: Honor Among Thieves, Snoopy vs. II: U.S. Navy SEALs, SOCOM: U.S. Navy SEALs, SOCOM: U.S. Navy SEALs - Fireteam Bravo, SOCOM: U.S. II: Double Helix, Solitaire Series for Windows, Sonic Classic Collection, Sonic R, South Park: The Totally Sweet Friend or Foe, Spider-Man: The Movie, Spider-Man: Web of Shadows - Amazing Allies Edition, SpongeBob Illustrated for Kids: Football, Sprung, Spy Fox: Operation Ozone, SpyHunter 2, Spyro 2: Season of Flame, Spyro: Enter the Dragonfly, Spyro: Season of Ice, Spyro: Shadow Legacy, Stacked with Daniel Negreanu, Star Trek: Starfleet Command Volume II - Empires at War, Star Wars : Imperial Academy, Star Wars: Battlefront, Star Wars: Jedi Knight II - Jedi Outcast, Star Wars: Knights of the Old Republic, Star Wars: Knights of the StarCraft II: Wings of Liberty, Start Trek Online, Steel Horizon, Stormrise, Strangeways, Street Hoops, Stuart 4, Super Granny 4, Super Mario Strikers, Super Scribblenauts, Super Sketcher, Super Smash Bros.: Brawl, Supreme Commander: Forged Alliance, SWAT 3: Close Quarters Battle: Elite Edition, Sym-Bionic Titan, Syphon Island: Chapter 1 - Launch of the Screaming Narwhal, Tales of Monkey Island: Chapter 2 - The Siege of Spinner Execution of Guybrush Threepwood, Tales of Monkey Island: Chapter 5 - Rise of the Pirate God, Tales of the So Raven: Psychic on the Scene, The Amazing Adventures of Kid Cole & Klay, The Arrival, The Big Secret of The Dark Knight, The Darkness, The Elder Scrolls V: Skyrim, The Employer. The Godfather II, The Haunting The Lord of the Rings Online: Mines of Moria, The Lord of the Rings Online: Shadows of Angmar, The Lord of Lord of the Rings: The Third Age, The Lord of the Rings: The Two Towers, The Lord of the Rings: War in the The Orange Box, The Political Machine 2008, The Powerpuff Girls: Bad Mojo Jojo, The Powerpuff Girls: Battle and the Frog, The Saboteur, The Science of Milk, The Simpsons Game, The Simpsons: Treehouse of Horror VI, Ties That Bind, The Tomb Raider Trilogy, The Urbz: Sims in the City, The Walking Dead, The World of Cars Tiger Woods PGA Tour 08, Tiger Woods PGA Tour Online, Titan Quest, Titan Quest: Immortal Throne, Tom Raider: Legend, Tomb Raider: Underworld, Tony Hawk's Pro Skater 4, Tony Hawk's Project 8, Tony Hawk's Remix, Top Gear Hyperbike, Top Spin, Top Spin 2, Top Spin 3, Torchlight, Torchlight II, Torque 2D, Torque 3D, – Decepticons, Trivial Pursuit: Bet You Know It, Tropix 2! Quest for the Golden Banana, Tuning, Turning Point: Thieves, Uncharted 3: Drake's Deception, Uncharted: Drake's Fortune, Unit 13, Universal Monsters Online, Troopers, Viva Piñata, Viva Piñata: Party Animals, Voodoo Vince, Wallace & Gromit in Fright of the Bumblebees, Wanted, War of the Worlds, Warheads, Warlords, Warmonger: Operation: Downtown Destruction, Warp, Wave Aboard, Wheelman, Where the Wild Things Are, Wild Woody, Wildfire, Williams Arcade Classics, Winter Wars, Mosaics 3: Fairy Tales, World of Warcraft: The Burning Crusade, World of Warcraft: Wrath of the Lich King, X-Men: Legends, X-Men: Legends II - Rise of Apocalypse, Xenosaga: Episode III - Also Sprach Zarathustra, Star Trek Online, Star Trek: D-A-C, Star Trek: Elite Force II, Star Trek: Starfleet Command - Orion Pirates, Star Wars: Empire at War, Star Wars: Empire at War - Forces of Corruption, Star Wars: Jedi Knight - Jedi Academy, Old Republic II - The Sith Lords, Star Wars: The Force Unleashed II, Star Wars: The Old Republic, StarCraft, Little 2, Stunt Bugs, Sudeki, Summoner 2, Super Duper Sumos, Super Granny 3, Super Granny 3, Super Granny Super Street Fighter II Turbo HD Remix, Superman Returns, Supreme Commander, Supreme Commander 2, Filter, Syphon Filter: Combat Ops, Syphon Filter: Dark Mirror, Syphon Filter: Logan’s Shadow, Tales of Monkey Cay, Tales of Monkey Island: Chapter 3 - Lair of the Leviathan, Tales of Monkey Island: Chapter 4 - The Trial and Abyss, Team Fortress 2, Teen Titans, Terminator 3: Rise of the Machines, Tetris Worlds, Thanks Mom, That’s Hidden Pines, The Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Conduit, The Croods, of Castle Malloy, The Key 1: Flight From Arcadia, The Last of Us, The Legend of Zelda, The Lighthouse Girl, the Rings: Conquest, The Lord of the Rings: Tactics, The Lord of the Rings: The Fellowship of the Ring, The North, The Magician’s Handbook II: BlackLore, The Matrix Online, The Misadventures of P.B. Winterbottom, Him!, The Powerpuff Girls: Mojo Jojo A-Go-Go, The Powerpuff Girls: Paint the Townsville Green, The Princess “Homer3”, The Sims 2, The Sims: Bustin’ Out, The Sopranos: Road to Respect, The Suffering, The Suffering: Online, The X-Files: Resist or Serve, Things I Never Did, ThinkTanks, Tiger Eye Part I: Curse of the Riddle Box, Clancy's Ghost Recon 2, Tom Clancy's Rainbow Six: Lockdown, Tom Clancy’s Ghost Recon Commander, Tomb Proving Ground, Tony Hawk's Underground, Tony Hawk's Underground 2, Tony Hawk's Underground 2: Toy Soldiers, Toy Soldiers: Cold War, Toy Story Mania, Traditional Sales Aid, Transformers: War for Cybertron Fall of Liberty, Twisted Metal, Ultimate Spider-Man, Ultimate Spider-Man (Limited Edition), Uncharted 2: Among Universe at War: Earth Assault, Unreal Championship 2: The Liandri Conflict, Unwell Mel, Virtual On: Cyber Wallace & Gromit in Muzzled!, Wallace & Gromit in The Bogey Man, Wallace & Gromit in The Last Resort, Race: Blue Storm, Westward, Westward II: Heroes of the Frontier, Westward III: Gold Rush, Westward IV: All WipEout, Wolf of the Battlefield: Commando 3, Wolf Toss, Wolfenstein, Wolfenstein 3D, World Mosaics 2, World Wrap Time, WWE All Stars, WWE SmackDown vs. Raw 2008, X-COM: Apocalypse, X-Men Origins: Wolverine, Zaxxon's Motherbase 2000, Zirus Antivirotics, Zombies & Me, Zoo Tycoon 2, Zoo Tycoon 2: Marine Mania A N D M A N Y, M A N Y M O R E . . . U N D E R G R A D U AT E D E G R E E P R O G R A M S O F F E R E D AT T H E E U R O P E - B I L B AO A N D U S A C A M P U S E S BACHELOR OF SCIENCE IN COM PUTER SCI ENCE I N RE AL-TI M E I NTER AC TIVE SI M UL ATION BACHELOR OF FINE ARTS IN DIG ITA L ART A N D AN IMATION ADDITIONAL DEGREE PROGRAMS OFFERED AT T H E D I G I P E N U S A C A M P U S BACHELOR OF SCIENCE IN COM PUTER SCI ENCE AN D GAM E DESIG N BACHELOR OF SCIENCE IN COM PUTER SCI ENCE BACHELOR OF SCIENCE IN COM PUTER ENG I N EERI NG BACHELOR OF SCIENCE IN ENG I N EERI NG AN D SOUN D DESIG N BACHELOR OF ARTS IN GAM E DESIG N BACHELOR OF ARTS IN M USIC AN D SOUN D DESIG N MASTER OF SCIENCE IN COM PUTER SCI ENCE MASTER OF FINE ARTS IN DIG ITAL ARTS DigiPen Institute of Technology Europe - Bilbao DigiPen Europe-Bilbao Virgen del Puerto 34, Edificio A 48508 Zierbena, Bizkaia www.digipen.es Welcome to DigiPen 12 DigiPen Institute of Technology is... 14 Founder and President 16 Our History: Timeline 18 DigiPen in Spain 20 DigiPen By The Numbers 22 24 OUR STUDENTS 36 ACADEMICS BS in Computer Science in Real-Time Interactive Simulation 42 BFA in Digital Art and Animation 54 Non-Game Careers 66 Continuing Education and Training 68 Department of: Fine Arts 72 Animation and Production 74 Computer Science 76 Digital Arts 79 Game Software Design and Production 79 Humanities and Social Sciences 80 Life Sciences 82 Mathematics 83 Physics 85 88 ADMISSIONS Applying to DigiPen 88 Contact Us 90 COURSES Award-Winning Students 24 Award-Winning Student Games 26 Award-Winning Student Papers 28 Our Alumni: From Tag to Portal 2 30 Our Alumni: Breaking New Ground in Journey and The Last of Us 32 COURSES U N D ER GR AD UATE EXPLORE DIGIPEN WELCOME TO DIGIPEN 72 OUR STUDENTS 12 11 DIGIPEN CAMPUS, EUROPE-BILBAO 13 WELCOME TO DIGIPEN DIGIPEN INSTITUTE OF TECHNOLOGY EUROPE-BILBAO For over 25 years, DigiPen Institute of Technology has helped advance the video game, simulation, and animation industries by empowering students to become exceptional game developers, engineers, programmers, and digital artists. DigiPen Institute of Technology is a pioneer in game development education. In 1996, it became the first school in the world to offer a bachelor’s degree in video game programming — the Bachelor of Science in Real-Time Interactive Simulation. Since then, DigiPen’s programs have continually evolved to ensure graduates are ready to create, innovate, and collaborate at some of the world’s top companies. DigiPen’s students are among the most respected in their fields, consistently winning top honors at international competitions such as the Independent Games Festival. Its faculty draws from years of academic and industry experience, allowing instructors to teach both the theory and practices necessary to succeed in a professional studio environment. And its alumni have gone on to produce work that has captivated audiences by the millions. DIGIPEN CAMPUS, EUROPE-BILBAO 15 DIGIPEN INSTITUTE OF TECHNOLOGY IS... FOCUSED By declaring their major when they apply, freshman students at DigiPen jump right into the coursework most relevant to their chosen field. Some take the equivalent of graduate-level courses by their senior year. HANDS- ON DigiPen teaches students to be problem solvers and innovators through realworld projects. By applying academic principles to concrete year-long team projects, students gain the practical knowledge to become creators – not just users – of technology. EXPERIENCED DigiPen has been educating students for over 25 years and is the first school in the world to offer a bachelor’s degree in game development (the Bachelor of Science in Computer Science in Real-Time Interactive Simulation). DigiPen faculty members are made up of academic experts as well as veterans of the game and animation industries. CO N N E C TE D DigiPen’s Program Advisory Committees – comprised of DigiPen faculty members and director-level employees from studios like Microsoft, Nintendo, Bungie, PopCap, and ArenaNet – meet every six months to ensure DigiPen’s education and curricula continue to evolve alongside the game and animation industries. R E N OW N E D DigiPen students have won 46 awards at the Independent Games Festival – more than any other school in the world. And for five years running, The Princeton Review has ranked DigiPen among the top five schools in North America for game design for the past five years. DIGIPEN STUDENT GAME » CHRONO DISFUNGLEMENT TEAM WAKK A9 » SINGAPORE CAMPUS 17 CLAUDE COMAIR PRESIDENT AND FOUNDER “Twenty-five years ago, when DigiPen first opened its doors, the world of real-time 3D simulation was just at its beginning stages. Today, a quarter of a century later, the industry has made leaps and bounds in discovery, design, and development, as demonstrated by the quality of today’s simulations, video games, animations, software, and hardware. It is both exciting and challenging to continuously be on the cutting-edge of these industries. Our graduates have gone on to make a huge impact in their fields and have made us proud that they continue to push technology to the limits. They have proven to be innovators, creators, and leaders in their fields. I cannot wait to see what we, as a whole, will achieve in the next 25 years.” Mr. Claude Comair earned a degree in Architecture and became a Professional Engineer in 1984. He was then invited by the Japanese Ministry of Education to become a government researcher positioned at Osaka University, Faculty of Engineering in Osaka, Japan. Later, he earned his master’s degree in Environmental Engineering from Osaka University. He completed five more years of doctorate studies at Osaka University, Faculty of Engineering, and is currently working on his doctorate thesis, which he will present to the École Polytechnique Fédérale de Lausanne in Switzerland. While in Japan in the 1980s, Mr. Comair helped to develop 3D visualization software, which was utilized to simulate different events (e.g. earthquakes, etc.) in various cities. In 1988, Mr. Comair applied his experience and passion for the game and simulation industries to address its need for innovation and a skilled workforce by founding DigiPen in Vancouver, B.C., Canada. In 1998, he co-founded Nintendo Software Technology in Redmond, WA, a subsidiary of Nintendo Co. Ltd. As Chairman and Chief Technology Officer of Nintendo Software he oversaw the production of such game titles as Mario vs. Donkey Kong 1 and 2 (2004 and 2006), Ridge Racer 64 and DS (2000 and 2004), The Legend of Zelda (2003), 1080° Avalanche (2003), Wave Race: Blue Storm (2001), Pokémon Puzzle League (2000), Bionic Commando (2000), and many others. He has also created and registered numerous patents for Nintendo and Boeing. Mr. Comair taught at DigiPen for more than two decades, and his expertise and passion for the industry and innovation continue to guide the curriculum and culture of DigiPen Institute of Technology today. HISTORY: DIGIPEN TIMELINE 96 88 1988 Mr. Claude Comair starts DigiPen in Vancouver, Canada. 1993 DigiPen establishes the DigiPen Applied Computer Graphics School. 88 1996 The Washington State Higher Education Coordinating Board (HECB) authorizes DigiPen to offer a four-year Bachelor of Science degree program. 89 90 90 91 92 1999 The last cohort of DigiPen’s students in Canada graduates. DigiPen permanently relocates to its Redmond campus. 93 93 1990 DigiPen introduces its training program in 3D animation. DigiPen begins working with Nintendo of America to establish a video game programming diploma program in Canada. 94 94 95 96 1994 DigiPen accepts the first group of students to its video game programming diploma program. 97 98 98 99 99 00 1998 DigiPen opens its campus in Redmond, Washington. The inaugural class of DigiPen’s Bachelor of Science in Computer Science in Real-Time Interactive Simulation program begins. 19 2011 2006 DigiPen’s Master of Science in Computer Science degree is approved by the ACCSC. 02 DigiPen opens its second international campus in Bilbao, Spain*. 06 *The campus in Bilbao, Spain does not fall within the scope of ACCSC accreditation. 2008 2002 DigiPen opens its first international branch campus in Singapore. DigiPen is accredited by the Accrediting Commission of Career Schools and Colleges (ACCSC). 11 08 DigiPen Singapore is accredited by the ACCSC. DigiPen adds two new degree programs: the Bachelor of Arts in Game Design and Bachelor of Science in Computer Science and Game Design. 01 02 03 04 05 06 07 08 09 2010 2004 DigiPen begins offering two new degree programs: the Bachelor of Science in Computer Engineering and the Bachelor of Fine Arts in Digital Art and Animation. 04 2007 DigiPen starts an educational partnership with Keimyung University in Daegu, South Korea. 07 DigiPen moves to a new campus in Redmond and begins offering a part-time option for the Master of Science program. 10 11 10 12 12 2012 DigiPen introduces three new degree programs: the Bachelor of Arts in Music and Sound Design, Bachelor of Science in Engineering and Sound Design, and Master of Fine Arts in Digital Arts. 13 DI G I PEN CA M PUS LO CAT I O N S DIGIPEN IN EUROPE-BILBAO DigiPen Institute of Technology EuropeBilbao is located in the village of Zierbena near Bilbao, Spain. It is DigiPen’s third campus and its first European campus. DigiPen’s other campuses are located in Redmond, Washington, and Singapore. Bilbao, the capital of the province of Biscay, is the largest city in the Basque Country of northern Spain. The greater Bilbao area has a population of approximately one million inhabitants. Situated on the Atlantic coastline along both sides of the Nervión River, Bilbao is an industrial and economic center, an important seaport, and a major transit hub connecting Spain and Portugal with the rest of Europe. REDMOND, WA, USA In addition to its vital role in Spain’s economy, Bilbao is also a center for culture, art, and architecture. The Guggenheim Museum is an internationally recognized architectural masterpiece, and together with the Bilbao Fine Arts Museum, they display formidable collections of Spanish and international works of art. The city also has several theaters and concert halls that host cultural events, including performances by the Bilbao Symphony Orchestra. LEARN MORE ABOUT BILBAO AT: https://www.digipen.es/about/history-ofbilbao/ = DI G I PEN CA M PUS LO CAT I O N S = DI G I PEN EDUCAT I O N A L PA RT N ER S HI PS 21 B I L B AO, S PA I N SOUTH KOREA SINGAPORE #3 D IGIP E N ’ S RA N K IN T HE DIGIPEN BY THE NUMBERS SCHOOL I N THE WOR L D PR I NCE TO N R E V I E W ’ S TO O FFE R A LI S T O F TO P BACHELOR’S DEGREE IN GA M E D E SIGN SCH O O L S V I D E O GA M E P R O GR A M M I N G IN NORTH AMERICA DIGIPEN IGF STUDENTS H AV E WO N AWARDS WON BY DIGIPEN STUDENT GAMES M O R E TH A N A N Y OTH E R SC H OO L I N TH E WO R LD INCLUDING THOSE RECOGNIZING GAME PROJECTS & ACADEMIC PAPERS 23 MORE THAN 300 GAME STUDIOS ATTENDED GA M E C OM PA N IES H AVE H IR ED DIG IPE N’S 2 0 13 CA R E E R FA IR D IG I P E N G R AD UAT ES 2.9 T I M E S V I S I T O R S H AV E DOWNLOADED OUR GRADUATES HAVE S H I P P E D MO R E T H A N 750,000 V I E WS O F DI GI P E N ST UDE NT STUDENT GAME FROM DIGIPEN’S WEBSITE G A M E TR A I LE R S O N 1,000 COMMERCIAL GAMES YouTube youtube.com/WatchDigiPen games.digipen.edu INDEPENDENT GAMES FESTIVAL AWARD-WINNING STUDENTS IGF AWARDS won by DIGIPEN D IGIPE N STUDEN TS HAV E WO N 1 3 7 AWA RD S IN N AT I ON A L AND IN TE RN AT I O N A L C OMPE TITIO N S. DigiPen students don’t just distinguish themselves in the classroom – they create work that stands out in international competitions at both the student and professional levels. For more information about our students’ work, including games, animations, and other projects, head to digipen.es/gallery. IGF is the original proving ground for both independent and student game developers (and is still the largest festival celebrating indie games). DIGIPEN HAS RECEIVED MORE IGF AWARDS FOR ITS STUDENT GAMES THAN ANY OTHER SCHOOL IN THE WORLD. Since the IGF began its Student Showcase in 2001, it has granted 46 awards to 36 DigiPen student projects. STUDENT GAMES PAX 10 A highlight of the annual Penny Arcade Expo in Seattle, WA, the PAX 10 is a showcase of the best independent games from around the world. Selected each year by a panel of industry experts from a field of over a hundred submissions, the PAX 10 celebrates innovative gameplay across a broad spectrum of platforms and genres. THE PAX 10 HAS FEATURED A DIGIPEN STUDENT GAME EACH YEAR FROM 2008–2012. 25 INDIE GAME CHALLENGE $100,000 GRAND PRIZE The Indie Game Challenge is a collaboration between the Academy of Interactive Arts and Sciences, GameStop Corp., and the Guildhall at Southern Methodist University. Four DigiPen student games have been featured as finalists in the competition, and THE 2010 DIGIPEN AWARD-WINNING MASTER’S PAPERS STUDENT GAME, GEAR, TOOK HOME THE $100,000 GRAND PRIZE. BEST PAPER AWARD AT THE 2010 ASIA CONFERENCE ON SIMULATION AND AI IN COMPUTER GAMES. ■ GDC GAME NARRATIVE REVIEW COMPETITION Part of the annual Game Developers Conference’s Game Narrative Summit, this competition challenges students to analyze the narrative structure of a video game and submit a paper on their findings. SEVEN DIGIPEN STUDENTS HAVE WON THE COMPETITION’S PLATINUM PRIZE, AND 44 DIGIPEN STUDENTS HAVE BEEN NAMED GOLD WINNERS. Abi Chakra, Antoine. “PriorityBased Level of Detail Approach for Interpolated Animations of Articulated Models.” BEST PAPER AWARD AT THE 2008 GAME-ON NORTH AMERICA CONFERENCE. ■ Gist, Kelson. “Dynamic Motion Patches in Configurable Environments for Character Animation and Path Planning.” BEST PAPER AWARD AT THE 2007 GAME-ON NORTH AMERICA CONFERENCE. ■ Shahine, Guy. “Player Modeling Using Knowledge Transfer.” 2013 2012 Finalist, Technical Excellence (Professional Category), IGF 2013 Finalist, Best Gameplay Award, Brazilian International Game Festival 2012 Finalist, Playability Award, hóPlay 2012 Finalist, Best Original Idea Award, hóPlay 2012 Winner, Excellence in Technology (Professional Category), IGF China 2011 Winner, Best Student Game, IGF China 2011 PERSPECTIVE 2013 SUPER SPACE _____ Finalist, Excellence in Design (Professional Category), IGF 2013 Finalist, IndieCade 2012 D IGIPE N STUDEN T GA M E S HAVE WON 9 0 AWA RD S IN N AT I ON A L AND IN TE RN AT I O N A L C OMPE TITIO N S. To download and play these games and more, visit games.digipen.edu. 2012 DOUSE Presenter at the Sense of Wonder Night, Tokyo Game Show 2012 2012 LESHY Honorable Mention, Student Showcase, IGF 2013 Finalist (Technical Excellence), Independent Propeller Awards 2012 Finalist (Best Design), Independent Propeller Awards 2012 Finalist (Best Audio), Independent Propeller Awards 2012 2012 2012 2013 AWARD-WINNING STUDENT GAMES VOID CHRONO DISFUNGLEMENT BLOCKHEAD Finalist, Student Competition, IGF China 2012 2012 FLIP’S ADVENTURE THE FOURTH WALL Finalist, Indie Game Challenge 2012 Honorable Mention, Independent Propeller Awards 2012 2012 Finalist, Student Competition, IGF China 2012 PIXI 2012 Student Showcase Winner, IGF 2012 Winner, Excellent Student Game, IGF China 2011 Finalist, Student Competition, IGF China 2012 2012 POTAWATOMI 2012 BE GOOD Honorable Mention, Student Showcase, IGF 2012 DEITY PAX 10 Selection, Penny Arcade Expo 2012 Grand Prize Winner, Independent Propeller Awards 2012 2012 2012 NITRONIC RUSH Honorable Mention, Technical Excellence (Professional Category), IGF 2012 Honorable Mention, Student Showcase, IGF 2012 Gamer’s Choice Award, Indie Game Challenge 2012 Technical Excellence Winner, Independent Propeller Awards 2012 Finalist (Grand Prize), Independent Propeller Awards 2012 Finalist (Best Audio), Independent Propeller Awards 2012 Winner (Playability Award), hóPlay 2012 Finalist (Best Sound/Music Award), hóPlay 2012 Finalist (Best Design Award), hóPlay 2012 Winner, Best Independent Game, Fun & Serious Game Festival 2012 NOUS Student Showcase Winner, IGF 2012 Finalist, Best Narrative Award, Brazilian International Game Festival 2011 TERRA: THE LEGEND OF THE GEOCHINE Finalist, Student Competition, IGF China 2011 2011 SOLSTICE Winner, Kinect Award, hóPlay 2012 Honorable Mention, Independent Propeller Awards 2012 Presenter at the Sense of Wonder Night, Tokyo Game Show 2011 27 2011 2008 2005 Honorable Mention, Independent Propeller Awards 2012 Student Showcase Winner, IGF 2011 Non-Professional Finalist, Indie Game Challenge 2011 PAX 10 Selection, Penny Arcade Expo 2010 Finalist, IndieCade 2010 Student Showcase Winner, IGF 2008 Student Showcase Winner, IGF 2005 Audience Award, Slamdance 2005 Finalist, Slamdance 2005 SOLACE 2011 SUBSONIC Non-Professional Finalist, Indie Game Challenge 2011 EMPYREAL NOCTURNE 2007 TOBLO Winner, Best Student Game, IGF 2007 Finalist, Design Innovation Award (Professional Category), IGF 2007 Finalist, Slamdance 2007 Best Game on the Go Winner, Intel Games Demo 2006 Audience Award, Northwest Games Festival 2006 2011 A FLIPPING GOOD TIME 2007 Official Selection, Extra Credits Innovation Award, LOGIN 2011 PAX 10 Selection, Penny Arcade Expo 2011 BASE INVADERS Student Showcase Winner, IGF 2007 Finalist, Slamdance 2007 2010 2007 Honorable Mention, Independent Propeller Awards 2012 Non-Professional Grand Prize Winner, Indie Game Challenge 2010 Honorable Mention, Student Showcase, IGF 2010 Student Showcase Winner, IGF 2007 SCAVENGER HUNT 2004 ICE WARS Student Showcase Winner, IGF 2004 2004 BONTAGO Winner, Innovation in Game Design (Professional Category), IGF 2004 2004 SCRAPPED Student Showcase Winner, IGF 2004 GEAR 2010 DREAMSIDE MAROON Finalist, Indie Game Challenge 2010 Student Showcase Winner, IGF 2010 GELATIN JOE 2003 CRAZY CROSS Student Showcase Winner, IGF 2003 2006 NARBACULAR DROP 2003 Student Showcase Winner, IGF 2006 Finalist, Slamdance 2006 VEKTOR SPACE Student Showcase Winner, IGF 2003 2006 2003 ORBLITZ Student Showcase Winner, IGF 2006 MALL MONSTER Student Showcase Winner, IGF 2003 2010 IGNEOUS Student Showcase Winner, IGF 2010 2006 SEA OF CHAOS Student Showcase Winner, IGF 2006 2003 VALENCE Student Showcase Winner, IGF 2003 2009 SOWLAR Finalist, IndieCade 2009 2009 TAG: THE POWER OF PAINT PAX 10 Selection, Penny Arcade Expo 2009 Winner, Best Student Game, IGF 2009 2006 RUMBLE BOX Finalist, Innovation in Game Design (Professional Category), IGF 2006 Physics Award, Slamdance 2006 Finalist, Slamdance 2006 2002 COMMANDO ATTACK SUB Student Showcase Winner, IGF 2002 2002 THUGS Student Showcase Winner, IGF 2002 2005 2008 SYNAESTHETE Winner, Best Student Game, IGF 2008 Finalist, Excellence in Visual Arts (Professional Category), IGF 2008 KISSES Finalist, Open Category Competition, IGF 2005 2001 GENJOX Student Showcase Winner, IGF 2001 2005 ROCK STATION Student Showcase Winner, IGF 2005 2001 MATRIX ATTACK Student Showcase Winner, IGF 2001 2012 2010 Platinum winner, Game Narrative Review Competition, AGDC 2012 Gold winner, Game Narrative Review Competition, AGDC 2010 2012 2010 MOUTRIE, KHALIL CASSELL, RYAN Gold winner, Game Narrative Review Competition, AGDC 2012 2012 DASSLER, SAMUEL AWARD-WINNING STUDENT PAPERS D IGIPE N STUDEN T PAP E R S HAV E WON 47 AWA RD S IN N AT I ON A L AND IN TE RN AT I O N A L C OMPE TITIO N S. In addition to our Master’s students winning various awards for their research papers, our undergraduate students have won 44 Gold and Platinum awards at the Game Narrative Review Competition, a part of the Game Narrative Summit at the annual Austin Game Developers Conference (AGDC). Gold winner, Game Narrative Review Competition, AGDC 2012 2011 KANIGAL, DAVID Honorable Mention, Game Narrative Review Competition, AGDC 2011 2011 FOSS, ERIK Platinum winner, Game Narrative Review Competition, AGDC 2011 2010 VANDERGRIFT, BEN Platinum winner, Game Narrative Review Competition, AGDC 2010 2010 BARTH, ZACHARY Gold winner, Game Narrative Review Competition, AGDC 2010 2010 DURAND, RYAN Gold winner, Game Narrative Review Competition, AGDC 2010 2010 HAYES, PATRICK Gold winner, Game Narrative Review Competition, AGDC 2010 2010 HOGUE, ZABIR Gold winner, Game Narrative Review Competition, AGDC 2010 HUNTER, SEAN KWAN, PERNG Gold winner, Game Narrative Review Competition, AGDC 2010 2010 LOBATO, MICHAEL Gold winner, Game Narrative Review Competition, AGDC 2010 2010 McCRAIN, EVAN Gold winner, Game Narrative Review Competition, AGDC 2010 2010 McWILLIAMS, ANDREW Gold winner, Game Narrative Review Competition, AGDC 2010 2010 PARSELL, JAY Gold winner, Game Narrative Review Competition, AGDC 2010 2010 ROTONDO, NICHOLAS Gold winner, Game Narrative Review Competition, AGDC 2010 2010 RYAN, ALLAN Gold winner, Game Narrative Review Competition, AGDC 2010 2010 TALLMAN, CHRIS Gold winner, Game Narrative Review Competition, AGDC 2010 2009 IRELAND, TALON Platinum winner, Game Narrative Review Competition, AGDC 2009 29 2009 2009 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2009 2009 2008 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Platinum winner, Game Narrative Review Competition, AGDC 2008 2009 2009 2008 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Platinum winner, Game Narrative Review Competition, AGDC 2008 2009 2009 2008 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Platinum winner, Game Narrative Review Competition, AGDC 2008 2009 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2009 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2009 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2009 2009 SEXTON, KIRK Software Engineer, DigiPen R&D Best Paper Award, Asia Conference on Simulation and AI in Computer Games, 2010 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2008 2009 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 2009 2009 SHAHINE, GUY Gold winner, Game Narrative Review Competition, AGDC 2009 Gold winner, Game Narrative Review Competition, AGDC 2009 Software Engineer, Microsoft Best Paper Award, GAME-ON North America Conference, 2007 AUSTRIA, PAUL BACON, LAURA CAMERON, PATRICK CHEN, ALEX CLARK, CHRISTOPHER DAVIDSON, RAYMOND DURAND, RYAN GOGA, ADAM HUTCHINSON, HAMZA LIDDELL, EVAN LOPES, TOM MCELROY, CULLEN McELROY, MICHAEL WALKER, WAYNE GUBELMAN, SEAN KAMM, ALEX OSABEN, ERIK O’LEARY, PATRICK PARSELL, JAY GRADUATE STUDENT RESEARCH PAPERS PENG, KWAN SUSETYO, MICHAEL 2010 ABI CHAKRA, ANTOINE GIST, KELSON Software Engineer, Total Immersion Software Best Paper Award, GAME-ON North America Conference, 2008 2007 LEUNG, JOANNA WALKER, PATRICK Video Game Portal 2 © Image courtesy of Valve. 31 OUR ALUMNI FROM TAG TO P O RTA L 2 BS in Computer Science in RealTime Interactive Simulation students Tejeev Kohli, Brett English, Pongthep “Bank” Charnchaichujit, and Ted Rivera had a “wish list” for their time at DigiPen: “Make a sweet game, win at IGF, and get hired by Valve,” in English’s words. For most student developers, accomplishing one of those items would be a tremendous achievement – but these DigiPen allstars managed to hit all three. It all started at DigiPen’s annual Career Day, where students present their game projects to visiting game developers. The team already had their “sweet game,” a 3D platformer called Tag: The Power of Paint that let players travel through an urban landscape by “tagging” surfaces with magical paint, and they were demonstrating it to recruiters. “Robin Walker from Valve was there, and we spoke with him for about an hour,” Kohli says. “He played the whole game, and while he played it, he kept asking us questions about our process and how we worked on the game. It was essentially an interview with us, but a very informal one.” A month later, the team flew down to San Francisco for the Independent Games Festival, where they checked the second item off their list: Tag won the honor of Best Game in the festival’s Student Showcase. “That’s when the Valve guys got back to us and said, ‘Hey, do you guys want to work at Valve?’” Kohli says. They didn’t need much convincing. The team’s first project at Valve was an unusual one. “It was just the four of us in our own office, and we were told, ‘Make Tag in the Source Engine,’” says Kohli. (The Source Engine is Valve’s proprietary game development framework.) “So we essentially re-wrote all the stuff from Tag – the painting and the paint gun – and made a few levels so that people in the company could try it and then assess what to do with the technology.” Around the same time they finished their tech demo, the “paint guys,” as they came to be known within the company, found a new opportunity: playtesting Portal 2, the nascent sequel to Valve’s 2007 blockbuster that was itself based on the work of another DigiPen student game team. “At that point, which was maybe two months into our jobs, we were deciding what to do with the paint technology,” Kohli says. “We had a bunch of options, and one of them was ‘let’s incorporate this into Portal.’” It wasn’t a completely smooth transition. “It took a little while for us to convince the Portal team that it was worth experimenting with,” says Rivera. And even after they found allies willing to take up their cause, certain elements of Tag simply didn’t translate into its new setting. “The feedback we got was that adding a second gun to Portal would complicate things a bit too much,” Kohli says. Likewise, Tag’s “stick paint,” which allowed players to walk on walls and ceilings, was deemed too disorienting for the game’s already complex puzzles. But it wasn’t long before the entire Portal 2 team was coming up with their own ideas for how to incorporate the Tag team’s paint technology into their game. “That’s when it really cemented itself as a core part of Portal 2,” Kohli says. At that point, Kohli, English, Charnchaichujit, and Rivera were assigned to separate teams within the greater Portal 2 group. Charnchaichujit jumped into the main programming team to work on the game’s core features. English helped write code for a redesigned camera that was more intuitive for players. And all four of the “paint guys” helped design new and unique obstacles for players to overcome. They couldn’t be happier with how things turned out. “The first few months there, we were very much on our own – and that was very scary,” says Kohli. “We took it as a ‘sink or swim’ situation – being thrown into the deep end.” But by trusting in their abilities and working as a team, they didn’t just finish their checklist - they helped create one of the best games of 2011. TWO GENERATIONS OF STUDENT SUCCESS The original Portal was also developed by a team of DigiPen students based on their senior project, Narbacular Drop. Video Game Journey ® Journey © 2012 Sony Computer Entertainment America LLC. Journey is a registered trademark of Sony Computer Entertainment America LLC. Developed by thatgamecompany. 33 OUR ALUMNI BREAKING NEW GROUND IN JOURNEY AND THE LAST OF US Looking back at his career so far, DigiPen graduate Bryan Singh considers himself very fortunate. While many game developers would be thrilled to work on one landmark game project, Singh has already managed to be a part of two. After earning his BS in Computer Science in Real-Time Interactive Simulation in 2009, Singh’s first job out of college was at thatgamecompany in Los Angeles, where he and a small team of ambitious developers worked to bring the studio’s groundbreaking Journey to the PlayStation 3. Then, after a short stint at indie studio The Behemoth, Singh signed on with Santa Monica-based Naughty Dog, which recently released the post-apocalyptic adventure The Last of Us. Singh’s personal game development story began even prior to his four years at DigiPen. As a longtime dabbler in all things creative — from music to writing to drawing — Singh says he always enjoyed the output but wasn’t particularly good at any one thing. That is, until he stumbled across an online animator’s forum, where he discovered the world of Adobe Flash and began teaching himself the platform’s built-in scripting language, ActionScript. From there, Singh was making his very first games. “This was only in middle school and high school,” Singh says. “Eventually people were responding positively to these little things I was making, so it just felt natural to want to continue to do that.” Despite his success in making web-based games on his own, Singh says his education at DigiPen cemented his understanding of programming and the collaborative effort that goes into making larger, more complex games. “I feel like DigiPen really captures that feeling where … everyone works together to teach each other and learn together," Singh says. "That structure really translates to what I’ve experienced professionally.” Singh’s knowledge of computer science, combined with his previous game design experience, ended up making him a strong candidate when he applied for a job at thatgamecompany, which was looking for new talent to help make the follow-up to their game Flower. During the interview process, studio founder Jenova Chen pitched the concept for Journey. Singh got to see an early 2D prototype, as well as the first stages of the new game engine. Singh joined the team as a technical designer but soon found himself — along with his coworkers — juggling a wide range of responsibilities. Singh worked on character movement, camera controls, and AI programming, such as for the game’s ambient cloth creatures that flitter about as players make their way through the desert landscape. He also helped program and design the game’s multiplayer features, which allow players to connect, travel, and communicate with other anonymous companions. “While working on Journey, I think I started gaining a really big respect for the implications of games as a medium and the importance of reaching people with the work that you do,” Singh says. “And I think that’s pretty evident in the game.” While Journey was an enormous critical and financial success, a strange thing happened. Having delivered the last title for a three-game contract with Sony, thatgamecompany was free of obligations. As such, several team members — including Singh — left the studio to pursue the next stages of their respective careers. “And we all left on pretty good terms, too,” Singh says. For a short time Singh worked at indie game studio The Behemoth, makers of the popular beat ‘em up Castle Crashers. That offer came at the invitation of artist and designer Dan Paladin, one of the very figures who inspired Singh from his early days in Flash game development. Singh worked independently for close to three months prototyping new game ideas, but ultimately felt he might be happier at another studio. When a position opened at Naughty Dog, he applied, quickly got an interview, and was hired soon after. Beginning last December, Singh dove in to help finish and ship The Last of Us. As a gameplay scripter, he helped with the timing and placement of in-game story content. “There are several sections in which you are in a lowtension moment. You’re kind of just hanging out with a handful of other characters,” Singh says. “So I did a lot of scripting of NPCs — deciding where a character goes, where a character looks, when they decide to deliver a line of dialogue.” As with Journey, The Last of Us has already been trumpeted as a tremendous achievement, particularly in the areas of character development and impactful storytelling. For Singh, the experience has been humbling. “For a lot of the people that I worked closely with on The Last of Us, this is going to be their first project that even got a decent critical reception — and they’ve been working for decades,” Singh says. “I reflect on my history and feel like I’m basically the luckiest person.” “While working on Journey, I think I started gaining a really big respect for the implications of games as a medium and the importance of reaching people with the work that you do.” DIGIPEN STUDENT ARTWORK CHONG KWOK BENG » SINGAPORE CAMPUS “Over the years we’ve been in business, we’ve come to believe the best way to learn how to make games is to see how real players react when they’re put in front of real games. To see that process being replicated inside an academic institution was really exciting. Our company today is stronger than it’s ever been, thanks, in part, to our DigiPen graduates." - ROBIN WALKER » DEVELOPER AND CREATOR OF TEAM FORTRESS V A LV E S O F T W A R E DIGIPEN CAMPUS, EUROPE-BILBAO ACA D E M I C S AC A D E M I C S AT D I G I P E N AC A D E M I C S AT D I G I P E N I N S T I T U T E O F T E C H N O LO G Y E U R O P E - B I L B AO DigiPen’s degree programs give students a comprehensive understanding of the academic fundamentals of their field while preparing them to effectively apply what they learn in a professional environment. By starting out with a strong focus on foundational theory and challenging students to apply what they learn in the classroom to intensive year-long projects and internships with local developers, DigiPen’s programs give students an understanding of their profession that goes far deeper than current tools and processes. Students learn how to put their knowledge into practice in a results-driven studio environment while gaining valuable team skills. By the time they complete their degrees, students are equipped with a portfolio of work that can help them stand out to prospective employers and the industry connections to jump-start their job search. But more importantly, they leave with a depth of knowledge and wealth of hands-on experience that allows them to meaningfully contribute to their team from day one on the job. U N D E R G R A D U AT E DEGREE PROGRAMS Bachelor of Science in Computer Science in Real-Time Interactive Simulation Bachelor of Fine Arts in Digital Art and Animation 37 D I G I P E N ST U D E N T A RT WO R K » VA R I O U S CA M P U S E S ACA D E M I C S XIN LI D E A N O F FAC U LT Y S E N I O R V P O F AC A D E M I C A F FA I R S Dr. Li received his Ph.D. in Computer Science from the University of Central Florida. He served as a Senior Software Engineer at Nintendo Software Technology and as a Senior Staff Engineer at Lockheed Martin’s Advanced Simulation Division before coming to DigiPen. As Dean of Faculty, he oversees DigiPen’s academic departments and degree programs. In addition to his administrative duties, Dr. Li has published 35 technical papers in research journals and conference proceedings. He also teaches animation, modeling, and real-time rendering techniques to seniors and graduate students. “DigiPen graduates go on to become tomorrow’s leaders and innovators in a field that is continually expanding to new heights and achievements. This is a truly exciting time to become a part of the digital entertainment industry.” 39 DIGIPEN STUDENT ARTWORK GLORIA KANG » SINGAPORE CAMPUS "DigiPen is still the greatest place to study game development anywhere. The curriculum has continued to evolve to keep up with the latest technologies, which gives students a solid head start in the industry. DigiPen graduates are typically the top performers of their teams, and they tend to rise to leadership roles." - SONIA JACKSON » HIRING & OPERATIONS SUCKER PUNCH PRODUCTIONS DIGIPEN STUDENT ARTWORK SENDOA BERGASA » SPAIN CAMPUS ACA D E M I C S BACHELOR OF SCIENCE IN C O M P U T E R S C I E N C E I N R E A L-T I M E I N T E R A C T I V E S I M U L AT I O N U N D E R G R A D UAT E D E G R E E P R O G R A M S T H E BACH E LOR OF S CIE N CE IN COMPUTER SCIENCE IN REAL-TIME INTERACTIVE SIMULATION The BS in Computer Science in Real-Time Interactive Simulation is a four-year computer science degree focusing on developing, implementing, and programming complex interactive simulations and computer graphics in real-time. This program uses game development as a tool for teaching advanced computer science concepts. Students begin with a solid foundation in mathematics, physics, and programming, then apply that knowledge in yearly team-based projects where they design, program, test, and finally release their own original game software to the public. Those who successfully complete the BS in Computer Science in Real-Time Interactive Simulation program have the knowledge and skills to produce highly complex software systems at a professional level. 43 DIGIPEN STUDENT GAME » IONA S E N D O A B E R G A S A , X A B I E R E S PA Ñ A A N D X A B I E R S E V I L L A N O » S PA I N C A M P U S ACA D E M I C S BACHELOR OF SCIENCE IN C O M P U T E R S C I E N C E I N R E A L-T I M E I N T E R A C T I V E S I M U L AT I O N TOPICS COVERED Students in the BS in Computer Science in RealTime Interactive Simulation program learn how to: CAREER OUTLOOK ■ Program a variety of simulations and game software in core programming languages like C++. ■ Create robust artificial intelligence algorithms to serve as the cognitive processes for computer-controlled objects. ■ Apply concepts such as computer networks, TCP/IP, and internet programming to multi-user software environments. ■ Implement efficient graphical user interfaces (GUIs), including the management of windows, menus, and dialogue boxes. ■ Draft technical design documents to aid in the scheduling and organizational aspects of software production. Graduates of the BS in Computer Science in Real-Time Interactive Simulation program are prepared to enter the simulation or video game industries as computer scientists and software engineers. Possible position titles include Computer Scientist, Software Engineer, Software Development Engineer in Test, Software Analyst, Computer Programmer, Gameplay Programmer, Engine Programmer, Physics Programmer, Graphics Programmer, Networking Programmer, Artificial Intelligence Programmer, User Interface Programmer, Tools Programmer, Web Developer, or Game Scripter. After several years of experience in the industry, graduates may obtain titles such as Lead Engineer, Lead Developer, Development Manager, Principal Engineer, Technical Director, and Chief Technology Officer. This degree program also includes secondary training that can contribute directly to graduates obtaining positions with titles such as Producer, Program Manager, Technical Program Manager, Technical Designer, and Technical Writer. ADMISSIONS INFO The BS in Computer Science in Real-Time Interactive Simulation produces some of the most capable programmers in the industry, but applicants don’t necessarily need any prior programming experience to be successful. The ideal candidate will have strong math, science, and problem-solving abilities, and have completed math through pre-calculus prior to attending DigiPen. Courses in computer science and physics are also recommended. 45 COURSE SEQUENCE RECOMMENDED BY SEMESTER YEAR ONE 1. Y EA R T WO 3. 4. MAT 150 or MAT 180 MAT 200 or MAT 230 PHY 250 Calculus & Analytic Geometry I or Vector Calculus I Calculus and Analytic Geometry II or Vector Calculus II Waves, Optics, and Aerodynamics CS 170 CS 180 Computer Graphics II High-Level Programming II - The C++ Programming Language Operating System I, Man-Machine Interface CS 280 CS 170L CS 200 CS 120 High-Level Programming II Lab Computer Graphics I High-Level Programming I - The C Programming Language CS 230 CS 225 Game Implementation Techniques Advanced C/C++ GAM 150 GAM 200 Project I Project II COM 150 PHY 200 Interpersonal and Work Communication Motion Dynamics MAT 140 Linear Algebra & Geometry CS 100 Computer Environment I CS 100L Computer Environment Lab CS 120L High-Level Programming I Lab GAM 100 Project Introduction ENG 110 Composition ART 210 Art Appreciation COL 100 College Life and Academic Skills 2. CS 250 Data Structures CS 365 Software Engineering GAM 250 Project II MAT 250 Linear Algebra HSS Elective One Humanities and Social Sciences elective from any three-credit HIS, PSY, or SOS courses ACA D E M I C S BACHELOR OF SCIENCE IN C O M P U T E R S C I E N C E I N R E A L-T I M E I N T E R A C T I V E S I M U L AT I O N Y EAR THREE Y EA R F O UR 5. 6. 7. 8. CS 260 MAT 300 Art or Music Elective English Elective Computer Networks I, Interprocess Communication Curves and Surfaces Select one: ANI 125, ART 400, ART 410, FLM 115, FLM 151, or MUS 115 One English elective chosen from any ENG course, ENG 116 and above CS 315 CS 300 Low-Level Programming English Elective CS 350 Advanced Computer Graphics II One English elective chosen from any ENG course, ENG 116 and above Computer Science or Physics Elective Computer Science or Physics Elective Any 200-level or higher CS course not required or PHY 350 Any 200-level or higher CS course not required or PHY 350 3D Computer Animation Production I GAM 350 Math Elective Project III MAT 256 or any MAT course greater than 300 GAM 450 GAM 300 Elective Project III An elective of the student’s choice from any department at DigiPen GAM 400 Elective Project IV An elective of the student’s choice from any department at DigiPen Advanced Computer Graphics I CS 330 Algorithm Analysis MAT 258 Discrete Mathematics CG 130 Elective An elective of the student’s choice from any department at DigiPen Computer Science or Physics Elective Any 200-level or higher CS course not required or PHY 350 Computer Science or Physics Elective Any 200-level or higher CS course not required or PHY 350 Project IV 47 DIGIPEN STUDENT ARTWORK MICHAEL HALL » REDMOND CAMPUS ACA D E M I C S BACHELOR OF SCIENCE IN C O M P U T E R S C I E N C E I N R E A L-T I M E I N T E R A C T I V E S I M U L AT I O N SAMIR ABOU SAMRA P R O G R A M D I R E C TO R C H I E F T E C H N O LO G Y O F F I C E R Mr. Abou Samra is a 15-year veteran of the video game industry with 18 years of experience teaching computer science and video game production classes. He has held high-ranking positions at a number of technology companies, including Lead Engineer at Nintendo Software Technology, Vice President of Operations at Nintendo Software Incorporated, Canada, CEO of Al Kalam Al Electronic, and Founder and CEO of Multitek. In addition to serving as DigiPen’s Chief Technology Officer and Director of the BS in Computer Science in Real-Time Interactive Simulation program, Mr. Abou Samra also leads DigiPen’s Research and Development Department, which produces software for use at the school, and also projects for clients ranging from Boeing to the Lotus F1 Team to Singapore Airlines. “It takes passion, discipline, and determination for students to be successful in this program. This degree is highly theoretical and academic. In addition, students apply what they learn in realworld projects that simulate actual industry conditions. Students are prepared to be productive as soon as they graduate – as a matter of fact, we tell our students that their first day at DigiPen is equivalent to their first day at work.” 49 50 S O M E O F D I G I P E N ' S A W A R D - W I N N I N G S T U D E N T G A M E S CHRONO DISFUNGLEMENT SOLSTICE PERSPECTIVE ACAD EM IC YEAR 2 0 1 2– 20 1 3 ACA DEM I C Y EA R 2 0 1 0 –2 0 1 1 ACADEM IC YEAR 2 0 11–2 0 1 2 PIXI NITRONIC RUSH SOLACE ACAD EM IC YEAR 2 0 1 2– 20 1 3 ACA DEM I C Y EA R 2 0 1 0 –2 0 1 1 ACADEM IC YEAR 2 0 0 9 –2 0 10 ACA D E M I C S IGNEOUS TAG : T H E P O W E R O F PA I N T NOUS ACA D EM IC YEAR 20 0 8 – 20 0 9 ACA DEM I C Y EA R 2 0 0 8–2 0 0 9 ACADEM IC YEAR 2 0 12 –2 0 13 S U P E R S P A C E _____ A FLIPPING GOOD TIME DREAMSIDE MAROON ACA D EM IC YEAR 20 1 2– 20 1 3 ACA DEM I C Y EA R 2 0 1 0 – 2 0 1 1 ACADEM IC YEAR 2 0 0 8–2 0 0 9, 2 0 1 0 PLUS MANY MORE Download and play student games at games.digipen.edu 51 DIGIPEN STUDENT GAME » IONA S E N D O A B E R G A S A , X A B I E R E S PA Ñ A A N D X A B I E R S E V I L L A N O » S PA I N C A M P U S “DigiPen is, bar none, the first choice for Airtight Games in recruiting out-of-school talent. The training they receive is rigorous and fully applicable to the industry they are entering.” - MATT BRUNNER » CHIEF CREATIVE OFFICER AIRTIGHT GAMES D I G I P E N S T U D E N T A N I M AT I O N » L E V E L 1 4 5 7, L A S T X ABIER URRUTIA » SPAIN CAMPUS ACA D E M I C S BACHELOR OF FINE ARTS IN D I G I TA L A R T A N D A N I M AT I O N U N D E R G R A D UAT E D E G R E E P R O G R A M S T H E BACH E LOR OF FIN E ARTS IN DIGITAL ART AND ANIMATION The BFA in Digital Art and Animation offers comprehensive education in the techniques, processes, and tools that professional artists use to create art assets for games, animated films, and other digital media. Rather than simply teaching students how to use current software, this program focuses on developing foundational skills that remain valuable and useful regardless of the technology or medium. Graduates of the BFA in Digital Art and Animation program have the ability to produce powerful, affecting imagery in a professional studio environment. 55 DIGIPEN STUDENT ARTWORK E D U A R D O G A R C I A » S PA I N C A M P U S ACA D E M I C S BACHELOR OF FINE ARTS IN D I G I TA L A R T A N D A N I M AT I O N TOPICS COVERED Students who successfully complete the BFA in Digital Art and Animation program possess the following: ■ Extensive production experience in both 2D and 3D animation, as well as an area of greater focus that enables students to target a specific sector of the industry according to their interests and abilities. ■ Excellent drawing skills, including a mastery of perspective, shading, drawing from observation, figure drawing, value, color, and composition. ■ Strong storytelling abilities, including visual storytelling, literary traditions, story through dialogue, story through acting, and cinematic conventions. ■ Familiarity with modern studio processes, including the ability to use current tools and software, as well as the ability to learn new software while maintaining a strict production schedule. ■ Professional work habits, including an understanding of how to maintain and continually enhance their craft throughout their career, as well as the ability to utilize and integrate professional criticism into their work. CAREER OUTLOOK The BFA in Digital Art and Animation prepares students for careers in digital art and digital 3D animation, digital 2D animation, and video game or animation preproduction. Possible job titles include Props and Environment Modeler, Texture Artist, Character Modeler, Character Rigger, Character Animator, 3D Lighting and Camera Designer, Level Designer, UI Designer, Technical Artist, Producer, Project Manager, Compositor, Simulation and Effects Animator, Storyboard Artist, Maquette Sculptor, Web Designer, Art Instructor, Illustrator, Concept Artist, and Character Designer. ADMISSIONS INFO Candidates for the BFA in Digital Art and Animation should have a foundation in drawing and art concepts and be open to constructive feedback on their work. Candidates must provide an art portfolio of 15 to 20 samples of artwork and should have experience with drawing and other fine arts disciplines such as painting or sculpture. 57 COURSE SEQUENCE RECOMMENDED BY SEMESTER YEAR ONE 1. Y EA R T WO 2. 3. 4. ANI 101 ANI 125 ART 201 FLM 201 or FLM 210 Introduction to Animation - Theories and Techniques I Acting for Animation Advanced Life Drawing Cinematography or Cinematography for Visual Effects ANI 151 BIO 200 Animal Muscular, Skeletal, and Kinetic Anatomy ART 251 The Language of Drawing Advanced Animation Theories and Techniques II ART 110 ART 125 CG 201 ART 350 Fundamentals of Visual Communication and Design Process Tone, Color, and Composition 2D Raster Graphics and Animation Storyboards ART 151 CG 225 CG 251 or Elective Basic Life Drawing Introduction to 3D Animation Art and Technology BIO 150 PRJ 201 2D Vector Graphics and Animation or any course from the Elective Requirements list 2D Animation Production ENG 116 Human Muscular, Skeletal, and Kinetic Anatomy ART 101 ART 115 Storytelling Character Design CG 275 3D Character Animation FLM 151 FLM 115 History of Film and Animation Visual Language and Film Analysis PRJ 251 2D Vector Animation Production ACA D E M I C S BACHELOR OF FINE ARTS IN D I G I TA L A R T A N D A N I M AT I O N Y EAR THREE Y EA R F O UR 5. 6. 7. 8. ANI 300 or Elective ART 301 or Elective ART 401 ART 299 or Elective Acting through an Interface or any course from the Elective Requirements list Concept Art Resources or any course from the Elective Requirements list Conceptual Illustration and Visual Development Special Topics in Arts or any course from the Elective Requirements list. ART 300 ANI 350 or Elective Perspective, Backgrounds, and Layouts Voice Acting for Animation or any course from the Elective Requirements list FLM 250 or Elective Digital Post-Production or any course from the Elective Requirements list. SOS 115 ART 205 or Elective CS 115 Introduction to Applied Math and Physics Character and Environment Design or any course from the Elective Requirements list. Introduction to Scripting and Programming Story through Dialogue CG 350 or Elective ART 450 Portfolio Introduction to Intellectual Property and Contracts PRJ 300 Graphics for Gaming or any course from the Elective Requirements list. PRJ 400 PRJ 450 Capstone Project I Capstone Project II CG 300 3D Environment and Level Design PHY 115 ENG 315 Limited-Scope 3D Production Media and Ethics: A Social Science Perspective LAW 115 PRJ 350 3D Animation Production COL 499 Career Search Preparation: Materials, Logistics and Communication 59 DIGIPEN STUDENT ARTWORK D A N E L I R I A R T E » S PA I N C A M P U S ACA D E M I C S BACHELOR OF FINE ARTS IN D I G I TA L A R T A N D A N I M AT I O N JAZNO FRANCOEUR P R O G R A M D I R E C TO R Mr. Francoeur’s career began in 1990, when he interned at the Walt Disney Feature Animation studio in Orlando, Florida. Upon graduating from Kansas City Art Institute in 1992, he began working at the Disney studios in Los Angeles, California, where he worked on a number of films, including Lilo & Stitch, Tarzan, Mulan, Pocahontas, The Lion King, Beauty and the Beast, The Emperor’s New Groove, and The Hunchback of Notre Dame, as well as the Aladdin video game for Sega Genesis and numerous other projects. Mr. Francoeur has served as an art instructor at DigiPen since 2004. In addition to his career as an animator and educator, he is a performing musician, a published poet, and an exhibiting photographer. “Since the beginning of human history, artists have crafted beautiful images, from the dynamic cave paintings of Lascaux to the stately formalism of the high Renaissance. Yet no advancements in technique or aesthetics would have been possible without parallel advancements in technology. Today, thanks to computer hardware and software, our tool sets are evolving faster than ever before. DigiPen has been on the forefront of this rapidly changing field for 25 years, but the mission of its BFA program has remained constant: to marry the rich artistic traditions of the past with the boundless possibilities of the digital age.” 61 DIGIPEN STUDENT ARTWORK L E F T: J E S S I C A C H U N G » S I N G A P O R E C A M P U S / / R I G H T: J E R E M I A H B O O N » S I N G A P O R E C A M P U S “It’s as close to the professional setting in the game industry as you can get at DigiPen.” - BRITTANY AUBERT, BS IN COMPUTER SCIENCE IN REAL-TIME INTERACTIVE SIMULATION GRADUATE, CLASS OF 2009 P R O D U C E R AT 5 T H C E L L M E D I A L E F T & R I G H T: R AC H E L D OW N I N G » R E D M O N D C A M P U S DIGIPEN STUDENT ARTWORK JASON WANG » SINGAPORE CAMPUS "I think DigiPen fundamentally prepared me for the game industry. I still apply what I have learned there to my everyday work." - JOANNA LEUNG, BS IN COMPUTER SCIENCE IN REAL-TIME INTERACTIVE SIMULATION GRADUATE, CLASS OF 2010 L E V E L S C R I P T E R AT T R E YA R C H DIGIPEN CAMPUS, EUROPE-BILBAO ACA D E M I C S NON-GAME CAREERS A SPECIALIZED EDUCATION WITH BROAD APPLICATIONS BS IN COMPUTER SCIENCE IN R E A L- T I M E I N T E R A C T I V E S I M U L AT I O N Graduates of this program can build software of any kind, from scientific simulations to business applications. While graduates of DigiPen are well prepared for a career in the video game and interactive entertainment industries, there are many other paths they can take. With a strong foundation in traditional science, technology, engineering, mathematics, art, and design, honed by years of applied team project experience, DigiPen graduates can be very successful in many non-game careers. Video games are complex pieces of software that push the limits of what technology is capable of. If students can be successful at creating art or technology for games, they will have many other options if they decide not to pursue a career in game development. B F A I N D I G I TA L A R T A N D A N I M AT I O N Graduates of this program can create art of any kind, from medical illustrations to special effects for films. 67 D I G I P E N S T U D E N T G A M E » S A B OTAG E TEAM HAMSTER WHEEL » SPAIN CAMPUS CET PROGRAMS D I G I PEN I NSTI TUTE OF TE CH N OLOGY E U ROP E -BILBAO CONTINUING EDUCATION “In the Continuing Education courses you will take projects from their conception all the way through to the finished product. Our courses are a perfect balance of theory and practice, preparing you for the challenging game business.” - Thomas Komair Head of the BSCS in RTIS Department DigiPen Institute of Technology Europe-Bilbao offers two continuing education courses: Digital Art and Animation for Film and Video Games and Advanced Video Game Programming. In Digital Art and Animation for Film and Video Games, you will learn the techniques and software to produce 2D traditional animation and 3D computer generated animation for a range of traditional and interactive media. In Advanced Video Game Programming, you will learn the fundamentals of computer science, the math concepts at the heart of simulation software, and the basics of the C++ programming language, as well as advanced debugging techniques and 2D and 3D game design principles. Learn more at: digipen.es/continuing-education 69 DIGIPEN STUDENT ARTWORK DESMOND WONG LIANG WAI » SINGAPORE CAMPUS “DigiPen is leading the academic community by providing a starting point for those wishing to pursue a career in the country’s fastest growing entertainment industry. From the Valedictorian of DigiPen’s first graduating class to the seven graduates who produced 2007’s Game of the Year, Portal, DigiPen has become a leading source for finding new and talented employees at Valve.” - DOUG LOMBARDI » VICE PRESIDENT OF MARKETING V A LV E S O F T W A R E Department of Fine Arts ART 101 The Language of Drawing (3 cr.) U N D E R G R A D U AT E C O U RS E DES C R I PT ION S DEPARTM ENT O F FINE ARTS ANIMATION AND PRODUCTION COMPUTER SCIENCE DIGITAL ARTS GAME SOFTWARE DESIGN AND PRODUCTION HUMANITIES AND SOCIAL SCIENCES LIFE SCIENCES MATHEMATICS PHYSICS This course explores the nature of drawing as a language skill and the use of drawing by production artists and animators. Applied drawing goals and critical thinking skills are given special consideration. Students are introduced to basic professional habits in drawing practice, drill, and play. Design principles, basic research, and the design process are introduced and applied to a series of practical problems. This course also explores basic drawing materials, drawing strategy, drawing sequence, linear drawing methodology, practice, and theory. ART 110 Fundamentals of Visual Communication and Design Process (3 cr.) Beginning with the Physiology of perception, this course explores the simple building blocks of visual communications and how the viewer understands and responds to shapes, symbols and images. The foundational skills of design process and problem solving methodologies are explored to develop the student’s visual problem solving skills. ART 115 Art and Technology (3 cr.) This course provides an overview of art history from Paleolithic times until the modern day. It traces the technological advances of society and art and considers the interplay between art and technology. Classical art materials and methods are examined, and students explore how art has historically impacted society. This course has a worldwide scope and is not limited to just European and Western traditions. ART 125 Tone, Color and Composition (3 cr.) Prerequisite(s): ART 101 This course continues to build upon students’ abilities to draw by exploring the nature and use of tone, color, and composition in drawing. It emphasizes methods of creating tone, ways to use luminance as an organizational element, and the importance of thinking critically. Additionally, the course introduces students to a variety of classical tonal systems and tonal illusions, including atmospheric perspective, sculptural modeling, basic direct lighting, lighting position relative to viewpoint, light intensity, local value, and reflectivity. Students then explore the artistic use of color. The course covers systems and traditions of organizing hue and saturation, and it examines methods of building from tonal preliminary studies. Students also explore classical forms of compositional organization, such as symmetry, asymmetry, golden mean, and figure-ground relationships. ART 151 Basic Life Drawing (3 cr.) Prerequisite(s): ART 101 This course introduces students to the challenges of drawing the human form for animation. Students examine life drawing for animation in addition to methods for attaining these goals. The course emphasizes capturing skeletal structure, muscle form, emotion, and gesture. By drawing clothed and nude models of both genders, students learn to apply lessons in anatomy to the figure, significantly expanding their understanding of human kinetics and structure. Additionally, students practice extrapolating basic human life drawing strategies to other animals. ART 201 Advanced Life Drawing (3 cr.) Prerequisite(s): ART 125, ART 151 This course builds upon the anatomy and drawing courses students have already taken. Students continue to improve their ability to capture kinetics in humans and animals. By engaging in a series of exercises designed to enhance their visual memory, students build the foundation for drawing accurate figures 73 from their imagination. They also explore putting the figure into an environment, figurative composition, and introductory sequential figurative composition. ART 205 Character and Environment Design (3 cr.) Prerequisite(s): BIO 150 Students apply their drawing and anatomy knowledge to the creation of animation characters. The course introduces traditions of character design and the basic structural strategies for creating animation characters. Students explore simplification gradients relative to human, animal, and inanimate object-based characters. The course also covers issues of costume, personality, and story interaction. Additionally, students learn to place these characters into appropriately designed environments. The curriculum emphasizes professional applications, techniques, and standards of quality. ART 210 Art Appreciation (2 cr.) This introduction to art provides students with a better understanding of the artistic influences upon our modern culture. Along with the history of art, students study the meanings, purposes, styles, elements, and principles of art and the various media used to create works of art. In helping students gain basic awareness, knowledge, and enjoyment of the visual arts, the course provides the groundwork for further personal study in the arts. In turn, this influences the development of their creativity. ART 225 3-Dimensional Design and Sculpture (3 cr.) Prerequisite(s): ART 201 or BIO 150 modern polymer clays and build an animation maquette. ART 230 Painting (3 cr.) This course explores ideas and various techniques related to painting. The use of color and the representation of space is emphasized. Students explore masterworks, studio painting, and painting en plein aire. Technical and social problems related to painting are explored using portraiture, still life, and environment/landscape. A portable field easel and appropriate painting supplies will be required. The course will culminate in a group show of student projects. ART 234 Survey of Sequential Art (3 cr.) Prerequisite(s): ART 125, ART 151 In this course, students will learn to explore and to exploit the power of sequential images as a medium to craft stories beyond storyboarding, photography, and film. Through the formats of the graphic novel and related forms, students will tackle problems of character and events; their solutions will be limited only by their imaginations. The course will begin with an historical overview of sequential art and will then examine storytelling through pictures, focusing on clarity and emotional impact. Students will examine contemporary styles and conventions and will be required to draw from previous art experiences, while honing their skills in drawing, perspective, design, color, typography, writing, editing, and acting. Demonstrations of multimedia techniques and computer technology relative to this field will also be introduced. ART 251 Character Design (3 cr.) Prerequisite(s): ART 201 This course introduces students to the principles of 3D design using both traditional and digital tools. Students become acquainted with additive, subtractive, and cast sculpture. They consider the basic concepts of architectural space, interior design, landscape design, surface interplay with light, lofted forms, and skinning systems. Students use Students leverage their drawing and anatomy knowledge to the creation of animation characters. This course introduces student to the traditions of character design and the basic structural strategies for creating animation characters. Students explore simplification gradients relative to human, animal, and inanimate object-based characters. They consider issues of costume, personality, and story interaction. The course emphasizes professional applications, techniques, and standards of quality. The work completed in this course serves as pre-production design for PRJ 300, PRJ 350, or ANI 300. ART 260 Graphic Design, User Experience, and Input (3 cr.) Students explore elements of visual design and apply them to computer user interfaces. They analyze various types of sensory interfaces and improve their skills in creating representations of information valuable to a system user. Additionally, emphasis is be placed on the overall enjoyment of the user experience, plus consideration towards relating the user experience to the theme of the game or system. Students learn how to use various industry-standard languages related to prototype interfaces. ART 299 Special Topics in Art (2 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. ART 300 Perspective, Backgrounds and Layouts (3 cr.) Prerequisite(s): ART 201, CG 201 This course explores the animation pre-production skills of background and layout art. It emphasizes professional applications, techniques, and standards of quality. Students are guided through classical depth cue and perspective systems as they apply this knowledge to the creation of animation backgrounds and layouts. Additionally, students explore means of using drawing to create elements such as camera lens illusions, architectural space, theatrical sets, game visual design, matte painting, and surface texture. ART 301 Concept Art Resources (3 cr.) Prerequisite(s): ART 251 or CG 201 or CG 275 This course builds upon all art disciplines, primarily 2D related skills, to prepare students for positions requiring the creation of concept art. Emphasis is placed on the importance of balancing speed of content generation with quality, as this is one of the most pressing and relevant challenges in this field. With this mindset, students are challenged to evaluate and understand new forms of character and environment generation. Both theory and technique are heavily stressed during this course, with the final tangible outcome being multiple portfolio pieces that demonstrate the individual’s abilities and unique style/ interests. ART 310 Architectural Spaces, Design, and Lighting I (3 cr.) This course introduces students to the aesthetics and principles of 2D (floor plans and elevations) and 3D environment design. A survey of architectural styles from throughout the world is blended with concepts, such as emotion, mood, lighting, shadows, aesthetics, and more. The course emphasizes learning the architectural vocabulary as well as the aesthetics of environmental and game-level design. Texturing, spatial design, negative space, dramatic lighting, and other concepts that affect not only the psychology of level design but also gameplay principles are covered. Students participate in numerous field trips to local examples of architecture in order to gain an understanding of architectural spaces and the field’s vocabulary. ART 350 Storyboards (3 cr.) Prerequisite(s): ART 201 or ART 251, FLM 151 This course explores the animation pre-production skills of storyboard art. Students leverage their knowledge of drawing, storytelling, and cinematography to create both production and presentation storyboards. They also explore means of using drawing to create story flow, character development, mood, time, and place. The course emphasizes professional applications, techniques, and standards of quality. The work completed in this course serves as pre-production design for PRJ 300, PRJ 350, or ANI 300. ART 360 Architectural Spaces, Design, and Lighting II (3 cr.) Prerequisite(s): ART 310, CG 301 This class builds on the foundational skills and knowledge from Architectural Spaces, Design, and Lighting I (ART 310), covering more period styles. Additionally, students have opportunities to do more hands-on creation of art, models, and textures relative to various periods. Students participate in a variety of field trips in order to research and analyze architectural styles and then to build them in the computer lab. ART 399 Special Topics in Art (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. ART 400 Drawing Fundamentals (2 cr.) The development of strong drawing skills is of extreme importance since they are essential tools for expressing ideas, particularly during the pre-production stages of an animation project. Therefore, this course presents the basic elements of drawing and graphic design in order to improve the student’s practical ability to draw with skill and imagination. It covers methods of observing, describing, and organizing forms using various mediums, such as pencil, charcoal, and color pencils. ART 401 Conceptual Illustration and Visual Development (3 cr.) Prerequisite(s): ART 300 This course explores the animation pre-production skills of conceptual illustration and visual development. Students apply their knowledge of drawing, storytelling, and composition to create speculative drawings for animation. They review compositional systems, design process, and illustration techniques. Additionally, students explore means of using drawing to visually explore story and character ideas from both existing and original story materials. They also consider adaptation, stylization, and visual variety. The course emphasizes professional applications, techniques, and standards of quality. The work completed in this course serves as pre-production design for PRJ 300, PRJ 350, or ANI 300. will serve as their BFA thesis. Additionally, this course introduces students to the marketing campaign needs of modern animation portfolios, including visual continuity, business documents, traditional still art portfolios, process and practice samples, digital portfolios, web sites, demo reels, and promotional items. They use this knowledge to assemble their own portfolios. The course also covers related information regarding job interviews, trade shows, professional standards, and contract negotiation. Department of Animation and Production ANI 101 Introduction to Animation - Theories and Techniques (3 cr.) This course introduces students to the principles of animation through classical animation techniques. Students explore the art of creating convincing movement through effective timing, spacing, and drawing. Works of master animators are screened and analyzed frame-by-frame to illustrate the principles covered in class, and students will put their knowledge to work through a series of exercises. The ultimate goal of both this course and its sequel is to introduce methods by which animators “act” and bring characters to life through sequential images. ART 410 Mechanical Drawing (3 cr.) ANI 125 Acting for Animation (3 cr.) Traditional and digital skills in drafting are key components of an engineering career. This course introduces students to the basic skills of mechanical drafting including layout and formatting conventions, typographic traditions, and classical drafting tool usage. Students apply these skills to actual problems in traditional mechanical drafting. They are then exposed to modern digital tools in mechanical drafting. The course explores subjects, such as interface conventions, usage strategies and output options. Students work with a CAD program and complete a variety of exercises designed to establish foundational skills. The course pays special attention to addressing how professionals use these skills in production and prototyping. An animator’s ability to express attitude, thought, and emotion through a character’s body language is a fundamental skill necessary for success. Therefore, this course focuses on presenting tools and techniques for translating thoughts and feelings into specific gestures and actions. The course introduces students to the history of acting in theater,animation, and film. Students explore the basic fundamentals and differences of acting for the stage, film, and animation. through a series of acting exercises and problems. Special emphasis is given to classical method acting. ART 450 Portfolio (3 cr.) Prerequisite(s): PRJ 350 Students use this course to compile the elements of their professional portfolio, which ANI 151 Advanced Animation - Theories and Techniques II (3 cr.) Prerequisite(s): ANI 101 In ANI 151 students continue to explore and exercise the concepts and techniques of classical animation through a series of assignments. The exercises in this course are considerably more demanding than those 75 completed in ANI 101 as they are longer and will require more refinement, subtlety, and creativity. There is also a greater emphasis on character development - the expression of personality, mood, thought, and attitude through motion and posing. ANI 300 Acting Through an Interface (3 cr.) Prerequisite(s): ANI 125, ANI 151, CG 275 An animator’s ability to express attitude, thought, and emotion through a surrogate is a fundamental skill of 3D character animation. This course builds upon the earlier acting and 2D animation curriculum. It explores 3D character animation techniques of performance, physicality and weight. Students complete a number of animation assignments during the semester. ANI 350 Voice Acting for Animation (3 cr.) Prerequisite(s): ANI 300 This course explores the nature of acting through the medium of the human voice. The curriculum explores narration, expressive reading, diction, and vocal refinement. It introduces students to basic audio technology and recording equipment. The course also covers lip-synchronization techniques in animation and culminates in a series of practical exercises in both 2D and 3D animation. ANI 399 Special Topics in Animation (3 cr.) The content of this course may change each time it’s offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. ANI 400 Cinematic Animation (3 cr.) Prerequisite(s): ART 401 or CG 400, ANI 350, FLM 275 This course is a culmination of the student’s ability to use animation as a storytelling medium. It also provides an opportunity for the student to demonstrate his or her personal artistic growth. Each student works to complete a short piece of cinematic animation. Working independently or in small groups with the instructor’s approval, students may use either 2D or 3D tools. FLM 115 History of Film and Animation (3 cr.) This course examines the more than 100-year history of film and animation. Beginning with the scientific and technical advances that made these media technologies possible, students explore every major movement and genre as well as their impact on society. The course gives students critical vocabulary required for explaining story, animation and cinematic techniques. FLM 151 Visual Language and Film Analysis (3 cr.) Animation is ultimately “film making,” and animators should learn from the many classics on how to effectively bring various film production elements together. Students review several films and study how the relationships between scripts, cameras, lighting, sets, production design, sound, acting, costumes, props, directing, and production lead to successful visual stories. They also examine the fundamental theories underlying visual storytelling. Understanding the creative processes utilized by these influential filmmakers provides insight into how students may improve their own animations. FLM 201 Cinematography (3 cr.) Prerequisite(s): FLM 151 Like a filmmaker, computer animators must have a good understanding of appropriate camera composition, lighting and editing techniques to enhance the visual impact of the story being told. Appropriate composition and camera movement help to reveal action, and lighting establishes focus, place, and mood. Assignments in camera composition, movement, lighting and editing help students solidify their understanding of the concepts presented. FLM 250 Post-Production (3 cr.) Prerequisite(s): FLM 151 The last step of any animation project involves the assembly of various production elements ranging from rendered files to sound effects. This is also the stage where the visual effects artists add the effects seen in today’s movies. This course teaches the fundamental skills these artists use in post-production. Effective editing skills are the primary outcome of the course. Students will also cover the planning, execution, and addition of special effects to animation. FLM 399 Special Topics in Film (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. INT 390 Internship (5 cr.) An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Internships are well structured along the Internship Guidelines available in the Administration Office. Permission of Instructor required. INT 450 Internship (5 cr.) An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Internships are well structured along the Internship Guidelines available in the Administration Office. Permission of Instructor required. MUS 115 Fundamentals of Music and Sound Design (3 cr.) This course offers an introduction to the fundamentals of music and sound design, and an overview of the production of music and sound for animation, film, and video games. Topics include music notation, key, meter, rhythm, melody, harmony, texture, tempo, genre and form; historical musical styles; dialog and timing; and digital audio production methods and techniques. Credit may be received for MUS 115 or for FLM 275, but not for both. PRJ 201 2D Animation Production (5 cr.) Prerequisite(s): ANI 151, ART 125 This is a traditional animation course within the context of a two-semester project. This project builds on the cumulative skill sets acquired in ANI 101 and ANI 151, but with a focus on team dynamics, acting, visual storytelling, and the goal of completing a short animated film rather than a series of learning exercises. PRJ 201 concentrates on pre-production for the project. PRJ 251 2D Vector Animation Production (5 cr.) Prerequisite(s): PRJ 201 This is a traditional animation course within the context of a two-semester project. This project builds on the cumulative skill sets acquired in ANI 101 and ANI 151, but with a focus on team dynamics, acting, visual storytelling, and the goal of completing a short animated film rather than a series of learning exercises. Building on the work completed in PRJ201, PRJ251 concentrates on the production and animation for the project. PRJ 300 Limited-Scope 3D Production (5 cr.) Prerequisite(s): ART 251, ART 300, ART 350, CG 275, PRJ 251 In PRJ 300 students will be guided through the elements of creating a short animated piece from design through pre-production including designing and building a character as well as an environment, then planning the animation. The remainder of the production continues in PRJ350. PRJ 350 Applied 3-D Animation Production Problems (5 cr.) Prerequisite(s): ART 300, CG 300, PRJ 300 PRJ 350 picks up where PRJ 300 left off in further developing design and production skills. The course is a full-semester project where students will produce a short animated production that demonstrates their skills in design, modeling, animation, lighting and rendering. PRJ 400 Capstone Project I (5 cr.) Prerequisite(s): ART 350, ENG 116, PRJ 350 Working effectively as producers, the Animation Faculty team will select from student submissions one or more team projects to be produced. They then assign students to specific teams, based upon their artistic strengths and career goals. Wherever possible, individual students are introduced to specialist advisers from outside the faculty. Each student’s individual effort is assessed as well as the overall teamwork and professional success of the team. As in a professional work environment, student teams are not allowed to exclude individual members due to production conflicts or performance. The faculty alone retains the right to remove a team member for failure to perform. PRJ 450 Capstone Project II (5 cr.) Prerequisite(s): ART 401, PRJ 400 Having completed the pre-production work for a team-based animated production in PRJ 400, students then complete final rendering and post-production. Students face the challenges of commercial art direction, quality control, production deadlines, and team dynamics, as well as the many technical challenges. Department of Computer Science CS 102 Computer Environment (4 cr.) This course provides an introduction to digital computer organization. Topics covered include basic electricity, electrical circuits, encoding of numeric and non-numeric data, digital systems, logic circuits and algebra, arithmetic and logic unit, memory unit, basic computer architecture and introduction to operating systems. The outcome of this course is to provide students with sound knowledge of the fundamental building blocks of the functional units of digital computer systems. CS 115 Introduction to Scripting and Programming (3 cr.) This class introduces programming environments to students who are not experienced programmers. This course covers simple logic, programming flow, and the use of variables. It introduces students to the history of programming and the basic vocabulary of the programming industry. The course culminates in a series of hands-on exercises using this knowledge to solve problems. At his or her discretion, the instructor may cover special topics in programming or scripting. Credit may be received for CS 115 or for CS 120, but not for both. CS 120 High Level Programming I - The C Programming language (3 cr.) Concurrent Course(s): CS 120L In presenting the C programming language, this course serves as a foundation for all high level programming courses and projects. It provides the fundamentals of programming, including control flows, such as statement grouping, decision-making, case selection, procedure iteration, and termination test and basic data types, such as arrays, structures, and pointers. Additionally, it intensively discusses the lexical convention, syntax notation, and semantics. CS 120L High level Programming I Lab (1 cr.) Concurrent Course(s): CS 120 CS 120L is the lab component of the introductory High Level Programming I course. Students meet for two hours weekly to apply the concepts presented in CS 120 in a controlled environment. This class must be taken concurrently with CS 120, the associated lecture course. CS 170 High Level Programming II - The C++ Programming Language (3 cr.) Prerequisite(s): CS 120, CS 120L Concurrent Course(s): CS 170L This course is a continuation of High Level Programming I (CS 120). It introduces the C++ language with particular emphasis on its object-oriented features. Topics covered include stylistic and usage differences between C and C++, namespaces, function and operator overloading, classes, inheritance, class and function templates, STL lists, and vectors. CS 170L High Level Programming II Lab (1 cr.) Prerequisite(s): CS 120, CS 120L Concurrent Course(s): CS 170 CS 170L is the lab component of the High-Level Programming II course. Students meet weekly to work on topics presented in the CS 170 lectures in a lab environment. This class must be taken concurrently with CS 170, the associated lecture course. CS 180 Operating Systems I, Man-Machine Interface (3 cr.) Prerequisite(s): CS 170 or CS 170L, CS 102 This course presents an overview of modern operating systems, in particular Windows and Linux/Unix as implemented on modern PCs. After an overview of what an operating system is and does, the following is also covered: organization and design (the kernel and various subsystems), process management (creation and management of processes and threads, including an introduction to 77 multi-threaded programming), networks (the TCP/IP stack and the organization of the Internet), interprocess communication, process synchronization (locks, semaphores, and methods to avoid deadlocks), memory management (hardware and process views of memory layout and demand-paged virtual memory), file systems, and security and protection (viruses, worms, and Trojan horses). CS 200 Computer Graphics I (3 cr.) Prerequisite(s): CS 170, CS 170L, MAT 140 CS 200 presents fundamental mathematical elements, data structures, and algorithms useful for animating and viewing 2D primitives. The course aims to fulfill two objectives. The first objective is to provide students with a sufficient mathematical and algorithmic background to design and implement 2D graphics applications. The second objective is to prepare students with the knowledge required for writing 3D graphics applications. The first half of the course deals with scanconversion algorithms for rasterizing 2D primitives such as lines, circles, ellipses, triangles, and arbitrary polygons. The second half of the course is concerned with the viewing and animation of these 2D primitives. The course covers topics such as interpolation techniques, transformations, culling, clipping, animation techniques, and the 2D viewing pipeline. CS 225 Advanced C/C++ (3 cr.) Prerequisite(s): CS 170, CS 170L This course builds on the foundation created in the first two high-level programming courses (CS 120/170). It presents advanced topics of the C/C++ programming language in greater detail. Such topics include advanced pointer manipulation, utilizing multi-dimensional arrays, complex declarations, and standard library functions. Advanced C++ topics include class and function templates, operator overloading, multiple inheritance, runtime type information, the standard template library, and performance issues. CS 230 Game Implementation Techniques (3 cr.) Prerequisite(s): CS 120 Concurrent Course(s): CS 170 CS 230 presents game implementation techniques and engine architecture. Students investigate foundational concepts of game architecture, such as game-system component separation and game flow, while learning about essential elements such as the game state manager, input/ output handler, and frame rate controller. CS 230 introduces Windows programming, state machines, and collision detection algorithms, which students will integrate into their own remakes of classic games. As part of their implementation, students create and expand their own collision, vector, and matrix libraries, enabling them to incorporate basic physics engines. Students survey concepts in space partitioning, particle systems, map editors, and other elements as a bridge to more advanced concepts in implementation techniques and engine architecture. CS 245 Introduction to Interactive Sound Synthesis (3 cr.) Prerequisite(s): CS 170, CS 180, MAT 140, PHY 200 This course explores dynamic sound synthesis, 3D-directional auditory effects, and sonic ambience to real-time simulations and video games. The subjects include mixing audio and modulating dry recorded sounds using wave table synthesis. Students learn how to create collision sounds using additive synthesis, wind effects using subtractive synthesis, natural sounds using granular synthesis and physical modeling, ambiences using layering and spectral filtering, 3D spatialized surround sound panning, inter-aural time difference, inter-aural intensity difference, and Head Related Transforms (HRTFS). Students also study algorithms and techniques for real-time multi-threaded programming and synthesized sound integration for game engines. CS 250 Computer Graphics II (3 cr.) CS 261 Computer Networks II (3 cr.) Prerequisite(s): CS 200 Prerequisite(s): CS 260 CS 250 examines the mathematical elements and algorithms used in the design and development of real-time 3D computer graphics applications, such as games, cockpit simulators, and architectural walk-throughs. 3D computer graphics involve drawing pictures of 3D objects, usually on a 2D screen. This process of generating a 2D image of a 3D graphics application can be described as a series of distinct operations performed on a set of input data. Each operation generates results for the successive one. This process is called the graphics rendering pipeline, and it is the core of real-time computer graphics. The graphics pipeline can be conceptualized as consisting of three stages: application, transformation, and rasterization. The course begins by introducing the 3D graphics pipeline. The application stage is examined from the viewpoint of the representation, modeling, and animation of 3D objects. Topics include user interaction, camera animation techniques, simulation of dynamic objects, and collision detection techniques. Next, the course examines the process of mapping 3D graphic objects from model-space to viewport coordinates. The transformation stage implements this process. Finally, the conversion of a geometric primitive in viewport coordinates into a 2D image is studied. The rasterization stage implements this final process. This class extends the TCP/IP protocols studied in CS 260 to wireless devices. This course goes further in depth into some topics covered in the introductory networks course, as well as additional subjects of interest. Topics include TCP/IP related protocols, (such as NAT, WAP, and DNS), physical media access, (such as aloha, OFDM, and WIDEBAND), wireless standards and protocols and network security. The curriculum covers additional topics based on the state of the industry. CS 260 Computer Networks I, Interprocess Communication (3 cr.) Prerequisite(s): CS 170 This course introduces the hierarchical network communication in a distributed computing environment. Course topics cover network technologies, architecture, and protocols. The curriculum gives specific emphasis to the TCP/IP stack and in making students familiar with writing portable socket based software. It prepares students for programming multi-player games in later semesters. CS 280 Data Structures (3 cr.) Prerequisite(s): CS 225 This course introduces the classical abstract data types (ADT) in computer science. ADTs provide the hierarchical views of data organization used in programming. Among the topics covered are the algorithms and primitives of the data structures for arrays, linked lists, stacks, queues, trees, hash tables, and graphs. In addition, the course provides an introduction to algorithm complexity and notation. CS 300 Advanced Computer Graphics I (3 cr.) Prerequisite(s): CS 250 This course introduces students to algorithms that are essential to creating photorealistic images in interactive simulations. Topics covered include an overview of modern GPU (graphics processor unit) architecture and the common graphics APIs used, including OpenGL and DirectX. Rendering techniques covered include texturing, illumination models, transparency, shading algorithms, mapping techniques (bump mapping, environment/reflection mapping, etc.), and shadows. Students learn how to implement all algorithms by using vertex and pixel shaders. CS 311 Introduction to Database (3 cr.) Prerequisite(s): CS 170, CS 170L CS 350 Advanced Computer Graphics II (3 cr.) CS 380 Artificial Intelligence for Games (3 cr.) Prerequisite(s): CS 280 Prerequisite(s): CS 300 This course provides students with a broad overview of database systems. It presents the fundamentals, practices, and applications of computer databases. Topics include database architectures, data modeling, design schemes, relational algebra, query languages, transaction processing, and database implementation. Students will explore massively multiplayer online games (MMOG) to examine a case study of database design and implementation. CS 315 Low Level Programming (3 cr.) Prerequisite(s): CS 100 or CS 102, CS 120, CS 120L, CS 180 This course deals with the efficient representation and processing of complex 3D scenes in order to avoid bottlenecks in the use of the CPU and the GPU. Specific topics include a variety of spatial data structures (binary space-partitioning trees, octrees, kd-trees, and grid data structures), several object-culling methods (occlusion, viewport, and portal), and finally the construction and uses of bouding volumes and their hierarchies for collision detection and related geometric operations. CS 365 Software Engineering (3 cr.) Prerequisite(s): CS 225 This course introduces students to modern microprocessor architectures using x86 series for case studies. In this course, students are expected to write both assembly language programs and to use assembly language to optimize various C/C++ programs. Topics may include pipelining, superscalar/ VLIW machines, register-renaming, out-oforder execution, multi-core architecture, caches, multicore-cache coherency, x86 instruction set architecture, application binary interfaces, Flynn’s taxonomy, and Streaming SIMD extensions. This course covers a wide range of topics in software engineering from the practical standpoint. It encompasses project management issues as well as technical development principles and methods. Topics include system architecture, security, methodologies and notation, UML, object oriented analysis and design, requirements analysis, implementation, verification, validation, maintenance, and software engineering standards. Risk management and iterative design receive special emphasis. Student teams apply acquired knowledge to a substantial project. CS 330 Design and Analysis of Algorithms (3 cr.) CS 370 Computer Imaging (3 cr.) Prerequisite(s): CS 280 Prerequisite(s): CS 225, CS 280 This course provides students with an introduction to the analysis of algorithms, specifically proving their correctness and making a statement about their efficency. Topic for discussion may include loop invariants, strong mathematical induction and recursion, asymptotic notation, recurrence relations, and generating functions. Students examine examples of algorithm analysis from searching and sorting algorithms. The course introduces students to computer imaging where image analysis and image processing are unified to provide a useful paradigm for both computer vision and image processing applications. Students use C++ to implement different algorithms introduced in the course. Upon completion of this course, students are expected to have gained a general understanding of the fundamentals of digital image processing and computer vision. They also have achieved a familiarity with the current analytical tools that are used in computer imaging applications and the ability to design and develop basic algorithms to solve computer-imaging problems. This course introduces students to a wide range of concepts and practical algorithms that are commonly used to solve game AI problems. Case studies from real games are used to illustrate the concepts. Students have a chance to work with and implement core game AI algorithms. Topics covered includes the game AI programmer mindset, AI architecture (state machines, rule-based systems, goal-based systems, trigger systems, smart terrain, scripting, message passing, and debugging AI), movement, pathfinding, emergent behavior, agent awareness, agent cooperation, terrain analysis, planning, and learning/adaptation. CS 381 Introduction to Artifcial Intelligence (3 cr.) Prerequisite(s): CS 330, MAT 258 This course deals with constructing computer programs that automatically improve with experience. Observed events are used to inductively construct decision trees, which can be used by computer-controlled game characters to change behaviors. Students explore concept learning, partial ordering, reinforcement learning, conditional probability, Bayesian learning, the evaluation of hypotheses and instance-based learning. Types of neural networks examined include perceptrons, back-propagation, radial basis functions, and adaptive resonance theory. The effectiveness of genetic algorithms and power of a neuro-genetic approach are demonstrated. The class concludes by looking at inductive analytical learning. CS 391 Code Analysis and Optimization (3 cr.) Prerequisite(s): CS 280, CS 315 This course focuses on understanding the details for the computer, complier, and language, specifically how to apply these towards practical problem of solving crashes and performance issues. The emphasis is not only on knowing what and why, but also about taking that knowledge and creating useful tools and techniques for solving these programs. CS 399 Special Topics in Computer Science (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. CS 420 Graphics File Format and Data Compression Techniques (3 cr.) Prerequisite(s): CS 250, CS 280 This course covers data compression techniques for still images and multimedia. Students learn the theory behind data compression and how it is used in specific formats. Methods covered include run-length encoding, Huffman coding, dictionary compression, transforms, and wavelet methods. Students learn these techniques by examining various popular graphic file formats such as BMP, JPEG, DXTn, and MPEG. CS 460 Advanced Animation and Modeling (3 cr.) Prerequisite(s): CS 300, MAT 300 3D animation and modeling play significant roles in computer simulation and video game software. Game developers need to have a comprehensive understanding of these techniques. This course introduces algorithms for specifying and generating motion for graphical objects. It addresses practical issues, surveys accessible techniques, and provides straightforward implementations for controlling 3D moving entities with different characteristics. The class covers two broad categories. Students will first learn an interpolation-based technique, which allows programmers to fill in the details of the motion or shape once the animator specifies certain basic information, such as key frames, paths, coordinate grids, or destination geometry. Then they learn a behavior-based technique, which generates motion that satisfies a set of rules, such as kinematics, physics, or other constraints. Department of Digital Arts CG 130 3D Computer Animation Production I (3 cr.) This course introduces students to the basic theories and techniques of 3D computer animation. The curriculum emphasizes standard 3D modeling techniques, including polygonal and spline modeling, texture map creation and application, keyframing, and animating through forward kinematics and inverse kinematics. CG 201 2D Raster Graphics and Animation (3 cr.) Prerequisite(s): ANI 151, ART 101, ART 125 This course introduces students to the industry-standard software and practices of raster graphics and animation. The course begins with basic information, such as interface organization strategies, system components, bit depth, resolution, memory management, and output strategies. It also explores techniques and critical thinking skills for digital painting, scanning, still compositing, and texture creation. Additionally, it looks at basic interface customization options and strategies in 2D raster graphics. CG 225 Introduction to 3D Animation (3 cr.) Prerequisite(s): ANI 101, ART 101, ART 125 This course introduces students to industry-standard software and practices of 3D animation. The course begins with basic information such as interface organization strategies, equipment options, and production elements. It also introduces techniques and critical thinking skills for texture mapping, modeling, rigging, lighting, cameras, and animation. Additionally, it looks at basic interface customization options and strategies in 3D graphics, culminating in a series of applied problems in 3D production techniques. CG 251 2D Vector Graphics and Animation (3 cr.) CG 301 Environments and Backgrounds (3 cr.) Prerequisite(s): CG 201 Prerequisite(s): CG 275 This course examines the principles and practices of 2D vector graphics and animation. It introduces students to industry standard software, output options, and production strategies for using vector graphics in both graphic design and animation. The course gives special consideration to critical thinking and refinement strategies when modifying vector images. Students examine methods of using vector-based tools for creating web and broadcast animation, and the course concludes with a series of applied problems in 2D vector animation. This course provides game design students with an understanding of the design and production process of environments for 3D games. It introduces the principles of 3D environment creation and provides a functional working knowledge of modeling, texturing and lighting skills within the framework of a 3D modeling package to create believable and well designed environments. Student work with be implemented into a game engine. CG 275 3D Character Animation (3 cr.) Prerequisite(s): CG 225 Students continue to explore and exercise the concepts and techniques of 3D animation through a series of assignments applied to characters. Exercises in this course are considerably more demanding than those completed in CG 125 as they are longer and require more refinement, subtlety, and creativity. The course emphasizes character development - the expression of personality, mood, thought, and attitude through motion and posing. It also gives special consideration to proper model rigging. CG 300 3D Environment and Level Design (3 cr.) Prerequisite(s): CG 275 This course introduces students to the principles of 3D environment design. Theatrical sets, architectural simulations, and level design are considered. In order to provide students with a broader skill set, this course also presents the “mechanics” of how to use other 3D animation software, with an emphasis on the unique strengths of the package. Students explore the comparative strengths of different software packages and the impact that this has on workflow. The course emphasizes critical thinking skills and strategies for tool selection. CG 350 Graphics for Gaming (3 cr.) Prerequisite(s): CG 300 This course examines the unique problems of creating graphics for games, and it teaches effective production techniques for addressing these issues. CG 399 Special Topics in Computer Graphics (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. CG 400 Advanced 3D Modeling Techniques (3 cr.) Prerequisite(s): CG 275 This course focuses on the design and production of highly detailed models for use in feature and broadcast animation. Students use a best-of-breed approach to define their tool set, with particular emphasis placed on organization and structure. Additional emphasis is placed on generating layered digital intermediate files for use in a model-composite workflow in a desktop production environment. Lectures also cover environment and character design research as relevant to detail modeling, presented in a framework of industry-standard geometries and methods. Students also explore advanced material creation using a global illumination-capable rendering engine, incorporating advanced texture creation techniques. Department of Game Software Design and Production GAM 100 Project Introduction (3 cr.) This class presents an overview of the way the game development industry works and a history of game development. It exposes students to the positions and job responsibilities that each member of a game development team has, along with the industry requirements for concept pitches, design documents and schedules. It also introduces sprite animation, object motion, and input processing, which students use in the creation of a game of their own design. GAM 150 Project I (3 cr.) Prerequisite(s): CS 120, CS 120L, GAM 100 This project focuses on the creation of a simple game or simulation. Students work together on teams of three or four members. All projects must be written entirely in C (C++ is not allowed) and cannot use external libraries or middleware of any kind (except those provided by the instructor). Topics include effective team communication, planning, documentation, debugging, source control, testing, and iterative software development techniques. 79 GAM 200 Project II (4 cr.) GAM 350 Project III (5 cr.) GAM 450 Project IV (5 cr.) Prerequisite(s): CS 170, CS 170L, CS 230, GAM 150, MAT 140 Prerequisite(s): GAM 300 Concurrent Course(s): CS 250 Prerequisite(s): GAM 400 or GAM 490 or GAM 390, MAT 300 This project is divided into two semesters during which students design and implement a 2D scrolling game engine. Similar to Project I, they start by writing a Game Design Document and a Technical Design Document. Along with creating a scrolling engine, students will also explore multilayer functionality within conventional games, sound, and music as it affects game design for a multilayer environment. Additionally, students will explore basic enemy programming and level design while learning to work in a team environment. In this class, students work to complete the projects they began in GAM 300. Additional topics may include large project software architecture, advanced testing techniques, internships, and an introduction to resumes and interviews. In this class, students work to complete the projects they began in GAM 400. Additional topics may include working in the industry, personal networking, and career strategies. GAM 390 Internship I (5 cr.) Prerequisite(s): GAM 250 GAM 250 Project II (4 cr.) Prerequisite(s): CS 225, GAM 200 Concurrent Course(s): CS 200 In this class, students work to complete and polish the projects they began in GAM 200. Additional topics may include intermediate software architecture, advanced debugging techniques, bug tracking, formal playtesting, game pacing, and game balance. GAM 300 Project III (5 cr.) Prerequisite(s): CS 200, CS 280, GAM 250, PHY 200 Concurrent Course(s): CS 26 This project is divided into two semesters and focuses on the creation of an advanced real-time game or simulation with hardware-accelerated graphics. BSCS in RTIS students work together on teams of three to five members and implement technical features, such as networking, artificial intelligence, and physics. All projects must be written with a core of C++ code and cannot use middleware, such as pre-existing physics engines, networking engines, etc. Additional topics may include advanced software architecture, 3D art pipelines, building content tools, and advanced team dynamics. Prerequisite(s): GAM 250 or GAT 250 An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Internships are structured along the Internship Guidelines available in the Administration Office. GAM 400 Project IV (5 cr.) Prerequisite(s): GAM 350 or GAM 390 or GAM 490, CS 250 This project is divided into two semesters and focuses on the creation of an innovative game, simulation, or demo. Students may use current software and hardware technologies with instructor approval, such as web technologies, gaming consoles, mobile devices, commercial physics engines, commercial game engines, hands-free input devices, etc. These technologies can be used to implement technical features, such as 3D animation, advanced lighting and rendering, advanced 3D physics, high-performance networking, and advanced AI algorithms. Innovation can also come from the design, visuals, and/or audio components of the project. Students work independently or in teams, as appropriate to the scope of their project. Additional topics may include advanced interviewing techniques and writing effective resumes. GAM 490 Internship II (5 cr.) An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Internships are structured along the Internship Guidelines available in the Administration Office. Department of Humanities and Social Sciences COM 150 Interpersonal & Work Communication (3 cr.) Prerequisite(s): ENG 110 Students explore how their culture, gender, economic status, age and other personal characteristics influence their work communications. The course explores verbal and non-verbal communication skills in a global work environment. Students learn written communication techniques most effective for use in the technology workplace. Additionally, students explore and practice negotiation skills, both internally and externally at their workplace. ENG 110 Composition (3 cr.) This course focuses on generating and discussing ideas for composition and engages in all stages of the writing process, with emphasis on the development and application of critical thinking skills. The primary focus of the course is developing the ability to construct, write, and revise argumentative/ persuasive essays. Assignments may also include other types of writing, such as narrative, descriptive, and comparative essays. ENG 116 Storytelling (4 cr.) This course covers the principal elements of storytelling including theme, character, perspective, setting, plot, and dialogue. It encompasses both visual and non-visual media, such as short stories, novels, drama, and film. Through a series of creative writing exercises, students practice developing stories with both words and images. 81 ENG 150 Mythology for Game Designers (3 Cr.) Prerequisite(s): ENG 110 This course studies myths from different world cultures. It provides an in-depth discussion of the Hero’s Journey (a basic pattern that appears in many narratives) and its principal archetypes. It also studies mythology across the arts and examines how essential it is to the study of literature, drama, film and video games. ENG 242 Multicultural Literature (3 cr.) Prerequisite(s): ENG 110 This course explores what modernity and post-modernity have or have not meant to American writers whose histories and cultures are not European in origin but whose writings are steeped in European- American literary traditions. The course explores the cultural hybridism of this literature as well the unique visions of the world they have created. These funny, humorous, bitterly satirical, and downright serious (post)- modern fantasies are quintessentially American, yet also unique and peculiar to these authors’ ethnic experiences. The selected works also offer an opportunity to read or re-read well established and newer American works of literature. ENG 243 Epic Poetry (3 cr.) Prerequisite(s): ENG 110 or ENG 116, ENG 150 This course provides an introduction to the literary form of the epic poem. Students gain in-depth knowledge of the form and apply this experience by adapting the epic’s themes and structures into their own creative endeavors, including video games. Students also produce an epic-based creative work as a final project in the course. ENG 245 Introduction to Fiction Writing (3 cr.) Prerequisite(s): ENG 110 or ENG 116 This course provides an introduction to the study and practice of fiction writing including characterization, plot, setting, and point of view. It presents selected works of short and long fiction. The course is an opportunity for students to practice their own creative writing skills. They are required to write an least two short stories. ENG 246 American Ethnic Literatures (3 cr.) Prerequisite(s): ENG 110 or ENG 116 This course covers prominent themes and techniques in American ethic literatures such as Native, African, Asian, and Hispanic American Literatures. Modern Texts are emphasized but pre- or early 20th century classics may also be included. ENG 315 Story Through Dialogue (4 cr.) Prerequisite(s): ENG 116 or ENG 245 This course introduces students to the basics of screenplay writing for film beginning with the fundamentals of dramatic structure, story arcs, character arcs, and dialogue. Through a series of related assignments, students experiences the process of developing a script of their own and practice their hand at writing dialogue for film. Students will write at least one original pre-production script in screenplay format. ENG 340 Creative Writing Across the Arts (3 cr.) Prerequisite(s): ENG 110 or ENG 116 This course focuses on the generation of creative writing in multiple genres and media, including poetry, fiction, creative non-fiction, and graphic novels. Students study and practice writing in a workshop atmosphere and engage in intensive reading of excellent writings, most of which employ interdisciplinary, cross-genre approaches that encompass painting, photography, and other visual art. Discussions of readings are followed by writing experiments designed to spark original thinking, to develop facility with writing, and to enhance understanding of the creative process. Students gain in-depth knowledge of the possibilities of creative writing and apply this experience by writing both short creative pieces and longer works. ENG 399 Special Topics in English (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. ENG 400 Creative Writing for Game Design (3 cr.) Prerequisite(s): ENG 150 or ENG 110 This course focuses on the narrative elements of creative writing. Exercises generate thinking and hone students’ basic storytelling talents, including characterization, exposition, plot, conflict, back-story, dialogue, and appropriate use of language. Students learn how to use symbols to design a story and how to manipulate the symbols to create character, plot, message, and interactivity. Students are encouraged to access their own genius, culture, and life experience in the development of their stories. ENG 410 Interactive Storytelling (3 cr.) Prerequisite(s): ENG 110 In this class, students learn to design stories with symbolic language. Exercises help students apply and understand character design and development, archetypes, conflict, plot patterns, back-story, dialogue, exposition, premise, and the psychological dynamics of human choice. Students also learn how to manipulate symbols in images by drawing from a variety of theoretical models, such as Carl Jung’s dream analysis, personality profiling per Myers-Briggs, Gestalt psychology, and narrative architecture. ENG 420 Cybertexts: Interactive Media and the Future of Narrative (3 cr.) Video games and other forms of interactive media are widely touted as the future of both popular entertainment and narrative storytelling. If video games and other interactive media are developing into art forms, then we can expect that these emerging narrative forms will be able to accommodate genres of storytelling that have existed since time immemorial, including romance, comedy, tragedy and epic. Yet the dynamics of nonlinear storytelling, the limits of current video game technology, and the constraints of the marketplace do not seem conducive to expanding the narrative elements of interactive media. This course traces the boundaries between narratives and games, and aims to identify areas of overlap that can lead to the development of new expressions of narrativity in interactive media. One central goal of the course is to grapple with the problem(s) posed by interactive narrative. Assigned readings examine the difference between traditional narrative texts and texts that require a higher degree of interactivity, collectively called cybertexts. The goal of the course is to identify what differences may exist, and to analyze the possibilities for adapting traditional narrative into interactive media. This class’s central innovation requires students to actively adapt an element of traditional narrative into a cybertext. By the end of the class, students reach a conclusion, based on their reading and course work, as to whether cybertexts can effectively encompass traditional narrative genres, and if not, whether this is due to limitations of the form, or the limitations of technology. ENG 440 Advanced Fiction Writing (3 cr.) Prerequisite(s): ENG 245 or ENG 315 This course builds upon the concepts and skills taught in previous writing courses. Advanced Fiction Writing offers students the opportunity to further develop their fiction-writing skills by engaging in intensive writing and regular critique of their peers’ creative work. The emphasis is on refining narrative writing skills and developing individual style and voice. Students write three full-length short stories and read contemporary fiction by established authors not discussed in previous courses. Enrollment is limited to a maximum of 12 students. The limited class size will afford the intensive production schedule and frequent discussion of writing. ENG 450 Elements of Media for Game Developers (2 cr.) Other topics covered may include mental representation and transformation, language processing, and concept formation. Relative to modern technological media, the most important issue to consider is the nature of the interactive loop of influence between media and culture. Interactivity is one of the most powerful and important potentials of the game medium, but the term is often used with superficial understanding of its implications. This course emphasizes the nature of interactivity primarily from psychological and sociological perspectives. Students review and define interactive media using examples drawn from academic research, film, television, and games. Students have ample opportunity to contemplate and discuss how they can apply a more comprehensive understanding of interactivity in order to surpass the current limits of interactive media products. PSY 399 Special Topics in Psychology (3 cr.) LAW 115 Introduction to Intellecutal Property and Contracts (3 cr.) The animation and computer software industries are founded upon the principle of intellectual property. This course introduces students to the social concepts and traditions that led to the idea of intellectual property. It surveys the various international legal systems governing intellectual property, giving special consideration to Title 17 and the local statutes that govern copyrights, trademarks, and patents in the United States. Students learn fundamental issues surrounding this field, such as fair use, international relations, and economics. The course also introduces students to a basic overview of contracts, including structure, traditions, and vocabulary. PSY 101 Introduction to Psychology (3 cr.) This course introduces major topics in psychology, specifically as they relate to cognition and learning. These topics include perception, cognition, personality and social psychology, and biological aspects of behavior. Students are also introduced to human information processing, memory, problem solving, attention, perception, and imagery. The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. SOS 115 Media and Ethics: A Social Science Perspective (3 cr.) contemporary world, it also uses an historical approach to address some of the technological innovations that have most affected U.S. society in the past. The course considers how technologies are developed and sustained, and how they interact with and affect our urban culture. Specific themes likely to be addressed include technology’s impact on the private and public spheres; the body and the self in cyberspace; and the criteria used to determine a technology’s success, failure, and danger. SOS 180 Race & Gender in 21st Century America (3 cr.) Prerequisite(s): ENG 110 This course guides students in the ethical assessment of both the processes and outcomes of social decision-making. After an introduction to basic ethical theories, students acquire an understanding of the structure of social institutions and the process through which one makes social choices. Central to the analysis is a study of ethics as a criterion for assessment of social decision-making with emphasis on the study of particular issues of social choice. The course also provides a theoretical framework within which to spot and analyze ethical issues in the media. SOS 150 Society and Technology (3 cr.) This course draws on techniques and perspectives from the social sciences, humanities, and cultural studies to explore technology and change in the modern era. In particular, students examine how technology influences and is influenced by values and cultures in America and abroad. The course helps students recognize the range of consequences that technology in general, and information and communication technology (ICT) in particular, have when shaped and used by individuals, organizations, and society. Through readings, discussion, lectures, and written assignments, students become acquainted with current controversies related to the socio-cultural dimensions of technology in the “digital era.” While the course examines the impact of technologies— including video gaming and robotics—on the This course takes a close look at current debates on race, gender, and ethnicity in American society. It begins with an overview of definitions of race, gender, and ethnicity, exploring what they have meant in the past and what they mean now. Then the course examines the intersections between race, gender, and ethnicity, asking the following questions: How do race and ethnicity differ, and how are they related? What difference does race make? How are race and gender related? Where does sexual orientation fit into the discourse on gender, and how does it fit into discussions on race and ethnicity? Current debates on race, gender, and ethnicity were highlighted by the 2008 election of the first African-American president and the ever-growing prominence of women in the highest levels of American politics. Does this mean that we have entered a post-racial era? Where exactly do we stand on women and gender-related issues? What about the place of GLBT issues in the public domain? This course explores these themes and topics. SOS 399 Special Topics in Sociology (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Department of Life Sciences BIO 150 Human Muscular, Skeletal and Kinetic Anatomy (3 cr.) This course explores the skeletal and muscular structures of the human body. Students learn to identify skeletal and muscular forms from both live models and anatomical references. Additionally, students consider terminology, structural arrangement, and kinetic function. The course gives special emphasis to adapting this knowledge to the needs of artists and animators. BIO 200 Animal Muscular, Skeletal and Kinetic Anatomy (3 cr.) Prerequisite(s): BIO 150 This course introduces the major skeletal and muscular structures of animals. Students extrapolate their knowledge of the human form to the structure and form of a variety of animal types, specifically focusing on the impact of locomotion and feeding strategies on form. Additionally, students consider terminology, structural arrangement, and kinetic function. The course also considers standard locomotion cycles and the relationship between humans and various animals. It gives special emphasis to adapting this knowledge to the needs of artists and animators. BIO 399 Special Topics in Biology (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Department of Mathematics MAT 140 Linear Algebra and Geometry (4 cr.) 83 partial derivatives, extrema of multi-variable functions, vector fields, gradient, divergence, curl, Laplacian, and applications. MAT 200 Calculus and Analytic Geometry II (4 cr.) Prerequisite(s): MAT 150 and eigenvectors. Other topics may include applications to least-squares approximations and Fourier transforms, differential equations, and computer graphics. MAT 256 Introduction to Differential Equations (3 cr.) Prerequisite(s): MAT 200 The two main themes throughout the course are vector geometry and linear transformations. Topics from vector geometry include vector arithmetic, dot product, cross product, and representations of lines and planes in three-space. Linear transformations covered include rotations, reflections, shears and projections. Students study the matrix representations of linear transformations along with their derivations. The curriculum also presents affine geometry and affine transformations along with connections to computer graphics. This course also includes a review of relevant algebra and trigonometry concepts. This course builds on the introduction to calculus in MAT150. Topics in integration include applications of the integral in physics and geometry and techniques of integration. The course also covers sequences and series of real numbers, power series and Taylor series, and calculus of transcendental functions. Further topics may include a basic introduction to concepts in multivariable and vector calculus. Prerequisite(s): MAT 200 Prerequisite(s): MAT 200 MAT 150 Calculus and Analytic Geometry I (4 cr.) This course extends the basic ideas of calculus to the context of functions of several variables and vector-valued functions. Topics include partial derivatives, tangent planes, and Lagrange multipliers. The study of curves in two- and threespace focuses on curvature, torsion, and the TNB-frame. Topics in vector analysis include multiple integrals, vector fields, Green’s Theorem, the Divergence Theorem and Stokes’ Theorem. Additionally, the course may cover the basics of differential equations. This course gives an introduction to several mathematical topics of foundational importance in the mathematical and computer sciences. Typically starting with propositional and first order logic, the course considers applications to methods of mathematical proof and reasoning. Further topics include basic set theory, number theory, enumeration, recurrence relations, mathematical induction, generating functions, and basic probability. Other topics may include graph theory, asymptotic analysis, and finite automata. MAT 250 Linear Algebra (3 cr.) MAT 300 Curves and Surfaces (3 cr.) Prerequisite(s): MAT 200 Prerequisite(s): MAT 250, MAT 258 This course presents the mathematical foundations of linear algebra, which includes a review of basic matrix algebra and linear systems of equations as well as basics of linear transformations in Euclidean spaces, determinants, and the Gauss-Jordan Algorithm. The more substantial part of the course begins with abstract vector spaces and the study of linear independence and bases. Further topics may include orthogonality, change of basis, general theory of linear transformations, and eigenvalues This course is an introduction to parameterized polynomial curves and surfaces with a view toward applications in computer graphics. It discusses both the algebraic and constructive aspects of these topics. Algebraic aspects include vector spaces of functions, special polynomial and piecewise polynomial bases, polynomial interpolation, and polar forms. Constructive aspects include the de Casteljau algorithm and the de Boor algorithm. Other topics may include an introduction to parametric surfaces and multivariate splines. This course introduces the calculus of functions of a single real variable. The main topics include limits, differentiation, and integration. Limits include the graphical and intuitive computation of limits, algebraic properties of limits, and continuity of functions. Differentiation topics include techniques of differentiation, optimization, and applications to graphing. Integration includes Riemann sums, the definite integral, anit-derivatives, and the Fundamental Theorem of Calculus. MAT 180 Vector Calculus I (4 cr.) Prerequisite(s): MAT 140 This course extends the standard calculus of one-variable functions to multi-variable vector-valued functions. Vector calculus is used in many branches of physics, engineering, and science, with applications that include dynamics, fluid mechanics, electromagnetism, and the study of curves and surfaces. Topics covered include limits, continuity, and differentiability of functions of several variables, MAT 225 Calculus and Analytic Geometry III (3 cr.) This course introduces the basic theory and applications of first and second-order linear differential equations. The course emphasizes specific techniques such as the solutions to exact and separable equations, power series solutions, special functions and the Laplace transform. Applications include RLC circuits and elementary dynamical systems, and the physics of the second order harmonic oscillator equation. MAT 258 Discrete Maths (3 cr.) MAT 340 Probablility and Statistics (3 cr.) Prerequisite(s): MAT 200, MAT 258 This course is an introduction to basic probability and statistics with an eye toward computer science and artifical intelligence. Basic topics from probability theory include sample spaces, random variables, continuous and discrete probability density functions, mean and variance, expectation, and conditional probability. Basic topics from statistics include binomial, Poisson, chi-square, and normal distributions; confidence intervals; and the Central Limit Theorem. Further topics may include fuzzy sets and fuzzy logic. MAT 350 Advanced Curves and Surfaces (3 cr.) Prerequisite(s): MAT 300 This course is a continuation of MAT 300 with topics taken from the theory and applications of curves and surfaces. The course treats some of the material from MAT 300 in more detail, like the mathematical foundations for non-uniform rational B-spline (NURBS) curves and surfaces, knot insertion, and subdivision. Other topics may include basic differential geometry of curves and surfaces, tensor product surfaces, and multivariate splines. MAT 351 Quaternions, Interpolation and Animation (3 cr.) Prerequisite(s): MAT 300 This course gives an introduction to several mathematical topics of foundational importance to abstract algebra, and in particular the algebra of quaternions. Topics covered may include: operations, groups, rings, fields, vector spaces, algebras, complex numbers, quaternions, curves over the quaternionic space, interpolation techniques, splines, octonions, and Clifford algebras. MAT 352 Wavelets (3 cr.) MAT 355 Graph Theory (3 cr.) Prerequisite(s): MAT 250, MAT 258 Prerequisite(s): MAT 250, MAT 258 This course presents the foundations of wavelets as a method of representing and approximating functions. It discusses background material in complex linear algebra and Fourier analysis. Basic material on the discrete and continuous wavelet transforms forms the core subject matter. This includes the Haar transform, and multi-resolution analysis. Other topics may include subdivision curves and surfaces, and B-spline wavelets. Applications to computer graphics may include image editing, compression, surface reconstruction from contours, and fast methods of solving 3D simulation problems. This course provides an introduction to the basic theorems and algorithms of graph theory. Topics include graph isomorphism, connectedness, Euler tours, Hamiltonian cycles, and matrix representation. Further topics may include spanning trees, coloring algorithms, planarity algorithms, and search algorithms. Applications may include network flows, graphical enumeration, and embedding of graphs in surfaces. MAT 353 Differential Geometry (3 cr.) Prerequisite(s): MAT 300 This course presents an introduction to differential geometry, with emphasis on curves and surfaces in three-space. It includes background material on the differentiability of multivariable functions. Topics covered include parameterized curves and surfaces in three-space and their associated first and second fundamental forms, Gaussian curvature, the Gauss map, and an introduction to the intrinsic geometry of surfaces. Other topics may include an introduction to differentiable manifolds, Riemannian geometry, and the curvature tensor. MAT 354 Discrete and Computational Geometry (3 cr.) MAT 356 Advanced Differential Equations (3 cr.) Prerequisite(s): MAT 250, MAT 256 This course covers the advanced theory and applications of ordinary differential equations. The first course in differential equations focused on basic prototypes, such as exact and separable equations and the second-degree harmonic oscillator equation. This course builds upon these ideas with a greater degree of generality and theory. Topics include qualitative theory, dynamical systems, calculus of variations, and applications to classical mechanics. Further topics may include chaotic systems and cellular automata. With this overview, students will be prepared to study the specific applications of differential equations to the modeling of problems in physics, engineering, and computer science. MAT 357 Numerical Analysis (3 cr.) Prerequisite(s): MAT 250, MAT 258 Prerequisite(s): MAT 250, MAT 258 Topics covered in this course include convex hulls, triangulations, Art Gallery theorems, Voronoi diagrams, Delaunay graphs, Minkowski sums, path finding, arrangements, duality, and possibly randomized algorithms, time permitting. Throughout the course, students explore various data structures and algorithms. The analysis of these algorithms, focusing specifically on the mathematics that arises in their development and analysis is discussed. Although CS 330 is not a prerequisite, it is recommended. This course covers the numerical techniques arising in many areas of computer science and applied mathematics. Such techniques provide essential tools for obtaining approximate solutions to non-linear equations arising from the construction of mathematical models of real-world phenomena. Topics of study include root finding, interpolation, approximation of functions, cubic splines, integration, and differential equations. Further topics may include stability, iterative methods for solving systems of equations, eigenvalue approximation, and the fast Fourier transform. MAT 359 Computational Algebraic Geometry (3 cr.) Prerequisite(s): MAT 300 This course introduces computational algebra as a tool to study the geometry of curves and surfaces in affine and projective space. The central objects of study are affine varieties and polynomial ideals, and the algebra-geometry dictionary captures relations between these two objects. The precise methods of studying polynomial ideals make use of monomial orderings, Grobner bases, and the Buchberger algorithm. Students have opportunities to program parts of these algorithms and to use software packages to illustrate key concepts. Further topics may include resultants, Zariski closure of algebraic sets, intersections of curves and surfaces, and multivariate polynomial splines. MAT 361 An Introduction to Number Theory and Cryptography (3 cr.) fuzzy relations, fuzzification/ defuzzification, classical logic, multi-valued logic, fuzzy logic, fuzzy reasoning, fuzzy arithmetic, classical groups, and fuzz groups. Students will also explore a number of applications, including approximate reasoning, fuzzy control, fuzzy behavior, and interaction in computer games. MAT 364 Combinatorial Game Theory (3 cr.) Prerequisite(s): MAT 258 Combinatorial Game Theory studies finite, two-player games in which there are no ties. Techniques from logic combinatorics and set theory are used to prove various properties of such games. Typical games include Domineering, Hackenbush, and Nim. The analysis of such games can also be used to study other more complex games like Dots and Boxes, and Go. Topics covered in this course include Conway’s theory of numbers as games, impartial and partizan games, winning strategies, outcome classes and algebra of games. MAT 365 Topology (3 cr.) Prerequisite(s): MAT 250, MAT 258 Prerequisite(s): MAT 250, MAT 258 This course is an introduction to elementary number theory and cryptography. Among the essential tools of number theory that are covered, are divisibility and congruence, Euler’s function, Fermat’s little theorem, Euler’s formula, the Chinese remainder theorem, powers modulo m, kth roots modulo m, primitive roots and indices, and quadratic reciprocity. These tools are then used in cryptography, where the course discusses encryption schemes, the role of prime numbers, security and factorization, the DES algorithm, public key encryption, and various other topics, as time allows. This course introduces topology and its applications. Topics covered include topological spaces, quotient and product spaces, metric and normed spaces, connectedness, compactness, and separation axioms. Further topics may include basic algebraic topology, fixed point theorems, theory of knots, and applications to kinematics, game theory, and computer graphics. MAT 362 Fuzzy Sets and Logic (3 cr.) Prerequisite(s): MAT 250, MAT 258 This course introduces the basic theory of fuzzy sets and fuzzy logic and explores some of their applications. Topics covered include classical sets and their operations, fuzzy sets and their operations, membership functions, MAT 399 Special Topics in Mathematics (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. 85 Department of Physics PHY 115 Introduction to Applied Math and Physics (3 cr.) PHY 250 Waves, Optics and Aerodynamics (3 cr.) Prerequisite(s): MAT 200, PHY 200 This calculus-based course presents the fundamentals of fluid dynamics, oscillations, waves, geometric optics, and thermodynamics. We live in a world governed by physical laws. As a result we have become accustomed to objects’ motions being in accordance with these laws. This course examines the basic physics and mathematics governing natural phenomena, such as light, weight, inertia, friction, momentum, and thrust as a practical introduction to applied math and physics. Students explore geometry, trigonometry for cyclical motions, and physical equations of motion for bodies moving under the influence of forces. With these tools, students develop a broader understanding of the impact of mathematics and physics on their daily lives. PHY 250L Waves, Optics and Thermodynamics Lab (1 cr.) PHY 200 Motion Dynamics (3 cr.) Prerequisite(s): PHY 250 Prerequisite(s): MAT 150 This calculus-based course presents the fundamental principles of mechanics, including kinematics, Newtonian dynamics, work and energy, momentum, and rotational motion. PHY 200L Motion Dynamics Laboratory (1 cr.) Concurrent Course(s): PHY 200 This course presents the concepts of PHY 200 in the laboratory. The experiments allow the student to experience the laws of basic physics involving linear motion, force, gravitation, conservation of energy, conservation of momentum, collisions, rotational motion, and springs. Error analysis and data reduction techniques are taught and required in experimental reports. Concurrent Course(s): PHY 250 This course presents the concepts of PHY 250 in the laboratory. The experiments allow students to experience the physical laws involving oscillations, waves, sound, interference, lift, drag, heat, optics, and entropy. Extended error analysis and statistics are taught and required in experimental reports. PHY 270 Electricity and Magnetism (3 cr.) This calculus-based course presents the basic concepts of electromagnetism, including electric fields, magnetic fields, electromagnetic forces, DC and AC circuits, and Maxwell’s equations. PHY 270L Electricity and Magnetism Lab (1 cr.) Concurrent Course(s): PHY 270 This course presents the concepts of PHY 270 in the laboratory. The experiments allow students to experience the physical laws involving electric fields, electric potential, electric current, electric charge, capacitance, current, resistance, inductance, circuits, and magnetism. Error analysis and statistics are taught and required in experimental reports. PHY 290 Modern Physics (3 cr.) Prerequisite(s): PHY 250 or PHY 270, MAT 200, PHY 200 The wake of moden physics has given rise to massive technological advancements that have changed our daily lives. This course covers many of the modern issues within the field, with an emphasis placed on the problem-solving nature of physics. The class is a calculus-based scientific examiniation of topics from general relativity and quantum mechanics through nuclear physics, high energy physics and astrophysics. PHY 290L Modern Physics Lab (1 cr.) Concurrent Course(s): PHY 290 This course presents the concepts of PHY 290 in the laboratory. The experiments allow students to experience the discoveries of the last 100 years. The Michelson-Morley interferometer, the photoelectric effect, the electron’s charge to mass ratio, the FranckHertz experiments, electron diffraction and the thermal band-gap. Error analysis and statistics are taught and required in experimental reports. PHY 300 Advanced Mechanics (3 cr.) Prerequisite(s): CS 200, CS 250, MAT 150, MAT 200, MAT 250, PHY 200, PHY 250 This course covers the physics behind more complex mechanical interactions as well as the numerical techniques required to approximate the systems for simulations. A thorough analysis of mechanical systems through energy analysis provides the basis for the understanding of linear and rotational systems. The combination of theoretical physics and numerical methods provide students with the background for simulating physical systems with limited computational power. Topics covered include Lagrangian Dynamics, Hamilton’s Equations, dynamics of rigid bodies, motion in non-inertial reference frames, the use of the inertia tensor, collision resolution, and numerical techniques including methods of approximation. PHY 399 Special Topics in Physics (3 cr.) The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. DIGIPEN STUDENT ARTWORK JASON WANG » SINGAPORE CAMPUS “As a student at DigiPen, you’re constantly faced with new challenges. You quickly learn not to fear the unknown and to approach each problem with the mindset that success is attainable. The education and experience at DigiPen gives you the knowledge and skills you need to thrive in the industry, but just as importantly, it gives you the confidence to take on seemingly impossible problems and know that you’ll find a solution in the end.” - RYAN EDGEMON » SOFTWARE ENGINEER FOR LOTUS F1 AND BOEING PROJECTS DIGIPEN R&D DIGIPEN CAMPUS, EUROPE-BILBAO ADMISSIONS ADMISSIONS APPLYING TO DIGIPEN REQUIRED APPLICATION MATERIALS DigiPen works on a rolling admissions basis, meaning candidates typically receive a decision within three to four weeks of applying. In addition to the online application and application fee, candidates must submit official transcripts, a personal statement, attested copies of academic records, Proof of English Proficiency, as well as additional program-specific materials. For a complete list of admissions requirements and to begin the application process, visit digipen.es/admissions. APPLY ONLINE To apply for one of DigiPen Institute of Technology Europe-Bilbao’s degree programs, students must fill out the online application at: https://management.digipen.edu/es-srs-app/ApplicationMenu.aspx Once the application is received, it is processed by DigiPen Institute of Technology Europe-Bilbao. 89 DIGIPEN STUDENT ARTWORK EDUARDO GARCIA » SPAIN CAMPUS SEE FOR YOURSELF ATTEND AN INFORMATION SESSION ONE-ON-ONE ADMISSIONS MEETINGS At information sessions, prospective students and their families can learn more about DigiPen Institute of Technology Europe-Bilbao, the game, animation, and simulation industries, and life as a DigiPen student. Attendees will also be able to speak with Admissions representatives and participate in a Question & Answer session. For more information, visit: www.digipen.es We encourage visitors to DigiPen Institute of Technology Europe-Bilbao’s campus to take part in a one-on-one meeting and campus tour with an Admissions representative to learn more about our degree programs, admissions requirements, and application process. Please contact the Admissions Office at least a week before your arrival to schedule an appointment. Contact Our Admissions Office Today CONTACT US To speak with an Admissions representative, contact us by email at: admissions.es@digipen.es or by phone at +34 94 636 51 63 The Admissions Office is open Monday through Friday from 9:00 a.m. until 5:30 p.m. DIGIPEN STUDENT ARTWORK LIM WEI NING » SINGAPORE CAMPUS DIGIPEN NEAR YOU DigiPen’s Admissions representatives travel to college fairs and industry events across Europe and neighboring countries to speak with prospective students and answer their questions. If you are not able to visit the campus, contact us to find out when an Admissions representative will be in your area. APPLY ONLINE To apply for one of DigiPen Institute of Technology Europe-Bilbao’s degree programs, students must fill out the online application at: https://management.digipen.edu/ es-srs-app/ApplicationMenu.aspx Once the application is received, it is processed by DigiPen Institute of Technology Europe-Bilbao. 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