Transcript
2009 Catalog Vo l u m e X X , E d i t i o n 4 , 0 8 / 2 0 0 9
INTRODUCTION
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M IS SION
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EDUC AT ION A L P HIL OSOP H Y
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HIS T ORY
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CAMPUS & FACILITIES
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PA R K / WA L K WAY
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C OMP U T E R L A B S
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F IL M / V IDEO E DI T ING SUI T E S & L A B S
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T HE BAC K L O T
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F IL M C E N T E R
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F IL M / V IDEO SOUNDS TAGE S & EQ UIP M E N T
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R EC ORDING L A B S & S T UDIOS
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V IR T UA L SE T
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DUBBING S TAGE
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L I V E P E R F OR M A NC E V E NUE S & L A B S
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E N T E R TA IN M E N T/ M USIC BUSINE S S C E N T E R
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C OMP U T E R A NIM AT ION C E N T E R
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G A M E DE V E L OP M E N T BUIL DING
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{table of contents}
Table of Contents
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Table of Contents
(Cont.)
DEGREE PROGRAMS
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GAME DEVELOPMENT
COMPUTER ANIMATION
Bachelor of Science Degree Program
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
30 39 40
46 55 56
62 71 72
80 89 90
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
186 195 196
SHOW PRODUCTION
FILM
Bachelor of Science Degree Program
Bachelor of Science Degree Program
94 105 106
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
202 211 212
WEB DESIGN & DEVELOPMENT
GAME ART
Bachelor of Science Degree Program
Bachelor of Science Degree Program
112 121 122
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
218 227 228
EXTENDED STUDIES IN THE MEDIA ARTS
GAME DESIGN
Internship
Master of Science Degree Program
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172 181 182
Bachelor of Science Degree Program
Master of Science Degree Program
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
RECORDING ARTS
ENTERTAINMENT BUSINESS
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
160 167 168
Bachelor of Science Degree Program
Bachelor of Science Degree Program
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
MUSIC BUSINESS
ENTERTAINMENT BUSINESS
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
142 151 152
Associate of Science Degree Program
Bachelor of Science Degree Program
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
GRAPHIC DESIGN
DIGITAL ARTS & DESIGN
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
DEGREE PROGRAMS (Cont.)
128 137 138
Overview & Objective
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GENERAL INFORMATION
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A DM IS SIONS
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F IN A NC I A L A ID
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C A R E E R DE V E L OP M E N T
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DEGR E E P ROGR A M P R IC ING
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GE NE R A L IN F OR M AT ION
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2 0 0 9 C L A S S SC HE DUL E
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2 0 0 9 HOL IDAY SC HE DUL E
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ONL INE E DUC AT ION
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S T UDE N T SE R V IC E S
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P OL IC IE S & P ROC E DU R E S
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C L OC K HOU R -T O - C R E DI T HOU R C ON V E R SION
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L IC E NSE S & AC C R E DI TAT ION
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A DM INIS T R AT ION
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DEGREE PROGRAMS ONLINE
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Introduction
MISSION
People from around the world come to Full Sail to pursue their educational goals, and they share one thing in common – a passion for creative careers in the entertainment and media industry. Full Sail’s mission is to provide students with an innovative style of education, delivered by a staff of dedicated individuals, that addresses the career opportunities available in an ever-growing, constantly evolving industry. We do this by developing unique curricula that combine elements of creativity, art, business and life skills, technical prowess, and academic achievement. Our education is delivered via immersive teaching methods, both in Full Sail’s real world production studios and classrooms, as well as through our online learning environment. Every one of our degree programs is designed to provide students with knowledge and real world experience that will help them realize their career goals in the entertainment and media industry.
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F U L L S A I L U N I V E RSITY
Introduction
EDUCATIONAL PHILOSOPHY
Empower our students through an active relationship with the entertainment and media industry Full Sail is dedicated to serving the needs and careers of our students and graduates by actively engaging the companies that make up the entertainment and media industry, both in the United States and around the world. At Full Sail, every degree program goes through ongoing assessment and evolution, ensuring that students receive an education that is current and relevant. This is accomplished through industry feedback and insight, and the specific guidance of groups of entertainment and media professionals who make up Program Advisory Committees for each of our degrees. In addition, our commitment to a close relationship with the industry allows employers to easily recruit qualified talent, and also allows our Career Development Department to promote our graduates to the widest possible audience.
Connect students with educators and industry guests who inspire and challenge The core of Full Sail is our staff, many of whom bring years of industry credentials and educational experience to our campus. Because many of our educators and guests are active in the professional community through conventions, industry affiliations, and professional projects, they are able to inspire students with current knowledge that speaks to how entertainment and media companies create exceptional professional product.
Provide learning environments that are real world Full Sail’s campus is designed to provide students with educational environments that are on par with some of the best production facilities in the world. In these studios, labs, and classrooms, students gain real world experience with the creative and technical tools employed at all levels of the industry. At the same time, they learn the same production workflow used in film productions, recording sessions, live events, animation and design projects, and in the development of video games, websites, and entertainment business strategies. Full Sail’s online courses and degrees are driven by a real world approach that uses current technology to educate and inspire. Through the capabilities of today’s Internet, traditional assignments are complemented by videos, animations, and interactive exercises. Our online learning environment is also built around the concept of connecting you with people – from accessible instructors, to exclusive guest lecturers, to collaboration tools that enable you to meet, share, and receive feedback from your peers. Whether on-campus or online, Full Sail’s goal is to deliver a real world educational experience that is engaging and exceptional.
Promote professionalism throughout the educational experience We believe that students should approach their education like professionals because it will increase their chance for success throughout their careers. There are initiatives woven throughout a student’s educational journey designed to instill professional protocol, attitude, and a mindset for creativity and success. These elements are integral to our real world educational formula, alongside up-to-date curricula, professional settings, immersive projects, and experienced educators.
INTRODUCTION
5
1994
3 Graduate credits on
The Rolling Stones
Voodoo Lounge Tour
You can get there from here
Top Grossing World Tour 1994
Our
History
1991
Graduate credit on
Nirvana’s Nevermind #1 Album (Billboard 200)
SOME HIGHL IGHT S
Since Full Sail’s inception in 1979, over 32,000 graduates have
March 1998 witnessed the introduction of the Game Design
prepared for careers in the entertainment and media industry. The
Specialized Associate Degree as well as the Show Production &
following features some of the highlights of Full Sail’s history as well
Touring Specialized Associate Degree. In January of that same year,
as that of our graduates.
Full Sail achieved additional accreditation and licensing enabling students to earn Associate of Science Degrees in Recording Arts,
In 1980, Full Sail moved from its original home in Dayton, Ohio
Film and Video Production, and Digital Media. In February of 1999,
to Orlando, Florida. During the six years that followed, new audio
a new accredited program was introduced — the Computer Animation
courses were added to the original recording arts offering until, in
Associate of Science Degree. Additionally, the Game Design and Show
1986, the Recording Arts Comprehensive Program was introduced.
Production & Touring Programs were modified and approved to be
In 1988, a new curriculum with a focus on the visual arts was
offered as Associate of Science Degrees.
born — the Video and Film Production Comprehensive Program. In July 1989, Full Sail moved into its current home in Winter Park,
In November 2003, Full Sail offered its first Bachelor’s Degree -
Florida (a suburb of Orlando) which has since expanded into a 110+
the Entertainment Business Bachelor of Science Degree Program.
studio multimedia campus.
In addition, the Game Development Degree Program was revised and expanded to become a Bachelor of Science Degree Program.
August 1990 marked a milestone in history when Full Sail received
1979
EST.
accreditation allowing students to earn Specialized Associate Degrees
Another milestone was achieved in August 2005 when three of
upon successful completion of the curricula in the Recording Arts and/
Full Sail’s Associate of Science Degrees were revised and expanded
or Film and Video Production Programs. A third Specialized Associate
to become Bachelor of Science Degrees – Computer Animation, Digital
Degree in Digital Media was launched in March 1995 – this addition
Arts & Design (formerly Digital Media), and Film. In April of 2006, the
marked Full Sail’s entrance into training for the vast, emerging field
Entertainment Business Bachelor’s Degree Program changed focus
of interactive media.
slightly and was renamed Music Business.
1989 Full Sail moves into its current home in Winter Park, Florida
1979 Founded in Dayton, Ohio
1990
Graduate credit on
LL Cool J Mama Said Knock You Out #1 Billboard Rap Single
1980 Moved to Orlando, Florida
1987
Graduate credit on
Michael Jackson’s Bad 8 million copies sold
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F U L L S A I L U N I V E RSITY
1989-1991 For three years in succession, Full Sail wins the prestigious TEC Award (Technical Excellence and Creativity) for Best Recording School/ Program, presented annually by Mix Magazine
1996
Kiss
2005
Reunion Tour
“One of the Top 5 Film Schools in the Country”
Top Grossing World Tour ‘96
– UNleashed Magazine (2005) 2005
1996
“One of the 5 Best Music Programs in the Country”
First
GRAMMY
1995
Graduate credit on
– Rolling Stone Magazine
®
WINNING
Braveheart
2005
Graduate
“One of the 3 Best Music Business Departments” – Schools That Rock
OSCAR® Winner for “Best Picture”
The Rolling Stone College Guide
1997
2007
8 Graduate credits
“Full Sail is the Harvard of Game Schools”
Titanic
Top Grossing Film of All Time OSCAR® Winner for “Best Picture”
– Tips & Tricks Magazine
In June 2007, Full Sail launched its first Master of Science Degree in
Throughout the world, Full Sail graduates are employed in
Entertainment Business, and in July 2007, Full Sail launched a new
music recording, film production, video production, animation,
Associate of Science Degree in Graphic Design.
sound design, web development, concert sound, concert development, graphic design, virtual reality and simulation,
first online degree program — an online version of the school’s
Hundreds of media businesses have been built and
Program. The launch of this first online degree was years in the
GRAMMY®, Emmy, Addy, and Recording Industry Association
making and saw the school build a proprietary online learning
of America (Gold and Platinum Records) awards have been
platform from the ground up.
earned by numerous alumni. In addition, 2005 marked the first graduate to ever be nominated for an OSCAR.
In December 2007, Full Sail launched a new on-campus degree
2006
program — the Game Art Bachelor of Science Degree — designed
111
2002
to meet the growing demand for game-specific artists. In January
“One of the Top 5 Game Degree Programs in the World”
2008, Full Sail launched two additional online degree programs — the Education Media Design & Technology Master of Science Degree
Graduates involved with GRAMMY®
– Electronic Gaming Monthly
and the Entertainment Business Bachelor of Science Degree, and a new on-campus degree program — the Web Design & Development
2003
PIXAR’S The Incredibles
In March 2008, Full Sail was granted University status and 1998
became known as Full Sail University. Since then, the school has continued to expand its online and campus degree offerings into
OSCAR® Winner for “Best Animated Feature Film” 2005
EMMY®
new fields, including Game Design, Internet Marketing, Graphic
WINNING
Design, and more, while also revising and expanding its flagship
XVIII Olympic Games
Recording Arts and Show Production programs to be offered as
First Graduate
OSCAR Nomination
Graduate
“Most Outstanding Technical Team”
Bachelor of Science Degrees.
PIXAR’S Toy Story
nominated projects
Graduate credit on
Bachelor of Science Degree.
#1 Box Office Film - OSCAR® Nominated
2009 Full Sail University celebrates its 30th Anniversary & inaugural Hall of Fame Inductees
entertainment companies, and worldwide corporations.
existing Entertainment Business Master of Science Degree
Graduate credit on
2008 Full Sail University named School/College of the Year by the Florida Association of Postsecondary Schools & Colleges (FAPSC)
lighting, postproduction, game design, music, interactive title
October 2007 was a historic month, with the introduction of Full Sail’s
1995
2007 Full Sail’s redesigned website receives multiple nominations in the Webby Awards for Best Home/ Welcome Page and Best Website - School
2009
TODAY
Graduate credits on
2005-2007
2003
Graduate Directs
Graduate credit on
Lord of the Rings: 1996 Full Sail earns the Florida-based Educational Award for Most Innovative Program as well as Educator of the Year
1997 Lycos presents Full Sail with their Top Five Percent Award for the school’s website
Return of the King
OSCAR Winner for “Best Picture” ®
2003 GRAMMY “Album of the Year”
Outkast Speakerboxxx/ The Love Below 3 Graduates Win
Saw 2,3,4
#1 Box Office Film on Halloween 3 Years in a Row
2004 Full Sail’s website is awarded a National Gold ADDY in the Flash Website category H I S T O RY
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Campus & Facilities
The Campus, The Facilities, The Equipment The Full Sail Campus is located in Winter Park, Florida (a suburb of Orlando). A number of multimedia complexes specifically designed to house 110+ studios/production suites as well as classrooms, administrative offices, conference rooms, a media center, and other support facilities are located on a 190-acre campus. 23 22 21
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Campus Landmarks
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1. Full Sail Live
14. The Backlot
2. Full Sail Live 2
15. Game Development Building
3. Education Administration
16. Mix Palace
4. The HangR - Campus Store
17. Water Tower
5. Admissions & Financial Aid
18. Media Center
6. Dubbing Stage
19. Soundstages & Labs
7. Studios A & B
20. Web Design & Development Building
8. The Virtual Set
21. Film Center
9. Digital Arts & Graphic Design Facilities
22. Computer Animation/Game Art Center
10. Soundstages 1A, 1B, & 1C
23. Distribution Center
11. Park/Walkway
24. Career Development
12. FSNET Message Center
25. Full Sail Live 3
13. Entertainment/Music Business Center
26. Business Office
F U L L S A I L U N I V E RSITY
Park/Walkway Lined with shaded seating areas and work tables as well as Wi-Fi Internet access and power outlets for notebook computers, the Park/Walkway provides students with a relaxing outdoor area in which to work, relax, or network with peers.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
Computer Labs The Mac Pro Lab This lab features a total of twenty-five quad-core Apple Mac Pro workstations running a variety of professional software, including Adobe Creative Suite 4 Design Premium, After Effects, Final Cut Pro, Motion and DVD Studio Pro. Students in this lab focus on a wide range of digital content creation, including digital video production, 2D motion graphics, photo manipulation, 3D graphic creation, and CD ROM/DVD authoring. Peripherals include digital video decks and professional video cameras for the capture, creation, and output of digital video imagery.
Network and Operating Systems Lab The Network and Operating Systems lab features twenty-four student workstations, each featuring a variety of software and hardware, including 26 iMac 20” 2.4Ghz Intel Core 2 Duo Processors with 4GB of RAM, USB Microphones and digital Camcorders. In this lab, students delve into the inner workings of multiple operating systems, while also using networking hardware to understand the basics of networking.
The Hewlett-Packard xw6200 Lab This lab features twenty-four high-end HewlettPackard workstations featuring dual-Xeon processors, powerful NVidia graphics cards, and software that includes the Adobe Creative Suite 4 Design Premium including Photoshop and After Effects, 3D Studio Max, Unreal, Sound Forge, and Acid Pro. Students in this lab create a wide variety of digital art projects, including 2D and 3D graphics, digital audio and video, web design, digital publishing, motion graphics, and interactive application development.
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F U L L S A I L U N I V E RSITY
HP xw4300 Lab
Mac Pro HD Editing Lab
This lab features twenty-four powerful HewlettPackard workstations running software packages like the Adobe Creative Suite 4 Design Premium including Photoshop and After Effects, 3D Studio Max, Unreal, Sound Forge, and Acid Pro. Students in this lab create a wide variety of digital art projects, including 2D and 3D graphics, digital audio and video, web design, digital publishing, motion graphics, and interactive application development.
This room is home to twenty-six powerful Apple Mac Pro workstations running Final Cut HD. Students in this lab edit projects that were shot in HDV and on Full Sail’s Virtual Set. All computers are connected to an Apple XSAN server that streams the necessary HD footage to each student’s workstation.
The Hewlett-Packard xw4200 Lab This room features twenty-four Hewlett-Packard xw4200 workstations and four dual-processor Apple Power Mac motion graphic and video editing workstations, along with a collection of software that includes the Adobe Creative Suite 4 Design Premium including Photoshop and After Effects, 3D Studio Max, Macromedia Studio 8, Director, Unreal, Motion, Sound Forge, and Acid Pro. The combination of this powerful equipment enables each student to capture digital video, create motion graphics and digital effects, edit video sequences, and output to tape. Finally, CD-RW drives allow for easy backup of digital assets.
Game Development Labs/Final Project Labs These labs are specifically designed to provide a focused and fl exible environment for Game Development students as they plan, program, and produce their custom-designed video game projects.
The Gaming Lab This room houses twenty-four Alienware Area 51 5300 workstations, each fully outfi tted to be an ultimate gaming machine. Students use these machines to further their knowledge of workstation architecture, system performance, and configurations, as they develop, test, and refine their final video game projects.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
The Mac Animation Labs
Motion Capture Studio
These three dedicated animation labs feature a total of seventy-two Apple Mac Pro Quad Core Workstations connected to network storage, each paired with high definition displays. The key software packages utilized are Autodesk Maya and The Foundry Nuke, as instructors introduce students to 3D modeling, animation concepts, compositing, and demo reel assembly.
This impressive lab features twelve Motion Analysis Eagle Real Time motion capture cameras, linked to two high-end Hewlett-Packard workstations used to capture and render actor movement in real time, with the result projected onto a 28’ curved screen. Students in this lab create real time motion capture movements by using a bodysuit with sensors, then view a rendering of those motions applied to a character designed in a 3D application.
The Hewlett-Packard xw6200 Labs Each of these labs feature twenty-four HewlettPackard xw6200 dual-Xeon processor workstations optimal for model creation, shading, and lighting. Each workstation is equipped with DVD burning capabilities, a Wacom tablet, 20” LCD display, and is connected to network storage. Students use these workstations to put their final animation sequences to disc, using software including Autodesk Maya, The Foundry Nuke and Adobe Photoshop CS4.
The Hewlett-Packard xw8200 Lab This lab features twenty-four Hewlett-Packard xw8200 dual-Xeon processor workstations optimal for high-level visual effects animation and rendering. Each workstation is equipped with DVD burning capabilities, a Wacom tablet, 20” LCD display, and is connected to network storage. Each station is outfitted with industry-standard software including Autodesk Maya, and Adobe Photoshop CS4.
The Final Project Lab In this lab, students execute their final animation projects on some of the school’s most powerful graphic workstations — twenty-four Hewlett-Packard xw6400 computers with dual Xeon processors and eight Apple Mac Pro Quad Cores, all connected to network storage. Each workstation is equipped with a DVD burner, Wacom tablet, and a 20” LCD display, as well as software including Autodesk Maya, Quicktime Pro, Adobe Photoshop CS4, and Adobe After Effects.
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F U L L S A I L U N I V E RSITY
The Mac Audio Lab The Mac Audio Lab is a multi-station environment where students take part in 100-level Digidesign Pro Tools Operator Certification training, software synthesis, and other digital audio techniques. Each Apple Power Mac G5 dual-processor workstation features a Digidesign Pro Tools 002, Roland and EMU sound module system, a M-Audio Radium 49 MID
Suites & Labs
The Avid Media Composer Lab This lab houses eighteen Avid Media Composer digital video editing workstations capable of multiple compression choices from 20:1 to 1:1 using high quality Avid Codecs known in the industry for stunning image quality even at high compression settings. Each Avid Media Composer system has a powerful set of titling, graphics, compositing, and audio features, as well as seventy-five real time visual effects.
The Avid Media Composer Adrenaline Labs Each Avid Media Composer Adrenaline Lab features six digital editing systems for a total of twelve that allow students to edit 35mm film footage with a full array of unsurpassed professional editing tools. The Media Composer Adrenaline features high performance real time capabilities including 3D effects, titles, and graphics. Students also utilize graphic software like Adobe After Effects and Photoshop to finish their projects.
The Avid Symphony Suites Each of these two cutting-edge edit suites features an Avid Symphony, a high-end editorial finishing solution designed to edit and finish 35mm film projects. The Avid Symphony features 1:1 compression as well as real time finishing tools, color correction, integrated Ultimatte keying, motion tracking, and image stabilization.
The Final Cut Pro Lab This lab houses a total of forty-two Apple Final Cut Pro edit stations, each of which is equipped with Apple Final Cut Pro and DVD Studio Pro, as well as Adobe After Effects and Photoshop software. These non-linear video edit labs enable students to import footage via Sony HVRM15U HDV video decks and then edit that footage in preparation for final output to DVD.
The Avid DS Nitris Labs The Avid DS Nitris is the ultra high-performance standard definition and high definition finishing and mastering system. Each of these six-station labs offers students the chance to experience the highest standard of non-linear editing, special effects, and image treatment.
The Pro Tools Postproduction Lab This Film-specific Pro Tools lab trains students in professional postproduction techniques and tools, using Pro Tools LE with the Digidesign 003 interface. The systems are driven by 2.66 Ghz Dual Core Mac Pro workstations w/ 4GB RAM, and the lab features extensive sound effects libraries for students to build their projects.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
The Backlot Full Sail’s professional Hollywood-style Backlot is comprised of multiple outdoor locations designed to expand students’ storytelling capabilities, giving them flexibility and creative range for student projects. The Backlot features such iconic locations as the Seattle Fish Market, New Orleans’ French Quarter, and New York City’s Brownstones as well as general locations like a gas station, multiple urban and suburban storefronts, and even a studio water tower among many more.
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F U L L S A I L U N I V E RSITY
C A M P U S & FA C I L I T I E S
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Campus & Facilities
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F U L L S A I L U N I V E RSITY
The Film Center Full Sail’s Film Center is designed to be a complete motion picture production facility, giving students the tools and space to turn scripts and storyboards into feature films. The building houses workshops for constructing sets as well as a complete array of lighting and grip equipment, and thousands of feet of open soundstages for building sets of varying size and complexity. The Film Center also features amenities like a green room and casting areas for talent as well as student areas for relaxing and networking during downtime.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
Film/Video Soundstages & Equipment
Recording Labs & Studios
HD Studio
The Analog Mix Lab
The High Definition (HD) Studio features a complete HD environment for Full Sail Film students. This lab features Sony HDC-1000 TV Studio cameras, Sony HDW-F730 HD Field cameras, a Sony MFS-2000 HD Switcher, and Sony HDW-M2000 HD Decks. Students in this lab learn television lighting and sound, teleprompter operation, jib control, and more.
This unique twelve-station learning environment allows students to work one-on-one with a 32-input Audient ASP8024 analog recording console, using 24 tracks of audio from Tascam X48 digital multitrack machines. Each station includes a patchbay, CD recorder, and a full complement of outboard signal processors from Lexicon, TC Electronic, dbx, and other respected manufacturers.
The Soundstages Full Sail’s eight soundstages are professionally equipped for film and digital production and are complemented by working scenic/carpentry shops, prop areas, and lighting and grip departments.
Film & Digital Cameras The cameras used for production in the soundstages and on location include an Arricam Studio 35mm camera, two Arricam 235 35mm cameras, an Arricam Lite 35mm film camera, two Sony Cine Alta F-900 High Definition cameras, four Arriflex SR3 16mm film cameras, twenty Panasonic AG-HVX200 HD camcorders, twenty JVC DV5100 digital cameras and ten Sony PMWEX1 HD camcorders.
Lighting/Grip Equipment The lighting and grip department features a full complement of equipment for soundstage and location shoots, including Matthews and American Grip lighting/grip equipment, HMI Daylight instruments, and Mole-Richardson, Arri, and LTM quartz lighting packages. Additional grip equipment includes 14’ extendable Chapman Nike cranes, and Super Pee-Wee dollys and dolly track systems.
35mm Photography Lab In this lab, Film students use professional 35mm still cameras to explore the basic foundations of black and white photography, as they prepare to write, produce, and direct their own film projects. This lab also features a dark room where students will learn to develop their photographs.
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F U L L S A I L U N I V E RSITY
The Digidesign Pro Tools Labs These two multi-workstation environments each feature twelve Pro Tools|HD-2 Accel3 digital audio workstations paired with Digidesign Control|24 digital work surfaces. Each workstation is built around Apple Power Mac G5 computers and GLYPH drives, and includes peripheral equipment from manufacturers such as Korg, Roland, and E-MU. In these labs, students explore digital hard-disk recording, editing, mixing, and MIDI integration.
The Digital Mix Labs These advanced learning environments allow students to work one-on-one with the SSL Matrix analog/digital audio console using 24 tracks of audio from Apple Logic Pro with Apogee DA16x converters. Each station includes a CD burner and a full complement of outboard signal processors from Sony, TC Electronic, PreSonus, Eventide, and other respected manufacturers.
Studio A A network of several professionally designed recording areas, Studio A is a world-class recording facility built around a 72-channel, 144+ input Amek 9098i console with Supertrue 4 Automation and Recall. This studio is equipped with a networked Digidesign Pro Tools|HD digital audio workstation, a Tascam MX2424 digital multitrack recorder, and a Studer A827 analog multitrack machine. Studio A is also home to an extensive collection of signal processing equipment from TC Electronic, Lexicon, Tube-Tech, dbx, and others.
Studio B
Suite 2
Studio B is another of Full Sail’s exceptional recording facilities, featuring an 80-channel, 160-input Solid State Logic (SSL) SL9000J console with Total Recall and the Ultimation moving fader automation system. Boasting a Studer A827 analog multitrack recorder, a networked 48-input Digidesign Pro Tools|HD digital audio workstation, and a Tascam MX2424 digital multitrack recorder, Studio B is capable of more than 100 tracks of recording.
Suite 2 is built around a fully-featured, 24-channel, 48-input Solid State Logic SL9000J console. With a networked 48-input Digidesign Pro Tools|HD digital audio workstation and a Tascam MX2424 digital multitrack recorder, as well as a variety of outboard signal processors, Suite 2 is ideal for overdubbing, mixing, recall, and computer automation.
Studio C Another 72-Channel, 144-input Amek 908i console resides in this room. Designed by the legendary Rupert Neve, this console is a technical marvel. Outfi tted like Studios A and B, with multiple recording and processing options, this room allows students to learn signal flow and automation in an environment that is the equal of many professional recording studios. Record to and playback from Apple Logic Pro on Mac Pro Workstations with apogee DA16x and AD16x converters.
Studio D Studio D is home to another Solid State Logic SL9000J recording console, a longtime industry standard for large format console technology. Outfi tted like Studios A and B, with multiple recording and processing options, this room allows students to learn the operation of the console and its automation system. Record to and playback from Apple Logic Pro on Mac Pro Workstations with apogee DA16x and AD16x converters.
Suite 1 Suite 1 provides students with a professional production environment built around a 40-input Amek 9098i console featuring Supertrue 4 Automation and Recall. The recording console is integrated with a networked 48-input Digidesign Pro Tools|HD digital audio workstation and Tascam MX2424 digital multitrack recorder, as well as a variety of outboard signal processors.
Posting Suites 3, 4, 5, & 6 Suites 3, 4, 5, and 6 are identical quadruplets, with each room featuring a 32-fader Digidesign ICON digital work surface with AV Option installed. The ICONs are interfaced to networked Pro Tools|HD digital audio workstations and paired with JBL LSR Series 5.1 speaker systems, isolation booths, and 42” plasma screens, making these suites ideal for audio postproduction work.
The Mix Palace This unique recording environment provides students with twenty-four individual one-on-one audio production suites consisting of: 12 Postproduction Suites This multi-room lab allows students to go one-on-one with the same gear found in Full Sail’s Posting Suites. In this lab, each student commands their own 5.1 Surround Pro Tools ICON System, with a host of industry standard plug-ins. Each suite is networked to an Avid Unity media server, allowing for streamlined media management during postproduction sessions. 12 Music Suites This section of the Mix Palace features twelve minimix suites, allowing students to get one-on-one in a professional studio environment. Each suite features a SSL AWS900+ console and X-Rack Dynamics Rack with Pro Tools|HD, a Dynaudio speaker system, Apogee converters, and a full patchbay connected to outboard audio processors from companies like dbx, UA, Manley, Aphex, Drawmer, Summit Audio, TC Electronic, Lexicon, Yamaha, and Eventide. C A M P U S & FA C I L I T I E S
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Campus & Facilities
Virtual Set This unique lab allows students to combine live footage with virtual sets previously created in a 3D application, all while working in real time with Sony HD Video cameras, a Telemetrics Camera Control System, Ultimatte Digital Keying/Compositing System, and Final Cut Pro HD.
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F U L L S A I L U N I V E RSITY
The Dubbing Stage Full Sail’s Dubbing Stage is a fully functional, professionally designed postproduction facility where student interns work with instructors to learn the intricacies of the postproduction process. It’s in this environment that all of a film’s audio — from dialogue and sound effects to music — meets the final cut of the film.
With high-definition video and 35mm projectors, a Harrison MPC3-D mixing desk, multiple Pro Tools|HD systems, theater seats for private screenings, and an Oscar-winning JBL theater surround sound system, this room is fully capable of handling the re-recording mixing for a major motion picture.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
Live Performance Venues & Labs Full Sail Live, Full Sail Live 2, Full Sail Live 3
Video Switching & Broadcast Audio Suites
These three performance venues are optimized for teaching virtually every aspect of modern-day live production, including sound reinforcement, computerized and conventional lighting systems, acoustical measurement, equipment maintenance, installation for home theater and corporate boardrooms, and video production. Students working in these rooms utilize audio consoles from Digico, Midas, Yamaha, Soundcraft, and Digidesign, sound systems from JBL, EV, Dynacord, EAW, and Meyer Sound, computerized lighting systems from Martin, Vari*Lite, High End Systems, and MA Lighting, acoustical measurement systems from Meyer Sound, TEF, SMAART, and EASE, and video equipment from Sony, Ross, Christie, JVC, and Pioneer.
The Video Switching & Broadcast Audio Suites function as the main control center for all in-house productions at Full Sail Live, such as live labs and special events. The Video Switching Suite employs a 16-input ROSS switcher, SONY DXC D50 broadcast camera package, Leitch NEO Suite View LCD display system, and multiple-format Sony and Pioneer record and playback machines, with a Grass Valley iDDR digital video recorder that enables video file storage and transfer.
The Show Production CAD Classrooms Full Sail Live 1 and 2 each feature an independent CAD classroom designed for maximum flexibility. Full Sail Live’s CAD classroom is outfitted with thirty computer workstations, each featuring software including SMAART Live V6, WinSpeakers, AZ edit, EASE, Vectorworks, as well as Microsoft Office, Adobe Photoshop, and Adobe Illustrator for students’ general layout demands. Full Sail Live 2 features a CAD classroom featuring another eighteen computer workstations featuring much of the same software – this classroom is often open to students for independent study and research.
The Digital Audio Lab This lab allows students to learn digital audio console engineering using the Digico D5 and the Digidesign Venue digital consoles. The lab is networked to the main performance stage at Full Sail Live and can be used for live tracking and mixdown.
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F U L L S A I L U N I V E RSITY
The Broadcast Audio Suite includes a Midas Legend 3000 audio console, outboard processors including Lexicon, DBX and tc electronic, as well as a JBL LSR audio monitor system. Guest lectures and events are supported by Christie DW6K and JVC D-ILA GA20 projectors and JVC plasma displays, giving each production a professional approach. In addition, this suite provides for RTS broadcast-style communications training.
The Simulcast Suite The Simulcast Suite functions as the digital multitrack record room for capturing live performances and event presentations from the main hall of Full Sail Live. The suite is outfitted with a Digidesign VENUE D-Show digital mixing console and a host of outboard processors. Digital audio recording and file management is accomplished by utilizing Digidesign Pro Tools and a 7TB Apple XServe RAID system.
The Audio Workstation Lab This lab features six individual networked mobile digital audio workstations along with the instructor master control station, with each station employing a Yamaha M7CL digital console. The stations are capable of performing multiple functions – students can access audio from the main performance stage via a CobraNet network or mix down previously recorded tracks via a Pro Tools digital audio system locked to a Grass Valley iDDR containing performance video. The lab can also be used to emulate an on-location sporting event mixdown experience, including video playback, audio from color commentator, and producer tracks.
The Virtual Programming Lighting Lab In this lab, students bring virtual lighting design and programming to life using six workstations. Students learn automated light programming while working toward their final solo demo project. ESP Vision software provides photo-realistic, render-quality lighting simulation in real time viewed on large screen displays, while six MA Lighting Ultra-light consoles with flat panel LCD monitors provide virtual control.
The Home Theater Lab This lab is designed to train students in home theater and corporate style installation training, using a variety of related equipment including gear from AMX, BSS, Krell, Sharp, Crown, and JBL.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
24
F U L L S A I L U N I V E RSITY
Entertainment/Music Business Center As the central hub for Full Sail’s business degree programs, the Entertainment/Music Business Center is a unique and creative atmosphere for future professionals and entrepreneurs. The building was designed to meet the needs of our business students with multiple classrooms, boardrooms for group meetings, and an auditorium for professional presentations. The Entertainment/Music Business Center also features wireless Internet access, several common areas for impromptu business meetings, and a café.
C A M P U S & FA C I L I T I E S
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Campus & Facilities
The Computer Animation Center The Computer Animation Center provides a creative environment for Full Sail’s visual artists and animators. With traditional art studios and labs that feature powerful computer workstations, this building allows students to develop their animation projects in an inspirational and welcoming environment.
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F U L L S A I L U N I V E RSITY
The collaborative atmosphere is ideal for artists to work together on projects, trade animation tips, or simply build relationships with like-minded people. In addition, the walls of the Computer Animation Center are covered with the artwork and sculptures of our students, as well as framed examples of professional projects created by Full Sail graduates.
Game Development Building
Web Design & Development Building
The Game Development Building is the main environment for game development students at Full Sail. This dedicated facility features classrooms and labs designed to emulate real world studio work environments, giving students space to collaborate and create their game projects. The building also features student amenities like common areas and classic arcade games for unwinding between classes.
The Web Design & Development Building is a digital think tank for students studying the latest in web content creation. The facility features integrated classrooms and labs, giving instructors the versatility to provide practical examples of emerging design concepts. Wi-Fi access lets students participate in lecture from their laptops, and a pair of student lounges give students room to work on projects, meet with classmates, or enjoy a bit of downtime.
C A M P U S & FA C I L I T I E S
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F U L L S A I L U N I V E RSITY
Degree
Programs
DEGREE PROGRAMS
29
Computer
Animation Bachelor of Science Degree Program
It hasn’t been that long since “animation” meant teams of artists working long hours to make individual 2D cels. For most of the 20th century, that was the way animated shows and features were made. But the 21st century has seen computers become essential tools for animators, with increased processing power and more sophisticated software combining to move the bulk of animation from the cel to the CPU. Whether for animated shows and feature films, video games, or as special effects in live-action films, computer animation is an integral part of the way artists get their vision onto screens.
To become one of those artists, you’ll need to understand the art, the techniques, and the technology that professional animators use to bring their creations to life. You’ll start that process in the creative and collaborative environment of our Computer Animation Center. In this atmosphere, you’ll learn the tools of the trade that you’ll need to become a 21st century 3D Artist.
Graduates of this degree may apply to continue their education with the:
Game Design
Master of Science Degree Program
Media Design
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CAMPUS PROGRAM
Master of Fine Arts Degree Program F U L L S A I L U N I V E RSITY
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Fine Arts Modeling Animation Effects Final Project/ Demo Reel Creation
COMPUTER ANIMATION
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Bachelor of Science Degree Program
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Areas of Focus
SCULPTING
DRAWING
life
craft
3D
curves
3D
SURFACES
MODELINGB A S I C S
SURFACES
character RIGGING MOTION
realistic craftCOMPUTER
TECHNIQUE
dynamics
EFFECTS demo dynamics REEL PARTICLE
PARTICLE
EFFECTS
MOVEMENT ACTIONS
3D
BASICS
FINE ARTS texturing
2D 3D
SPECIAL
effects character MOTION
TECHNIQUES
CAMERA
lighting effects
Fine Arts
life DRAWING
ANIMATION character realistic MODELING
modeling
MODELING
dynamics
MODELING
anatomical
MODELING
storyBOARDING LANGUAGE LANGUAGE
MOTION
concepts P ROFESSIONAL
anatomical
body body
char a ccharacter ter
art
texturing
curves
modeling
TRADITIONAL
LIGHTING
DRAWING
BASICS
S
SCULPTING
texturing
modeling
anatomical
SCULPTING
LIGHTING
T E C H N I QUE
D
g
life
craft
TE C H N I Q U E
MOVEMENT ACTIONS
curves SURFACES
body
character
character
storyBOARDING RIGGING
RIGGING
SCULPTING
demo REEL
demo REEL
anatomical
texturing MODELING
art TRADITIONAL
SPECIAL
effects
c h aracter concepts
realistic
stor
demo
3D cha
PROFESSIONAL
The better you are at getting your ideas onto a piece MOVEMENT Using pencil and paper, you’ll learn how to control PARTICLE REEL ACTIONS of paper, the betterEFFECTS you’ll be at getting those ideas and manipulate a subject’s proportions, acting, and onto a computer screen. Our Computer Animation movements, which will give you a more complete curriculum is built on traditional art concepts, and understanding of the animation process. Handsis designed to teach an appreciation of the technique on exercises in life drawing, sculpting, lighting, ANIMATION and craft involved in animation. texturing, and color theory will help you create more realistic characters, T E C H while N I Q theory U E S and compositional courses will help you put those characters into more interesting situations.
F U L L S A I L U N I V E RSITY
CAMERA
c
TECHN
RIGGING
2D 3D
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tex
PROFESSIONAL
LANGUAGE
EFFECTS & DEMO REEL CRATION
LIGH
character MODELING
PROFESSIONAL
lighting
m
B
M
textu cha
dyna
concepts
DRAWING
3Dmodeling
curves
character MOTION
body
BASICS
2D 3D TECHNIQUES
COMPUTER ANIMATION
CAMERA
lighting effects
art TRADITIONAL
FINE ARTS
concepts
craft
T ECHNIQUE
MODELING
3D 3DB2D ASICS modeling ANIMATION
TECHNIQUES
CAMERA
lighting EFFECTS & character effects DEMO REEL M O T I O CRATION N dynamics PARTICLE
EFFECTS
dynamics PARTICLE
craft art EFFECTS TRADITIONAL
TECHNIQUE
concepts
modeling life 3D BASICS DRAWING
character curves MOTION
2D 3D SURFACES
TECHNIQUES
dynamics CAMERA
body lighting PARTICLE
EFFECTS
LANGUAGE
effects
realistic MOVEMENT ACTIONS
anatomical
MODELING
SURFACES
character
RIGGING
LANGUAGE
realistic
demo REEL PROFESSIONAL
MOVEMENT ACTIONS TECHNIQUE
life
craft life
SCULPTING
DRAWING
DRAWING
SCULPTING
LIGHTING
curves 3Dmodeling BASICS
texturing curves
anatomical
MODELING
SURFACES
SURFACES
anatomical body character MODELING
LANGUAGE
character
body
RIGGING
MOTION
realistic character MOVEMENT dynamics RIGGING ACTIONS Modeling
LANGUAGE
demo realistic REEL BOARDIN story PROFESSIONAL
MOVEMENT ACTIONS
PARTICLE
EFFECTS
Creating believable models is an essential element of computer animation. With three courses devoted P R Ogradually F E S S I O N A L develop the solely to modeling, you’ll strategies and skills needed to use computer modeling tools efficiently. After getting aREEL foundation in surface creation, 3D modeling basics, trimming and blending, and curves and surfaces, you’ll move on to advanced modeling techniques – production modeling, surface flow, anatomical modeling – utilizing the same real world workflow as professional animators.
demo
COMPUTER ANIMATION
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character MODELING texturing
SPECIA
Bachelor of Science Degree Program
e f f e33c t s
Areas of Focus
craft
DRAWING
ANIMATION
3D
modeling BASICS
rt
ONAL
cepts
craft
TECHNIQUE
EFFECTS & DEMO REEL CRATION MOTION
character
2D 3D curves TECHNIQUES SURFACES
CAMERA
lighting body effects
LANGUAGE
3D
modeling
dynamics
BASICS
PARTICLE
3D
IQUES
RA
ting fects
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EFFECTS
character MOTION
realistic MOVEMENT ACTIONS
Animation
Bringing computer models to life is the goal of the animation process, and the curriculum at Full Sail teaches you the tools and techniques you’ll need to do just that. First, you’ll learn basic animation skills and the fundamentals of powerful software packages like Autodesk Maya and Adobe Photoshop. Then you’ll build on those basics with 2D and 3D techniques like character motion, body language, and character PARTICLE rigging as you use all your artistic skills together with technology to make your creations move.
F U L L S A I L U N I V E RSITY
3D
modeling SCULPTING BASICS
life
MODELING TECHNI Q U E
dynamics
EFFECTS
character
life DRAWING
curves SURFACES
body
LANGUAGE
realistic MOVEMENT ACTIONS
anatomical MOTION
MODELING SC
dynamics character
PARTICLE RIGGING EFFECTS
ana
demo REEL
MO
PROFESSIONAL
ch
RI
d
acter
storyBOARDING
GING
emo REEL
OFE S SIONAL
craft
TECHN I Q U E
3D
modeling BASICS
character MODELING
life
SCULPTING
DRAWING
texturing curves
anatomical
MODELING
SURFACES
SPECIAL
effects
character MOTION dynamics PARTICLE
EFFECTS
character
body
RIGGING
LANGUAGE
realistic
demo REEL PROFESSIONAL
MOVEMENT ACTIONS
COMPUTER ANIMATION
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Bachelor of Science Degree Program
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3D
TECHNIQUES
Areas of Focus
BASICS
CAMERA
3D life
ON
QUES
MOTION
lighting character effects Effects MOTION
dynamics SCULPTING PARTICLE
EFFECTS
DRAWING It’s one thing to build a model and make it move; it’s something else to make it look real (or unreal, if that’s what you’re shooting for). The next phase is to add natural phenomena to make the scene realistic, including elements of snow, sleet, smoke, or dust using particles and dynamic simulation to give your creation realism. ThenPARTICLE you’ll polish it into a finished S U R F added ACES product by integrating computer-generated elements into live-action film footage, seamlessly creating the illusion of reality.
A
curves ing cts
body
dynamics
EFFECTS
Final Project/ L A N G U ADemo GE Reel Creation
anatomical
MODELING character
RIGGING
All of the skills you’ve developed and polished during the Computer Animation program come together in the final project course. You’ll start by coming PROFESSIONAL up with a concept to show your artistic strengths as a 3D artist. Then you’ll enter the planning stage, MOVEMENT where you’ll need to develop concept art and createREEL ACTIONS storyboards. After setting out your goals and timeline during preproduction, you’ll go through the process of generating content that fi ts your chosen area of focus – whether that’s developing models and adding textures and lighting, implementing visual effects, animating developed characters, creating natural phenomena using particles, compositing CG elements into film plates, or developing models adding textures and lights.
realistic
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F U L L S A I L U N I V E RSITY
demo
curves
LANGUAGE
SURFACES
realistic
body texturing
LANGUAGE
MOVEMENT LIGHTING ACTIONS
realistic
M
ch
R
d
MOVEMENT ACTIONS
storyBOARDING In a dedicated Demo Reel Creation course, your teachers will re-evaluate the art and animation you’ve created throughout your classes, and help you gear your portfolio to the area of the industry you’re most interested in pursuing. The reel will show off your technical proficiency in such areas as character modeling, animation, texturing, M Oand D Especial L I N effects, G offering a well-rounded demonstration of your talents to help launch your career.
character
texturing SPECIAL
effects
2D 3D
ANIMATION
aft
E
s S
eling ICS
y
cter TcI O N
T S
cs
CLE
ECTS
life
SCULPTING
EFFECTS & DEMO REEL CRATION
CAMERA
lighting LIGHTING
texturing
effects
b
character MOTION
TECHNIQUES
LA
r
dynamics SCULPTING EFFECTS PARTICLE
DRAWING
anatomical
MODELING
curves
charactS e rU R F A C E S
RIGGING
body demo PROFESSIONAL
LANGUAGE REEL
realistic MOVEMENT ACTIONS
anatomical
MODELING storyBOARDING
character
character MODELING
RIGGING
texturing SPECIAL
effects
COMPUTER ANIMATION
demo REEL PROFESSIONAL
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Bachelor of Science Degree Program
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F U L L S A I L U N I V E RSITY
Overview
Objective
The Computer Animation Bachelor of Science Degree Program at Full Sail is centered on real world production processes. From storyboarding, sketching, and modeling to character animation, special effects, and final compositing, the Computer Animation degree program at Full Sail takes you through the entire production pipeline.
Our goal is to provide you with the focused knowledge and understanding of 3D computer character animation and visual effects needed to qualify for entry-level, industry positions as scene builders, character designers, technical directors, motion animators, visual effects animators, lighters, and renderers. Besides the program’s strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related fields.
Our program starts by getting you familiar with the art concepts behind animation; drawing, sculpting, and other traditional forms of expression are essential parts of getting your art onto the computer. You’ll also learn the basic principles behind computer-generated models, characters, animation, and visual effects. Then you’ll put those principles to use just like animation pros do when developing films, TV shows, commercials, and games. By using the same hardware and software as professional animation studios, you’ll gain the skills you’ll need to hit the ground running when you embark on your career. To highlight these skills, you’ll finish your education by creating a demo reel that showcases your best work.
In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
Learning the essential art and technology elements of this field is just one part of the Computer Animation program. You’ll also have courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the animation industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
COMPUTER ANIMATION
OVERVIEW & OBJECTIVE
COMPUTER ANIMATION
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Bachelor of Science Degree Program
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Computer Animation
Bachelor of Science Degree Program PROGRAM CORE Code
Course
CGA 221
2D Animation
Credit Hours 4.00
CGA 352
Production Modeling
CGA 121
3D Foundations
4.00
CGA 271
Scripting Basics
3.00
CGA 351
Animation Preproduction
7.00
GRA 1161
Shading and Lighting †
4.00
CGA 461
Animation Production
4.00
DIG 2031
Software Technology †
4.00
CGA 251
Art Creation For Games
4.00
CGA 442
Visual Effects
7.00
CGA 233
Character Animation
7.00
CGA 342
Character Design and Creation
4.00
CGA 441
Character Rigging
7.00
CGG 241
Compositing Fundamentals
4.00
GENERAL EDUCATION
CGA 353
Compositing and Scene Finishing
7.00
Code
Course
CGA 482
Demo Reel Creation
4.00
MGF 1213
College Mathematics†
CGA 131
Fundamentals of Animation
3.00
CRW 2000
Creative Writing †
4.00
CGA 101
Fundamentals of Art I
3.00
ENC 1101
English Composition*†
4.00
CGA 102
Fundamentals of Art II
3.00
PPE 2110
Ethics and Psychology †
4.00
DIG 1302
Model Creation
4.00
PHY 1000
Fundamentals of Physics†
4.00
CGA 371
Motion Capture
3.00
MTG 1205
Geometry and Measurement †
4.00
CGA 471
Portfolio Content Creation I
4.33
GEN 251
Historical Archetypes and Mythology
4.00
CGA 472
Portfolio Content Creation II
3.00
COM 2041
Psychology of Human Interaction†
4.00
CGA 473
Portfolio Content Creation III
2.67
CGA 112
Principles of Design
4.00
†
4.00
Totals:
108.00
Credit Hours 4.00
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
140 84
* This specific course is offered online. Please see course description for details. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
7
ENGLISH COMPOSITION
3D FOUNDATIONS
MODEL CREATION
SHADING & LIGHTING
PRINCIPLES OF DESIGN
CHARACTER DESIGN & CREATION
2D ANIMATION
ETHICS & PSYCHOLOGY
FUNDAMENTALS OF ART I
FUNDAMENTALS OF ART II
COLLEGE MATHEMATICS
HISTORICAL ARCHETYPES & MYTHOLOGY
GEOMETRY & MEASUREMENT
FUNDAMENTALS OF PHYSICS
8
9
10
11
12
13
14
COMPOSITING FUNDAMENTALS
PRODUCTION MODELING
SOFTWARE TECHNOLOGY
SCRIPTING BASICS
CHARACTER ANIMATION
ART CREATION FOR GAMES
FUNDAMENTALS OF ANIMATION
CHARACTER RIGGING
MOTION CAPTURE
CREATIVE WRITING
15
COMPOSITING & SCENE FINISHING
40
16
ANIMATION PRODUCTION PSYCHOLOGY OF HUMAN INTERACTION
F U L L S A I L U N I V E RSITY
VISUAL EFFECTS
17
18
19
20
21
ANIMATION PREPRODUCTION
PORTFOLIO CONTENT CREATION I
PORTFOLIO CONTENT CREATION II
PORTFOLIO CONTENT CREATION III
DEMO REEL CREATION
Course Descriptions Program Core CGA 221
CGA 351
CGA 251
CGA 342
2D Animation
Animation Preproduction
Art Creation For Games
The 2D Animation Course develops students’ appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subject’s volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students’ skills as computer animators and enhances their creative ability.
The Animation Preproduction Course develops students’ ability to plan, coordinate, and study assets, using traditional methods to demonstrate their learned strengths as a 3D artist. Working from photograph and video reference, students explore and develop characters, environments, vehicles, rigs, and animation ideas. Successful completion of this course arms students with the knowledge of how to use good reference and artistic studies to create production blueprints.
The Art Creation for Games Course provides students with a strong knowledge of the way real time 3D content is modeled and textured. Students develop gaming models of simple and complex props, foliage, and various game environments. Special attention will be paid to the creation of clean and optimized models for use in games.
Character Design and Creation
Course Outline
Course Outline Preproduction and Concept
Reduction Techniques
Set Design
Animation Fundamentals
Effective UV Mapping
Character Design
Principles of Animation
Normal Map Generation
Storyboards
Timing Charts
Texture Painting in Photoshop
Animatics
Practical and Presentation
Character Animation
Total credit hours Course length
Advanced Character Principles
7.00 4 weeks
Clean Up Character Personality Total credit hours Course length
CGA 461 4.00 4 weeks
CGA 121
3D Foundations The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Computer Animation Bachelor of Science Degree Program.
Course Outline
Animation Production The Animation Production Course provides students with their first opportunity to produce an animated sequence. Students develop an overall understanding of animation as it applies to the production industry, as they produce a portfolio animation piece to showcase their proficiency.
Course Outline Preproduction Applications of Animation Motion Analysis Timing Development Total credit hours Course length
Introduction to Operating Systems Introduction to Digital Imagery
4.00 4 weeks
Total credit hours Course length
Character Design NURBS Modeling Sub Division Surface Modeling Surface Flow and Anatomy Painting Character Textures Generating Textures for Characters 4.00 4 weeks
Character Rendering Total credit hours Course length
CGA 233
Character Animation
Character Rigging The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal structures to character models. Students learn the techniques involved with the creation of a character setup, developing character rigs and skeletal structures used in the character animation pipeline. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the details of the character’s setup.
Course Outline
Course Outline
Biped Skeleton Rig Design
Animation Fundamentals to Complex Movement
Inverse Kinematics Control Muscle and Skin Deformation Mathematical Expressions
Entertainment Analysis
Digital Concept Art Introduction to the Maya Interface
Acting Theory, Development, and Techniques
Working in the 3D World
Group Participation and Critique
Geometry and Surface Types Working with Objects and Components
Total credit hours Course length
4.00 4 weeks
CGA 441
The Character Animation Course continues to strengthen students’ animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the character’s emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations.
Scene Composition and Staging
Photoshop Interface and Tools
Total credit hours Course length
Course Outline
Modeling Techniques
Art Direction
Course Outline
The Character Design and Creation Course builds upon the skills learned in the Model Creation and Shading & Lighting courses by applying knowledge to 3D characters. Students begin with preproduction of a character, developing concept art and character sheets. Students complete a fully textured organic 3D model for possible use in film or high-resolution game technology.
Set Driven Key Controls Scripted Controls Alternative Skeleton Set Up Techniques Total credit hours Course length
7.00 4 weeks
7.00 4 weeks
4.00 4 weeks
COMPUTER ANIMATION
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Bachelor of Science Degree Program
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Course Descriptions Program Core CGG 241
CGA 482
CGA 101
DIG 1302
Compositing Fundamentals
Demo Reel Creation
Fundamentals of Art I
Model Creation†
The Demo Reel Creation Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a student’s content is reviewed in an effort to help the student determine the best material for showcasing their talents as a computer animation artist.
The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.
The Model Creation Course explores the beginning of the computer animation process by creating hard surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.
The Compositing Fundamentals Course focuses on the seamless integration of computergenerated elements with real world live-action video footage. Students are introduced to compositing and integration techniques commonly utilized by film and video professionals in current production pipelines. Students learn how to accurately reconstruct and composite computer-generated elements to properly match a high definition film or video source, while presenting them the opportunity of working in a node-based compositing environment.
Course Outline
Color Theory
Surface Creation Methods
Audio Assembly
Composition and Space
Building Strategies
Demo Reel Output Demo Reel Review
3D Card Systems and Camera Mapping
Package Presentation Development Total credit hours Course length
Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
CGA 131
Fundamentals of Animation
CGA 353
Compositing and Scene Finishing The Compositing and Scene Finishing Course will broaden the base of students’ knowledge by offering insight into the process of combining computer-generated imagery (CGI) with video and film elements. By learning what happens when rendered imagery is integrated into the postproduction process, students better understand the core principles of proper compositing and finishing practices. Students will be introduced to the fundamentals of Node-based compositing systems, 3D camera tracking tools accompanied with common rendering methods utilized in current postproduction pipelines.
Course Outline
Course Outline
Content Review and Assembly
Photoshop Fundamentals
Node-based Compositing
Object Observation Textures and Lighting
Matte Creation Techniques
Lighting and Rendering
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.
3.00 4 weeks
3D Modeling Basics Curves and Surfaces Surface Continuity
CGA 102
Trimming and Blending
Fundamentals of Art II
Modeling Optimization
The Fundamentals of Art II Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.
Total credit hours Course length
Course Outline Life Drawing Animal and Environment Observation Character Development Sculpting Total credit hours Course length
3.00 4 weeks
Motion Capture The Motion Capture Course teaches students techniques to digitize motion, edit sequences, and develop an understanding of simulated motion. Students gain an understanding of motion capture setup and shooting, data tracking, and skeleton retargeting, as well as animation correction and enhancement. This course gives students a deeper understanding of film and game motion capture pipelines.
Course Outline Motion Data Shoot
Course Outline Keyframe Animation
Data Tracking
Motion Timing and Analysis
Skeleton Retargeting
Dope Sheet and Action Graphs
Application and Simulation
Hierarchical Animation
Color Theory and Practice
Camera and Light Positional Animation
Total credit hours Course length
3D Camera Tracking (Matchmoving)
Animation Rendering
Rendering Methods and Practices
Total credit hours Course length
Total credit hours Course length
7.00 4 weeks
F U L L S A I L U N I V E RSITY
4.00 4 weeks
CGA 371
Node-based Compositing
Proper Integration Techniques
42
Course Outline
Course Outline
3.00 4 weeks
3.00 4 weeks
CGA 471
CGA 473
CGA 352
GRA 1161
Portfolio Content Creation I
Portfolio Content Creation III
Production Modeling
Shading and Lighting†
The Portfolio Content Creation I Course is designed to allow students to review and continue advancing their overall knowledge of computer animation workflow, timeline, professional behavior, and mind set. This course prepares students to experience a four-week production deadline, and introduces working under production constraints. Students use their artistic skills and technical knowledge to create a professional quality asset based on reference compiled during Animation Preproduction. All assets are managed and critiqued by an in-lab art director, to help guide projects towards photorealistic expectations under defined deadlines.
In the Portfolio Content Creation III Course, students develop the third and most advanced photoreal asset for their portfolio. With the knowledge obtained during previous months, students embark on their final fourweek production deadline. Students in this course work with precision at optimal speed, having a strong understanding of artistic appeal, time management, asset creation, and professional behavior. What they experience in this course helps prepare them for the methods, environments, and conditions experienced in the production arena.
The Production Modeling Course develops students’ understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.
The Shading and Lighting Course investigates the mood and lighting, look and feel, shadows and shading, reflections and atmospheres that bring scenes and models to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects and scenes that parallel the real world. This course builds on the concepts established in previous courses, including surface lighting and shadow observations and techniques.
Course Outline
Production Techniques Time Management and Professional Behavior
Managing Assets through Art Direction Reference Based Asset Creation
Reference Based Asset Creation
Advanced Lighting and Rendering
Advanced Lighting and Rendering
Total credit hours Course length
Total credit hours Course length
4.33 4 weeks
2.67 4 weeks
Principles of Design
Portfolio Content Creation II In the Portfolio Content Creation II Course, students continue developing their professional quality asset while working against deadline. Students incorporate knowledge developed in Portfolio Content Creation I to improve their artistic sensibilities, workflow, technical knowledge, and personal time management. Students continue working through a critique and review process with the in-lab art directors to develop photorealistic content.
Image Manipulation Reflection and Refraction Lighting Strategies
Surface Flow Total credit hours Course length
Highlights and Shadows 4.00 4 weeks
Rendering and Raytracing Optimization
CGA 112 CGA 472
Textures and Shaders
Production Modeling
Anatomical Modeling
Time Management and Professional Behavior
Managing Assets through Art Direction
Course Outline
Advanced Modeling Techniques
Geometry Parameterization
Production Techniques
Course Outline
Course Outline
The Principles of Design Course focuses on the extensive and complex ideas and implications of basic design. Students in this course are trained to intellectually connect artistic intention and compositional conclusion. Students also plan, organize, and control hands-on projects using various media, while they use gained knowledge to design environments and simple characters.
Course Outline
Total credit hours Course length
CGA 271
Scripting Basics The Scripting Basics Course develops the student’s ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.
DIG 2031
Software Technology† The Software Technology Course advances students’ understanding of industryrelated tools available in the market. Students will be exposed to 2D and 3D software tools from various software manufacturers. The areas of interest include a look at different workflow ideas, as well as proper tool use and function in the industry.
Course Outline Syntax Basics Customizing the Interface
Course Outline
Custom Script Files
2D Software
Troubleshooting Techniques
Critical Thinking
Total credit hours Course length
Elements and Principles of 3D
3D Software
3.00 4 weeks
Work Flow
Aspects and Elements of Time
Industry Use
Production Techniques
Narrative and Non-narrative
Time Management and Professional Behavior
Architecture and Scenery
Total credit hours Course length
Course Outline
4.00 4 weeks
4.00 4 weeks
Character Design and Development
Managing Assets through Art Direction Reference Based Asset Creation
Total credit hours Course length
4.00 4 weeks
Advanced Lighting and Rendering Total credit hours Course length
†
3.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
COMPUTER ANIMATION
|
Bachelor of Science Degree Program
43
Course Descriptions Program Core
General Education
CGA 442
MGF 1213
ENC 1101
PHY 1000
Visual Effects
College Mathematics†
English Composition*†
The Visual Effects Course trains students to model, animate, render and assemble computer-generated effects. Through research, observation, and evaluation, the students will develop techniques for simulating environmental and dynamic forces of nature. Students will use art and technology to recreate natural phenomenon and other elements found in nature to generate additional realism to a scene. In addition, a study of dynamic interaction of geometry, secondary motion effects, and rendering techniques will assist in the creation of photorealistic effect elements.
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Fundamentals of Physics†
Sets & Logic
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
The Real Number System
Course Outline
Course Outline
Course Outline
Rational Exponents & Radical Expressions
Rigid Bodies
Composition and Revision
Fundamentals of Polynomials & Factoring
Particles
Critical Analysis
Rational Expressions
Softbody
Literary Devices
Linear Equations & Inequalities
Cloth/Hair
Grammar and Structure
Proportions, Formulas, and Word Problems
Fur/Fluids
Portfolio
Mathematical Models
Total credit hours Course length
7.00 4 weeks
Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light 4.00 4 weeks
Ethics and Psychology†
Creative Writing
†
The Creative Writing Course trains students to explore writing in a variety of genre forms. Building on the knowledge gained in English Composition, students in this course incorporate common literary devices and narrative structures into creative endeavors.
Course Outline Brainstorming
Archetypes and Behavioral Styles
Narrative Structure and Causality
Values, Morals, Ethics
Literary Devices
Learning Theories and Behaviorism
Criticism and the Editing Process
Psychoanalytic Theory
Final Revisions Total credit hours Course length
The Ethics and Psychology Course provides a strong psychological theory base to the process of character development within the context of storytelling. The foundation of sound psychological theory provides students with the capability of creating films or games that present characters that have distinct personalities, interesting backstories, and relevant roles within the context of the film or game.
Course Outline
Form and Function of Genre
4.00 4 weeks
Existential-humanistic Theory Cognitive Psychology Neuro-linguistic Programming: Personality Disorders Gender Issues: Proxemic, Kinesics Chromatics Total credit hours Course length
44
F U L L S A I L U N I V E RSITY
Course Outline Kinematics
PPE 2110 CRW 2000
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
4.00 4 weeks
Physical Theories and Formulae Total credit hours Course length
4.00 4 weeks
MTG 1205
GEN 251
COM 2041
Geometry and Measurement†
Historical Archetypes and Mythology
Psychology of Human Interaction†
The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem-solving through the logic calculations.
The Psychology of Human Interaction Course introduces students to the psychology of human interactions and the science that regulates them. This course provides information on the complex types of relationships that form when people engage in activities together, utilizing case studies to illustrate outcomes of these interactions. Throughout this course, students focus on types of human interactions and ways to effectively manage those activities.
Foundations of Geometry
The Historical Archetypes and Mythology Course explores how myths, fairy tales, folklores, gods, heroes, and monsters link cultures together in today’s entertainment market place. These cross-cultural themes are frequently represented in a variety of contemporary media such as computer animation, video games and movies. The course topics are examined primarily through Jungian psychological and literary theory, as well as Joseph Campbell’s Hero Cycle. The class provides a foundation for understanding the connections between culture, history, color symbolism, iconic archetypes and mythology often represented in various forms of visual media and entertainment. Students apply the course concepts through artistic creation of projects such as archetypal characters and modeling preproduction.
Triangles
Course Outline
Course Outline A Brief History of Geometry Inductive and Deductive Reasoning
Quadrilaterals
Archetypes Influence on Culture
Similar Triangles and the Pythagorean Theorem
Communication Power Decision-making
Total credit hours Course length
4.00 4 weeks
Exploring Contemporary Western Myths and Archetypes
Circles
Cultural Archetypes of Asia, Europe, and Latin America
Areas of Polygons and Circles Solid Geometry
Cross Cultural Comparisons of World Archetypes and Myths to Western Culture
Analytic Geometry Trigonometry Polar Coordinates Total credit hours Course length
Teams and Teamwork
Leadership
Introduction to Archetypes, Culture, and Myths
Parallel Lines and Polygons
Course Outline
4.00 4 weeks
Explore Examples of Differing Myths and Archetypes in Contemporary Media and Advertising Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
COMPUTER ANIMATION
|
Bachelor of Science Degree Program
45
Digital
& Design
Arts
Bachelor of Science Degree Program
With the advance of technology, creative possibilities have become limitless; art is no longer bound by medium or space. Digital art and design has leapt off the printed page and developments in technology are constantly changing the way people communicate and relate to art, presenting designers with new skills to master.
Though the tools of art and design have evolved with technology, one thing remains intact – a designer’s passion to create. So whether it’s motion graphics for a TV show or commercial, a storyboard for a magazine, a corporate re-branding, a website, a marketing campaign, or any of hundreds of other design projects, the design process requires the ability to merge technical and aesthetic elements and create something new and exciting. By emphasizing both of these areas, the Digital Arts & Design program at Full Sail will prepare you to be at the forefront of this evolving industry.
Graduates of this degree may apply to continue their education with the:
Game Design
Master of Science Degree Program
Media Design
46
CAMPUS PROGRAM
Master of Fine Arts Degree Program F U L L S A I L U N I V E RSITY
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Print & 2D Motion Graphics Interactive Design Portfolio Development
DIGITAL ARTS & DESIGN
|
Bachelor of Science Degree Program
47
Areas of Focus
product DESIGN
TA L
color
IMAGERY
Print & 2D
es
SING
RTS DESIGN
Printed images and design are a fundamental part of the world around us. Walk into any restaurant, clothing store, trade show, music event, theater, airport, or even a subway station, and you’ll see that design fills almost any space in the world. At Full Sail, you’ll take an in-depth look at this major component of the design m uindustry, l t i m e d imade a up of marketing collateral, publishing, environmental design, product design, and much more.
ARTIST
LIO
ON
marketing
As you explore the world of print and 2D design, you’ll gain a stronger appreciation for the products people use every day, because they all come from the creative spark of a designer. And throughout the Digital Arts & Design program, you’ll build a dynamic and varied portfolio that represents your accomplishments in the world of design.
PUBLISHING
C O L L AT E R A L
DESIGN
PHICS
T H AT
DESIGN JECT
moves
art
FUNCTION
48
F U L L S A I L U N I V E RSITY
films music
VIDEOS
INNOVATIVE
communication
w
ng
PUBLISHING
DIGITAL ARTS DESIGN
AL
es
films music
VIDEOS
websites
marketing
PRINT & 2-D
ADVERTISING
C O L L AT E R A L
INNOVATIVE
ON
HING
p
E N V I R O N M E N TA L
MOTION GRAPHICS communication
digital
PORTFOLIO T H A T
CREATION
product DESIGN
E N V I R O N M E N TA L
INTERACTIVE DESIGN & FINAL PROJECT
s ic
EOS
ication
A
DESIGN
moves
IM
art
FUNCTION
websites ADVERTISING
digital
PORTFOLIO
CREATION
multimedia
ARTIST |
|
DIGITAL ARTS COMPUTER & DESIGN ANIM Bachelor AT Iof ON Science B a ch Degree e l o r ’sProgram P ro g ra m
49
Areas of Focus PRINT & 2-D
marketing
PU
C O L L AT E R A L
Motion Graphics Today, the printed page has come alive, and motion graphics are fast becoming the way digital artists and designers communicate with an audience. Films, music videos, websites, advertising, corporate meetings, and live events all utilize the capabilities of motion graphics.
MOTION GRAPHICS
During the program, you’ll learn how to render these same digital elements and pair them with sound to create design that moves. Our curriculum tasks you with creating complex motion graphics, helping you learn to create projects on par with industry standards.
INTERACTIVE DESIGN & FINAL PROJECT
DESIGN T H AT
moves
art
INNOV
FUNCTION
PUBLISHING
films music
VIDEOS
50
INNOVATIVE
F U L L S A I L U N I V E RSITY
f
E N V I R O N M E N TA L
websites ADVERTISING
digital
com
N
marketing
PUBLISHING
p
E N V I R O N M E N TA L
C O L L AT E R A L
DESIGN T H AT
moves
art
FUNCTION
films music
VIDEOS
INNOVATIVE
communication
websites ADVERTISING
digital
A
PORTFOLIO
CREATION
DIGITAL ARTS & DESIGN
|
Bachelor of Science Degree Program
51
Areas of FocusMOTION GRAPHICS
INTERACTIVE DESIGN & FINAL PROJECT
DESIGN T H AT
moves
art
FUNCTION
Interactive Design Interactive media, a relatively new area of design, has evolved into one of the most innovative and thought-provoking vehicles for communication. The Internet has changed the way people gather and disperse information, advertise, and entertain; Full Sail’s Digital Arts & Design program teaches the technical skills required to benefit from this important advancement in design. In our state-of-the-art computer labs and virtual set, you’ll wrap your mind around this marriage of art and function as you learn to create websites, interactive presentations, and other design projects that challenge the capabilities of today’s technology.
52
F U L L S A I L U N I V E RSITY
g
s
N
VIDEOS
INTERACTIVE DESIGN & FINAL PROJECT
art
INNOVATIVE
communication
FUNCTION
Portfolio Development The key to starting your career lies in your portfolio. Employers want to see what you can do, and your portfolio is a chance to showcase your best work. By the time you’ve reached the end of the Digital Arts & Design program, you’ll have assembled a wide range of art and design projects from which you can gather your best work.
PUBLISHING
films
product VIDEOS DESIGN music
INNOVATIVE
communication
Your instructors will work you EN V I Rwith ONM E NtoT Apull L that work together into a comprehensive digital portfolio that will give you the best chance to enter the design field of your choice. Whether you want to work as a graphic artist at an elite ad agency or a package designer at a smaller studio, a broadcast designer at a local television station or a freelance multimedia artist, it’s your talent, your work, and the quality of its presentation that will help get you in the door.
websites
color
IMAGERY
ADVERTISING
digital
PORTFOLIO
CREATION
multimedia
ARTIST
DIGITAL ARTS & DESIGN
|
Bachelor of Science Degree Program
53
54
F U L L S A I L U N I V E RSITY
Overview
Objective
Full Sail’s Digital Arts & Design Bachelor of Science Degree Program is specifically designed to pair art and technology, inspiring both sides of your brain, to help bring your ideas to life. Throughout the curriculum, you’ll explore the entire design process from concept to creation, presentation to implementation. In our studios and labs, you’ll learn the ins and outs of the current hardware and software used by professionals in the design world.
Our goal is to provide you with the focused knowledge and understanding of digital production needed to qualify for entry-level, industry positions as graphic designers, interactive media designers, web designers, digital image processors, digital media authors, digital video effects operators, game artists, and various other positions in digital media production. Additional skills you acquire in digital video production and sound design will broaden your opportunities for a variety of positions in the industry.
As you master these concepts, you’ll be challenged to think about design in a new way – first understanding the intended audience for a project, then using that knowledge to direct the design of your message. You’ll do that across a wide spectrum of design projects including 2D and 3D art, motion graphics, video game content, digital publishing, typography and page layout, digital video, web design, and more.
In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
Learning the essential art and technology elements of this field is just one part of the Digital Arts & Design program. You’ll also have courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the design industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
DIGITAL ARTS & DESIGN
OVERVIEW & OBJECTIVE
DIGITAL ARTS & DESIGN
|
Bachelor of Science Degree Program
55
Digital Arts & Design
Bachelor of Science Degree Program PROGRAM CORE Code
Course
DGT 331
3D Animation
Credit Hours 3.00
DGT 461
Motion Graphics Project
4.00
DGT 311
3D Arts
3.00
DGT 493
Personal Identity Project
8.00
DGT 431
3D Project
3.00
DGT 482
Portfolio Creation
4.00
DGT 241
Advanced Computer Graphics
4.00
DGT 351
Production Management
4.00
DGT 441
Advanced Motion Graphics
4.00
DGT 321
Studio Maintenance
3.00
GRD 273
Client Relations
3.00
DGT 232
Typography and Page Layout
3.00
GRD 124
Color Theory
3.00
GRD 254
Corporate Branding
3.00
GRD 167
Critique Structures
4.00
ART 1201
Design and Art Theory †
4.00
GENERAL EDUCATION
DGT 112
Designing Computer Graphics
4.00
Code
Course
DGT 345
Digital Audio Design
4.00
ART 2006
Art History
4.00
GRD 162
Digital Photography
4.00
MGF 1213
College Mathematics†
4.00
GRD 244
Digital Publishing
4.00
DEP 2004
Developmental Psychology
4.00
DGT 117
Digital Storytelling
3.00
ENC 1101
English Composition*†
4.00
DGT 361
Digital Studio
4.00
MTG 1205
Geometry and Measurement †
4.00
DGT 252
Digital Video
4.00
VIC 2003
History of Visual Communications†
4.00
DGT 463
Digital Video Project
4.00
DGT 117
Media and Society*
4.00
DGT 262
Editing Digital Video
4.00
COM 2041
Psychology of Human Interaction†
4.00
DGT 275
Flash Media
4.00
DGT 273
Graphic Web Design
4.00
PLA 2412
Intellectual Property and Law †
3.00
DGT 272
Interactive Media Design and Usability
3.00
DGT 341
Motion Graphics
4.00
Totals:
113.00
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
145 84
* These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
7
ART HISTORY
DESIGN & ART THEORY
DESIGNING COMPUTER GRAPHICS
ADVANCED COMPUTER GRAPHICS
DIGITAL AUDIO DESIGN
DIGITAL PUBLISHING
CRITIQUE STRUCTURES
ENGLISH COMPOSITION
DIGITAL STORYTELLING
COLLEGE MATHEMATICS
GEOMETRY & MEASUREMENT
TYPOGRAPHY & PAGE LAYOUT
COLOR THEORY
INTELLECTUAL PROPERTY & LAW
8
9
10
11
12
13
14
MOTION GRAPHICS
DIGITAL VIDEO
EDITING DIGITAL VIDEO
ADVANCED MOTION GRAPHICS
MOTION GRAPHICS PROJECT
DIGITAL VIDEO PROJECT
DIGITAL PHOTOGRAPHY
3D ARTS
3D ANIMATION
3D PROJECT
STUDIO MAINTENANCE
CLIENT RELATIONS
HISTORY OF VISUAL COMMUNICATIONS
CORPORATE BRANDING
15
16
17
18
19
20
21
FLASH MEDIA
PRODUCTION MANAGEMENT
PORTFOLIO CREATION
DEVELOPMENTAL PSYCHOLOGY
MEDIA & SOCIETY
PSYCHOLOGY OF HUMAN INTERACTION
DIGITAL STUDIO GRAPHIC WEB DESIGN INTERACTIVE MEDIA DESIGN & USABILITY
56
F U L L S A I L U N I V E RSITY
PERSONAL IDENTITY PROJECT
Course Descriptions Program Core DGT 331
DGT 431
DGT 441
GRD 124
3D Animation
3D Project
Advanced Motion Graphics
Color Theory
The 3D Animation Course leads students through the methods and techniques of animating virtual objects and environments using industryleading software and hardware. In this course, students are introduced to the principles of animating three-dimensional computer graphics. The rendered 3D animation sequences can be further used to enhance students’ web, CD-ROM, and DVD design projects.
In this course, students are introduced to the principles of producing a three-dimensional computer graphics project. Students explore the methods and techniques of preproduction and production using industry-leading software and hardware. The rendered 3D project can be further used to enhance students’ design projects, including their final project.
The Advanced Motion Graphics Course teaches students advanced techniques of motion graphics creation by building on concepts learned in the Motion Graphics course. This course emphasizes design from a problemsolving point of view, and continues the production timeline and graphical requirements of a multimedia project by demonstrating the manipulation of digital images in a studio environment. Students receive a thorough understanding of advanced techniques in continuing exploration of special effects, image compositing, and motion graphics.
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options will be reviewed. In this course, students will also explore color calibration, both with software and hardware tools.
Course Outline
Course Outline
Rendering and Special Effects
Introduction and Overview of Preproduction Techniques
Animation Principles
Use of Motion Graphics with 3D
Particle Systems, Space Warps, and Simulation
Material Creation and Modification
Total credit hours Course length
3.00 4 weeks
Integrating 3D Project with Video Technology Total credit hours Course length
3.00 4 weeks
Course Outline Introduction and Overview of 3D Software
Color Calibration
Advanced Movement and Composition
Total credit hours Course length
Total credit hours Course length
4.00 4 weeks
The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students will be exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market will be explored. Students will create their own Corporate Brand portfolio.
Client Relations
The Advanced Computer Graphics Course trains students in advanced levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and introduces the production timeline and graphical requirements for the manipulation of digital images in a studio environment.
The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real world client/designer business scenarios.
Course Outline Understanding Corporate Branding Great Branding Campaigns The Branding Process
Course Outline
Material Creation and Modification
Advanced Graphics Tools
3D Lighting Concepts and Application
Advanced Design and Color
The Business Process
Corporate Branding Project
Rendering and Special Effects
Layout and Composition
The Client Relationship
Total credit hours Course length
Digital Imaging and Manipulation
Gaining the Client’s Trust
Special Effects
Client Relationship Workshop
Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
3.00 4 weeks
GRD 254
GRD 273
Advanced Computer Graphics
Course Outline
Object Creation and Modification
Psychology of Color
Design and Critique
Corporate Branding
DGT 241
The 3D Arts Course introduces students to the principles of three-dimensional computer graphics and design. Students in this course explore the methods and techniques of modeling and texturing using industry-leading software and hardware. The rendered 3D models can be further used to enhance the student’s web, CD-ROM, and DVD design projects.
Applied Color Theory
Advanced Motion Graphics Tools
Advanced Special Effects
DGT 311
3D Arts
Color Theory in Principle
Course Outline
Production of 3D Project
3D Character Setup and Animation
Course Outline
4.00 4 weeks
Total credit hours Course length
3.00 4 weeks
3.00 4 weeks
DIGITAL ARTS & DESIGN
|
Bachelor of Science Degree Program
57
Course Descriptions Program Core GRD 167
DGT 112
GRD 162
DGT 117
Critique Structures
Designing Computer Graphics
Digital Photography
Digital Storytelling
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers’ work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.
The Digital Storytelling Course leads the student through the methods and techniques of creating personal digital content using various applications, including social networking tools. In this course, students are asked to explore a powerful suite of tools to create many pieces of personal expression, including podcasts, movies, and informative blogs. The design concepts reinforced in this course show that they could be used across all types of media.
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.
Course Outline
Course Outline
Applied Aesthetics Student Critiques Guided Discussion
4.00 4 weeks
ART 1201
Design and Art Theory† Design and Art Theory provides an understanding of composition, design, art, basic color, and graphics through a study of varied artistic styles and their sociological and psychological effects throughout history. This course is essential in the multimedia world where traditional art forms are often blended with current imagery to create a new and significant artistic genre.
Course Outline
Taking Great Digital Photos
Learning Social Networking Tools
Layout and Composition
Editing for Impact
Learning Presentation Techniques
Digital Imaging and Manipulation
Photo Manipulation
Storytelling Project
4.00 4 weeks
Total credit hours Course length
3.00 4 weeks
DGT 361
Digital Studio
In the Digital Audio Design Course, students explore the creation of audio elements for multimedia, with an emphasis on the design and production of a quality audio product. Students go through the process of producing audio that is compatible with various forms of delivery, from DVD to the Internet. Students gain the skills required to produce quality audio elements and also learn to master those elements to CD-ROM or another comparable format.
Digital Publishing
Creating digital content throughout the program, the students get an opportunity for a one-on-one portfolio review. The Digital Studio Course introduces students to the process of being art directed as they receive feedback and suggestions for improvement of their work. Students will work on their pieces after their critique and have a final review in preparation for the creation of their final portfolio.
Course Outline
Drawing Workshop, Color and Value, Perspective
Assembly and Testing with Authoring Programs
Elements and Composition of Art and Graphics
Mastering to CD/DVD Format Total credit hours Course length
F U L L S A I L U N I V E RSITY
Total credit hours Course length
GRD 244
Audio Basics
4.00 4 weeks
Digital Photography Project
Digital Audio Design
Audio Design and Structure
Total credit hours Course length
4.00 4 weeks
DGT 345
Introduction to Visual Thinking
Cartooning, Animation, and Storyboarding
58
Design and Color
Total credit hours Course length
Critique Portfolio
Course Outline Concepts of Digital Storytelling
Course Outline
Computer Graphics Tools
Principles of Aesthetics
Total credit hours Course length
The Designing Computer Graphics Course trains students in basic levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, as students receive instruction in color theory and correction, input/output techniques, and tools for graphic design and image compositing.
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.
Course Outline
Studio Time I
Final Content Review
Digital Pre-press Concepts and Techniques
Total credit hours Course length
Design and Production of Online Documents Interactive Online Documents Total credit hours Course length
Individual Content Review
Studio Time II
Digital Publishing Cycle
4.00 4 weeks
Course Outline
4.00 4 weeks
4.00 4 weeks
DGT 252
DGT 262
DGT 273
DGT 272
Digital Video
Editing Digital Video
Graphic Web Design
The Digital Video Course is a preliminary production course for the Digital Arts & Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
The Editing Digital Video Course covers the art and science of non-linear editing. In this course, students learn how editing choices impact how the project will be perceived and ultimately affect its success. Students are introduced to the advanced concepts of imaging and editing, as well as the production model of editing video in the industry. Students also participate in group discussions about editing choices and audience.
The Graphic Web Design Course examines the process of creating exciting, functional content for the World Wide Web. Students expand on the design skills that they have learned throughout the degree program by creating interactive Web pages through the use of industry-standard Web authoring software. Students receive an understanding of HTML and web-standards related to the development of websites. This course demonstrates how to create, edit, manage, and design a professional website within a Web authoring tool and complementary software applications.
Interactive Media Design and Usability
Course Outline Storytelling
Course Outline
Media Types
Editing Techniques
Design and Production
Production Workflow
Total credit hours Course length
4.00 4 weeks
HTML
Course Outline
Course Outline
Editing with Final Cut Pro Total credit hours Course length
Graphic Optimization
The Interactive Media Design and Usability Course introduces students to the tools and concepts of User Interface (UI) design combined with a method of project development utilizing an industry-proven production process. The course explores both behavioral and structural patterns of UI design along with Information Architecture (IA) for interactive deployment, user navigation techniques, and page layout for the interactive medium. Students gain an extensive knowledge of usability patterns as well as production methodologies as they implement project documentation for the milestones of a User Interface design.
4.00 4 weeks
Dreamweaver
DGT 463
Content Integration
Digital Video Project
Total credit hours Course length
The Digital Video Project Course is the primary video production course in the Digital Arts & Design program. In this course, students are responsible for the storytelling, sound design, imaging, and editing of a personal video project. This course also emphasizes the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
Course Outline Preproduction Sound Design
Flash Media The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.
Course Outline
Design and Production
Flash Authoring Environment
Editing
Drawing Tools
Mastering to DVD Total credit hours Course length
DGT 275
Flash Animation Techniques 4.00 4 weeks
User Patterns 4.00 4 weeks
UI Design and Usability Patterns Project Documentation Methodologies Total credit hours Course length
PLA 2412
Intellectual Property and Law†
Motion Graphics The Motion Graphics Course trains students in basic techniques of motion graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and continues the production timeline and graphical requirements of a multimedia project by demonstrating the manipulation of digital images in a studio environment. In this course, students gain a thorough understanding of input/output techniques, special effects, image compositing, and motion graphics.
Overview of the Industries 4.00 4 weeks
Business Practices
Course Outline
Intellectual Property
Motion Graphics Tools
Contracts
Design and Color
Business Law Total credit hours Course length
Movement and Composition
3.00 4 weeks
Special Effects Total credit hours Course length
†
3.00 4 weeks
DGT 341
The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law as it pertains to digital content. Case studies will be used to examine the impact of these laws on our industry.
Course Outline
Optimizing and Publishing Total credit hours Course length
Production Process
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
DIGITAL ARTS & DESIGN
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Bachelor of Science Degree Program
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Course Descriptions Program Core
General Education
DGT 461
DGT 482
DGT 321
ART 2006
Motion Graphics Project
Portfolio Creation
Studio Maintenance
Art History
The Motion Graphics Project Course trains students in advanced techniques of motion graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and emphasizes the production timeline and graphical requirements of a multimedia project. Students work on their own projects using image compositing and motion graphics, demonstrating competence in these areas.
The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Digital Arts & Design Program as they develop a professional portfolio. Students will have the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students will individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.
The Studio Maintenance Course leads the student through the methods and techniques of building and maintaining a digital studio. In this course, students are introduced to the principles of working with asset management, file structures and version control to ensure client files are archived for output correctly. The knowledge gained can be used to enhance the student’s ability to work in an industry that has differing levels of technology employed.
The Art History Course introduces students to selected monuments of art and architecture in the Western tradition–from the prehistoric era to post-modernism–studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums assist in propagating discussions of assigned readings in philosophical, religious, scientific, political, literary, and artistic contexts.
Course Outline
Course Outline
Course Outline Layout and Composition
Course Outline
Ancient Art
Types of Version Control
Medieval and Renaissance Art
Digital Imaging and Manipulation
Portfolio Design Fundamentals
Integrating Proper File Structure
Special Effects
Modern Art
Asset Creation
Overview of Media Buying Techniques
Computer Graphics Project
Post-modern Art
Portfolio Assembly
Total credit hours Course length
Total credit hours Course length
Total credit hours Course length
4.00 4 weeks
Portfolio Review Total credit hours Course length
4.00 4 weeks
DGT 493
Personal Identity Project The Personal Identity Project Course gives students the opportunity to create their own personal brand across multiple types of media. This skill is a critical part of marketing yourself to a client or employer and encompasses all of the concepts and techniques learned in prior courses. Students are exposed to many of the most innovative and effective personal brands and explore concepts of creating a powerful personal identity that will transcend multiple media types. Students fully integrate 2D, 3D, and motion graphics pieces into a personal brand portfolio that includes examples of personal logos, marketing material, multimedia, and a Web presence.
DGT 351
Production Management
Typography and Page Layout
College Mathematics†
The Production Management Course mirrors the professional graphic art industry workflow model. Students work to define the scope of their final project, the range of assets needed to complete it, the technology required to assemble the final project into an executable format, and the time required to get all the work done. By the end of the course, students develop an intimate knowledge of standard industry project management practices.
The Typography and Page Layout Course introduces students to the world of professional fonts. Students learn how to use typography as a critical part of page layout, as they continue to build upon the concept of design introduced in previous courses. This course also trains students to define how the printed or viewed page looks as an integrated graphic element. Students participate in group discussions and critiques as they work through the projects using the latest publishing software.
Course Outline
Course Outline
Learning MS Project
Typography and the Page
Creating a Plan for Success
The Page as Design
Psychological Implications of the Personal Identity
Asset Management
Press Considerations
Applied Personal Branding
Total credit hours Course length
Branding for Multimedia Preproduction Personal Branding Project Total credit hours Course length
8.00 8 weeks
F U L L S A I L U N I V E RSITY
4.00 4 weeks
4.00 4 weeks
MGF 1213
Fundamentals of Typography
Concept of Personal Branding
3.00 4 weeks
DGT 232
Fundamentals of Project Management
Course Outline
60
Types of Asset Management
Total credit hours Course length
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Course Outline Sets & Logic The Real Number System Rational Exponents & Radical Expressions Fundamentals of Polynomials & Factoring Rational Expressions Linear Equations & Inequalities
3.00 4 weeks
Proportions, Formulas, and Word Problems Mathematical Models Total credit hours Course length
4.00 4 weeks
DEP 2004
MTG 1205
VIC 2003
DGT 117
Developmental Psychology
Geometry and Measurement†
History of Visual Communications†
Media and Society*
The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem-solving through the logic calculations.
Foundations of Geometry
The History of Visual Communications Course presents an historic account of humanity’s communicating life events through visual arts. Starting with cave drawings, stories and ideas have been presented and told using visual techniques. As time passes and society changes, avant-garde artists and scientists have pushed the envelope of their respective disciplines and brought about the dissolution of boundaries that traditionally exist between the artistic and media. In the past 25 years, the intersection of art and humancomputer interactivity has emerged as a mass medium, triggering new forms of artistic, entertainment, and educational content. The student will follow the evolution of the various convergent disciplines, setting up a forum for informed discussions about the implications for the future.
Triangles
Course Outline
The Developmental Psychology Course examines the ways in which the basic elements of psychological development serve to either detract from or enhance personal growth. Students gain a basic understanding of developmental theories and identify ways that they impact personal growth. Current theory is mixed with historical theory in order to give students the broadest possible framework with which to enhance their understanding of developmental psychology.
Course Outline Paradigms
Course Outline
Proactive and Reactive Behavior
A Brief History of Geometry
Efficacy, Shadow, Shame
Inductive and Deductive Reasoning
Cognitive Dissonance Imagination and Conscience Time Management Perception and Communication Total credit hours Course length
4.00 4 weeks
Parallel Lines and Polygons
Art as a Communication Tool
Quadrilaterals
Human Interfaces
Similar Triangles and the Pythagorean Theorem
Historical References
English Composition*† The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
Course Outline Understanding Media Representation and Research Advertising and Ethics Censorship and Media Theory Globalization Total credit hours Course length
Psychology of Human Interaction†
Future Applications and Implications
The Psychology of Human Interaction Course is designed to introduce students to the psychology of human interactions and the science that regulates them. This course provides information on the complex types of relationships that form when people engage in activities together, utilizing case studies to illustrate outcomes of these interactions. Students will focus on types of human interactions and ways to effectively manage those activities.
Areas of Polygons and Circles Total credit hours Course length
Solid Geometry Analytic Geometry
4.00 4 weeks
Trigonometry Polar Coordinates Total credit hours Course length
4.00 4 weeks
COM 2041
Artist Tools
Circles ENC 1101
The Media and Society Course explores media’s impact on society and culture, historically through present day. Areas of concentration including advertising, ethics, censorship, and globalization are examined from psychological and sociological perspectives. The use of discussion, lecture, visual media, research, and project-based assignments allow students to develop life skills.
4.00 4 weeks
Course Outline Teams and Teamwork Communication
Course Outline
Power
Composition and Revision
Decision-making
Critical Analysis
Leadership
Literary Devices Total credit hours Course length
Grammar and Structure
4.00 4 weeks
Portfolio Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
DIGITAL ARTS & DESIGN
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Bachelor of Science Degree Program
61
Entertainment
Business Bachelor of Science Degree Program
Artists, filmmakers, musicians… they don’t work alone. There are teams of talented people operating behind the scenes to help develop, market, and distribute the albums, films, and games people enjoy every day. At Full Sail, we understand that there are a unique group of passionate people who want to take on those management roles in the entertainment world – whether it’s at a recording studio, on a film set, in a graphic design house, or even on the road with a band.
Most of our students start as consumers of the media they love, and our goal with the Entertainment Business Bachelor’s Degree Program is to help them translate that love into the essential skills needed to begin a career in the business side of the entertainment world. Whether you want to take a position in the marketing division of an entertainment company, become an agent or manager for up-andcoming talent, or any of a multitude of other career paths, this program offers a thorough business curriculum with a focus on how those concepts apply specifically to the entertainment field.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
Master of Science Degree Program
Game Design
62
CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS PROGRAM
ONLINE PROGRAM
Master of Science Degree Program F U L L S A I L U N I V E RSITY
INFORMATION ABOUT ONLINE EDUCATION PG. 236
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
Areas of Focus Communication Leadership & Management Marketing & Distribution Finance & Accounting Law & Contracts Final Project
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
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Areas of Focus
Communication In the entertainment industry, being able to communicate your ideas effectively in person is as vital as any business outline you’ll put down on paper. That’s why the Entertainment Business program features specialized communication classes where you’ll learn the nuances of communicating in a professional environment.
TAINMENT BUSINESS BS
N E G includes O T I ATsuch I N Gessentials This practical training CONTRACTS ICATIONS/ as negotiating contracts and deals, pitching ideas, and working with talent. Other highlights include HIP & MANAGEMENT the use of new communication technologies and learning how to create a professional identity that best reflects the skills you have to offer.
deals
NG & DISTRIBUTION/ MENT BUSINESS BS & ACCOUNTING/
TACTS
ONS/ OJECT MANAGEMENT
ISTRIBUTION/ OUNTING/
64
F U L L S A I L U N I V E RSITY
PROMOTE
distribute
N E G O T I AT I N G
BUSINESS CONTRACTS
deals
PROPOSALS
PROMOTE
distribute
team-
BUILDING
marketing
Leadership C A M PA I G N S & Management
team-
A great business idea is nothing without a strong personality guiding it from concept to completion. With that in mind, you’ll constantly be honing your leadership skills throughout the Entertainment Business program. You’ll learn effective management approaches by examining real world case studies. And, with management courses teaching the fundamental concepts of effective team building, you’ll learn firsthand the different traits that inspire the best in fellow employees. Implementing all of these ideas, you’ll take the role of leader in various projects – all while learning the planning and management skills that you’ll use throughout your career.
BUILDING ENTREPRENEURSHIP
marketing C A M PA I G N S
prof
ID
FINA
man
E
t
LEADERSHIP
skills
intellectual team-
P R O P ERTY BUILDING
research
METHODS arketing
M PA I G N S
PLANNING
management professional
IDENTITY
FINANCIAL
management EXPLORING
REPRENEURSHIP
am-
ILDING
keting AIGNS
RENEURSHIP
target markets
professional
IDENTITY
FINANCIAL
management EXPLORING
target markets
PLAN
LEADERSHIP
skills
man
intellectual P R O P ERTY
research METHODS
LEADERSHIP
skills
PLANN
manag
intellectual PROPERTY
research METHODS
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
65
BUILDING deals Areas of Focus ENTERTAINMENT BUSINESS BS
ERSHIP & MANAGEMENT
ETING & DISTRIBUTION/ NCE & ACCOUNTING/ CONTACTS
PROMOTE
distribute
marketing C A M PA I G N S
COMMUNICATIONS/ LEADERSHIP & MANAGEMENT BUSINESS
PROJECT
PROPOSALS
ENTREPRENEURSHIP
MARKETING & DISTRIBUTION/ FINANCE & ACCOUNTING/ LAW CONTACTS
FINAL PROJECT
66
F U L L S A I L U N I V E RSITY
IDENTITY FINANCIAL
management
N E G O T I AT I N G
CONTRACTS
deals target EXPLORING
markets
PROMOTE
distribute BUSINESS
PROPOSALS
r
m
C
marketing C A M PA I G N S
skills
IDENTITY
BUILDING
FINANCIAL
management
Marketing & Distribution
EXPLORING
target Business isn’t just about great products p and r oideas, f e s smarkets ional
team-
ENTREPRENEURSHIP it’s also about getting those products and ideas into
BUILDING
IDENTITY
intellectual P R O P ERTY
research METHODS
LEADERSHIP
skills
the hands and minds of consumers. In our specialized marketing courses you’ll learn how to promote and distribute creations throughout the global entertainment marketplace.
You’ll be responsible for creating a marketing campaign for a company based in the industry you’re interested in entering. You’ll choose your C A area M PofAfocus, I G Nand S then follow through with the entire distribution and promotion plan for a project, following the industry’s workflow processes in a way designed to teach you how to identify and connect EXPLORING with your target market.
marketing
ENTREPRENEURSHIP
FINANCIAL
management
target markets
PLANNI
manage
intellectual P R O P ERTY
research METHODS
Finance & Accounting
Law & Contracts
Budgeting is a critical component of any company’s success, so it’s important that you get a well-rounded foundation in the intricacies of sound financial management. During the Entertainment Business program, you’ll gain the tools you need to keep a company profitable. You’ll study both managerial accounting and financial accounting – the essential money-management skills that include how to create and manage finances for any project or company.
There are different legal concerns for each area of the entertainment industry, and our curriculum will prepare you with a wide breadth of legal topics that cover the variety of real world scenarios that could arise in your career. Through different classroom exercises you’ll learn everything from large-scale concerns like how to protect your creative and business assets to specific topics like the liability issues involved with setting up a concert in a live venue. Specialized courses also cover the broad uses of recorded music in all aspects of entertainment, how to handle contract negotiations, and the legal aspects of managing intellectual property.
In addition to these business basics, you’ll also explore the details of residual payments, royalties, and the break-evens on project proposals via dedicated economics, accounting, and statistics courses, as well as a blend of theoretical and applied finance exercises drawn from the entertainment field.
managem
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
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Areas of Focus
eam-
professional
UILDING
IDENTITY
ENTREPRENEURSHIP
rketing
PA I G N S
FINANCIAL
management EXPLORING
PRENEURSHIP
target markets
LEADERSHIP
skills
EXPLORING PLANNING
target management markets
intellectual P R O P ERTY
research METHODS
Final Project Your last months in the Entertainment Business program will find you bringing together the many aspects of your education to produce a compelling business proposal for an entertainment company or product. You’ll engage in proper research methodologies to explore your target market, differentiate yourself from competitors, and define a unique niche within your chosen field. The culmination of this research is a detailed proposal that will cover the key elements of a business plan, giving you a practical representation of your skills to show to potential employers. In addition, if you choose to follow an entrepreneurial route after graduation, your background and training will equip you to develop and pursue a formal business plan.
68
F U L L S A I L U N I V E RSITY
ENTERTAINMENT BUSINESS BS
COMMUNICATIONS/ LEADERSHIP & MANAGEMENT
ERTAINMENT BUSINESS BS
MARKETING & DISTRIBUTION/ FINANCE & ACCOUNTING/ LAW CONTACTS
FINAL PROJECT
MUNICATIONS/ ERSHIP & MANAGEMENT
KETING & DISTRIBUTION/ NCE & ACCOUNTING/ CONTACTS
PROJECT
N E G O T I AT I N G
CONTRACTS
PROMOTE
distribute
marke
C A M PA I
BUSINESS
PROPOSALS
team-
ENTREPREN
BUILDING
deals
distribute
BUILD
deals
CONTRACTS
PROMOTE
team
N E G O T I AT I N G
marketing C A M PA I G N S
BUSINESS
PROPOSALS
ENTREPRENEURSHIP
ENTERTAINMENT BUSINESS
|
Bachelor of Science Degree Program
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70
F U L L S A I L U N I V E RSITY
Overview
Objective
In the Entertainment Business Bachelor of Science Degree Program, you’ll make your way through a challenging curriculum that combines essential business and management skills like strategic planning, event management, leadership, finance, and entrepreneurship with entertainment-specific courses like Artist Management, Intellectual Property, and Entertainment Business Case Studies. Courses also focus on developing both your personal and professional skills, and the project-based environment recreates the same kinds of professional scenarios you’ll encounter in today’s business world.
Our goal is to provide you with the focused knowledge and understanding of essential business and management skills, further enhancing your ability to succeed in entertainment business in a variety of fields including film, music, digital media and web design, game development, and computer animation. In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
At the end of the program, you’ll be tasked with leveraging your knowledge and experience to develop a final project related to your specific career goals and interests. This unique marriage of business and entertainment topics is designed to give you the full range of knowledge you’ll need to begin a career within an existing entertainment company or to get your own entrepreneurial idea off the ground. In addition to business-specific skills, you’ll also have courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the entertainment industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
ENTERTAINMENT BUSINESS
OVERVIEW & OBJECTIVE
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
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Entertainment Business Bachelor of Science Degree Program PROGRAM CORE
GENERAL EDUCATION
Code
Course
Credit Hours
Code
Course
MUB 481
Artist Management
4.00
ART 2007
Art History*
4.00
ENTB 253
Business Ethics and Social Responsibility
2.67
CLP 1006
Behavioral Science†
4.00
ENTB 251
Business Law
3.60
MUB 354
Business Statistics and Data Analysis
2.93
CGS 1000
Computer Science and Internet*†
4.00
MGF 1213
College Mathematics†
4.00
ENTB 485
Entertainment Business Case Studies
2.13
ENC 1101
English Composition*†
4.00
ENTB 161
Entertainment Business and Entrepreneurship
3.60
SPC 2140
Interpersonal Communications
4.00
ENTB 354
Entertainment Business Marketing and Strategic Planning
3.73
STA 2026
Introduction to Statistics†
2.67
ENTB 355
Entertainment Business Venture and Financing
3.60
MAN 3151
Leadership and Organizational Behavior†
2.53
ENTB 374
Entertainment Media Distribution
3.60
REC 2051
Music History*
4.13
ENTB 410
Event Management
3.60
ECO 1013
Principles of Macroeconomics†
4.00
ENTB 361
Excel Data Reporting
2.13
ECO 3028
Principles of Microeconomics†
4.00
ENTB 491
Final Project I
4.00
COM 3109
Professional Communication and Presentation†
4.00
ENTB 492
Final Project II
4.00
ENC 326
Professional Writing
4.00
MUM 4309
Information Systems and E-commerce†
2.80
ENTB 376
Intellectual Property
3.60
ENTB 280
International Business
2.53
ACG 2021
Introduction to Accounting
4.00
MAN 2020
Introduction to Management†
4.00
MKT 210
Introduction to Marketing
4.13
REC 1111
Introduction to Media Arts
4.27
BUL 4621
Music Business Law and Contract Negotiations†
4.00
ACG 2071
Principles of Managerial Accounting
2.93
ENTB 482
Television Business
3.87
Totals:
48.27
TOTAL CREDIT HOURS: TOTAL WEEKS:
129.07 84
* This specific course is offered online. Please see course description for details. †
Totals:
Credit Hours
This specific course uses the Florida Statewide Course Numbering System (SCNS).
80.8
Chronological Schedule by Months - Campus 1
2
ENGLISH COMPOSITION
INTRODUCTION TO MEDIA ARTS
COLLEGE MATHEMATICS
BEHAVIORAL SCIENCE
8
9
COMPUTER SCIENCE & INTERNET
4
5
ENTERTAINMENT BUSINESS & ENTREPRENEURSHIP
INTRODUCTION TO MANAGEMENT
PROFESSIONAL WRITING
ART HISTORY
6
INTRODUCTION TO ACCOUNTING
7
INTRODUCTION TO MARKETING INTRODUCTION TO STATISTICS
10
11
12
13
14
ENTERTAINMENT BUSINESS VENTURE & FINANCING
INTELLECTUAL PROPERTY
MUSIC BUSINESS LAW & CONTRACT NEGOTIATIONS
PRINCIPLES OF MACROECONOMICS
PRINCIPLES OF MICROECONOMICS
BUSINESS LAW
ENTERTAINMENT BUSINESS MARKETING & STRATEGIC PLANNING
LEADERSHIP & ORGANIZATIONAL BEHAVIOR
BUSINESS ETHICS & SOCIAL RESPONSIBILITY
INTERNATIONAL BUSINESS
PROFESSIONAL COMMUNICATION & PRESENTATION
PRINCIPLES OF MANAGERIAL ACCOUNTING
EXCEL DATA REPORTING
MUSIC HISTORY
15
16
17
18
19
20
21
EVENT MANAGEMENT
ARTIST MANAGEMENT
TELEVISION BUSINESS FINAL PROJECT II
ENTERTAINMENT BUSINESS CASE STUDIES
BUSINESS STATISTICS & DATA ANALYSIS
INFORMATION SYSTEMS & E-COMMERCE
FINAL PROJECT I
INTERPERSONAL COMMUNICATIONS
ENTERTAINMENT MEDIA DISTRIBUTION
72
3
F U L L S A I L U N I V E RSITY
Course Descriptions Program Core MUB 481
ENTB 251
ENTB 485
ENTB 354
Artist Management
Business Law
The Artist Management Course explores the career path of the manager. This position plays a significant role in the entertainment business community and in the career of the artist/band. Course topics include: the artist/ manager relationship, launching an artist’s career, management contracts, development of an artist’s career path, and sustaining an artist’s career.
The Business Law Course provides an overview of general business practices, including entity formation, insurance, taxes, and accounting. Students study the laws protecting intellectual property in relation to protecting their own work and legally incorporating the works of others. Students study the law and practices of contracts and negotiations. All concepts are explored through legal case studies and applied business projects.
Entertainment Business Case Studies
Entertainment Business Marketing and Strategic Planning
Business Practices
The Entertainment Business Case Studies Course requires students to apply business knowledge and skills learned in the first half of their program through discussion of current events and future trends in the entertainment business industry. The importance of visionary development and entrepreneurship within the industry are demonstrated through case studies of individuals, products, and companies. Students learn how to identify emerging business models, trends, and opportunities that will impact the entertainment business economy in the coming years.
Launching the Artist’s Career
An Introduction to Intellectual Property
Course Outline
The Management Contract
Clearances and Licensing
Planning the Artist’s Career
Contracts and Business Law
Course Outline
Course Outline
Overview of the Artist Manager
Overview of Entertainment Industries
Developing the Artist/ Manager Relationship
Making the Career Plan Work
Total credit hours Course length
Career Maintenance and Control Total credit hours Course length
Examination of Entertainment Business Company Case Studies 3.60 4 weeks
Course Outline
Examination of Entertainment Business Entrepreneurs
Marketing Principles and Terminology Advertising
Emerging Business Models 4.00 4 weeks
Total credit hours Course length
CGS 1000
Computer Science and Internet*†
ENTB 253
Business Ethics and Social Responsibility The Business Ethics and Social Responsibility Course presents students with complex, real world ethical problems associated with the management of a business. Through the study of historical and current case studies, students will debate the responsibilities of managers, broaden their awareness of personal, professional, and business ethics, and address the social responsibility of the entertainment industry.
The Computer Science and Internet Course introduces students to the basics of computer operation and their internal components, networks, and storage options. Students also study science as it relates to the world of computers and the Internet. In addition, several common software applications used in today’s business world are taught. The course is taught online and teaches Internet research and communications skills.
Course Outline Hardware
Ethics
Digital Information Processing
Historical and Current Event Case Studies
Networking
Examination of Social Responsibility Business Issues
Computer Build Project
Internet and Security
2.67 4 weeks
Total credit hours Course length
Competitive Tactics
2.13 4 weeks
Marketing Plan Development Entertainment Licensing and Promotion
Peripherals
Course Outline
Total credit hours Course length
The Entertainment Business Marketing and Strategic Planning Course explores general marketing concepts as they relate to the nuances of the entertainment business industry. Students construct strategic plans in the selection and development of media products and are introduced to entertainment licensing concepts and promotional avenues such as trade shows, trade publications, and the Internet. In addition, this course strengthens students’ understanding of analytical tools and strategic analysis of the entertainment business industry, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
4.00 4 weeks
ENTB 161
Merchandising
Entertainment Business and Entrepreneurship
Public Relations Branding
The Entertainment Business and Entrepreneurship Course is an overview of the principles and practical aspects of entrepreneurship as they relate to the entertainment business industry. Students explore the differences between legal entities, such as sole proprietorships, partnerships, corporations, limited liability corporations, and limited partnerships. At the same time, they begin to develop an entrepreneurial state of mind through the study of starting new ventures, acquiring other businesses, and making existing enterprises profitable. Students begin developing their individual business proposal for their Final Project course, and are challenged to pull together ideas and information from their program of study as they develop their proposal and explore its potential for becoming a viable business.
Total credit hours Course length
3.73 4 weeks
Course Outline Business Principles and Terminology Principles and Practical Aspects of Entrepreneurship
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Business Identity Development Total credit hours Course length
3.60 4 weeks
ENTERTAINMENT BUSINESS
|
Bachelor of Science Degree Program
73
Course Descriptions Program Core ENTB 355
ENTB 374
ENTB 361
ENTB 492
Entertainment Business Venture and Financing
Entertainment Media Distribution
Excel Data Reporting
Final Project II
The Entertainment Business Venture and Financing Course provides students with essential knowledge to start and finance an entertainment business. Core business concepts are covered, such as obtaining business licenses and insurance, securing business assets, hiring employees, and signing employee agreements and non-disclosures. Students also examine financing avenues, create capital and operating budgets, and explore principles of investing, returns, and risk.
The Entertainment Media Distribution Course explores various avenues of publishing, including publishing rights, international publishing issues, the role of publishing companies in the entertainment business industry, the mechanics of publishing companies, and their impact on the entertainment business professional. Forms of distribution are evaluated in relation to their effectiveness for various entertainment products. In addition, students are introduced to various royalty structures and methods of collection.
The Excel Data Reporting Course examines the software application of Excel and its multiple data reporting applications. Course topics include: understanding the Excel program, essential spreadsheet operations, working with Excel formulas and functions, advanced charting topics, understanding array formulas, and analyzing data with Excel.
In the second month of Final Project, students complete their feasibility study on a new business concept within the entertainment industry. Students estimate sales projections, operating expenses, and investment sources, and consult with a peer focus group to obtain feedback on their feasibility studies. They develop business pitches to present their findings regarding the viability for their business idea in the real world. The completed final project serves as a catalyst for professional discussion or as a sample project to share with potential employers, demonstrating the graduate’s knowledge and application of entertainment business models.
Course Outline Application of Core Business Concepts Obtaining Business Licenses and Insurance
Publishing and Distribution Principles and Terminology
Principles of Pricing
Signing Agreements and Non-disclosures
Merchant Accounts and Credit Cards
Creating Capital and Operating Budgets
Royalty Structures and Collection
Financing, Planning, and Investing
Total credit hours Course length
ENTB 410
Event Management The Event Management Course examines the business of event management, which has developed into a vital marketing tool for a variety of businesses. The many topics of study for event management include researching the product and company brand, identifying the target audience, creating an event concept, and developing a project management plan. This course will cover the application of project management tools for successful event planning and management.
Course Outline Overview of Event Management Event Concept Design Project Plan Management and Development
2.13 4 weeks
Internet Strategy Business Venture Pitch
Total credit hours Course length
Final Project I In the first month of Final Project, students begin the planning phase for a new business concept within the entertainment industry. Students consolidate knowledge and skills from prior courses to identify opportunities within their chosen industry sector, analyze current trends in the marketplace, identify revenue streams, define a competitive advantage, and research target markets. Assignments build toward a feasibility study for the business idea, which will determine whether the model is ready for implementation and introduction to market.
Information Systems and E-commerce†
Business Proposal Development
The Information Systems and E-commerce Course addresses the power of technology and the impact of e-commerce on the entertainment business industry. Students reexamine traditional marketing principles and apply them to the digital environment. New challenges to the entertainment business professional presented by technology and e-commerce are explored. Students then use this information to develop an Internet marketing plan and position themselves on the World Wide Web.
Industry and Market Analysis
Course Outline
Course Outline Review of Key Business Concepts
Marketing Plan
Introduction to Information Systems
Elevator Pitch
Overview of E-business 4.00 4 weeks
E-commerce Introduction to Internet Marketing Internet Taxation
Technical Event Development
Online Entertainment 3.60 4 weeks
4.00 4 weeks
MUM 4309
Location Scouting and Logistics
Total credit hours Course length
F U L L S A I L U N I V E RSITY
Focus Group Sessions
Feasibility Conclusion
Total credit hours Course length
Target Audience Research
74
Financial Report
ENTB 491 3.60 4 weeks
Risk Management 3.60 4 weeks
Course Outline
Analyzing Data with Excel
Total credit hours Course length
Hiring Employees
Total credit hours Course length
Designing and Charting Data
Excel Data Reporting and the Entertainment Business
Forms of Distribution
Small Business Administration and Loans
The Excel Program and Spreadsheet Basics Creating and Using Formulas
Course Outline
Publishing Companies
Securing Business Licenses and Insurance
Course Outline
Total credit hours Course length
2.80 4 weeks
ENTB 376
ACG 2021
MAN 2020
MKT 210
Intellectual Property
Introduction to Accounting
Introduction to Marketing
The Intellectual Property Course examines trade secrets, trademarks, patents, and copyrights in connection with methods of protecting creative works. Students explore acquisition, licensing, sale, and transfer of rights as they relate to music, digital media, animation, gaming, film, and show production. Rights and issues related to independent contractors and work-for-hire employees are also addressed.
The Introduction to Accounting Course examines the accounting cycle, accounting terminology, the collection of accounting data, the recording of data into the accounting system, and the preparation and interpretation of basic financial statements. This course focuses on introductory accounting as it relates to the entertainment business world.
Introduction to Management†
Course Outline
Course Outline Accounting Terminology
Intellectual Property Rights
Understanding the Accounting Cycle
Fair Use
Recording Data into the Accounting Cycle
Acquisition, Licensing, Sale, and Transfer of Rights
Total credit hours Course length
Course Outline
Preparation of Basic Financial Statements
Independent Contractor vs. Work for Hire
ENTB 280
International Business The International Business Course addresses the complexity and the diversity of business practices in the international business marketplace. A variety of related topics are addressed, including: consumer differences across key international markets; international marketing strategies; economic policies; political and cultural environments and their effect on international business; the impact of geography on business transactions and distribution; and laws, treaties and international labor issues that affect international business.
Marketing Principles and Terminology Advertising
Human Resource Principles
Bank Reconciliations Total credit hours Course length
Course Outline
Creating and Maintaining Organizational Structure in a Leadership vs. Legal Context
Interpretation of Basic Financial Statements 3.60 4 weeks
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of the entertainment business field. Students construct strategic plans in the selection and development of media products, and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students’ understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining organizational structure within leadership and legal contexts, and further examine human resource principles. The course also contains an introduction to risk management principles and practices, provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.
Competitive Tactics
Employee Benefit Programs and Taxes 4.00 4 weeks
Marketing Plan Development
Local and National Labor Laws
Entertainment Licensing and Promotion
Risk Management
Merchandising
Entertainment Business Management Case Studies Total credit hours Course length
Public Relations Branding
4.00 4 weeks
Total credit hours Course length
4.13 4 weeks
Course Outline International Business Consumer Marketing Strategies for International Business International Economics Political and Cultural International Environments Geographical Issues Legal Issues International Labor Issues Total credit hours Course length
†
2.53 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
75
Course Descriptions Program Core
General Education
REC 1111
ACG 2071
ART 2007
MUB 354
Introduction to Media Arts
Principles of Managerial Accounting
Art History*
Business Statistics and Data Analysis
The Introduction to Media Arts Course introduces students to the film, television, sound, live event, and digital media industries. The course provides fundamental terminology and the necessary understanding of the history, personnel, and production processes of the different media fields. Students explore how sound, visuals, and writing are all essential elements of successful media production.
The Principles of Managerial Accounting Course introduces the concepts, theory, and practice of the cost-control function of management with regard to planning operations, controlling activities, and decision-making. The focus of the class is on the internal use of data reporting for the entertainment business industry, as opposed to external reporting. Students learn what financial information is needed within a typical entertainment industry firm, where this information can be obtained, and how this information can be used by managers to plan, control, and make decisions.
Course Outline Creative Structure in Media Media Physics
Course Outline
Visual Media Sound in Media and Show Production
Concepts of Managerial Accounting
Digital Arts and Technology in Media
Cost Models
Media History
Data Analysis
Course Specific Labs
Decision-making and Operational Planning
Total credit hours Course length
4.27 4 weeks
Music Business Law and Contract Negotiations† Music Business Law and Contract Negotiations revisits and further expands on business law as it relates to the entertainment industry. Students are introduced to contract writing strategies as they examine strengths and weaknesses of real world entertainment contracts. Students are then given the opportunity to focus on their chosen creative industry and explore specific contract issues. Finally, the role of lawyers, business managers, and agents in the entertainment business industry is addressed.
Course Outline
Contract Writing and Negotiation
Total credit hours Course length
2.93 4 weeks
ENTB 482
Television Business The Television Business Course delves into the business structures that are necessary to support the development, production, programming, and distribution of television content. Attention is given to all types of television outlets including broadcast, cable, satellite, and interactive platforms. The economics of the television business, the impact of technology, legal aspects, and the regulatory issues surrounding the industry are also addressed.
Overview of Cable, Broadcast, Satellite, and Interactive Platforms
Programming Models Licensing and Distribution Models Advertising and Revenue Development Total credit hours Course length
76
F U L L S A I L U N I V E RSITY
Probability
Medieval and Renaissance Art
Sampling
Modern Art
Data Analysis
Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
2.93 4 weeks
College Mathematics†
Behavioral Science
†
The Behavioral Science Course introduces students to the psychology of self-evaluation, self-motivation, self-awareness, and selffocus. This course provides an overview on current and historical theory as it pertains to the above-mentioned areas. Students are also introduced to techniques of time management, organizational skills, active listening, and producing effective presentations.
Course Outline Sets & Logic
Course Outline
The Real Number System
Self-awareness
Rational Exponents & Radical Expressions
Self-regulation
Fundamentals of Polynomials & Factoring
Motivation
Rational Expressions Linear Equations & Inequalities
Social Skills Total credit hours Course length
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Proportions, Formulas, and Word Problems 4.00 4 weeks
Mathematical Models Total credit hours Course length
Product Development 4.00 4 weeks
Descriptive Statistics
Empathy
Legal Aspects of Television
Lawyers, Business Managers, and Agents
Course Outline
Ancient Art
CLP 1006
Regulatory Environment
Industry Contract Issues
The Business Statistics and Data Analysis Course presents advanced principles of statistics in the context of business-related decision-making. Students learn how to summarize, analyze, and interpret real world data related to the entertainment industry. They also begin to further develop advanced critical-thinking skills to identify how statistics may be used to influence people’s perceptions and opinions.
MGF 1213
Cost Control
Course Outline
Specific Legal Terminology Relating to the Music Business Industry
Course Outline
Post-modern Art
Budgeting
Total credit hours Course length
BUL 4621
The Art History Course introduces students to selected monuments of art and architecture in the Western tradition - from the Greco-Roman era to the 20th century - studied in relation to the intellectual background of the ages and civilizations that produced them. Various visual mediums will propagate discussions of assigned readings in philosophical, religious, scientific, political, literary, and artistic contexts. To be able to learn and think in visual terms is a necessity in any branch of the entertainment business, but in order to do so you need to understand the foundations of art and design.
3.87 4 weeks
4.00 4 weeks
ENC 1101
STA 2026
MAN 3151
ECO 1013
English Composition*†
Introduction to Statistics†
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking in the entertainment business field. The first part of this course reviews how to collect, present, and analyze data. The course then further explores the following topics: measures of central tendency and dispersion, statistical inference, index number, and time series analysis. The course also instructs students in how to present statistical data, construct frequency charts, and compute standard and quartile deviations. All of this knowledge is then applied in solving entertainment business problems in sampling, hypothesis testing, regression and correlation, and trend analysis.
Leadership and Organizational Behavior†
Principles of Macroeconomics†
The Leadership and Organizational Behavior Course consists of an inquiry into the characteristics essential in inspiring others to action. Students identify their personal strengths and weakness through selfassessment, expanding their awareness of these qualities to include their effect on other individuals and group behavior. The course provides strategies for decision-making and building effective teams, and encourages students to explore the difficulties, compromises, and rewards of the collaboration process.
The Principles of Macroeconomics Course examines the performance, structure, and behavior of the economy as a whole. The course provides students with an understanding of basic principles of macroeconomics, methods of national income accounting, inflation, unemployment, role of government, money and banking, monetary policy, and international economics. This course complements the microeconomics course, providing a solid understanding of economics and how economics effects the entertainment business industry.
Course Outline Composition and Revision
Course Outline
Critical Analysis
Course Outline
Literary Devices
Overview of Business Statistics
Group Dynamics
Grammar and Structure
Business Statistics Terminology
Motivating
Portfolio
Collecting, Presenting and Analyzing Data
Building Effective Teams
Total credit hours Course length
4.00 4 weeks
Interpersonal Communications*
Presentation of Statistical Data
Total credit hours Course length 2.67 4 weeks
The Interpersonal Communications Course is designed to provide strategies and skills to enable clear and professional communications in the workplace. The students are guided through the career planning process and are provided with strategies necessary for a lifetime of career-related decision-making. By establishing clear goals and a clear approach for attaining those goals, students will increase their own self-confidence with respect to the transition from student life to professional life.
Investment Role of Government Money and Banking Monetary Policy 2.53 4 weeks
International Economics Total credit hours Course length
REC 2051
Music History*
Principles of Microeconomics† The Principles of Microeconomics Course is designed to give students a thorough understanding of the principles of economics that influence individual decision-makers, both consumers and producers, within the economic system. This course provides an opportunity for students to understand the nature and function of product markets as well as the role the government plays in the economy.
Course Outline
Blues, Soul Gospel, and Jazz
Assessment and Evaluation
Popular Music of America 1850-1995
Research and Planning Writing Résumés and Other Documents Networking and Interviewing
Total credit hours Course length
4.00 4 weeks
ECO 3028
The American music industry has generated hits and new style combinations through every decade. The Music History Course surveys this rich evolution from its roots through modern times, through sound and video, while examining each musical style’s respective sociological and technological precedents.
Folk and Country Music
Course Outline
Total credit hours Course length
Macroeconomics Terminology
Conflict Resolution
Problem-solving Using Statistics
Total credit hours Course length
Basic Principles of Macroeconomics
Decision-making
Business Statistics and the Entertainment Industry
SPC 2140
Course Outline
Leadership
Course Outline
4.13 4 weeks
Economic Perspectives Consumer Behavior
4.00 4 weeks
Supply and Demand Pricing Research and Structure Macroeconomics and Microeconomics Characteristics and Relationships Total credit hours Course length
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
ENTERTAINMENT BUSINESS
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Bachelor of Science Degree Program
77
Course Descriptions General Education COM 3109
ENC 326
Professional Communication and Presentation†
Professional Writing
The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, proposal, grant, electronic, and creative writing activities. Attention is given to the impact of audience analysis, image, and content. Through practice and development of written and oral skills, students sharpen their writing and speaking abilities while gaining confidence in both the content of their message and their ability to clearly convey it.
Course Outline Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content Audience Analysis
The Professional Writing Course focuses on preparing students to write effectively and apply contemporary technologies and business communication best-practices in today’s workplace. Students recognize the link between developing their writing skills and career success. The analysis of communication in organizations, including barriers and methods for overcoming those barriers, leads students to understand the ethical goals of a business communicator. From concept to practice, students learn and apply different business writing formats, styles, and techniques in writing business letters, professional email and memos, and formal and informal reports.
Course Outline Multi-disciplinary Writing Strategies for Drafting, Revising, and Proofreading Professional Documents Manuscripts and Adaptations
Personal Image
Reports and Proposal Writing
Presence and Image of Written Communication
Total credit hours Course length
Presentation Strategies
4.00 4 weeks
Technical Development of a Presentation Total credit hours Course length
4.00 4 weeks
†
78
F U L L S A I L U N I V E RSITY
This specific course uses the Florida Statewide Course Numbering System (SCNS).
ENTERTAINMENT BUSINESS
|
Bachelor of Science Degree Program
79
Entertainment
Business Master of Science Degree Program
Entertainment has a wider reach than ever before – just check your pockets for your cell phone, MP3 player, or handheld game system. The delivery options available today have broadened the ways we can enjoy media both at home or on the go. And as technology continues to open new avenues for the way we consume music, movies, games, and the web, the entertainment industry has become one of the most exciting fields for creative professionals.
REFERENCE PG. 252 FOR MORE INFORMATION ABOUT ONLINE EDUCATION.
80
F U L L S A I L U N I V E RSITY
This evolution has also brought the need for a specific kind of talent to lead the next wave, which is why Full Sail’s Entertainment Business Master’s program is designed to provide a higher level of real world education to students who want to position themselves for leadership roles in the media landscape. As you cover advanced business courses related to media products and distribution, you’ll gain a focused understanding of the tools used by managers, leaders, organizers, and innovators who make the decisions that help drive the success of the industry.
Areas of Focus Advanced Business Training Entertainment Focus Capstone Projects
ENTERTAINMENT BUSINESS
|
Mas te r of Science Degree Program
81
Areas of Focus
LEADERSHIP
NETWORKING
artist EXECUTIVE
PERSPECTIVE 82
F U L L S A I L U N I V E RSITY
N E G O T I AT I N G
skills
BUSINESS MS
SKILL
BUSINESS
THEORY
T BUSINESS MS
BUSINESS
guest THEORY
SPEAKERS
guest SPEAKERS
professional
DEVELOPMENT
professional
DEVELOPMENT
SKILL
development
entertainment
INDUSTRY careers
NETW
development
SKILL
a
entertainment development
NETWORKING
INDUSTRY careers
PE
artist
entertainment
INDUSTRY careers
EXECUTIVE
PERSPECTIVE Advanced Business Training
MULTIMEDIA
DIGI
keynote presentations
The Entertainment Business Master’s program takes your education beyond the classroom by having you interact with the entertainment business and MULTIMEDIA traditional business communities. You might meet with a commercial banker about getting business loans presentations and other bank services, or talk with a private investor and find out what they look for when investing in new companies. In addition to expanding your knowledge of business theory, these meetings allow you to hone the personal skills it takes to be an engaging leader and negotiator in the entertainment world.
keynote
sto
DIGITAL
storyboarding
NETWORKING
LEADERSHI
NEGOTIA
skil
artist EXECUTIVE
ENTERTAINMENT BUSINESS
PERSPECTIVE
|
Mas te r of Science Degree Program
83
Areas of Focus BUSINESS
THEORY
guest SPEAKERS professional
DEVELOPMENT Entertainment Focus
SKILL
development
entertainment
INDUSTRY careers
MULTIMEDIA
keynote presentations
With decades of experience preparing graduates for careers in the entertainment industry, we have a unique perspective on the specific skills you’ll need to excel in the entertainment world. That experience has enabled us to craft a curriculum that focuses on the business needs of the media world, bridging its creative, technical, and commercial aspects.
SKILL
development
During your coursework, you’ll spend time studying the companies that are relevant to your field of interest – both from an artist’s and executive’s perspective – and the daily work processes that go into making them thrive. More than just a focused curriculum, the program also features guest speakers from successful companies who talk about their experiences and relate them to your career goals.
entertainment
INDUSTRY careers
NT 84
MULTIMEDIA
keynote presentations F U L L S A I L U N I V E RSITY
NETWORKING
artist EXECUTIVE
PERSPECTIVE
DIGITAL
storyboarding
NETWORKING
artist EXECUTIVE
PERSPECTIVE
DIGITAL
storyboarding
ENTERTAINMENT BUSINESS
|
Mas te r of Science Degree Program
85
THEORY
TRAINING
Areas of Focus
ENTERTAINMENT BUSINESS MS
guest SPEAKERS
ENTERTAINMENT FOCUS
ADVANCED BUSINESS CAPSTONE PROJECTS TRAINING
THEORY
professional
DEVELOPMENT
EORY
est PEAKERS onal
LOPMENT
86
INDUSTRY careers
SKILL
development DIGIT keynote story presentations
guest SPEAKERS
entertainment
INDUSTRY careers
LEADE
MULTIMEDIA NETWORKING development The Leadership Portfolio is ultimately the story DEVELOPMENT
entertainment
careers
The Business Plan Thesis offers a different application of your skills. Adhering to a standard industry format, you’ll create a detailed proposal MULTIMEDIA for your own entertainment or media company – covering all the financial aspects that an investor would want to see. Yourpresentations thesis should demonstrate that you know how to plan and think like a professional, including how to budget and control your finances, market and distribute your product, and plan for top organizational performance.
F U L L S A I L U N I V E RSITY
keynote
N
s keynote presentations
professional
of the leadership experiences you’ve had and skills you’ve developed throughout your education. More than a typical portfolio, it is designed to integrate the course material from each class into a showcase that will be relevant to your professional development. The portfolio can also take whatever form you INDUSTRY wish, including a multimedia keynote presentation, website, digital storyboard, or a bound book.
E
PER
MULTIMEDIA
Your Master’s training is highlighted by two academic capstone projects designed to showcase the skills you’ve picked up throughout the program – the Leadership Portfolio and Business Plan Thesis. PROJECTS
SKILL
ar
entertainment
BUSINESS
ENTERTAINMENT Capstone Projects FOCUS
INESS CAPSTONE
development
artist EXECUTIVE
PERSPECTIVE
DIGITAL
storyboarding
mar DIST
artist EXECUTIVE
PERSPECTIVE
DIGITAL
storyboarding
marketing DISTRIBUTION
ENTERTAINMENT BUSINESS
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Mas te r of Science Degree Program
87
88
F U L L S A I L U N I V E RSITY
Overview
Objective
Our Entertainment Business Master of Science Degree Program is an advanced exploration of the specific business and management skills you need to excel and lead in the entertainment world. This balanced and in-depth curriculum will take you through courses such as Executive Leadership, Advanced Business Law, Entertainment Business Finance, Business Storytelling and Brand Development, and Negotiation and Deal Making as you expand your knowledge of the way the business world works.
Our goal is to provide you with the focused knowledge and understanding of essential business skills necessary to be successful in a variety of entertainment business industries such as recording arts, show production and touring, digital media and web, game design and development, computer animation, and film & television. The curriculum in this degree program encompasses courses that address executive leadership skills, project and team management, entertainment business finance, global entertainment business strategies, negotiation techniques, product and artist management, entertainment law, media publishing, media distribution, Internet marketing, mobile marketing and business plan development.
Through this specialized education, you’ll learn the strategies of top executives and apply those to exercises that develop your own leadership abilities. As a conclusion to the program, you’ll be responsible for two capstone projects – a leadership portfolio and a business plan thesis – which will require you to make practical use of important entertainment business concepts like project management, financial planning, business plan development, contract negotiation, Internet marketing, branding, and global business strategy.
This program is designed to foster the development of highly trained individuals who want to develop careers in the business side of the entertainment field. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the entertainment and media industry.
This well-rounded education will help to hone your leadership and business skills in preparation for entering or advancing through the entertainment industry. To help you make that transition, we’ve got a team of Career Development professionals that will help you polish your interviewing skills and resumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
ENTERTAINMENT BUSINESS
OVERVIEW & OBJECTIVE
ENTERTAINMENT BUSINESS
|
Mas te r of Science Degree Program
89
Entertainment Business Master of Science Degree Program PROGRAM CORE Code
Course
BUL 5628
Advanced Entertainment Law†
Credit Hours 3.73
GEB 611
Business Plan Development
3.73
MAR 628
Business Storytelling and Brand Development
3.73
GEB 650
Entertainment Business Finance
3.73
MMC 6256
Entertainment Media Publishing and Distribution†
3.73
MAN 629
Executive Leadership
3.73
EBM 690
Final Project: Leadership Portfolio and Business Plan Thesis
2.40
MAR 680
Internet Marketing and Web Search Optimization
3.73
MAR 667
Mobile Marketing and Commerce
3.73
MAN 6446
Negotiation and Deal-making†
3.73
EBM 590
Product and Artist Management
3.73
MAN 602
Production Management Principles
3.73
Totals:
43.47
TOTAL CREDIT HOURS: TOTAL WEEKS:
†
43 52
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
EXECUTIVE LEADERSHIP
PROJECT & TEAM MANAGEMENT
BUSINESS STORYTELLING & BRAND DEVELOPMENT
ENTERTAINMENT BUSINESS FINANCE
NEGOTIATION & DEAL-MAKING
PRODUCT & ARTIST MANAGEMENT
7
8
9
10
11
12
BUSINESS PLAN DEVELOPMENT
FINAL PROJECT: LEADERSHIP PORTFOLIO AND BUSINESS PLAN THESIS
ADVANCED ENTERTAINMENT LAW
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F U L L S A I L U N I V E RSITY
ENTERTAINMENT MEDIA PUBLISHING & DISTRIBUTION
INTERNET MARKETING & WEB SEARCH OPTIMIZATION
MOBILE MARKETING & COMMERCE
Course Descriptions Program Core BUL 5628
GEB 611
MAR 628
GEB 650
Advanced Entertainment Law†
Business Plan Development
Business Storytelling and Brand Development
Entertainment Business Finance
This course explores advanced topics related to entertainment law, with an emphasis on entertainment contracts and intellectual property protection. Students explore, through lectures and case studies, how the digital revolution has impacted the entertainment industry and learn strategies for protecting and exploiting rights within the digital domain, with a focus on the role that entertainment law has played in the industry’s evolution. Students also have the opportunity to understand the impact of entertainment law on their specific entertainment field and examine how evolving trends are affecting the way contracts are structured within their respective industry sector.
The Business Plan Development Course requires students to incorporate the leadership portfolio students have developed over their course of study into research for their own business plan. In this course, students draw on their business, management, and technical knowledge to create and develop a formal presentation of a business plan. Students then receive feedback from their instructors and peers concerning the viability of their business plan in the entertainment industry.
This course covers the two main aspects to building a strong presence in the business and consumer market: storytelling and brand development. In this course, students learn how to implement brand development strategies that help companies become icons within their industry. Students also learn how to use storytelling principles to strengthen a business and deliver a superior customer experience. Finally, students develop their own personal brand identity and create tools for real world business use.
The Entertainment Business Finance Course focuses on the financial decisions and issues facing the entertainment industry entrepreneur. During this course, students identify and evaluate entertainment business opportunities and projects using financial principles, while also learning how to raise the necessary finances to fund an entertainment company and/or project. Students also explore financial contracts with a focus on how contracts can minimize risk for the entertainment business enterprise. Additional topics in the course include the development of financial decision-making skills, financial planning, leasing, acquisitions, capital management, and operations expense management.
Course Outline Overview of Intellectual Property Principles Evolution of Entertainment Law Protection of Rights In the Digital Domain
Course Outline
Presentation of Business Plan to Include: Relative Entertainment Portfolio Items
Case Studies in Entertainment Law
Course Outline
Financial Plan
Creating a Mission Statement
Marketing Plan: Traditional, Internet and Mobile
Brand Development Case Studies
Raising Finances to Fund Entertainment Business Plans and/or Projects
Construction of a Story
Understanding Financial Contracts
Creative Writing Overview
Development of Financial Decision-making Strategies
Total credit hours Course length
Entertainment Leadership Portfolio
†
Personal Brand Identity Brand Development Principles and Techniques
Website Plan
Trends Affecting Entertainment Contracts
Brand Development Overview
Research Report on the Entertainment Economy of Chosen Entertainment Industry
Management Plan
Role of Changing Technology
Total credit hours Course length
Course Outline
Review of Business Concepts
3.73 4 weeks
3.73 4 weeks
Identifying Entertainment Business Opportunities
Examination of Joseph Campbell, Myth and Archetype
Financial Planning
Storytelling and Leadership
Leasing
Storytelling and Brand
Acquisitions
Entertainment Leadership Portfolio
Capital Funding and Management
Total credit hours Course length
Entertainment Leadership Portfolio
3.73 4 weeks
Total credit hours Course length
3.73 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
ENTERTAINMENT BUSINESS
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Course Descriptions Program Core MMC 6256
MAN 629
EBM 690
MAR 680
Entertainment Media Publishing and Distribution†
Executive Leadership
Final Project: Leadership Portfolio and Business Plan Thesis
Internet Marketing and Web Search Optimization
The Entertainment Media Publishing and Distribution Course consists of an in-depth examination of issues that are currently affecting media publishing and distribution. Students in this course are placed in real world scenarios requiring the application of problem-solving techniques to resolve issues. Students also examine current entertainment business companies and their approaches to publishing and distribution.
Course Outline
This course examines the qualities necessary to be an executive leader in today’s entertainment business field. Various industries are examined to ensure an understanding of a given industry’s leadership styles and traits. Students explore effective decision-making processes, power and influence, mentoring, leading organizational change, negotiation skills, and investing in and managing relationships to achieve business goals.
Course Outline Executive Leadership Qualities Personal Assessments
Leaders in the Entertainment Business Field
The second capstone project is a business plan thesis – a comprehensive academic examination of a topic selected by the student. The thesis project encompasses academic objectives and concepts learned from each course in the degree program. Students are given the month prior to graduation to complete their two final capstone projects, and completion of these two projects is a requirement of graduation for the Entertainment Business Master of Science Degree Program.
Entertainment Leadership Portfolio
Course Outline
Advanced Publishing and Distribution Topics
The Examination of the Various Entertainment Industries
Current Publishing and Distribution Issues
Power and Influence Mentoring
Case Studies Entertainment Leadership Portfolio Total credit hours Course length
3.73 4 weeks
In the Entertainment Business Master of Science Degree Program, there are two academic capstone projects that are required for graduation. The first is a leadership portfolio, intended to inspire students to develop the leadership skills necessary for success in the entertainment business field. The portfolio requires the student to create and participate in the entertainment business field in his or her own environment, and to complete a leadership and personal development milestone in each course of study.
Leading in Change Executive Leadership Case Studies
Total credit hours Course length
3.73 4 weeks
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F U L L S A I L U N I V E RSITY
Course Outline Introduction to Internet Marketing Internet Marketing Assessment Internet Marketing Strategy Web Search Optimization Overview Search Engine Optimization (SEO) Operations Search Engine Marketing (SEM) Operations Search Engine Ranking Systems
Completion of Leadership Portfolio Completion of the Business Plan Thesis Total credit hours Course length
This course explores the influence of the Internet and web-search optimization on the entertainment business industry, and how understanding and exploiting these strategies can help an entertainment business become a strategic force on the web. Students explore the advantages of understanding these concepts and the potential impact of the Internet on his or her entertainment business, while also learning the best strategic methods for positioning a product for success on the Internet.
2.40 4 weeks
The Customer Experience Entertainment Leadership Portfolio Total credit hours Course length
3.73 4 weeks
MAR 667
MAN 6446
EBM 590
MAN 602
Mobile Marketing and Commerce
Negotiation and Deal-making†
Product and Artist Management
Production Management Principles
The Mobile Marketing and Commerce Course gives students an in-depth look at the growing mobile technology market and its current and future impact on entertainment business. Students explore a variety of topics in this course, including mobile technology, mobile marketing, m-commerce, m-commerce applications, and specific case studies for this emerging field. Students also discuss the challenges of this technology and learn strategies for incorporating it into an entertainment business.
Negotiation and deal-making are essential business skills that enable entertainment business professionals to grow companies, establish a strong business presence, and enhance product development. In this course, students explore the skills needed to become a strong negotiator and deal-maker, through instruction in topics like deal-structuring skills, self-awareness and negotiation skill development, tools and concepts for negotiation preparation, negotiation and dealmaking role-playing, and critiquing the roleplaying scenarios.
The Product and Artist Management Course addresses management issues and scenarios that apply to artist management and gives students tools and strategies to help resolve these issues. Students in this course also address product management and its unique issues, the interconnectivity of artist and product management divisions. Finally, students have the opportunity to apply these advanced management techniques to their specific entertainment field and examine how these principles can be applied to their business projects.
Course Outline
Course Outline
Students in the Project and Team Management Course are responsible for two main objectives. The first involves learning the principles of project management, including: creating a project management plan, correctly ordering tasks, understanding and considering all factors that contribute to a successful project, and staying within budget. The second objective requires students to explore the various factors of team management and creating a productive team, including: matching project objectives to team member skill sets, motivating a team to accomplish project goals, empowering team members to take ownership of a project’s success, and providing mentorship to aid the team’s success.
Course Outline Mobile Technology Overview Mobile Marketing Mobile Content Selection Content Choices and User Habits Licensing Content
An Overview of Negotiation Techniques
Overview of Artist Management
Deal-making Structures and Outlines
Strategic Artist Management Techniques
Self-awareness and Negotiation Skill Development
Overview of Product Management
Section 1: Project Management
Strategic Product Management
Creating a Project Plan
The Integration of the Artists and the Media Product
Understanding Project Planning Software
Current Issues Affecting Artist and Product Management
Project Plan Development and Execution
Tools and Concepts to Prepare for Negotiation
M-commerce Overview The Various M-commerce Models M-commerce Application Environments
Role-playing Negotiation Scenarios and Critiquing
Course Outline
WAP and The Mobile Internet
Negotiation and Deal-making Case Studies
Problem-solving Techniques for Artists
Project Management and Budget Management
Case Studies
Entertainment Leadership Portfolio
Case Studies in Artist and Product Management
Entertainment Leadership Portfolio
Entertainment Leadership Portfolio Total credit hours Course length
3.73 4 weeks
Total credit hours Course length
3.73 4 weeks
Section 2: Team Management
Entertainment Leadership Portfolio Total credit hours Course length
Aligning Project Tasks with Team Talent
3.73 4 weeks
Team Management Concepts and Theories Team Management Case Studies Managing Team Morale Managing Team Time Management Confronting Team Conflict Inspiring a Team Entertainment Leadership Portfolio Total credit hours Course length
†
3.73 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
ENTERTAINMENT BUSINESS
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Mas te r of Science Degree Program
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Film Bachelor of Science Degree Program
Filmmakers have always been on the cutting edge of technology. Incorporating color and sound were early milestones, and now CGI, virtual sets, and high-definition cameras are opening doors that were once unimaginable. Yet, even with all of the possibilities technology introduces to the creative process, our favorite films would not exist if it weren’t for the people whose drive, passion, and creativity bring these ideas to life on the big screen.
In the end, it’s about storytelling – the desire to create something new and make it mean something to an audience. When you enter Full Sail’s Film Program, you join a unique group of people who understand and share that desire. From educators and guest lecturers who’ve been there, to students who share your love and passion for cinema, everyone shares a common goal – learning to make great films.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
Master of Science Degree Program
Game Design
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CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS
ONLINE PROGRAM
Master of Science Degree Program F U L L S A I L U N I V E RSITY
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
Areas of Focus Preproduction Production Postproduction Final Project
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Areas of Focus
planning
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people have already spent months (or even years) planning, budgeting, and scheduling every detail of a production.
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audience rooms
Having a thorough understanding of preproduction – a critical time in the filmmaking process – is vital to creating a successful film, and Full Sail’s curriculum starts you right at the beginning. Throughout the program, as you create multiple film and video projects, you’ll get familiar with this process as you finalize scripts, prepare budgets and schedules, create storyboards, cast your productions, scout locations, and build sets. PROCESS
filmmaking
As you see how all of these important parts come together, you’ll learn how to use careful planning and preproduction to ensure a smooth and successful production before you even pick up a camera.
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F U L L S A I L U N I V E RSITY
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BUDGETING SCHEDULING
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audience
F U L L S A I L U N I V E RSITY
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Once the planning is finished, it’s time to get started. Production is the phase of a film where the actors, crew, producers, and directors all work together to create what you see on-screen. It takes all kinds of people to make a film set run smoothly – from directors of photography to audio techs to production designers to second assistant directors to script supervisors – and our Film curriculum is designed to give you experience with all of these different roles on real world film shoots.
TEAMof
SET building
filmmakers sequence
FLOW VISUAL
CASTING
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Through multiple productions in multiple styles using 35mm, 16mm, HD, and DV cameras, you’ll learn and cycle through various positions on a film shoot as you work with other students to form a team of filmmakers.
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the world it lives in. That’s why we give you eight soundstages, a backlot, location grip trucks, and a full HD studio. No matter what story you want to tell, you’ll have the tools, the guidance, and the training to capture it.
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FILM
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Areas of Focus
planning
BUDGETING SCHEDULING
FULL
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create
STORYBOARDS TEAMof
filmmakers sequence
EDITING rooms
FLOW VISUAL
STYLE
bring YOUR
filmmaking PROCESS
100
F U L L S A I L U N I V E RSITY
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It’s said that where a film really comes to life is in the editing room. In postproduction, important decisions are made about the sequence, flow, and visual style of a film. Scenes are cut and rearranged and the film begins to take its final shape.
SET building
GUIDANCE
VIRTUA
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But the visuals are just one aspect of postproduction. This is where you mold and refine every aspect of your film – recording and editing additional dialogue, sound effects, and music, as well as creating digital visual effects that may be essential to the story, adding titles, and polishing every detail of your film.
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audience
REAL world
film SETS FILM
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HDstudio
PRODUCTION
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filmmakers sequence
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Through most of the Film program, you’re learning, refining, experimenting, and fi guring out how to handle yourself on a real world film set, regardless of whether you’re a production assistant or sitting in the director’s chair. For your final project, you’ll put all that experience and knowledge together to make a 35mm movie from scratch.
CASTING you start with the script and proceed to work through
Working with a crew made entirely of your classmates,
the entire filmmaking process, starting with location
preproduction – casting, budgeting, storyboarding, SCOUTING
and more. Then your team moves on to production – you can design and build your own set, go on location, or maybe shoot on our existing backlot with locations like New Orleans and Venice. After all the footage is shot, it’s time to head to the edit bays in Advanced Postproduction class to put it all together and bring the story to life.
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The reward for this whole process is seeing your crew’s film screened in a movie theater for an audience of classmates, family, and industry professionals. When it’s all done, you’ll have another valuable asset for your reel – something that really shows off your capabilities.
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FILM
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Overview
Objective
Our Film Bachelor of Science Degree Program is built around actual industry workflow, so you learn your way around a set while you’re in school. The Film curriculum will have you planning productions, writing scripts, creating storyboards, and learning how to shoot on a variety of cameras – 16mm, 35mm, HD, and more – and in a variety of styles.
Our goal is to provide you with the focused knowledge and understanding of film theory and craft needed to qualify for entry-level, industry positions as independent filmmakers, camera operators, production assistants, editors, sound designers, assistant directors, unit production managers, art directors, video editors, lighting technicians, director’s assistants, dialogue editors, and a variety of other positions in the film and video industry. This program will also help you develop team building skills necessary for the film industry and instruct you in the professional presentation of film projects.
You’ll build sets (and break them down) on spacious soundstages and shoot on our studio backlot, hold casting calls, work on the actors’ make-up, and create special effects to enhance your films. Then, when the film is in the can, you’ll edit, work on visual effects, polish the sound, and prepare the film for viewing on the big screen. In addition to film production, you’ll also learn photography, HD broadcast production, production budgeting, and lighting, as well as courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the film industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
FILM
OVERVIEW & OBJECTIVE
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Film
Bachelor of Science Degree Program PROGRAM CORE
GENERAL EDUCATION
Code
Course
Credit Hours
Code
Course
FLM 335
Advanced Lighting
3.07
ART 2007
Art History*
4.00
FLM 496
Advanced Postproduction
7.60
CLP 1006
Behavioral Science†
4.00
FLM 3457
Art Direction
2.80
MGF 1213
College Mathematics†
4.00
FLM 372
Cinematography
3.47
CGS 1000
Computer Science and Internet* †
4.00
FIL 2771
Digital Cinematography†
7.20
CRW 2000
Creative Writing†
4.00
FLM 267
Directing
3.47
ENC 1101
English Composition*†
4.00
FLM 442
Documentary Filmmaking
4.13
SPC 2140
Interpersonal Communications*
4.00
FLM 431
Film Production
7.73
SPC 1606
Public Speaking†
4.00
FLM 487
Final Project
7.47
FLM 345
HD Production
7.20
FIL 1034
History of Motion Picture Arts†
2.67
FLM 321
Introduction to Editing and Visual Effects
4.67
FLM 241
Lighting
6.67
FLM 246
Makeup for Motion Pictures
2.40
PGY 1103
Photography†
3.07
FLM 457
Postproduction
4.00
FLM 463
Producing Independent Film
5.07
FLM 354
Production Design
2.80
FLM 235
Sound for Film
3.73
FLM 223
Storytelling
3.60
Totals:
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
92.80
124.8 84
* These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
ENGLISH COMPOSITION
CREATIVE WRITING
COMPUTER SCIENCE & INTERNET
BEHAVIORAL SCIENCE
PHOTOGRAPHY
COLLEGE MATHEMATICS
HISTORY OF MOTION PICTURE ARTS
8
9
10
11
DIGITAL CINEMATOGRAPHY
INTRO TO EDITING & VISUAL EFFECTS
ADVANCED LIGHTING
DIRECTING
DOCUMENTARY FILMMAKING
15
16
4
6
7
SOUND FOR FILM
DIGITAL CINEMATOGRAPHY
PUBLIC SPEAKING
STORYTELLING
DIRECTING
12
13
14
CINEMATOGRAPHY
FILM PRODUCTION
ART DIRECTION
LIGHTING
HD PRODUCTION MAKEUP FOR MOTION PICTURES
ART HISTORY
PRODUCTION DESIGN
18
19
20
17
FILM PRODUCTION
ADVANCED POSTPRODUCTION POSTPRODUCTION
ART DIRECTION
106
5
F U L L S A I L U N I V E RSITY
FINAL PROJECT INTERPERSONAL COMMUNICATIONS
PRODUCING INDEPENDENT FILM
Course Descriptions Program Core FLM 335
FLM 3457
FIL 277
FLM 442
Advanced Lighting
Art Direction
Digital Cinematography†
Documentary Filmmaking
Advanced Lighting is the second of two lighting courses in the Film Program. This course teaches lighting in a variety of mediums, including film, digital video, and high definition. Building upon the topics covered in the previous lighting course, students explore the concepts of analyzing a script, lighting for character movement, dramatic lighting of art direction, and the interpretation of lighting a scene. The dramatic nuances of scenes are then analyzed and enhanced by creating various lighting setups.
The Art Direction Course teaches students, through lectures and hands-on experience, professional methods of handling and constructing scenery and set pieces for film and digital video production. Students receive instruction in prop construction, scenic painting, set dressing, and scene design, as they build a film set from concept to completion for use in the Film Production course.
This course focuses on the digital video filmmaking techniques necessary for the creation of independent shorts. Students learn important concepts of cinematography, including how to operate cameras, direct, edit, record production sound, light, and fill all positions necessary to digital video production. In addition, students produce a short movie from concept to completion.
This course examines various techniques necessary to direct and produce documentary films. While course topics include directing, producing, preproduction, history, writing, genres, and interviews for documentary films, students also delve into the philosophy of ethics and research as it pertains to the preproduction and production of a non-fiction film.
Course Outline
Course Outline
Scene Design
Preproduction
Construction of Scenery
Camera Techniques
Scenic Painting Techniques
Digital Cinematography Process
Handling of Scenery
Field Production
Working with Sets, Props, and Set Dressings
Total credit hours Course length
Course Outline Lighting for Video, Film, and High Definition Interpretation of Lighting a Scene Analyzing the Script Dramatic Lighting of Art Direction
Total credit hours Course length
Lighting for Character Movement Total credit hours Course length
3.07 4 weeks
2.80 8 weeks
Advanced Postproduction This final of three postproduction courses in the Film Program examines advanced non-linear online editing techniques, video formats, engineering, digital video effects, and compositing using multiple platforms. Students study editing theory, editing software, basic engineering for postproduction, digital video effects, compositing, color correction, and edit lists.
Course Outline
The Cinematography Course introduces students to the art and operation of the motion picture camera, by providing an in-depth overview of terminology, camera structure, and camera operation. Subjects covered include composition, exposures, filters, lighting, film stocks, camera movement, and camera operation.
Course Outline
Camera Operation
Basics of Computerized Editing
Film Stocks and Exposure
The Practical Approach to Computerized Editing
Lighting and Light Measuring
Advanced Postproduction Projects
Total credit hours Course length
Total credit hours Course length
7.60 8 weeks
Research, Writing, and Budgets for Documentaries Directing Interviews and Field Production Techniques Ethics and Resources
7.20 8 weeks
Total credit hours Course length
3.47 4 weeks
4.13 8 weeks
FLM 267 FLM 431
Film Production
The Directing Course focuses on the many responsibilities of the director and film crew to successfully take a project from script to screen. During lectures, students learn basic and advanced techniques of directing, including acting, directing actors, composition, the rehearsal process, script analysis, preproduction, casting, and theory. Students participate in workshops that emulate a working film production environment, as they become director and actor utilizing their scripts and talents.
The Film Production Course examines the film process from scripting to production in the 16mm film medium. In this course, students become familiar with each of the positions involved in a professional film production by participating in labs that give them hands-on experience. Subjects covered include directing, cinematography, shooting styles, lenses, audio for film, working with talent, lighting, set design, the film producer, production management, and film transfers to video.
Course Outline
Introduction to the Craft of Cinematography Composition and Framing
Introduction to Editing Systems
Genres and History
Directing FLM 372
Cinematography FLM 496
Course Outline
Course Outline
Introduction to Fundamentals of Directing
Film Production Process
Directing Talent/Understanding the Actor
Film Equipment
Directing and Producing
Preproduction
Labs
Casting/Acting
Film Shoot and Production of Short 16mm Film
Pitching Scripts in Hollywood
Total credit hours Course length
Scene Study Total credit hours Course length
7.73 8 weeks
3.47 8 weeks
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Course Descriptions Program Core FLM 487
FIL 1034
FLM 241
PGY 1103
Final Project
History of Motion Picture Arts†
Lighting
Photography†
The preliminary lighting course for the Film Program, Lighting emphasizes professional procedures and protocol relevant to the film industry. Students work with industry standard lighting and grip equipment and are trained in the safe use of electricity and power distribution. This course also covers the basics of color correction and camera filtration using tungsten, fluorescent, and HMI sources. Special emphasis is placed on using the script as the main guide for film lighting design.
The Photography Course introduces students to basic principles of black and white photography. Students learn camera techniques, composition, lens exposures, and the process of developing black and white film. Other subjects covered include enlarging, chemical processing, cropping, dodging, burning, and film speeds.
The Final Project Course examines all aspects of making a film. During this course, students are exposed to various facets of advanced filmmaking as they make a 35mm film. During the production phase, students apply their knowledge in departments including grip/electric, camera, sound, and directorial. Subjects covered include advanced lighting, advanced cinematography, 35mm camera systems, production sound, and non-linear editing. Production locations are dependent upon the script and range from soundstages to various external, on-location sites.
Course Outline
Course Outline Preproduction Final Script Analysis Advanced Camera and Camera Assistant Advanced Cinematography Production Design Production for Feature Film Total credit hours Course length
History of Motion Picture Arts is an introductory course that explores motion pictures as an art form, as a corporation, and as a system of representation about society and history. Students explore how film has dramatically changed the way history has been documented in the 20th century, through subjects like the birth of film, the golden age of silent films, World War II, nonHollywood films, the new cinema era, and the Hollywood renaissance.
7.47 8 weeks
The Birth of Movies
The Eye of the Camera: Cinematography Basics
The Golden Age of Silent Films
Electrical Distribution and Safety
Integration of Sound
Tungsten Halogen Instruments
World War II: Decline of the Studio System
HMI and Fluorescent Instruments
Non-Hollywood Films
Lighting Strategies
The New Cinema of the 1950s
Lighting a Cinematic Story
The Hollywood Renaissance
Critiquing the Student Film
2.67 4 weeks
HD Production FLM 321
Introduction to Editing and Visual Effects
Camera Techniques
Introduction to Editing and Visual Effects is the preliminary postproduction course in the Film Program. In this course, students are introduced to the concepts of aesthetic editing and the role of the editor as a storyteller. Students are also introduced to many postproduction concepts, including dialogue editing, scene transitions, time and space perception, tempo, sound effects, visual effects, editing with music, and mood changes.
High Definition Process
Course Outline
Course Outline Preproduction
Studio Production
Processing and Developing Total credit hours Course length
Postproduction
6.67 8 weeks
7.20 8 weeks
The Makeup for Motion Pictures Course introduces students to the importance of makeup application during a film shoot. Through lectures and hands-on experience, students learn the techniques of makeup artistry, character research, terminology, special effects, and the effects of color and skin tone. In addition, students learn the role of the makeup artist and explore the proper visual appearance of an actor on set.
Course Outline
Character Research
The Editor as a Storyteller Tempo, Mood, and Transitions
The Effects of Color and Skin Tone on Film
Dialogue, Sound Effects, and Music
Special Effects
Total credit hours Course length
F U L L S A I L U N I V E RSITY
Makeup for Motion Pictures
Makeup Artistry for Film and Television
Introduction to Editing Systems
4.67 4 weeks
Total credit hours Course length
3.07 4 weeks
FLM 457
Introduction to Makeup
Visual Effects
108
Film Composition
FLM 246
In the HD Production Course, students learn techniques and technologies required for creating multi-camera film shoots using high definition cameras. Starting with basic camera principles and setups, students explore the details of directing live and taped productions. This course also addresses camera operation, directing, production sound, lighting, and all the positions necessary for high definition production.
Total credit hours Course length
Total credit hours Course length
Introduction to Camera Techniques Lens Exposures
Color and Correction
Final Exam Total credit hours Course length
FLM 345
Course Outline
Course Outline
2.40 4 weeks
Postproduction is the second of three film post courses in the Film Program. The Postproduction course is intended to provide a greater understanding of the imaginative and technical side of editing. Students examine intermediate non-linear online editing techniques, including engineering, media management, and digital video effects, using footage from the Film Production course. Students then edit a short story that includes titles, music, and a finished edit.
Course Outline Introduction to Editing Systems Computerized Editing Techniques Alternative Editing Choices Film Production Projects Total credit hours Course length
4.00 4 weeks
General Education FLM 463
FLM 235
ART 2007
MGF 1213
Producing Independent Film
Sound for Film
Art History*
College Mathematics†
The Sound for Film Course explores the theory and operation of field audio for film and video productions. Students utilize field recorders and mixers in various locations in order to gain expertise in the craft of sound. This course examines the fundamentals of sound, microphones, location and soundstage recording, sound equipment and operation, and various recording techniques.
The Art History Course introduces students to selected monuments of art and architecture in the Western tradition - from the Greco-Roman era to the 20th century - studied in relation to the intellectual background of the ages and civilizations that produced them. Various visual mediums will propagate discussions of assigned readings in philosophical, religious, scientific, political, literary, and artistic contexts. To be able to learn and think in visual terms is a necessity in any branch of the entertainment business, but in order to do so you need to understand the foundations of art and design.
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
This course explores the world of line producing, producing, and the production infrastructure of independent film. Students learn all aspects of prepping the shoot, including scheduling, budgeting, project pitching, script breakdowns, assembling talent, assembling crew positions, location scouting/ shooting, and financing.
Course Outline
Course Outline
Fundamentals of Sound
Phases of Production and Script
Microphones
Shooting on Location
Sound Equipment, Operation, and Crew Positions
The Characters and Casting Film Production Analysis Total credit hours Course length
Recording Techniques 5.07 4 weeks
FLM 354
Total credit hours Course length
The Real Number System
3.73 4 weeks
Rational Exponents & Radical Expressions
Ancient Art
Fundamentals of Polynomials & Factoring
Medieval and Renaissance Art
Rational Expressions
Modern Art
Linear Equations & Inequalities
Post-modern Art
Proportions, Formulas, and Word Problems
Total credit hours Course length
Mathematical Models
4.00 4 weeks
Total credit hours Course length
FLM 223
Production Design The Production Design Course focuses on the responsibilities of the production designer and his or her crew within the art department. This course introduces the principles of production design and addresses how they apply to a motion picture. The overall mood and visual appearance of a film is explored through the fundamentals of design. Subjects covered include script breakdown, storyboards, the effects of color, drafting, elevations, and set research. The course culminates in students designing a film set for use in the Film Production Course.
Storytelling
Script Breakdown Scene Design and Storyboards
Course Outline
Course Outline
Drafting and Elevations
Basics of Storytelling
Effects of Color
Outline and Treatment for Screenplay
Researching
Character Development 2.80 4 weeks
Television vs. Film Writing Exercises
Behavioral Science†
CGS 1000
The Behavioral Science Course introduces students to the psychology of self-evaluation, self-motivation, self-awareness, and self-focus. This course provides an overview on current and historical theory as it pertains to the above-mentioned areas. Students are also introduced to techniques of time management, organizational skills, active listening, and producing effective presentations.
Computer Science and Internet*†
Self-regulation
The Computer Science and Internet Course introduces students to the basics of computer operation and their internal components, networks, and storage options. Students also study science as it relates to the world of computers and the Internet. In addition, several common software applications used in today’s business world are taught. The course is taught online and teaches Internet research and communications skills.
Motivation
Course Outline
Course Outline Self-awareness
Empathy
Hardware
Social Skills
Peripherals
Total credit hours Course length
Digital Information Processing
4.00 4 weeks
Networking Internet and Security
Writing a Short Format Script Total credit hours Course length
4.00 4 weeks
CLP 1006
The Storytelling Course continues the instruction begun in the Creative Writing Course by examining the principles of moviemaking from the perspective of multiple technical and creative crew positions, including screenwriter, director, cinematographer, production designer, and editor. During this course, students gain experience in reading, writing, and understanding scripts while analyzing the traditional elements of fiction: plot, character, setting, and point of view. By focusing on the art and science of visual storytelling and using specific examples from past films, students are trained in multiple filmmaking techniques that can be applied to any film or television project.
Total credit hours Course length
Sets & Logic
Course Outline
Location and Soundstage Recording
Assembling Crews
Course Outline
Computer Build Project
3.60 4 weeks
Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions General Education CRW 2000
SPC 2140
Creative Writing†
Interpersonal Communications*
The Creative Writing Course trains students to explore writing in a variety of genre forms. Building on the knowledge gained in English Composition, students in this course incorporate common literary devices and narrative structures into creative endeavors.
Course Outline Brainstorming Form and Function of Genre Narrative Structure and Causality
The Interpersonal Communications Course is designed to provide strategies and skills to enable clear and professional communications in the workplace. The students are guided through the career planning process and are provided with strategies necessary for a lifetime of career-related decision-making. By establishing clear goals and a clear approach for attaining those goals, students will increase their own self-confidence with respect to the transition from student life to professional life.
Course Outline
Literary Devices Criticism and the Editing Process
Assessment and Evaluation
Final Revisions
Research and Planning
Total credit hours Course length
4.00 4 weeks
Writing Résumés and Other Documents Networking and Interviewing Total credit hours Course length
ENC 1101
4.00 4 weeks
English Composition*† The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments lead students through a continually deepening creative research process, which then develops into a complex and detailed written project.
Course Outline Composition and Revision Critical Analysis
Public Speaking† The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Literary Devices
Impromptu Speeches
Grammar and Structure
Researching for Speech Manuscripts
Portfolio Total credit hours Course length
SPC 1606
4.00 4 weeks
Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length
110
F U L L S A I L U N I V E RSITY
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Game Art
Bachelor of Science Degree Program
Game visuals have come a long way since the monotone pixels of Pong and Space Invaders. Looking at the video games of today, it’s obvious that each successive generation of hardware has opened the doors for more realistic gaming experiences. And with technology continually expanding the storytelling possibilities of the medium, the gaming industry now demands a specific kind of digital artist to define the limits of what’s capable on screen.
By focusing our training on the specific needs of the gaming industry, Full Sail’s Game Art Bachelor of Science Degree Program is designed to open the gaming world to you, helping you develop the skills to become part of a specialized group of artists. These artists help to create the next generation of video games, innovating in visuals as well as in gameplay, and helping to shape the future of one of the world’s fastest growing forms of entertainment.
Graduates of this degree may apply to continue their education with the:
Game Design
Master of Science Degree Program
Media Design
112
CAMPUS PROGRAM
Master of Fine Arts Degree Program F U L L S A I L U N I V E RSITY
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Art Creation Collaborative Development Demo Reel Modeling
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Areas of Focus
CONTENT
modeling
O PTIMIZATION
STRATEGIES
V
objects artistic FOUNDATION CHARACTERS F U N D A M E N TA L S
landscapes
VISUAL special EFFECTS
TEXTURING
depth
N
G
Art Creation
IVE DEV/
After grasping the basics of computer art, it’s time to add the visual depth that defines great animation. You’ll learn how to use lighting, shading, and GAME DEV texturing to breathe realistic qualities into your characters and how to combine those elements to create industry-ready real time graphics. Building on the essentials you’ve already learned, you’ll apply ANIMATION FOUNDATION those skills on projects that will see you creating objects, characters, and landscapes for expansive and imaginative 3D game worlds.
STORYBOARD SCRIPTING
ART CREATION
COLLABORATIVE DEV/ DEMO REEL
114
F U L L S A I L U N I V E RSITY
3D
ANIMATION concepts
LIGHTING SHADING
texturing
team
BUILDING artistic F U N D A M E N TA L S
VISUAL
depth
STORYBOARD SCRIPTING
modelin
STRATEGIE
object CHA
lan
TEXTURING
3D
spec EFF
ANIMATION concepts
LIGHTING SHADING
texturing
team
BUILDIN
CONTENT
ng
OP T I M I Z AT I O N
ES
ts ARACTERS
ndscapes
cial ECTS
NG
modeling STRATEGIES
CONTENT
OPTIMIZATION
objects CHARACTERS
landscapes
TEXTURING
special E F FECTS
GAME ART
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Areas of Focus ANIMATION FOUNDATION
artistic FUNDAMENTALS
VISUAL
ART CREATION Collaborative Development
depth
After mastering the world of game art creation you’ll work together with students from Full Sail’s Game Development Degree Program to design and produce an original game project from start to finish. This collaborative environment will help you learn to COLLABORATIVE DEV/ deliver content on a deadline as well as how to work DEMO REEL within guidelines set by a real world production team.
STORYBOARD SCRIPTING
You’ll storyboard and script with a team of programmers, and work with them to define the visual qualities and requirements for the game. Then you’ll go to work using the skills and techniques learned throughout the program to develop the graphics and environments for a fully-playable game. In addition to learning industry workflow and how to operate in a team setting, this integrated project setting will allow you to see your graphics as part of a final product and test how they hold up in a practical application. All of these factors give you the advantage of coming out of school as an artist who has already worked on a fully-functional game.
116
F U L L S A I L U N I V E RSITY
3D
ANIMATION concepts
m
S
LIGHTING SHA D I N G
texturing
team
BUILDING
Demo Reel By the end of the Game Art program you will have amassed a wealth of content that shows an employer the comprehensive skills and artistic techniques you’ve mastered. During your final months, you’ll collect all of these assets and put them together for your personal demo reel. In a dedicated Demo Reel Creation course, your instructors will re-evaluate what you’ve created throughout your classes, and help you gear your portfolio to the area of the industry you’re most interested in pursuing. The reel will show off your artistic strengths and technical proficiency in such areas as character modeling, animation, texturing, and special effects, offering a well-rounded demonstration of your talents to help launch your career.
T
LIGHTING
UAL
ADING epthSTORYBOARD S Htexturing team
BOARD RIPTING
SCRIPTING
BUILDING
team
BUILDING
objects CHARACTERS TEXTURING
landscapes special EFFECTS
TEXTURING
special EFFECTS
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Areas of Focus
3D
ANIMATION concepts
artistic LIGHTING F U NDAMENTALS
ON
SHA D I N G
VISUAL
3D
objects CHARACTERS
ANIMATION concepts
landscapes
LIGHTING
Game content follows fundamental artistic guidelines even when you’re working within the expanse of 3D digital graphics. The modeling foundations covered in the Game Art program will help you draw a parallel between traditional art and modeling techniques and today’s leading digital art software – the way characters, objects, and environments look and FOUNDATION act in real life, and how ANIMATION you can capture that same realism when recreating them in the digital world.
depth
GAME DEV
team
BUILDING
SHADING
texturing TEXTURING
M E N TA L S
118 UAL
graphics, the program also emphasizes the core 3D animation concepts that are essential to the CREATION industry. As ART you explore the latest game platforms, you’ll learn the strategies of professional modelers and discover how to create great looking content and optimize it to the standards of today’s hardware.
3D
ANIMATION COLLABORATIVE DEV/ concepts
DEMO REEL
LIGHTING
F U L L S A I L U N I V E RSITY
SHADING
special EFFECTS artistic
team
STORYBOARD SCRIPTING To further introduce you to the world of game
stic
O P T I M I Z AT I O
STRATEGIES
texturing Modeling
CONTEN
modeling
FUNDAMENTALS
BUILDING
VISUAL
depth
modeling
modeling STRATEGIES
objects CHARACTERS
landscapes
3D
ANIMATION
TEXTURING
concepts
special EFFECTS
LIGHTING SHADING
texturing
CONTENT
team
OPT I M I Z AT I O N STRATEGIES STORYBOARD
SCRIPTING
objects
BUILDIN
GAME ART
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120
F U L L S A I L U N I V E RSITY
Overview
Objective
Full Sail’s Game Art Bachelor’s Degree Program is designed to develop artists well-versed in 3D asset creation for game development. With a focus on 3D content for consoles and computers, you’ll work your way through project-based classes that follow a clear progression from the basics of digital art creation up through the latest trends and tools. Along the way classes like Character Animation, Game Production, Production Modeling, Level Design, and Shading and Effects will help you gain the skills necessary to move and improve content through the production pipeline. Each of these specialized classes is based around the same workflow processes found at professional gaming studios including such core concepts as animation, character modeling, lighting and shading, and texturing.
Our goal is to provide you with the focused knowledge and understanding of 3D computer environmental modeling, game textures, and character animation needed to qualify for entry-level positions in the game industry as game artists, scene builders, character designers, technical directors, motion animators, and animators. Besides the program’s strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related fields.
Supporting these industry-specific foundations are classes focusing on the fine art aspects of game content development as well as courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the gaming industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
In addition to technical proficiency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GAME ART
OVERVIEW & OBJECTIVE
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Game Art
Bachelor of Science Degree Program PROGRAM CORE Code
Course
CGA 221
2D Animation
Credit Hours 4.00
CGA 271
Scripting Basics
CGA 121
3D Foundations
4.00
CGG 432
Shading and Effects for Games
3.00
CGG 442
Advanced Game Characters
3.00
GRA 1161
Shading and Lighting †
4.00
CGA 251
Art Creation for Games
4.00
CGG 482
Asset Production
4.00
CGA 233
Character Animation
7.00
CGA 342
Character Design and Creation
4.00
GENERAL EDUCATION
CGA 441
Character Rigging
7.00
Code
Course
CGA 241
Compositing Fundamentals
4.00
MGF 1213
College Mathematics†
4.00
CGA 482
Demo Reel Creation
4.00
ENC 1101
English Composition* †
4.00
CGA 131
Fundamentals of Animation
3.00
PPE 2110
Ethics and Psychology †
4.00
CGG 333
Game Animation
4.00
PHY 1000
Fundamentals of Physics†
4.00
GDD 481
Game Preproduction
3.00
MTG 1205
Geometry and Measurement †
4.00
CGG 381
Game Production
4.00
GEN 251
Historical Archetypes and Mythology
4.00
GDD 490
Game Project I
4.00
SPC 2140
Interpersonal Communications*
4.00
GDD 493
Game Project II
4.00
SPC 1606
Public Speaking †
4.00
GDD 495
Game Project III
4.00
CGG 452
Level Design
4.00
DIG 1302
Model Creation†
4.00
CGA 371
Motion Capture
3.00
CGA 111
Object Perspective
6.00
CGA 112
Principles of Design
4.00
CGA 352
Production Modeling
4.00
3.00
Totals:
106.00
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
138 84
* These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
7
ENGLISH COMPOSITION
3D FOUNDATIONS
MODEL CREATION
SHADING & LIGHTING
PRINCIPLES OF DESIGN
CHARACTER DESIGN & CREATION
2D ANIMATION
COLLEGE MATHEMATICS
HISTORICAL ARCHETYPES & MYTHOLOGY
GEOMETRY & MEASUREMENT
FUNDAMENTALS OF PHYSICS
10
11
12
13
14
GAME ANIMATION
CHARACTER ANIMATION
ART CREATION FOR GAMES
LEVEL DESIGN
CHARACTER RIGGING
MOTION CAPTURE
SHADING & EFFECTS FOR GAMES
ADVANCED GAME CHARACTERS
18
19
20
21
GAME PROJECT I
GAME PROJECT II
GAME PROJECT III
DEMO REEL CREATION
ETHICS & PSYCHOLOGY
OBJECT PERSPECTIVE
8
9
COMPOSITING FUNDAMENTALS
PRODUCTION MODELING
FUNDAMENTALS OF ANIMATION
SCRIPTING BASICS
15
16
17
PUBLIC SPEAKING
ASSET PRODUCTION
GAME PREPRODUCTION
INTERPERSONAL COMMUNICATIONS
GAME PRODUCTION
122
F U L L S A I L U N I V E RSITY
Course Descriptions Program Core CGA 221
CGG 442
GDD 482
CGA 342
2D Animation
Advanced Game Characters
Asset Production
The 2D Animation Course develops students’ appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subject’s volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students’ skills as computer animators and enhances their creative ability.
The Advanced Game Characters Course concentrates on the creation of a gaming character from top to bottom. Students create character mesh, textures, and use animation techniques to test characters for efficiency within game and resource limitations. The course helps students to understand the constraints of geometry and textures in a game engine.
The Asset Production Course concentrates on defining what kind of content needs to be produced and how that content will be implemented into the final game project. In this course, game artists meet with their project teams to create completion criteria for their game content, and work on implementing levels designed in the Game Preproduction course. Students develop teamwork skills as a vital part of working with programmers for content creation.
Character Design and Creation
Course Outline Animation Fundamentals Principles of Animation Timing Charts
Course Outline Character Creation
Course Outline
Course Outline
Texture Map Swappable Character Parts
Asset Management
Character Design
Exporting to Game Engine
Team Building Skills
NURBS Modeling
Limits and Resource Management
Technology Planning
Sub Division Surface Modeling
Game Animation and Testing
Total credit hours Course length
Total credit hours Course length
Character Animation
3.00 4 weeks
Advanced Character Principles
Surface Flow and Anatomy
4.00 4 weeks
Painting Character Textures Generating Textures for Characters Character Rendering
CGA 233
Clean Up
CGA 251
Character Animation
Character Personality
Art Creation for Games
The Character Animation Course continues to strengthen students’ animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the character’s emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations.
Total credit hours Course length
The Character Design and Creation Course builds upon the skills learned in the Model Creation and Shading and Lighting courses by applying knowledge to 3D characters. Students begin with preproduction of a character, developing concept art and character sheets. Students complete a fully textured organic 3D model for possible use in film or high-resolution game technology.
4.00 4 weeks
CGA 121
3D Foundations The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Game Art Bachelor of Science Degree Program.
The Art Creation for Games Course provides students with a strong knowledge of the way real time 3D content is modeled and textured. Students develop game models of buildings, vehicles, or characters which includes modeling of high and low resolution geometry. In addition to modeling, students paint color, generate normal maps, and specular maps for created geometry. Students finish with a low-resolution game model with the visual fidelity needed for next generation games.
Course Outline Preproduction and Concept
Total credit hours Course length
CGA 441
Character Rigging The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal controls to their character models. Students learn the techniques involved in developing character rigs and skeletal structures used in character animation. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the technical details of the character’s setup.
Course Outline
Modeling Techniques Reduction Techniques
Animation Fundamentals to Complex Movement
Introduction to Operating Systems
Effective UV Mapping
Scene Composition and Staging
Biped Skeleton Rig Design
Introduction to Digital Imagery
Normal Map Generation
Entertainment Analysis
Inverse Kinematics Control
Photoshop Interface and Tools
Texture Painting in Photoshop
Digital Concept Art
Acting Theory, Development, and Techniques
Muscle and Skin Deformation
Practical and Presentation
Introduction to the Maya Interface
Total credit hours Course length
Course Outline
Working in the 3D World Geometry and Surface Types
4.00 4 weeks
Course Outline
Mathematical Expressions
Group Participation and Critique Total credit hours Course length
Set Driven Key Controls MEL Scripted Controls
7.00 4 weeks
Alternative Skeleton Set Up Techniques Total credit hours Course length
Working with Objects and Components Total credit hours Course length
4.00 4 weeks
4.00 4 weeks
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7.00 4 weeks
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Course Descriptions Program Core CGA 241
CGA 131
GDD 481
GDD 490
Compositing Fundamentals
Fundamentals of Animation
Game Preproduction
Game Project I
The Compositing Fundamentals Course introduces students to beginning and intermediate compositing and integration techniques commonly utilized by film and video professionals. The course focuses on the seamless integration of computer-generated elements with real world live-action video footage. Students learn how to accurately reconstruct and composite computer generated elements to properly match a high definition film or video source while working in a nodebased compositing environment.
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.
In the Game Preproduction Course, students plan the genre and scope of their game project, including designing the gameplay, and determining technological issues. Students decide what features the game will have and exactly how they will be accomplished before assigning individual tasks and beginning production.
The Game Project I Course immerses students in a four-week game development project with heavy emphasis on teamwork and two milestones; Feature Fragment (s) one and two. Students will take their documentation created in previous classes and begin work on their project by coding their core gameplay and major features for their game by the end of the month.
Course Outline
3D Card Systems and Camera Mapping Lighting and Rendering Node-based Compositing Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
Motion Timing and Analysis
Hierarchical Animation
CGG 381
Camera and Light Positional Animation
Game Production
Animation Rendering 3.00 4 weeks
Demo Reel Creation The Demo Reel Creation Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a student’s content is reviewed in an effort to help the student determine the best material for showcasing his or her talent.
Course Outline Content Review and Assembly
CGG 333
Game Animation The Game Animation Course provides students with their first opportunity to produce animated sequences and cycles for game play. Students develop an overall understanding of animation as it applies to the game industry with a focus on game engine constraints and requirements. Students in this course pay special attention to character anatomy, rigging constraints, and reusability within all aspects of a game.
Demo Reel Output
Character Anatomy
Demo Reel Review
Rigging
Package Presentation Development
Application of Animation
Total credit hours Course length
4.00 4 weeks
Game Project Total credit hours Course length
4.00 4 weeks
GDD 493
Course Outline Production Modeling Techniques
Game Project II The Game Project II Course continues a fourweek game development project that was begun in Game Project I. The emphasis on teamwork and project planning continue during this class along with two major milestones. Student assignments include maintenance of technical design documentation, implementation of game technology, preparation and presentations of their Alpha and Beta milestones, as well as continued work on game projects and integration of their assets towards their final milestone.
Course Outline
Advanced Animation Concepts
Alpha Preparation
Environment Strategies
Alpha Presentation
Asset Management
Alpha Review
Concept Integration 4.00 4 weeks
Beta Presentation Beta Review Game Project Total credit hours Course length
Motion Analysis Timing Development
Total credit hours Course length
F U L L S A I L U N I V E RSITY
3.00 4 weeks
The Game Production Course continues to expand students’ knowledge, utilizing tools and concepts learned in the completion of a game production. The course builds on all the Game Art foundation courses that precede it, and parallels industry production workflow while concentrating on the aspects of character and environment creation, texture and lighting effects, and animation.
Total credit hours Course length
Reusability and Blending
124
Presentation and Milestone Acceptance
Beta Preparation
Course Outline
Audio Assembly
Continuous and Nightly Build Process
Dope Sheet and Action Graphs
Total credit hours Course length
CGA 482
Introduction to Advanced Game Production
Planning Methodology
Production Schedule Creation
Keyframe Animation
Photoshop Fundamentals
Course Outline
Team Building Skills
Risk Assessment Skills
Course Outline
Matte Creation Techniques
Course Outline
4.00 4 weeks
4.00 4 weeks
GDD 495
DIG 1302
CGA 111
CGA 352
Game Project III
Model Creation†
Object Perspective
Production Modeling
The Game Project III Course continues with another four-week game development project that was begun in Game Project I & II. The emphasis on teamwork and project planning continue during this class. Students will begin their Software Quality Assurance cycle with the emphasis on proper defect reporting mechanisms and correction. Student assignments include maintenance of technical design documentation, implementation of game technology, implementation of a quality assurance cycle as well as continued work on game projects in a move towards their final milestone and completion of their project.
The Model Creation Course explores the beginning of the computer animation process by creating hard-surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.
The Object Perspective Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the physical world. This course includes instruction in life drawing, sculpting, lighting, texturing, and character design fundamentals. Students get a glimpse into the realms of anatomy, perspective, color theory, and storyboards. This course suggests that real world observation and touch is invaluable in the planning of 3D generated images.
The Production Modeling Course develops students’ understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.
Course Outline
Course Outline Surface Creation Methods
Surface Continuity
Archive/Wrap-up
Trimming and Blending
Game Compliance
Modeling Optimization
Self-Analysis and Review
Total credit hours Course length
Game Project Total credit hours Course length
4.00 4 weeks
Level Design The Level Design Course continues to expand students’ understanding of game requirements with a focus on constructing a playable level. As a team, students design, build, texture, light, and add effects for a level. Successful completion of this course provides students with the necessary knowledge to develop content for game environments.
CGA 371
Player Interactions
†
4.00 4 weeks
4.00 4 weeks
6.00 8 weeks CGA 271
Scripting Basics The Scripting Basics Course develops the student’s ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.
Principles of Design
The Motion Capture Course teaches students techniques to digitize motion, clean up and editing, and develop an understanding of simulated motion. Students will gain an understanding of motion capture set up and shooting, data tracking, skeleton retargeting, as well as animation correction and enhancement. Students will have deeper understanding of film and game motion capture pipelines.
Total credit hours Course length
Palette Construction
Total credit hours Course length
CGA 112 The Principles of Design Course focuses on the extensive and complex ideas and implications of basic design to help students understand that design is deliberate, allowing them to intellectually connect artistic intention and compositional conclusion. In this course, students plan, organize, and control hands-on projects using various media. They also use gained knowledge to design environments and simple characters throughout the course.
Course Outline Syntax Basics Customizing the Interface
Course Outline
Custom Script Files
Critical Thinking
Troubleshooting Techniques
Elements and Principles of 3D
Total credit hours Course length
Aspects and Elements of Time
3.00 4 weeks
Narrative and Non-narrative
Application and Simulation
Environmental Modeling
Total credit hours Course length
4.00 4 weeks
Skeleton Retargeting
Space Planning
Total credit hours Course length
Character Development
Data Tracking
Playability and Usability
Surface Flow
Life Drawing
Motion Data Shoot
Level Design Concepts
Anatomical Modeling
Lighting and Shadows
Course Outline
Course Outline
Geometry Parameterization
Colors and Textures
Motion Capture
CGG 452
Production Modeling
Sculpting
Curves and Surfaces
Final Presentation
Advanced Modeling Techniques
Object Observation
Building Strategies 3D Modeling Basics
Final Preparation
Course Outline
Course Outline
3.00 4 weeks
Architecture and Scenery Character Design and Development Total credit hours Course length
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions Program Core
General Education
CGG 432
MGF 1213
PPE 2110
MTG 1205
Shading and Effects for Games
College Mathematics†
Ethics and Psychology†
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
The Ethics and Psychology Course provides a strong psychological theory base to the process of character development within the context of storytelling. The foundation of sound psychological theory provides the students with the capability of creating films or games that present characters that have distinct personalities, interesting backstories, and relevant roles within the context of the film or game.
Geometry and Measurement†
The Shading and Effects for Games Course teaches students advanced techniques in texturing, shading, lighting, and animated visual effects for games. The course will pay special attention to ensuring that the textures and effects are reusable and efficient as they share resources with all aspects of the game.
Course Outline
Course Outline Sets & Logic
Course Outline
Texturing and Lighting for Real Time
The Real Number System
Archetypes and Behavioral Styles
Hardware Shaders
Rational Exponents & Radical Expressions
Values, Morals, Ethics
Normal Mapping
Fundamentals of Polynomials & Factoring
Learning Theories and Behaviorism
A Brief History of Geometry
Real Time Effects
Rational Expressions
Psychoanalytic Theory
Inductive and Deductive Reasoning
Linear Equations & Inequalities
Existential-humanistic Theory
Foundations of Geometry
Proportions, Formulas, and Word Problems
Cognitive Psychology
Triangles
Mathematical Models
Neuro-linguistic Programming: Personality Disorders
Parallel Lines and Polygons
Total credit hours Course length
3.00 4 weeks
GRA 1161
Shading and Lighting
†
The Shading and Lighting Course investigates the mood and lighting, look and feel, shadows and shading, reflections and atmospheres that bring scenes and models to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects and scenes that parallel the real world. This course builds on the concepts established in the Object Perspective Course, including surface lighting and shadow observations and techniques.
Course Outline Textures and Shaders Image Manipulation Reflection and Refraction
Total credit hours Course length
4.00 4 weeks
ENC 1101
English Composition*
†
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments lead students through a continually deepening creative research process, which then develops into a complex and detailed written project.
Course Outline
Lighting Strategies
Total credit hours Course length
Similar Triangles and the Pythagorean Theorem 4.00 4 weeks
Trigonometry
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Course Outline Kinematics
Optimization
Literary Devices
Motion
Grammar and Structure
Energy and Mechanics
Portfolio
Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length
F U L L S A I L U N I V E RSITY
Areas of Polygons and Circles
Analytic Geometry
Fundamentals of Physics†
Critical Analysis
4.00 4 weeks
Circles
Solid Geometry
Composition and Revision
Total credit hours Course length
Quadrilaterals
PHY 1000
Rendering and Raytracing
4.00 4 weeks
Course Outline
Gender Issues: Proxemic, Kinesics Chromatics
Highlights and Shadows
Total credit hours Course length
126
The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem-solving through the logic calculations.
4.00 4 weeks
Polar Coordinates Total credit hours Course length
4.00 4 weeks
GEN 251
SPC 2140
SPC 1606
Historical Archetypes and Mythology
Interpersonal Communications*
Public Speaking†
The Historical Archetypes and Mythology Course explores how myths, fairy tales, folklores, gods, heroes, and monsters link cultures together in today’s entertainment market place. These cross-cultural themes are frequently represented in a variety of contemporary media such as computer animation, video games and movies. The course topics are examined primarily through Jungian psychological and literary theory, as well as Joseph Campbell’s Hero Cycle. The class provides a foundation for understanding the connections between culture, history, color symbolism, iconic archetypes and mythology often represented in various forms of visual media and entertainment. Students apply the course concepts through artistic creation of projects such as archetypal characters and modeling preproduction.
The Interpersonal Communications Course is designed to provide strategies and skills to enable clear and professional communications in the workplace. The students are guided through the career planning process and are provided with strategies necessary for a lifetime of career-related decision-making. By establishing clear goals and a clear approach for attaining those goals, students will increase their own self-confidence with respect to the transition from student life to professional life.
Course Outline Introduction to Archetypes, Culture, and Myths
Course Outline
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Targetaudience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Assessment and Evaluation Research and Planning
Impromptu Speeches
Writing Résumés and Other Documents
Researching for Speech Manuscripts
Networking and Interviewing
Creation and Delivery of Persuasive and Demonstrative Speeches
Total credit hours Course length
4.00 4 weeks
Archetypes Influence on Culture
Speech Outlines Audience Surveys and Evaluation Total credit hours Course length
Exploring Contemporary Western Myths and Archetypes
4.00 4 weeks
Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Explore Examples of Differing Myths and Archetypes in Contemporary Media and Advertising Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Game Design Master of Science Degree Program
Video games aren’t just great entertainment, they’re one of the most dynamic areas of the entertainment world, with successful games generating revenue that rivals some of the biggest film and album releases. It takes the right kind of leaders to help manage the titles that innovate and inspire gamers, and keep the industry growing both creatively and financially.
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Today’s top game development houses thrive on the leadership of a great production staff to oversee their multi-million dollar titles, and Full Sail’s Game Design Master of Science Degree Program will help you become one of these creative decision makers. With curriculum based on the processes used at the most respected studios in the world, this Master’s program is designed to prepare you to meet the design, leadership, and management needs of this creative industry.
Areas of Focus Team Leadership Project Management Design Game Capstone Project
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Areas of Focus
Team Leadership Game development is an intensely collaborative process – with designers, artists, animators, programmers, and audio specialists working together to produce high quality assets based around a unified vision. As a game producer, being able to understand these different roles and help them work together efficiently is the key to developing a creative and successful production environment. The Game Design Master’s program puts you in a leadership role, as you learn to coordinate a large, diverse team and help them operate as an integrated unit. Dedicated classes help you develop strong leadership skills, teaching you to streamline a development process that supports the needs of both your team and the studio. The end result is a leadership approach that’s both inspirational and productive.
Project Management Video games are one of the most complex art forms in entertainment, bringing audio, visual, and tactile elements together in one interactive package. With so many different assets being created across multiple departments, effective organization and administration is essential to keeping a game on schedule and under budget. This Master’s program covers the entire scope of a development cycle. After taking core classes in Asset Management, Production Methodologies, and Quality Assurance you’ll collaborate with artists and programmers and work with that team throughout production to delegate tasks, problem-solve, and hit milestones. You’ll also learn the best practices of industry-standard project management, scheduling, and bug-tracking software that will keep your game on schedule while maintaining the quality of the product.
130
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DERSHIP
Areas of Focus
MANAGEMENT
PSTONE PROJECT
Design The classic games you grew up with started as just simple concepts – ideas that were later brought to life by a dedicated team of designers, artists, and producers. Supporting innovative new concepts is one of the responsibilities of a producer at a game studio, and to produce successful products, you’ll need to understand the precise balance of story and gameplay that makes for a well-designed game.
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Our specialized Master’s curriculum teaches the elements of great design. Courses in Game Design and Design Mechanics stress the importance of developing a unified approach to gameplay in the initial design stage, and maintaining that standard throughout production. There’s a real craft to bringing all the components of a game together to develop a finely-tuned experience – these courses will show you how to implement design standards in a way that best serves the needs of the project.
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Areas of Focus
Game Capstone Project The program culminates with the Game Capstone Project. You’ll be joining a game production team as a leader, coordinating a group of artists and programmers as they design and code the graphics, gameplay, and audio for a fully playable game. This real world studio scenario will require you to draw on every element of your design and production education as you guide and support the team through every stage of production. You’ll develop game documents to guide the project, create a project plan, organize and gather assets, coordinate integration between departments, develop marketing strategies, and finally work to prepare the game for delivery.
134
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STUDIO B 3 CONSOLES, 2 RECORDING BOOTHS
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Overview
Objective
The curriculum in the Game Design Master of Science Degree Program is comprised of high-level game design and production courses that take you deep into the game development pipeline. You’ll expand and advance your project and design skills through hands-on exercises in leadership, team management, game design, and marketing while you learn the skills you’ll need to advance your career in the game production industry.
Our goal is to provide you with the focused knowledge and understanding of game development necessary to be successful in qualifying for entrylevel design and production positions. Completion of this degree program will greatly enhance your ability to work in the fast-paced environment of a game studio in an entry-level production role. The curriculum in this program develops your executive leadership skills, project and team management abilities, and teaches the production methodologies, as well as the marketing and media relations concepts used by major game studios.
During the course of the program, you will be responsible for completing a design document, an academic capstone project, and a presentation. The Capstone Project is designed to help you develop the project management skills and team management skills you’ll need to succeed in the game development field. In this project you will be paired with a group of undergraduate programmers and game artists to plan the genre and scope of a fully playable game. You will be acting as a Producer on this project, helping guide the team through the gameplay design, determining technological issues, as well as managing assets and the production timeline.
In addition to technical proficiency, a Full Sail education is designed to foster the development of highly trained individuals who want to develop careers in the game and entertainment industries. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the game and entertainment industries.
This well-rounded education will help to hone your leadership, design, and project management skills in preparation for entering or advancing through the game industry. To help you make that transition, we’ve got a team of Career Development Professionals that will help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
GAME DESIGN
OVERVIEW & OBJECTIVE
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Game Design
Master of Science Degree Program PROGRAM CORE Code
Course
GDM 560
Asset Management
Credit Hours 4.00
GDM 550
Design Mechanics
4.00
GDM 620
Game Capstone: Project Pre-Production
4.00
GDM 650
Game Capstone: Project Production
4.00
GDM 530
Game Production Tools
4.00
GDM 525
Leadership and Team Dynamics
4.00
GDM 640
Marketing and Media Relations
4.00
GDM 510
Production Leadership
4.00
GDM 521
Production Management Principles
4.00
GDM 610
Production Methodologies
4.00
GDM 630
Quality Assurance
4.00
GDM 690
Thesis: Presentation of Game Capstone Development
4.00
Totals:
48.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
48 48
Chronological Schedule by Months
138
1
2
3
4
5
6
7
PRODUCTION LEADERSHIP
DESIGN MECHANICS
PRODUCTION METHODOLOGIES
PRODUCTION MANAGEMENT PRINCIPLES
LEADERSHIP & TEAM DYNAMICS
ASSET MANAGEMENT
GAME PRODUCTION TOOLS
8
9
10
11
12
GAME CAPSTONE: PROJECT PREPRODUCTION
QUALITY ASSURANCE
MARKETING & MEDIA RELATIONS
GAME CAPSTONE: PROJECT PRODUCTION
THESIS: PRESENTATION OF GAME CAPSTONE DEVELOPMENT
F U L L S A I L U N I V E RSITY
Course Descriptions Program Core GDM 560
GDM 620
GDM 530
GDM 525
Asset Management
Game Capstone: Project Preproduction
Game Production Tools
Leadership and Team Dynamics
Game Projects typically have thousands of assets that are created for each and every game. These can easily overwhelm most managers and cause problems in the game schedule. In this course students learn how to plan and organize their game assets from day one. This covers how to store assets, how to plan them in their schedule, and how to get them from one place to another, such as the artist to the game itself. Students will also learn how to plan the localization of their games and assets for different regions.
Team Pitches
Project Tracking
The Leadership & Team Dynamics Course is focused on the soft skills necessary to successfully operate as an effective leader, particularly as that applies to production roles in the game industry. Students in this course build upon theories of leadership, management, and teambuilding discussed throughout the program, combining those concepts with theories of personality analysis that will give students greater insight into themselves and those they will lead in the industry. Students also have the opportunity to take on the leadership mantle, allowing them to experience the practical application of these theoretical systems.
Team Coordination
Project Budgeting
Course Outline
Resource Allocation
Tracking Resources
Leadership and Personality
Asset Requirements
Microsoft Visio
Co-Leadership Theory & Techniques
Game Design
Workflow Tracking
Communication Theory
Interface Design
Asset and Source Control
Group Dynamics
Installers
Teambuilding Techniques
Wiki Creation
Performance Metrics
Course Outline
Course Outline Asset Lists and Planning Storyboard and Concept Art Asset Workflow Theme Development Acceptance Requirements Localization
Total credit hours Course length
Multiple SKUs Total credit hours Course length
In the Game Capstone: Project Preproduction Course, students are paired with an undergraduate Game Project group to plan the genre and scope of their game project, including designing the gameplay, and determining technological issues. Students decide what kind of features the game will have and exactly how they will be accomplished before assigning individual tasks and beginning production.
4.00 4 weeks
Bug Tracking Tools GDM 650
Taking the concepts from the Game Design course, this course further expands on students’ game ideas, helping them towards a complete game design. Students learn how to create playable scenarios for their games as well as how to identify balance issues that arise during gameplay. Students also learn how to balance games for players of different skill levels as well as how to develop an interface that is easy to use and matches their target audiences.
Course Outline Advanced Game Mechanics
Usability Interface Design Difficulty Balancing Play Balancing Target Markets 4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
Marketing and Media Relations This course takes students through the marketing process, helping them to develop the skills required to help an organization deliver a concise and credible message. Topics of study include consumer research, advertising, product planning, distribution, public relations, and media relationships. The culmination of this course is the application of these topics to the capstone final project.
Course Outline
Task Tracking
Marketing Overview
Milestone Acceptance
Game Media
Asset Tracking
Game and IP Branding
Defect Tracking
Matching Game and Markets
Team Management
ESRB Ratings
Project Integration
Community and Forum Relations
Presentation Preparation
Reviews and Rankings
Total credit hours Course length
4.00 4 weeks
GDM 640
In the Game Capstone: Project Production Course, the final project serves as the culmination of skills developed during the Game Design Program, demonstrating the student’s discipline and mastery of computer game design and development. Students are placed into groups and given the task of writing a computer game. For the graduate student this will be their opportunity to act as Producer for the project. During the independent study component of the course, a faculty team evaluates the completeness of each team’s plan and progress.
Course Outline
Advanced Level Design
Total credit hours Course length
Total credit hours Course length
Game Capstone: Project Production
Design Mechanics
Course Outline Microsoft Project
4.00 4 weeks
GDM 550
Building on the skills from the Game Project and Team Management course, this course equips students with tools used in the processes of software production and project management. Students in this course learn about project management software that aids in the management, workflow, and documentation of projects, including Microsoft Project, Visio, asset management systems, defect tracking systems, and more.
Total credit hours Course length
4.00 4 weeks
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Course Descriptions Program Core GDM 510
GDM 521
GDM 610
GDM 630
Production Leadership
Production Management Principles
Production Methodologies
Quality Assurance
The Production Methodologies Course examines the many different ways that managers can schedule, plan, and execute their projects. Students learn project management methods and software development methods and explore how these led to the basis of production methodologies. They also examine the different approaches to planning and executing projects, as well as learning which ones are more suited to the software and manufacturing fields.
The process of producing video games involves multiple highly technical team players and requires a specialized set of strategies for leading such a team. This course examines the theoretical basis for assessing team motivation and several effective approaches to influencing behavior and facilitating high performance for the individuals and the team as a whole. The students will be introduced to the scientific method and will develop critical thinking skills necessary for their thesis research and for the effective leadership of production teams.
Course Outline
Communication Worker Motivation Research Methods Leader Traits and Skills Leadership Styles Situational Leadership Leadership Research and Theories Team Leadership Conflict Management
Production for Manufacturing
Course Outline
Production for Manufacturing
Production for Software Development
Production for Software Development
Basic Production Methodologies
Basic Production Methodologies
Risk Management Strategies
Risk Management Strategies
Software Integration Strategies
Software Integration Strategies
Project Scope
Project Scope
Lean and Agile Development
Lean and Agile Development
Procurement
Procurement
Human Resources
Human Resources
Leading Diversity
Total credit hours Course length
Leadership Ethics
140
Production History
Course Outline
Power and Influence
Total credit hours Course length
Production History
Quality Assurance is an integral component of the game design process. The successful delivery of a game is dependent on the verification and validation of an effective quality assurance system. Topics in this course include function prototypes, test sets (which include defect testing and acceptance testing), and structural prototyping. Students develop a continuous process improvement program for their capstone project. The bug testing cycle and accepted bug testing software are also introduced. This course provides students with the skills to design and implement a testing program from the beginning of the development cycle to the end.
The Production Management Principles Course examines the many different ways that managers can schedule, plan, and execute their projects. Students learn project management methods and software development methods and explore how these led to the basis of production methodologies. They also examine the different approaches to planning and executing projects, as well as learning which ones are more suited to the software and manufacturing fields.
4.00 4 weeks
F U L L S A I L U N I V E RSITY
4.00 4 weeks
Course Outline
Total credit hours Course length
Bug Tracking Plan Defect Determination Tracking Software Configuration Prototyping Game Testing Bug Tracking and Allocation Total credit hours Course length
4.00 4 weeks
4.00 4 weeks
GDM 690
Thesis: Presentation of Game Capstone Development Evaluation of each student’s successful completion of the course is based on the completed game, the game presentation, and their leadership.
Course Outline Leadership Assessment Project Review Project Presentations Project Archival Final Milestone Acceptance Task Closure Portfolio Closure Interviews Total credit hours Course length
4.00 4 weeks
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Game Development Bachelor of Science Degree Program
Video games have evolved into much more than just simple entertainment. It only takes one look at successful games today to see that the level of sophistication involved in game development is continually advancing. Improvements in hardware and software mean that game developers now have the freedom to use that technology to create gameplay that draws players into these digital worlds.
Learning to build those worlds and experiences is the challenge facing game developers today, and it’s what our Game Development Bachelor of Science Degree Program is all about. By taking you through the theory and design principles of games, then focusing the curriculum on programming and implementation, the program is designed to take you through the entire game development process and prepare you for a challenging and rewarding career making games.
Graduates of this degree may apply to continue their education with the:
Game Design
Master of Science Degree Program
Entertainment Business
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CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS
ONLINE PROGRAM
Master of Science Degree Program F U L L S A I L U N I V E RSITY
CAMPUS
ONLINE
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT ADMISSIONS PROGRAMOUR PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
Areas of Focus Programming Languages Interactive Development Architectures Projects
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Areas of Focus
/ MENT
data
STRUCTURES
Programming Languages
keyALGORITHMS hardware
Programming is the language of video games – the specific commands that control the what, how, and when of the game. To develop a game, you need to know how to speak this language and understand how to program to get the most out of the hardware or software at your disposal.
UNIQUE
components
GAME DEV
Full Sail’s Game Development program covers the standard building blocks of programming languages as well as advanced programming concepts like data structures and key algorithms. The primary language you’ll use is C++, but we’ll also expose you to Assembly, C, C#, and scripting tools you can use to create convincing and interesting game worlds. Your programming courses will start you off with the basics of computer programming and then slowly build your skillset by asking you to create a variety of small programs to test your understanding of different coding concepts.
practical A P P L I C AT I O N S
PROGRAM LANGUAGES/ INTERACTIVE DEVELOPMENT
ARCHITECTURES
game ENGINES PROPRIETARY
PROJECTS
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PROCESSES
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game ENGINES
PROPRIETARY
software
preproduct
PROCES
SYSTEMS
A.I. ALGORITHMS data
STRUCTURES
GRAPHIC
aud ASSE keyALGO
hardw
U N I Q U E Development Interactive
components
The Unreal engine, the Crytek engine, the Doom engine, and the development tools associated with them – these are the software tools that power many of the best-selling games of recent years. The development of these specialized, proprietary game engines and tools has become an important component at gaming studios where programmers and artists use them to build their levels and assemble a game.
COLLISION practical interface A P P L I C AT I O N S
ARCHITECTURE O P T I M I Z AT I O N
SY
ALGOR
In the Game Development program, our specific tools classes cover such key concepts as geometry loaders, particle editors, level editors, and A.I. editors. Being able to develop tools specifi c to your game engine ultimately allows asset developers and level designers to save programming time and do their jobs more effectively – which in turn makes for better games.
machine
soft
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Areas of Focus GAME DEV PROPRIETARY
HMS
re
are
MS
A.I. HMS
data
PROGRAM LANGUAGES/ INTERACTIVE DEVELOPMENTmachine preproduction
PROCESSES
ARCHITECTURES
GRAPHIC
audio AGAME S S E T S DEV
STRUCTURES
ARCHITECTURE O P T I M I Z AT I O N
UNIQUE
components
coding
PROJECTS
PROGRAM LANGUAGES/ INTERACTIVE DEVELOPMENT
By learning the architecture of these hardware and software systems, you’ll better understand the preproduction processes, allowing you to plan your content around the architecture of the system before you actually jump in and start coding. In courses like Machine Architecture and Optimization, you’ll learn the capabilities of a variety of different systems as you gain the foundation needed to write effective and powerful applications for many different platforms.
ARCHITECTURES
COLLISIONinterface
146
PROJECTS machine
ARCHITECTURE O P T I M I Z AT I O N
coding
F U L L S A I L U N I V E RSITY
CONCEPTS
keyALGORITHMS hardware
p
software SYSTEMS
CONCEPTS
Technology has expanded to allow developers to create games across a number of different platforms – including cell phones, handheld game consoles, websites, and more. With so many options, understanding the unique components of each platform will make you better equipped as a developer.
ES
S
COLLISIONinterface
Architectures
on
o
game ENGINES
practical APPLICATIONS
A.I. ALGORITHMS
data
S T R U C T U R ES
UNIQUE
components
practical APPLICATIONS
keyAL
hard
so
ALGO
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
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Areas of Focus
148
F U L L S A I L U N I V E RSITY
hardware
U NIQU E
components
data
ST RU C T U R E S
software
hardware
practical components APPLICATIONS
A.I. ALGORITHMS
A P P L I C AT I O N S
machine
ARCHITECTURE O P T I M I Z AT I O N
DEV
TS
game ENGINES
A.I.
machine preproduction GRAPHIC ARCHITECTURE audio PROCESSES O P T I M I Z AT I O N
software SYSTEMS ALGORITHMS
COLLISION practical interface
CTURES
PROCESSES COLLISIONinterface
PROPRIETARY
keyALGORITHMSSYSTEMS
UNIQU E
coding
CONCEPTS M LANGUAGES/ TIVE DEVELOPMENT
preproduction
data
STRUCTURES
UNIQUE
components
practical A P P L I C AT I O N S
ASSETS
GRAPHIC
coding
audio
CONCEPTS
ASSETS
Projects Many of your courses in the Game Development program will feature projects dedicated to helping you apply your new skills to a practical application whether it’s creating a program that tests your A.I. algorithms or your implementation of collisiondetection in a 3D world. Further projects include creating your own small games that use the concepts of Windows programming as well as fundamental PROPRIETARY tasks such as interface design and score keeping.
game key ALGORITHMS As the culmination of your education, your final
CO
ENGINES
project in the program will place you on a team where you’ll pitch your idea for a complete game. After getting approval, a dedicated support staff will act as the producers for your game – working with you throughout the production to answer questions PROCESSES and help you gather your graphic and audio assets. SYSTEMS You’ll have the opportunity to team up with Game Art and Recording Arts students to work through every aspect of the development process, with the end result being a fully playable game that you’ve created from the ground up – your ideas, your gameplay, your own interactive demo reel – to show off to employers. ASSETS
hardware
software
preproduction
A.I. ALGORITHMS
GAME DEVELOPMENT
GRAPHIC
audio
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Bache l o r of Science Degree Program
149
150
F U L L S A I L U N I V E RSITY
Overview
Objective
Our Game Development curriculum is designed to give you the programming skills and game theory needed to excel in the world of game development. During the beginning of the program, you’ll be developing a foundation of programming skills and improving your grasp of the design concepts used to create content. You’ll learn the details of a game development cycle from preproduction to finished product, and begin to create simple games that will help to develop your programming and design skills.
Our goal is to provide you with the focused knowledge and understanding of game development useful in qualifying for entry-level, industry positions as game programmers, tool builders, network programmers, I/O programmers, collision detection developers, artificial intelligence programmers, engine builders, and interface programmers. Completion of this degree program will greatly enhance your ability to create program code for 3D graphic display, multiplayer gaming, artificially intelligent opponents, and real time virtual environments. Additional skills at your disposal will include an understanding of the proper presentation of game docs as well as an understanding of the math and physics required to model a realistic game world.
Then you’ll move into more complex and detailed tasks in courses like DirectX, OpenGL, Machine Architecture, Optimization, and Software Architecture. Finally, you’ll focus all those skills on your final group project – a complete playable game that you design, develop, and produce from start to finish. It’s all part of a complete game development education that will get you ready to face the demands of the professional game world. In addition to learning the game development process, you’ll have courses focusing on computer business applications, personal finance management, communication skills, and how to prepare yourself for that first step into the gaming industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GAME DEVELOPMENT
OVERVIEW & OBJECTIVE
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
151
Game Development
Bachelor of Science Degree Program PROGRAM CORE Code
Course
GDD 245
3D Content Creation
Credit Hours 3.00
GDD 359
Software Engineering
3.00
CAP 4053
Artificial Intelligence†
4.00
GDD 234
Structure of Game Design
4.00
GDD 250
Data Structures
4.00
GDD 356
Structure of Game Production
8.00
GDD 111
Design Fundamentals
3.00
GDD 344
Windows Programming I
4.00
GDD 355
DirectX
4.00
GDD 345
Windows Programming II
4.00
GDD 477
Engine Development I
4.00
GDD 478
Engine Development II
4.00
DIG 3628
Game Networking†
3.00
GDD 482
Game Planning & Architecture
4.00
GENERAL EDUCATION
GDD 481
Game Preproduction
3.00
Code
Course
GDD 490
Game Project I
4.00
GEN 173
Calculus and Trigonometry
4.00
GDD 493
Game Project II
4.00
ENC 1101
English Composition*†
4.00
GDD 495
Game Project III
4.00
PPE 2110
Ethics and Psychology†
4.00
GDD 461
Machine Architecture I
3.00
GEN 251
Historical Archetypes and Mythology
4.00
GDD 463
Machine Architecture II
3.00
SPC 2140
Interpersonal Communications*
4.00
GDD 367
OpenGL
4.00
GEN 242
Linear Algebra
4.00
GDD 291
Operating Systems
3.00
GEN 262
Physics
4.00
GDD 472
Optimization
4.00
SPC 1606
Public Speaking†
4.00
COP 1000
Programming I†
4.00
COP 2334
Programming II†
4.00
COP 2335
Programming III†
4.00
GDD 470
Real Time Animation
3.00
GDD 125
Rules of the Game
3.00
GDD 354
Software Architecture
3.00
Totals:
109.00
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS: * These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months
152
1
2
3
4
5
6
7
DESIGN FUNDAMENTALS
PROGRAMMING I
PROGRAMMING II
PROGRAMMING III
DATA STRUCTURES
WINDOWS PROGRAMMING I
WINDOWS PROGRAMMING II
ENGLISH COMPOSITION
CALCULUS & TRIGONOMETRY
LINEAR ALGEBRA
PHYSICS
ETHICS & PSYCHOLOGY
HISTORICAL ARCHETYPES & MYTHOLOGY
3D CONTENT CREATION
8
9
10
11
12
13
14
DIRECTX
STRUCTURE OF GAME DESIGN
OPENGL
ENGINE DEVELOPMENT I
OPTIMIZATION
SOFTWARE ARCHITECTURE
RULES OF THE GAME
SOFTWARE ENGINEERING
MACHINE ARCHITECTURE I
MACHINE ARCHITECTURE II
19
20
21
GAME PROJECT I
GAME PROJECT II
GAME PROJECT III
STRUCTURE OF GAME PRODUCTION OPERATING SYSTEMS
15
16
17
18
ARTIFICIAL INTELLIGENCE
ENGINE DEVELOPMENT II
PUBLIC SPEAKING
GAME PLANNING & ARCHITECTURE
REAL TIME ANIMATION
GAME NETWORKING
GAME PREPRODUCTION
INTERPERSONAL COMMUNICATIONS
F U L L S A I L U N I V E RSITY
141 84
Course Descriptions Program Core GDD 245
CAP 4053
GDD 250
GDD 111
3D Content Creation
Artificial Intelligence†
Data Structures
Design Fundamentals
The 3D Content Creation Course explores techniques used in the professional game industry to create and render content for stateof-the-art real time 3D games. Topics covered include geometry, lighting, shading, texturing, the rendering pipeline, the content creation pipeline, animation, and level editors. Student assignments include creating and animating content with a major 3D modeling software package, as well as using a level editor to create environments for use in a commercial game engine.
In the Artificial Intelligence Course, students learn techniques for designing intelligent behaviors and creating lifelike behaviors in characters to be used in modern games in order to provide realism, and computer opponents that continue to challenge players even after repeated gameplay. Students learn how to give intelligence to computer characters, including techniques for searching, game-playing, decision making, and learning. Various techniques for modeling realistic behaviors are also studied.
Course Outline
Course Outline
The Data Structures Course provides students with a programmer’s arsenal of code and techniques by introducing a variety of ways to manage data and organize programs. Students are reintroduced to core C++ concepts, and extensively examine memory and algorithms dealing with arrays. More complex programming constructs are also explored by looking at the linear, dynamic types, such as Linked Lists, Stacks, Queues, and Heaps. Nonlinear dynamic methods such as Hash Tables, Graphs, and Trees are studied in both concept and implementation. The course also looks at software engineering and code organization for large-scale projects in C++, focusing on utilizing Polymorphism and object-based design patterns. The concept of data-driven design is studied through the various projects assigned during the course.
The Design Fundamentals Course examines three documentation stages of game development: concept design, preliminary design, and final design production. Students will learn and implement two of these stages by crafting an original game idea with a team of peers. They will begin with a brief examination of common approaches to design and work towards turning game ideas and concepts into clarified gameplay components that can be effectively documented and implemented during production. They will then work through an interactive process of brainstorming, concept creation, interactive storytelling, level objective planning, user experience design, interactivity, and interface design to connect their ideas and document them accordingly. They will maintain the integrity and scope of their projects by reviewing, analyzing, and editing their composition along the way. Each team will showcase their completed design in a formal presentation on the final day of the course.
Introduction to Real Time 3D Graphics
Agent Architecture
Lighting and Shading
Knowledge Representation
Textures and Texturing Techniques
Problem-solving and Search
Modeling Theory
Logical Deduction & Reasoning
Real Time Animation
Genetic Algorithms
Program Memory Usage
Level Editors
Turn-based Game-playing
Exporting
Behavior-driven Intelligence
Arrays, Dynamic Arrays, and Array Algorithms
Rendering and Content Creation Pipelines
Decision Making and Learning
Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
Course Outline
4.00 4 weeks
Course Outline Brainstorming and Analysis
Linked Lists and Linear Data Structures
Character and Story Development
Hash Tables
Interactivty, Interface, and Display Design
Trees
Workshops and Editing
Graphs
Team Building and Project Planning
The Standard Template Library
Project Presentations
Tools and Utilities
Total credit hours Course length
Data Compression Techniques
3.00 4 weeks
Data-driven Design Total credit hours Course length
†
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
153
Course Descriptions Program Core GDD 355
GDD 478
GDD 482
GDD 490
DirectX
Engine Development II
Game Project I
The DirectX Course is designed to introduce current tools and techniques used by console and PC developers in the current game industry. Student assignments include, but are not limited to, programming, debugging and problem-solving within the constraints of the DirectX API. Students may also be required to construct projects using DirectX.
The Engine Development II Course focuses on the most utilized motion systems found within game engines, taking into account low-level graphics libraries as well as 3D hardware issues. The course covers programming complex object and character motions driven by animations or user input. Additionally, game object interaction with other objects and environments using collision detection and reaction is covered.
Game Planning & Architecture
Course Outline
Course Outline
Introduction to DirectX
The Game Project I Course immerses students in a four-week game development project with heavy emphasis on teamwork and two milestones; Feature Fragment (s) one and two. Students will take their documentation created in previous classes and begin work on their project by coding their core gameplay and major features for their game by the end of the month.
Course Outline Introduction to Advanced Game Production
Course Outline
2D Rendering with DirectX
Spacial Partitioning
3D Programming Basics
Asset Planning
Continuous and Nightly Build Process
More Realistic 3D Rendering
Collision Detection, Intersections, and Reaction
Production Schedule Creation
Animation Systems
Presentation and Milestone Acceptance
Particle Rendering
Risk Assessment
Independent Game Engine Research
Game Project
GPU Programming
Technology Planning
Game Creation
Direct Input: Joysticks, Mouse, and Keyboard
Total credit hours Course length
Architecture Creation & Integration
Direct Sound: Audio Playback, Streaming, 3D Audio
Total credit hours Course length
4.00 4 weeks
Engine Development I The Engine Development I Course teaches students techniques used to integrate complex systems. In this course, students explore limitations of game engines with particular emphasis on the architectural engine design and feature integration. Students also study and exercise production methodologies and practices utilized by development studios to create stand-alone gaming applications. The course also covers the limitations of implementing cross-platform technology for console and PC-based systems.
Course Outline 3D Object and Camera Motion
The Game Networking Course will cover the techniques and technologies required to create network-enabled games. Students will learn basic networking principles, network protocols, game-specific networking techniques, and various APIs and encapsulation techniques. In addition to connection-oriented and connectionless communications methods, students will also learn various network architectures (including the client/server model and peer-to-peer model) and the standard Windows/Unix Sockets API in C/C++.
Course Outline The Internet Protocol (IP)
Bonding Volume Hierarchies Independent Game Engine Research 4.00 4 weeks
F U L L S A I L U N I V E RSITY
Game Preproduction In the Game Preproduction Course, the students plan and pitch the genre and scope of their game, including the actual design, interactivity, theme, art style, and possible project issues. Students will decide on what features will be in the game and who will do what on the project. The students will also design out their story and the assets needed in their project and who will be working on them as well.
Team Building Skills
Server Networking
Planning Methodology
Networking Architectures
Design Creation
User Datagram Protocol (UDP)
Art/Theme Creation & Integration
Total credit hours Course length
Total credit hours Course length 3.00 4 weeks
4.00 4 weeks
GDD 493
Game Project II GDD 481
Transmission Control Protocol (TCP)
APIs and Frameworks
Render State Organization, Techniques, and Optimizations
4.00 4 weeks
Course Outline
DNS and IPv6
View Frustum Culling
Total credit hours Course length
Team Building Skills Total credit hours Course length
Game Networking†
GDD 477
Total credit hours Course length
4.00 4 weeks
DIG 3628
Putting it All Together
154
In the Game Planning & Architecture Course, project teams meet to plan the art and technology for their game. They work together to create a project plan and assess the risks in their project as well as meet with artists to develop early prototypes of the more challenging pieces of technology in their project. This course is designed to help students develop strong communication skills as they work in a team with programmers and artists.
The Game Project II Course continues a four-week game development project that was begun in Game Project I. The emphasis on teamwork and project planning continue during this class along with two major milestones. Student assignments include maintenance of technical design documentation, implementation of game technology, preparation and presentations of their Alpha and Beta milestones, as well as continued work on game projects and integration of their assets towards their final milestone.
Course Outline Alpha Preparation Alpha Presentation Alpha Review Beta Preparation Beta Presentation
3.00 4 weeks
Beta Review Game Project Total credit hours Course length
4.00 4 weeks
GDD 495
GDD 463
GDD 367
GDD 291
Game Project III
Machine Architecture II
OpenGL
Operating Systems
The Game Project III Course continues with another four-week game development project that was begun in Game Project I & II. The emphasis on teamwork and project planning continue during this class. Students will begin their Software Quality Assurance cycle with the emphasis on proper defect reporting mechanisms and correction. Student assignments include maintenance of technical design documentation, implementation of game technology, implementation of a quality assurance cycle as well as continued work on game projects in a move towards their final milestone and completion of their project.
An embedded computer system operates differently from a desktop or laptop machine. There is generally no operating system and the functionality requires closer interaction with the hardware. In this class, the students will investigate machine architecture with a particular focus on how the hardware architecture influences the way the software is designed and crafting code sequences that marry with the hardware to improve performance. The class will explore the embedded development with an emphasis on how the system impacts the software design and development methodologies.
In this course, students are instructed in the use of OpenGL, a high performance crossplatform real time 3D graphics library that is widely used in both the game and simulation industries. Beginning with the basic fixed pipeline functionality, including lighting, texture mapping, and other special effects, students progress to using programmable pipeline features for the highest performance and ultimate flexibility in graphics special effects. Advanced applications of matrices for 3D object and camera transformations are also covered within the context of OpenGL.
In the Operating Systems Course, students learn the concepts of modern operating systems and how they impact the code we create. The students also learn how to construct multi-threaded applications that are critical for utilizing modern multi-core processors to their fullest extent. Students can use this knowledge to better design their code to efficiently use the operating systems and CPU hardware on almost any system that they need to use in their career. Various API for multithreading are examined after the concepts have been used with a more “learning” friendly API.
Course Outline
Course Outline
Course Outline
Course Outline
Final Preparation
Embedded Hardware Systems (GBA)
Introduction to OpenGL Programming/ 3D Primitives and Projections
Final Presentation
Visualization in an Embedded System
3D Transformations
Archive/Wrap-up
Interrupt Service Routines
Lighting, Materials, Special Effects
Game Compliance
Hardware Timers and their Use
Basic Texture Mapping
Self-Analysis and Review
Input Processing in Embedded Systems
Vertex Arrays and VBO’s
Game Project
Optimizing Code for a Target Processor
Advanced Texture Mapping and Other Techniques
Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
GDD 461
Machine Architecture I This class emphasizes the relationship between high level programming languages and the hardware they compile and run upon. We take a closer look at how code actually runs on the processor in terms of clock cycles, the assembly produced, and the trade-offs between memory versus CPU overhead. Close attention is given to memory operations and bitwise manipulation. Time is also spent learning how to navigate around a commandline Unix-based environment as an introduction to a non-Windows based operating system.
3.00 4 weeks
Modern Operating Systems System Services System Programs Synchronization Methods Advantages of Threading CPU Scheduling Deadlock Avoidance Virtual Memory
Introduction to Shaders
Total credit hours Course length
Intermediate Vertex and Fragment Programs
3.00 4 weeks
Cross-platform Rendering Total credit hours Course length
4.00 4 weeks
Course Outline Data Representation Von Neumann Architecture X86 Instructions Instructions Set Construction Cache Memory Virtual Memory Total credit hours Course length
†
3.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
155
Course Descriptions Program Core GDD 472
COP 2334
GDD 470
GDD 125
Optimization
Programming II†
Real Time Animation
Rules of the Game
The Optimization Course focuses on the techniques required for increasing the frame rate of video game applications. By examining the relationship between the CPU, GPU, and their architectures, students better understand how code and art affects their platform. Students are introduced to the process of detecting optimization bottlenecks and hotspots for the CPU, GPU, and other hardware resources. Students also explore methods used to solve common video game hotspots and bottlenecks. These methods increase performance through techniques that involve memory, multi-threading, shaders, drivers, and CPU/GPU processing.
The Programming II Course continues teaching the C++ programming language, focusing on its object-oriented structure as a tool for creating games. Students in this course learn class-based C++ coding syntax as well as additional skills for designing and building programs. Students are also shown more advanced concepts such as data structures and key algorithms.
Rich and efficient real time animation has become critical in today’s 3D games. In this course, the students will examine a wide scope of animation techniques that are used in traditional computer animations and in-game real time animation. Course material will focus on developing executable animation components including, morphing, articulated animation, skin and bones characters, an adaptable animation playback system and exporting/importing animation data from industry standard animation creation tools.
Creating a game that is both engaging and enjoyable requires much more than just programming skills and a good storyline! A good game must entertain, which requires conflict structure, play pacing, play balance, and a good formula for incremental resolution and reward. The Rules of the Game Course employs a heuristic process designed to help students identify and cultivate the enigmatic element of fun in games. Students will explore the process of rules structuring and game usability principles, including interface design and the range of testing procedures. They apply these principles to their projects, a game prototype for the companion course Structure of Game Production, and employ a tiered testing process to confirm play viability and fun factor!
Course Outline
Course Outline Number Bases, Recursion and Function Pointers
LCPU, GPU Bus Architecture
Linked Lists and Related Data Structures
CPU Detection and Optimization
Public Inheritance
GPU Detection and Optimization
Class Operators and Friends
Multi-threading
Total credit hours Course length
Shading and Optimization
Course Outline
Classes
Animation Classification and Techniques Morphing Articulated Animation
4.00 4 weeks
Interface Design
Animation Compression Techniques Importing and Exporting Animation Data
4.00 4 weeks
COP 1000
Programming I† This course teaches the C++ programming language as a foundation for creating games. Students will learn basic C++ coding syntax as well as fundamental skills such as designing and building programs.
Programming III† The Programming III Course finishes teaching the essentials of C++ including some of the newest features added to the language. During this course students are also able to review some critical topics from previous classes such as debugging and linked lists. C# is then introduced to present a more recent language to compare against C++.
Course Outline
Introduction to Programming
Has-A Relationship and File I/O
Loops and Branches
Exceptions and RTTI
Variables
C# Console/Windows Forms Apps
Arrays and Structures
Total credit hours Course length
Functions and Pointers 4.00 4 weeks
Storytelling Game Usability
Examinations
COP 2335
Debugging, Dynamic Memory and LL
Course Outline
Total credit hours Course length
Game Design Elements
Animation Playback System
Optimization Tools Total credit hours Course length
Course Outline
Skin and Bones Animation
Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
3.00 4 weeks
GDD 354
Software Architecture In the Software Architecture Course the student learns to communicate ideas involved in the process of constructing software using the Unified Modeling Language. Exposure to common design patterns and development lifecycles help the student to learn how a robust software architecture can remain flexible and facilitate change.
Course Outline Software Development Lifecycles 4.00 4 weeks
Unified Modeling Language Common Architectural Styles and Principles Software Design Patterns Case Studies Total credit hours Course length
156
F U L L S A I L U N I V E RSITY
3.00 4 weeks
GDD 359
GDD 234
GDD 356
GDD 344
Software Engineering
Structure of Game Design
Windows Programming I
The Software Engineering Course emphasizes good design practices, debugging, software testing, and team collaboration. Specific topics covered include requirements analysis, design documentation, design patterns, coding standards, common coding errors, debugging strategies, testing methods, test case design, and source control. To put these concepts into practice, the students work in small teams and port an existing game to an arcade platform. In short, skills that are indispensable to success to the game development industry, but that are often skipped in a traditional computer science curriculum.
The Structure of Game Design Course is designed to communicate the important techniques used by game programmers and designers during a typical production cycle. Student assignments include, but are not limited to, implementation of reusable game technology, algorithm analysis, usage of game industry tools and platforms, and game projects.
Structure of Game Production
Course Outline
Introduction to Basic Game Structure Elements of Reusable Game Technology Game Logic and 2D Collision Detection
Code Conventions
Debugging Practices Problem-solving Techniques
Using Design Patterns to Build Scalable Architectures
Technical Documentation Solutions
Developing Scripting Languages
Research Pathways
Introduction to Tile Maps
Large-scale Project Maintenance Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
Course Outline Win32 Overview Win32 API
Course Outline
Integrating Game Design and Programming
Source Version Control
†
Course Outline
The Windows Programming I Course is a comprehensive survey of Windows programming through the use of the C-style Win32 API. The Win32 API is examined in order to gain a full understanding of its nature and scope, with particular attention paid to message-driven architecture and how programming with the Win32 API is different from console techniques. Students also explore dialog boxes, Windows common controls, the Win32 GDI, dynamic link libraries, and multitasking.
The Structure of Game Production Course immerses students in an eightweek game development project with heavy emphasis on core teamwork as well as project planning and documentation. Students are also introduced to a Software Quality Assurance cycle with an emphasis on peer review and proper defect reporting mechanisms. Student assignments include creation and maintenance of technical design documentation, implementation of game technology, and design and implementation of a quality assurance cycle, designed to provide a strong foundation for delivering milestones in subsequent courses.
GDI
Introduction to Game Production
The File Menu
Elements of Teamwork
Real-Time Programming
Schedule Creation and Documentation
Multi-Threading
Game Project
Bitmaps
Software Testing Techniques 4.00 4 weeks
Advanced Win32 Topics
Presentation and Self-analysis Total credit hours Course length
Dynamic Link Libraries
8.00 8 weeks
MFC Total credit hours Course length
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
157
Course Descriptions Program Core
General Education
GDD 345
GEN 173
PPE 2110
GEN 251
Windows Programming II
Calculus and Trigonometry
Ethics and Psychology†
The Windows Programming II Course is a comprehensive survey of Windows programming through the use of the objectoriented .NET Framework in conjunction with the C# programming language. The .NET Class Library is examined in detail to gain a full understanding of its nature and scope as related to creating stand-alone Windows applications. Particular attention is paid to the Form and Control classes along with event handling, resource management, and graphic output via the GDI+ graphics language.
Calculus and Trigonometry is the first of two pure math courses in the program. During this course, the concepts of limits, tangents, derivatives and integrals are covered, as they have direct applications in the optimization of physics formulas. Students are also introduced to multi-variable calculus. This course is a prerequisite for the Linear Algebra and Physics courses.
The Ethics and Psychology Course provides a strong psychological theory base to the process of character development within the context of storytelling. The foundation of sound psychological theory provides students with the capability of creating films or games that present characters that have distinct personalities, interesting backstories, and relevant roles within the context of the film or game.
Historical Archetypes and Mythology
Course Outline
Course Outline
Learning Theories and Behaviorism Psychoanalytic Theory
Application of Integrals
Control Layout
Multi-variable Calculus
GDI+
Total credit hours Course length
Coordinate Systems
4.00 4 weeks
Controls XML
ENC 1101
Design-time
English Composition*†
Final Project Total credit hours Course length
4.00 4 weeks
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
Course Outline Composition and Revision Critical Analysis Literary Devices Grammar and Structure Portfolio Total credit hours Course length
158
F U L L S A I L U N I V E RSITY
Course Outline
Values, Morals, Ethics
Integrals
Dialogs
Cognitive Psychology
Archetypes and Behavioral Styles
Application of Derivatives
Forms
Existential-humanistic Theory
Course Outline
Limits and Rates of Change Derivatives
.NET and C#
The Historical Archetypes and Mythology Course explores how myths, fairy tales, folklores, gods, heroes, and monsters link cultures together in today’s entertainment market place. These cross-cultural themes are frequently represented in a variety of contemporary media such as computer animation, video games and movies. The course topics are examined primarily through Jungian psychological and literary theory, as well as Joseph Campbell’s Hero Cycle. The class provides a foundation for understanding the connections between culture, history, color symbolism, iconic archetypes and mythology often represented in various forms of visual media and entertainment. Students apply the course concepts through artistic creation of projects such as archetypal characters and modeling preproduction.
4.00 4 weeks
Neuro-linguistic Programming: Personality Disorders
Introduction to Archetypes, Culture, and Myths
Gender Issues: Proxemic, Kinesics Chromatics
Archetypes Influence on Culture
Total credit hours Course length
4.00 4 weeks
Exploring Contemporary Western Myths and Archetypes Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Explore Examples of Differing Myths and Archetypes in Contemporary Media and Advertising Total credit hours Course length
4.00 4 weeks
SPC 2140
GEN 242
GEN 262
SPC 1606
Interpersonal Communications*
Linear Algebra
Physics
Public Speaking†
The Linear Algebra Course is the second of two pure math courses in this program. The course starts with a quick review of selected topics in geometry, algebra II, and trigonometry. Students then build on that foundation for applications in collision detection and motion of objects. Vectors, matrices and quaternion are introduced to control the way objects move and interact on screen using C++/DirectX, and students create libraries of code functions that can be used in future courses. This course is a prerequisite for the Physics, Artificial Intelligence, and Engine Development courses.
This course teaches students how to understand the world through physics. Real world phenomena such as motion and collisions are described in terms of physical formulas, which can then be translated into computer code. The development of problem solving skills is emphasized. Students learn the techniques of identifying behaviors, breaking them down into component parts, and creating computer models to handle particular behaviors using Direct X /C++.
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Targetaudience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
The Interpersonal Communications Course is designed to provide strategies and skills to enable clear and professional communications in the workplace. The students are guided through the career planning process and are provided with strategies necessary for a lifetime of career-related decision-making. By establishing clear goals and a clear approach for attaining those goals, students will increase their own self-confidence with respect to the transition from student life to professional life.
Course Outline
Course Outline
Assessment and Evaluation Research and Planning
Vector Operations
Writing Résumés and Other Documents
Matrix Operations
Networking and Interviewing
Determinants
Total credit hours Course length
4.00 4 weeks
Particles Kinematics
Course Outline
Particle Dynamics
Impromptu Speeches
Numerical Methods (Euler, Verlet Integration, Velocity Verlet, RK4,Taylor’s Series Approximation, Midpoint Methods)
Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches
Collision Detections
2D and 3D Transformations
Particles Dynamics
Planes and Lines in 3D Space
Creation and Delivery of Expository and Demonstrative Speeches
Particle Collision Responses
Collision Detections
Speech Outlines
Rigid Body Kinematics
Coordinate Systems and the Gram-Schmidt Algorithm
Audience Surveys
Quaternion
Evaluation of Speaking Effectiveness
Rigid Body Dynamics
Quaternions Total credit hours Course length
Course Outline
4.00 4 weeks
Total credit hours Course length
Rigid Body Collision Responses Total credit hours Course length
4.00 4 weeks
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GAME DEVELOPMENT
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Bache l o r of Science Degree Program
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Graphic
Design Associate of Science Degree Program
Graphic design is everywhere. In almost every aspect of our lives, art is used to convey a message, and everything that we buy has some amount of design that goes into it. Whether it’s a t-shirt, magazine, billboard, website, or a company logo, we are constantly surrounded by visuals that tell a story or express an idea. The vision driving these images is one that shapes the world and the way that we see it.
When you enter Full Sail’s Graphic Design program, you join the ranks of those who choose to spread their vision on a wider scale. It’s about combining the beauty and wonder of art with the mechanics of design to deliver a client’s message in a compelling way. It’s about communicating a story through visual means. And regardless of how you choose to tell that story, you’ll be immersed in a world of creativity, where the only limitation is your own imagination.
Graduates of this degree may apply to continue their education with the:
Digital Arts & Design
Bachelor of Science Degree Program
Media Design
160
CAMPUS PROGRAM
Master of Fine Arts Degree Program F U L L S A I L U N I V E RSITY
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Digital Storytelling Design Fundamentals Branding/Identity Personal Identity Project
GRAPHIC DESIGN
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Areas of Focus
delivering GRAPHIC DESIGN
DESIGN rchitecture IMAGES
YOUR
DESIGN architecture
MESSAGE
design
DIGITAL STORYTELLING
lements COLOR typography
elements
DESIGN FUNDAMENTALS
rspective
brand ELEMENTS
advancement
PHIC DESIGN
L STORYTELLING
162
IMAGES
design
F U L L S A I L U N I V E RSITY
N FUNDAMENTALS
MESSAGE IMAGES
software F O U N D AT I O N design THEORY
COLOR
typography
perspectiveDesign Fundamentals BRAND BRAND ELEMENTS SUPPORT OBJECTIVES
OBJECTIVES
Art is about self-expression and aesthetic Having a healthy design vocabulary helps ensure CORPORATE BRANDING/IDENTITY satisfaction. Design incorporates those elements, that there are no barriers to your ability to take on but its purpose is more direct – to convey a client’s projects and assignments. That’s why the Graphic message. To be able to do this effectively, you’ll need Design program starts with key concepts that will to have a firm grasp on how a story or message can inform all of your design work. You’ll study the be conveyed by images and design, a concept that psychological impact and importance of color and has existed since art’s beginnings. learn to use typography as an effective design element. You’ll also study the best logos and By studying art’s historical context through selected CREATING A PERSONAL IDENTITY symbols in the field of graphic design and explore monuments of design and architecture in the Western their meaning and technique, all in preparation for tradition and the effect they had on the civilizations creating a personalized logo that works. that produced them, you’ll develop a better understanding of how to apply similar theories to You’ll also work to develop your skills with software aid you in delivering your message, whatever it applications that are used every day in the design may be. You’ll combine this understanding with world, such as Adobe Photoshop, Illustrator, and the software tools that allow you to easily produce After Effects. The combination of design theory and personal digital content that communicates a story knowledge of powerful software will give you the or theme – whether it’s your own, a client’s, or that foundation you need to start creating great design. of the entire world.
CAREER
NTITY
YOUR
SUPPORT Digital Storytelling
ELEMENTS elements
NTITY
delivering
design
design DESIGN THEORY
DESIGN
DIGITAL CONTENT
COLOR
typography
elements
brand elements E L E M E N TS
elements CAREER adof v a DESIGN ncement
of DESIGN
DESIGN architecture
delivering
YOUR
DIGITAL CONTENT
DESIGN
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software
MESSAGE
delivering
DESIGN architecture
ES
gn
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design THEORY DESIGN architecture
DESIGN
R
aphy
IMAGES
elements
design
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PORT
ents
ELEMENTS
COLOR EER
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software
F O U N D AT I O N delivering
YOUR
BRAND
MESSAGE
DESIGN elements of DESIGN
design THEORY
OBJECTIVES
typography brand elements emen t E L E M E N TS SUPPORT
elements
DIGITAL CONTENT
CAREER
advan c e me n t
perspective
BRAND
ELEMENTS
OBJECTIVES
brand E L E M E N TS
elements of DESIGN
software F O U N D AT I O N
GRAPHIC DESIGN
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DESIGN design THEORY
DESIGN COLOR typography elements Areas oftypography Focus
COLOR MENTALS
elements ANDING/IDENTITY CAREER
elements
perspective
SUPPORT
ELEMENTS SUPPORT
elements
BRAND perspective OBJECTIVES
IMAGES
RSONAL IDENTITY
COLOR
THEORY
CREATING A PERSONAL IDENTITY
BRAND
brand
OBJECTIVES
Branding/ Identity
elements CAREERDESIGNof DESIGN
A brand is more than just a logo; it’s a set of values ELEMENTS that the public can believe in and associate with a name or company. From a designer’s perspective, it involves sitting down with a client and being able to offer up insight for every piece of collateral, package design, sponsorship, and event that you’re involved in, explaining how each element supports the company’s brand objectives. In the eyes of the client, you’re no longer just doing contract work – you’re now a partner in their endeavors.
DESIGN
typography
elements
Of course, aside from any design work, there are other important skills you need to learn to be able to relate to and communicate with a client, and we cover those topics too, as you gain experience with all aspects of the corporate branding process.
SUPPORT
elements
CAREER
a d v a n c e m e nt
164
F O U N D AT I O N
ELEMENTS
brand advancement design architectureELEMENT S
dvanc em e n t
software design
F U L L S A I L U N I V E RSITY
perspective
ELEMENTS
brand E L EMENT S
deliveringelements
YOUR
DIGI CONT
design
softw
of DESIGN
MESSAGE
Personal Identity Project THEORY Just as a company’s brand is an essential component of its success, your own personal brand is just as crucial to the advancement of your career. The final portion of the Graphic Design program will task you to complete a Personal Identity Project that will bring together all the O disparate B J E C T Ielements V E S of design that form your personal brand.
BRAND
By creating a portfolio, you’ll collect your existing pieces of work into a professional, impressive cache that can turn an average job interview into a great one. And throughout the portfolio process, you’ll be exposed to a series of innovative personal brands in the industry, studying everything from the design of successful logos to the type of letterhead used in documents. In the end, you’ll use all this knowledge to pull together a powerful and unique expression of your identity.
elements of DESIGN
FOUND
OBJECTIVES
CAREER
a d vancem e n t
brand E L E M E N TS
elements of DESIGN
GRAPHIC DESIGN
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166
F U L L S A I L U N I V E RSITY
Overview
Objective
Our Graphic Design curriculum gives you hands-on experience that will prepare you for a career in the field of design. You’ll create projects for assignments where no two submissions are alike – from print publishing to package design to interface design and more. Along the way, your projects will be documented in a design diary, logging both instructor feedback on various assignments and your own notes indicating what was done to improve the work. This will become a valuable reference tool for the program’s final project, when you’ll assemble all you’ve learned along the way to put together a piece of work that will be the highlight of a diverse and stylized portfolio.
Our goal is to provide you with the focused knowledge and understanding of graphic arts production needed to qualify for entry-level, industry positions as graphic designers, media designers, web designers, digital image processors, art directors and various other positions in graphic arts production. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry.
In addition to art and design skills, you’ll also have courses in real-world topics like corporate branding and identity, client relations, and how to give and receive work critique, as well as courses focusing on communication skills, art history, and how to prepare yourself for that first step into the design industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
In addition to technical proficiency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GRAPHIC DESIGN
OVERVIEW & OBJECTIVE
GRAPHIC DESIGN
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167
Graphic Design
Associate of Science Degree Program PROGRAM CORE
GENERAL EDUCATION
Code
Course
Credit Hours
Code
Course
DGT 241
Advanced Computer Graphics
4.00
ART 2006
Art History
4.00
GRD 273
Client Relations
3.00
MGF 1213
College Mathematics†
4.00
GRD 124
Color Theory
3.00
DEP 2004
Developmental Psychology
4.00
GRD 254
Corporate Branding
3.00
ENC 1101
English Composition*†
4.00
GRD 167
Critique Structures
4.00
ART 1201
Design and Art Theory†
4.00
DGT 112
Designing Computer Graphics
4.00
GRD 162
Digital Photography
4.00
GRD 244
Digital Publishing
4.00
DGT 117
Digital Storytelling
3.00
DGT 252
Digital Video
4.00
DGT 262
Editing Digital Video
4.00
DGT 275
Flash Media
4.00
DGT 273
Graphic Web Design
4.00
GRD 293
Graphics Personal Identity Project
8.00
PLA 2412
Intellectual Property and Law†
3.00
GRD 156
Logos and Symbols
3.00
GRD 282
Portfolio Creation
3.00
DGT 232
Typography and Page Layout
3.00
Totals:
Credit Hours
Totals:
16.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
72.00
88 52
* This specific course is offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
7
ART HISTORY
DESIGN & ART THEORY
DESIGNING COMPUTER GRAPHICS
ADVANCED COMPUTER GRAPHICS
CRITIQUE STRUCTURES
DIGITAL PHOTOGRAPHY
GRAPHIC WEB DESIGN
ENGLISH COMPOSITION
DIGITAL STORYTELLING
DEVELOPMENTAL PSYCHOLOGY
COLOR THEORY
TYPOGRAPHY & PAGE LAYOUT
LOGOS & SYMBOLS
INTELLECTUAL PROPERTY & LAW
8
9
10
11
12
13
EDITING DIGITAL VIDEO
DIGITAL PUBLISHING
CORPORATE BRANDING
CLIENT RELATIONS
FLASH MEDIA
GRAPHICS PERSONAL IDENTITY PROJECT
DIGITAL VIDEO COLLEGE MATHEMATICS
168
F U L L S A I L U N I V E RSITY
PORTFOLIO CREATION
Course Descriptions Program Core DGT 241
GRD 124
GRD 167
DGT 112
Advanced Computer Graphics
Color Theory
Critique Structures
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options are reviewed. In this course, students also explore color calibration, both with software and hardware tools.
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.
Designing Computer Graphics
The Advanced Computer Graphics Course trains students in advanced levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and introduces the production timeline and graphical requirements for the manipulation of digital images in a studio environment.
Course Outline
Course Outline
Color Calibration
Digital Imaging and Manipulation
Total credit hours Course length
Special Effects Total credit hours Course length
4.00 4 weeks
Client Relations The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real world client/designer business scenarios.
GRD 254 The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students are exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market are explored. Students will create their own Corporate Brand portfolio.
Course Outline Understanding Corporate Branding
Total credit hours Course length
Gaining the Client’s Trust Client Relationship Workshop
†
3.00 4 weeks
Guided Discussion
Digital Imaging and Manipulation
Critique Portfolio
Total credit hours Course length 4.00 4 weeks
3.00 4 weeks
Digital Photography
ART 1201
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers’ work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.
Design and Art Theory† Design and Art Theory provides an understanding of composition, design, art, basic color, and graphics through a study of varied artistic styles and their sociological and psychological effects throughout history. This course is essential in the multimedia world, where traditional art forms are often blended with current imagery to create a new and significant artistic genre.
Course Outline
Course Outline Taking Great Digital Photos Editing for Impact Photo Manipulation
Elements and Composition of Art and Graphics
Digital Photography Project Total credit hours Course length
Cartooning, Animation, and Storyboarding Total credit hours Course length
4.00 4 weeks
GRD 162
Drawing Workshop, Color and Value, Perspective
Corporate Branding Project
The Client Relationship
Layout and Composition
Introduction to Visual Thinking
The Branding Process
The Business Process
Student Critiques
Total credit hours Course length
Great Branding Campaigns
Course Outline
Total credit hours Course length
3.00 4 weeks
Corporate Branding
GRD 273
Design and Color
Applied Aesthetics
Psychology of Color
Layout and Composition
Computer Graphics Tools
Principles of Aesthetics
Applied Color Theory
Advanced Design and Color
Course Outline
Course Outline
Color Theory in Principle
Advanced Graphics Tools
The Designing Computer Graphics Course trains students in basic levels of graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, as students receive instruction in color theory and correction, input/output techniques, and tools for graphic design and image compositing.
4.00 4 weeks
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GRAPHIC DESIGN
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169
Course Descriptions Program Core GRD 244
DGT 252
DGT 275
GRD 293
Digital Publishing
Digital Video
Flash Media
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.
The Digital Video Course is a preliminary production course for the Graphic Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.
Graphics Personal Identity Project
Course Outline Digital Publishing Cycle
Design and Production of Online Documents
Drawing Tools
Course Outline
Course Outline
Storytelling
4.00 4 weeks
Flash Animation Techniques
Concepts of Personal Branding
Optimizing and Publishing
Applied Personal Branding
Total credit hours Course length
DGT 262
Interactive Online Documents
4.00 4 weeks
Editing Digital Video 4.00 4 weeks
DGT 117
Digital Storytelling The Digital Storytelling Course leads the student through the methods and techniques of creating personal digital content using the Apple iLife Suite. In this course, students are asked to explore this powerful suite of tools to create many pieces of personal expression, including Podcasts, movies and websites. The design concepts reinforced in this course show that they could be used across all types of media.
Course Outline
The Editing Digital Video Course covers the art and science of non-linear editing. In this course, students learn how editing choices impact how the project will be perceived and ultimately affect its success. Students are introduced to the advanced concepts of imaging and editing, as well as the production model of editing video in the industry. Students also participate in group discussions about editing choices and audience.
Course Outline Editing Techniques Production Workflow Editing with Final Cut Pro Total credit hours Course length
iPhoto and iWeb
4.00 4 weeks
The Graphic Web Design Course examines the process of creating exciting, functional content for the World Wide Web. Students expand on the design skills that they have learned throughout the degree program by creating interactive Web pages through the use of industry-standard Web authoring software. Students receive an understanding of HTML and web-standards related to the development of websites. This course demonstrates how to create, edit, manage, and design a professional website within a Web authoring tool and complementary software applications.
Course Outline Graphic Optimization
3.00 4 weeks
Total credit hours Course length
PLA 2412
Intellectual Property and Law† The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law as it pertains to digital content. Case studies will be used to examine the impact of these laws on our industry.
Overview of the Industries Business Practices 4.00 4 weeks
Intellectual Property Contracts Business Law Total credit hours Course length
170
F U L L S A I L U N I V E RSITY
8.00 8 weeks
Course Outline
Content Integration
iLife Project
Personal Brand Production
Graphic Web Design
Dreamweaver
iDVD and iTunes
Preproduction
Total credit hours Course length
DGT 273
HTML
iMovie and Garage Band
Total credit hours Course length
Flash Authoring Environment
Design and Production
Course Outline
Total credit hours Course length
Digital Pre-press Concepts and Techniques
Total credit hours Course length
Media Types
The Graphics Personal Identity Project gives students the opportunity to create their own Personal Identity. This is a critical part of marketing one’s self to a client or employer and demonstrates all of the concepts and techniques learned in the prior courses. Students are exposed to many of the most innovative and effective Personal Brands. Concepts of creating powerful Personal Identity are explored and practiced by creating logos, letterhead, web presence, etc. Students then create their own Personal Brand Portfolio, incorporating all their work.
3.00 4 weeks
General Education GRD 156
DGT 232
ART 2006
DEP 2004
Logos and Symbols
Typography and Page Layout
Art History
Developmental Psychology
The Art History Course introduces students to selected monuments of art and architecture in the Western tradition – from the GrecoRoman era to the 20th Century – studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums will propagate discussions of assigned readings in philosophical, religious, scientific, political, literary, and artistic contexts.
The Developmental Psychology Course examines the ways in which the basic elements of psychological development serve to either detract from or enhance personal growth. Students gain a basic understanding of developmental theories and identify ways that they impact personal growth. Current theory is combined with historical theory in order to give the students the broadest possible framework with which to enhance their understanding of developmental psychology.
The Logos and Symbols Course builds upon the concepts learned in both the Designing and Advanced Computer Graphics courses. Students are exposed to many of the best graphic designers’ work in the field and will learn advanced techniques in creating these pieces of visual poetry. In this course, students are asked to explore what makes a logo or symbol work and become instantly recognizable. The design concepts reinforced in this course can be used across all types of media.
Course Outline The Graphic Display of Information
The Typography and Page Layout Course introduces students to the world of professional fonts. Students learn how to use typography as a critical part of page layout, as they continue to build upon the concept of design introduced in previous courses. This course also trains students to define how the printed or viewed page looks as an integrated graphic element. Students participate in group discussions and critiques as they work through the projects using the latest publishing software.
Course Outline
Course Outline
Fundamentals of Typography
Modern Art
Typography and the Page
Post-modern Art
Creating a Logo that Works
The Page as Design
Logos and Symbols Project
Press Considerations
Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
Paradigms
Medieval and Renaissance Art
Exploration of Symbols and their Meaning
Total credit hours Course length
Course Outline
Ancient Art
3.00 4 weeks
Proactive and Reactive Behavior Efficacy, Shadow, Shame Cognitive Dissonance
4.00 4 weeks
Imagination and Conscience Time Management Perception and Communication
MGF 1213
College Mathematics† GRD 282
Portfolio Creation The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Graphic Design Program as they develop a professional portfolio. Students have the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.
Total credit hours Course length
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
4.00 4 weeks
ENC 1101
English Composition*†
Rational Expressions
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
Portfolio Design Fundamentals
Linear Equations & Inequalities
Course Outline
Asset Creation
Proportions, Formulas, and Word Problems
Portfolio Assembly
Composition and Revision
Mathematical Models
Critical Analysis
Course Outline
Portfolio Review Total credit hours Course length
3.00 4 weeks
Course Outline Sets & Logic The Real Number System Rational Exponents & Radical Expressions Fundamentals of Polynomials & Factoring
Total credit hours Course length
Literary Devices
4.00 4 weeks
Grammar and Structure Portfolio Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
GRAPHIC DESIGN
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Associa te of Science Degree Program
171
Music
Business
Bachelor of Science Degree Program
The music business has undergone some seismic shifts in the past few years, but one thing hasn’t changed: it takes an army of talented and wellprepared people working behind the scenes to get artists the attention they deserve. That army needs to be equipped to provide their clients with the logistical assistance, financial arrangements, and promotional prowess they need to maximize the impact of their artistic creations.
Of course, the music business world goes far beyond just number crunching. The Music Business curriculum at Full Sail dives into the jobs, skills, and talents needed to be part of the team that gets music heard – the tour managers, label employees, promoters, producers, merchandisers, lawyers, publishers, and, yes, accountants that help to keep the wheels of commerce turning so artists and their fans can connect on stage, online, on TV, on mobile phones, on the radio, and all over the world.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
Master of Science Degree Program
172
F U L L S A I L U N I V E RSITY
CAMPUS
ONLINE
CAMPUS * IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT ADMISSIONS PROGRAMOUR PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Law Management Marketing Distribution Final Project
MUSIC BUSINESS
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Bache l o r of Science Degree Program
173
Areas of Focus
MMBS
contract
LAW/MANAGEMENT
N E G O T I AT I O N S
Law Contracts in the music business can range from a letter of agreement to an inches-thick document, but regardless of their size, you’ll need toMARKETING have an understanding of how to protect your (or your client’s) interests. You’ll learn how best to do this in courses that examine subjects like music business law and contract negotiations, copyright protection, and more. You’ll also explore the many different areas of the business in which legal knowledge DISTRIBUTION/ is important, from the rules that guide agents, FINAL PROJECT managers, and attorneys to the art of negotiating a sweetheart deal.
MBS
contract
W/MANAGEMENT
NEGO T I AT I O N S
artist
RKETING
AUDIENCE
CON N E C T I O N
strategic
on
PLANNING
LS
TRIBUTION/ AL PROJECT
successful PROMOTIO N
RETAIL
promotions
TRAD E
shows
g
OPYRIGHT
communication
PROTECTION
marketing
ch
SKILLS
artist
AUDIENCE
CONNECTION
COPYRIGHT PROTECTION
successful P R O M O T I ON
marketing
Management
plan
As either a studio manager or an industry executive, A N A LY I S protocol, etiquette, an in-depth knowledge of Sthe and professionalism you’ll need to thrive in the music business is essential. Skills like effective communication, strategic planning, and an understanding of the various structures in the music business are all learned in the Music Business Bachelor’s program, helping you to understand how to successfully nurture a client’s career or even navigate your own way to the top of the corporate ladder.
effective
DISTRIBUTION
strategic PLANNING
PLANS
marketing plan
174
F U L L S A I L U N I V E RSITY
ANALY S I S
PUBLICITY
m e rchandising
commu
RETAIL
promotions
T R AD E
shows
PUBL
merch
ma
res
COPYRIGHT
communication SKILLS
PROTECTION
marketing
PUBLICITY
plan
m e r c handising
ANALYSIS
unication S KILLS
effective
strategic PLANNING
research
DISTRIBUTION
RETAIL
LICITY
promotions
arket
marketing
han d ising
search
market
strategic PLANNING RETAIL
promotions
T R A DE
shows
marketing PLANS
TRAD E
shows
PLANS
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Areas of Focus
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F U L L S A I L U N I V E RSITY
MMBS communication
COPYRIGHT
SKILLS
PROTECTION
LAW/MANAGEMENT
marketing
merchandising
communication
ANALYS I S
PROTECTION
MARKETING
SKILLS
market
effective
research
DISTRIBUTION
marketing
PUBLICITY DISTRIBUTION/
plan
PLANNING
contract N E G O T I AT I O N S
RETAIL
promotions
PUBLICITY
plan OPYRIGHT
strategic
T R A DE
shows strategic
artist
PLANNING
AUDIENCE marketing CONNECTION PLANS RETAIL promotions
T R A DE successful shows
merchandising FINAL PROJECT
PROMOTIO N
A N A LY S I S
unication S KILLS
ffective
strategic PLANNING
STRIBUTION ICITY
a n d i sing
arket
earch
RETAIL
promotions
TRADE
shows
marketing
marketing
Marketing market
research
PLANS
Finding and connecting an artist with an audience is one of the main reasons the music business exists. Whether you’re an artist looking for exposure or a record company trying to provide it, the Music Business curriculum will teach you how to analyze and predict customer behavior and then turn that analysis into a marketing plan. You’ll learn how to effectively use publicity, merchandising, retail promotions, touring, trade shows, online outlets, and other marketing tools to get music in front of the right people, as a step towards growing and energizing an artist’s fan base.
PLANS
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artist
marketing
CONNECTION
ANALYSIS
plan
Areas of Focus AUDIENCE
NG
artist
PUBLICITY
A N A LY S I S
market
plan
CONNECTION
effective
successful
PROTECTION
successful PROMOTIO N communication Distribution
SKILLS
plan
Like a tree falling in a forest, the best music in the world can remain unheard if nobody ever gets a chance to listen. Next to successful promotion, effective distribution is the best way to give as many people as possible that chance. Whether overseeing the production of am physical e r c h product a n d i sand i n ggetting that product into traditional retail channels, or pursuing the expanding opportunities afforded by online outlets, you’ll develop a keen understanding of the various distribution methods vital to a successful career in the music business.
ctive
market Final Project
rketing ANALYSIS
RIBUTION
178
PUBLICITY
research
Your final project is your chance to prove you’re prepared to take all the knowledge you’ve gained throughout the Music Business Bachelor’s program and combine it with the drive, imagination, and love for music that brought you to Full Sail in the first place. You’ll be responsible for designing a business venture that represents your interests in the music world and working through all the details and components necessary to get it off the ground – from researching the current market conditions and commercial viability, to identifying your sources of funding and investment strategy, to creating a marketing plan and accounting for distribution.
F U L L S A I L U N I V E RSITY
merchandising
research
DISTRIBUTION
PR O M O T I ON
YRIGHT
merchandising
marketing
AUDIENCE
TION/ OJECT
PUBLICITY
effective
DISTRIBUTION
strategic PLANNING RETAIL
promotions
T R A DE
shows
marketing PLANS
market
research
contract
COPYRIGHT
artist
marketing
CONNECTION
ANALYSIS
N E G OTIATIONS
AUDIENCE
successful PROMOTIO N
communication SKILLS
PROTECTION
PUBLICITY
plan
merchandising
market
effective
research
DISTRIBUTION
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Overview Although every job in the music business is unique, they all need to work in harmony to maximize an artist’s potential. This broad-based real world approach is at the heart of Full Sail’s Music Business Bachelor of Science Degree program, which will give you in-depth knowledge of multiple aspects of the business. To be an effective player in the music business, it’s not just important to be good at what you do, but also to be well-versed in the many different roles within the industry. For example, a band’s publicist may not need to book a tour, but being aware of how and why that tour is routed a certain way is invaluable knowledge when it comes to forming a media strategy. By teaching you about the many different roles in the business, the Music Business curriculum allows you to not only focus on what you do best, but also to ensure that your contributions to the big picture are as effective as possible. You’ll learn these roles through courses in musicspecific business subjects like Artist Development, Music Copyright and Publishing, Concert Management and Publicity, and Record Label Development, as well as general business concepts like marketing, distribution, and law. After you’ve absorbed all the necessary knowledge from these varied courses, the Music Business Bachelor of Science Degree program culminates in a final project in which you create a music business thesis specific to your interests.
and how to prepare yourself for that first step into the music business industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
Objective Our goal is to provide you with the focused knowledge and understanding of essential business and management skills, further enhancing your ability to become a successful music business entrepreneur in a variety of fields, including recording arts, concert management, show production and touring, independent and major record labels, artist management, artist development, concert management and publicity, music merchandising and retail promotions, record label development, and producing. Completion of the Music Business Bachelor of Science Degree provides graduates with useful tools to further careers as entrepreneurs and business owners in the Music Business industry, and for entrylevel business positions in recording, concert and touring, and the record label industry.
In addition to business-specific topics, you’ll also have courses focusing on communication skills, business statistics, professional presentation,
MUSIC BUSINESS
OVERVIEW & OBJECTIVE
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Music Business
Bachelor of Science Degree Program PROGRAM CORE
GENERAL EDUCATION
Code
Course
Credit Hours
Code
Course
MUB 474
Artist Development
4.00
MUB 354
Business Statistics and Data Analysis
2.93
MUB 481
Artist Management
4.00
MAN 3151
Leadership and Organizational Behavior†
2.53
MUB 452
Business Accounting and Finance
2.67
ECO 3028
Principles of Microeconomics†
4.00
MUB 461
Concert Management and Publicity
4.00
COM 3109
Professional Communication and Presentation†
4.00
MUM 4309
Information Systems and E-commerce†
2.80
ENC 326
Professional Writing
4.00
MUM 4706
Music Business Final Project†
5.33
BUL 4621
Music Business Law and Contract Negotiations†
4.00
MUB 331
Music Business Management
4.00
MUM 3733
Music Business Marketing†
4.27
MUM 3308
Music Copyright and Publishing†
4.00
MUM 3305
Music Distribution†
2.67
MUB 361
Music Merchandising and Retail Promotions
2.93
MUB 482
Producing
2.93
MUB 343
Record Label Development
4.00
Totals:
Credit Hours
Totals:
17.47
TOTAL CREDIT HOURS: TOTAL WEEKS:
69.07 40
Eligible applicants with an associate’s or higher level degree from another postsecondary institution (see Requirements for Admission on page 240) will be required to complete the following additional courses:
51.60
GENERAL EDUCATION MGF 1213
College Mathematics†
4.00
CGS 1000
Computer Science and Internet*†
4.00
REC 1111
Introduction to Media Arts
4.27
Totals:
12.27
TOTAL CREDIT HOURS: TOTAL WEEKS:
81.34 48
* This specific course is offered online. Please see course description for details.
Chronological Schedule by Months
These specific courses use the Florida Statewide Course Numbering System (SCNS).
1
2
3
4
5
6
7
MUSIC BUSINESS MANAGEMENT
RECORD LABEL DEVELOPMENT
CONCERT MANAGEMENT & PUBLICITY
MUSIC BUSINESS MARKETING
MUSIC COPYRIGHT & PUBLISHING
MUSIC BUSINESS LAW & CONTRACT NEGOTIATIONS
PRINCIPLES OF MICROECONOMICS
PROFESSIONAL WRITING
LEADERSHIP & ORGANIZATIONAL BEHAVIOR
BUSINESS ACCOUNTING & FINANCE
MUSIC MERCHANDISING & RETAIL PROMOTIONS
PROFESSIONAL COMMUNICATION & PRESENTATION
MUSIC DISTRIBUTION
BUSINESS STATISTICS & DATA ANALYSIS
8
9
10
ARTIST DEVELOPMENT
ARTIST MANAGEMENT
INFORMATION SYSTEMS & E-COMMERCE
182
†
MUSIC BUSINESS FINAL PROJECT PRODUCING
F U L L S A I L U N I V E RSITY
Course Descriptions Program Core MUB 474
MUB 452
MUB 461
MUM 4309
Artist Development
Business Accounting and Finance
Concert Management and Publicity
Information Systems and E-commerce†
The Business Accounting and Finance Course is designed to familiarize students with a range of business procedures requiring the use of mathematics and accounting. The effects and implications of accounting principles in real world music business settings are considered from investment, management, and creditor viewpoints. Students are introduced to measurement, reporting, and evaluating software-tools used to gauge and disclose financial activity.
The Concert Management and Publicity Course covers a variety of topics that are specific to concert production and the touring industry. This course takes a ground-level approach to concert promotion basics, including how to develop and execute an artist’s tour and production management. Other topics explored in this course include public safety guidelines, contract riders, unions, staff and equipment booking, and the daily execution of tour schedules.
This course addresses the power of technology and the impact of e-commerce on the music business. Students reexamine traditional marketing principles and apply them to the digital environment, while also exploring new challenges presented by the advance of technology and e-commerce. Students then use this information to develop an Internet marketing plan and position themselves on the World Wide Web.
Course Outline
Course Outline
In this course, students examine the complex and challenging task of finding new talent for a major and/or independent record label by reviewing procedures used across the industry. Along with studying the traditional methods of finding talent, students also explore the influence of Internet communities and digital technologies. Students also examine the professional skills required to act as an A&R representative – the person who acts as the liaison between a record label and the individuals representing an artist – in order to foster a productive and positive work environment.
Course Outline
Course Outline Introduction to Information Systems
Principles of Accounting
Concert Promotion Basics
Evaluating the Artist
Bookkeeping and Reconciliation of Bank Accounts
Examination of the Touring Team for the Artist/Band
Artist Demo Evaluation
QuickBooks
Working with the Local Team
Introduction to Internet Marketing
Artist Developmental Techniques
Double Entry Accounting
Touring Production Manager
Internet Taxation
Artist Brand Development
Budgets and Projections
Booking Staff and Equipment
Online Entertainment
Song Selection Techniques
Analysis of Financial Statements
Public Safety Guidelines and Issues
New Digital Technologies and Recruitment Strategies
Total credit hours Course length
Total credit hours Course length
Finding an Artist
Total credit hours Course length
4.00 4 weeks
2.67 4 weeks
Overview of E-business E-commerce
Preparing the Show for the Road Daily Scheduling and Management of the Schedule
MUM 4706
Music Business Final Project†
Contract Riders Vendor Contracts Total credit hours Course length
MUB 481
Artist Management
2.80 4 weeks
In this final course, students apply the technical and business knowledge learned throughout the program to develop a thesis project focused on a business topic within the music industry. This project will encompass the research and development of a business model that can be the starting point for a business plan.
4.00 4 weeks
The Artist Management Course explores the career path of the manager. This position plays a significant role in the music business community and in the career of an artist /band. Course topics include: the artist-manager relationship, launching an artist’s career, management contracts, development of an artist’s career path, and sustaining an artist’s career.
Course Outline Review of Business Concepts Presentation of Business Thesis to Include: Research Report on the Entertainment Economy of Chosen Entertainment Industry
Course Outline Overview of the Artist Manager Developing the Artistmanager Relationship
Financial Report
Launching the Artist’s Career
Management Plan
The Management Contract
Website Plan
Marketing Plan
Planning the Artist’s Career
Total credit hours Course length
Making the Career Plan Work
5.33 4 weeks
Career Maintenance and Control Total credit hours Course length
4.00 4 weeks
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Course Descriptions Program Core BUL 4621
MUM 3733
MUM 3308
MUB 361
Music Business Law and Contract Negotiations†
Music Business Marketing†
Music Copyright and Publishing†
Music Merchandising and Retail Promotions
The Music Copyright and Publishing Course teaches students how to protect their creative works and provides an overview of the business mechanisms that can affect the use of their songs and those of their clients. Along with the global topics of copyright and music publishing, the course also covers the history of the music publishing industry, royalties, the songwriter’s contract, publishing options, and an overview of publishing companies.
One of the biggest economic generators for the music business is merchandising and retail promotions. This course delves into this critical business component and helps students learn how to determine retail strategies that will benefit their clients. This course examines the importance of branding and how it relates to product presentation at the retail level. Students also explore the timeline of product development and learn how to take their product to retail. All types of distribution channels are examined in this course, from traditional big-box retailers to e-commerce and the Internet.
This course revisits and further expands on entertainment law as it relates to the music business industry. Students are introduced to contract writing strategies as they examine strengths and weaknesses of real world contracts. Students are given the opportunity to learn and practice various negotiating skills and tactics specific to the music business. Finally, the role of lawyers, business managers, and agents in the music business is addressed.
Course Outline Specific Legal Terminology Relating to the Music Business Industry
This course explores general marketing concepts as they relate to the nuances of the music business. Students construct strategic plans in the selection and development of media products and are introduced to entertainment licensing concepts and promotional avenues such as trade shows, trade publications, and the Internet. In addition, this course strengthens students’ understanding of analytical tools and strategic analysis of the music business, providing them with knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
Course Outline Historical Overview of the Music Publishing Industry
Course Outline Marketing Principles and Terminology
Industry Contract Issues
Advertising
Music Publishing Overview and Concepts
Lawyers, Business Managers, and Agents
Competitive Tactics
Copyright Law
Merchandise Design
Marketing Plan Development
Copyright Requirements and Regulations
Trademark Protection
Total credit hours Course length
4.00 4 weeks
MUB 331
Music Business Management The Music Business Management Course provides students with an overview of music business corporate structure and the support companies that assist in the development and distribution of music. The course also covers management configuration for each type of entity, from organizational structure to specific job responsibilities of various positions within these companies.
Entertainment Licensing and Promotion
Pricing and Cost Analysis
Copyright Protection
Merchandising
Copyright and Digital Technology
Public Relations
Royalties
Branding
Total credit hours Course length
Total credit hours Course length
Product Assessment
4.27 4 weeks
Types of Retail Outlets Direct Marketing and Non-store Sales Internet Distribution 4.00 4 weeks
Production Companies
Course Outline
Concert Production Companies Touring Companies
Distribution Principles and Terminology
Copyright Administration Companies
Publishing Companies
Performing Rights Organizations
Forms of Distribution
The Unions
Principles of Pricing
Publicity Companies
Merchant Accounts and Credit Cards
Distribution Companies
Royalty Structures and Collection
Total credit hours Course length
Total credit hours Course length
4.00 4 weeks
†
F U L L S A I L U N I V E RSITY
Total credit hours Course length
Music Distribution†
Record Companies
Music Business Management
Live Productions and Music Merchandising
MUM 3305 The Music Distribution Course focuses on the distribution process and the various distribution channels available in the music business industry. This course addresses various distribution components, such as the manufacturing process of music products, the examination of distribution companies, and the influence of the Internet as a distribution channel.
Course Outline
184
Course Outline
Contract Writing and Negotiation
2.67 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
2.93 4 weeks
General Education MUB 482
MUB 354
ECO 3028
ENC 326
Producing
Business Statistics and Data Analysis
Principles of Microeconomics†
Professional Writing
This course presents fundamental principles of statistics in the context of business-related decision-making. Students learn how to summarize, analyze, and interpret real world data related to the music business industry. They also begin to develop critical thinking skills to identify how statistics may be used to influence people’s perceptions and opinions.
The Principles of Microeconomics Course is designed to give students a thorough understanding of the principles of economics that influence individual decision-makers, both consumers and producers, within the economic system. This course provides an opportunity for students to understand the nature and function of product markets as well as the role the government plays in the economy.
The Producing Course explores the complex job of producing and the relationship of the producer with the artist/band. In today’s music industry, the role of the producer can be defined in many ways, and this course takes students through the various definitions of this position. Along with learning the general roles of a producer, students also learn about individuals that have defined this complicated role in today’s music field. All types of music are explored and all types of production styles are examined.
Probability
Economic Perspectives
Sampling
Consumer Behavior
The Professional Writing Course focuses on preparing students to write effectively and apply contemporary technologies and business communication best-practices in today’s workplace. Students recognize the link between developing their writing skills and career success. The analysis of communication in organizations, including barriers and methods for overcoming those barriers, leads students to understand the ethical goals of a business communicator. From concept to practice, students learn and apply different business writing formats, styles, and techniques in writing business letters, professional email and memos, and formal and informal reports.
Data Analysis
Supply and Demand
Course Outline
Total credit hours Course length
Pricing Research and Structure
Multi-disciplinary Writing
Macroeconomics and Microeconomics Characteristics and Relationships
Strategies for Drafting, Revising, and Proofreading Professional Documents
Total credit hours Course length
Manuscripts and Adaptations
Course Outline
Course Outline
Descriptive Statistics
Course Outline Defining the Various Types of Producers Studying Specific Legendary Producers Listening to Music and Examining Production Styles
2.93 4 weeks
Examining the Creative Project
MAN 3151
Learning to Establish a Production Schedule
Leadership and Organizational Behavior†
Total credit hours Course length
2.93 4 weeks
MUB 343
Record Label Development The Record Label Development Course is designed to familiarize students with the various departments within both major and independent record labels. Students in this course delve into specific departments of a record label and learn the role that each plays in its success. The course examines all departments ranging from A&R to Business Affairs.
The Leadership and Organizational Behavior Course consists of an inquiry into the characteristics essential in inspiring others to action. Students identify their personal strengths and weakness through self-assessment, expanding their awareness of these qualities to include their effect on other individuals and group behavior. The course provides strategies for decision-making and building effective teams, and encourages students to explore the difficulties, compromises, and rewards of the collaboration process.
Course Outline Leadership Group Dynamics
Course Outline The Major Label Overview
Motivating
The Independent Label Overview
Building Effective Teams
The Role of A&R
Decision-making
Art Department
Conflict Resolution
Business Affairs
Total credit hours Course length
Legal Department
4.00 4 weeks
Professional Communication and Presentation†
4.00 4 weeks
The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, proposal, grant, electronic, and creative-writing activities. Through practice and development of written and oral skills, students sharpen their writing and speaking abilities while gaining confidence in both the content of their message and their ability to clearly convey it.
Course Outline Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content 2.53 4 weeks
Audience Analysis Personal Image Presence and Image of Written Communication
Promotions Department
Presentation Strategies
Publicity
Total credit hours Course length
Total credit hours Course length
Total credit hours Course length
COM 3109
Marketing Department
Sales
Reports and Proposal Writing
4.00 4 weeks
4.00 4 weeks MUSIC BUSINESS
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Recording
Arts Bachelor of Science Degree Program
Music affects us like no other art form, attaching to key moments in our lives and remaining as connected to our memories as images and emotions. Great audio does the same for all of our favorite entertainment – amplifying their impact with everything from multichannel soundtracks for blockbuster films, to iconic video game sound effects. And while the knob-turners helping produce this media may not always get the same kind of acclaim as the musicians, filmmakers, and game designers, having the right set of hands behind the controls is the key to ensuring that audio is recorded accurately, effectively, and with a resonance that makes the hairs on your neck stand on end.
The Recording Arts Bachelor’s Degree Program at Full Sail University is designed to give you the skills you need to get your hands on those controls, and deliver those same feelings to listeners, whether in the studio with a groundbreaking artist, in audio postproduction on a Hollywood film, creating sound effects for video games, or using digital and analog tools to produce your own tracks. At Full Sail, you’ll be surrounded by a group of fellow students, educators, and industry guests who share your passion for the kind of powerful sound and music that stays with an audience long after a track ends or the credits roll.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
Master of Science Degree Program
186
F U L L S A I L U N I V E RSITY
CAMPUS
ONLINE
CAMPUS
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT ADMISSIONS PROGRAMOUR PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Sound Fundamentals Music Production Recording and Mixing Postproduction
RECORDING ARTS
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NG ARTSAreas of Focus
MIC
DUCTION
Sound Fundamentals PLACEMENT
CTION/SOUND TALS
ECT
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surround SOUNDMIXER
mu HIST
sound
EFFECTS
Classes in critical listening will help tune your ear to recognize problems with an instrument or vocal, as well as various technical anomalies that might effect the quality of a recording. Audiotronics courses provide an understanding of the use and maintenance of the audio hardware and software you’ll be using in modern D E V Eclasses L O P Myou’ll E N T not only be learning studios; in these how to troubleshoot digital audio workstations, but FLOW also how to wire, solder, and test electronic equipment. Other courses teach microphone theory, professional etiquette, and the industry-standard workflow you’ll encounter in real world studio situations.
skill set
signal
record
et STUDIO PRODUCTIONMIX
MASTER
POSTPRODUCTION/SOUND FUNDAMENTALS F U L L S A I L U N I V E RSITY
sessio
record
MIX RECORDING M A S T E R session
postpro
digital audio W O R K S TAT I O N S
music HISTORY
earTRAINING
postproduction
music BUSINESS
MIC
PROJECT
PLACEMENT
188
RECOR
What if your console malfunctions in the middle of a session? How do you tell if an instrument is out of tune? How do you tell a musician you’re working with that their instrument is out of tune? By ensuring that you have the sound fundamentals required in the recording arts, Full Sail’s program prepares you for any of these situations and more.
dRECORDING ARTS surround SOUNDMIXER TS
NT
signal FLOW
sound
EFFECTS
skills
signal FLOW
PREPARATION
surround SOUNDMIXER
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signal FLOW
RECORDING
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surround SOUNDMIXER
music H I S T O RY
ME N T
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set MENT
record
MIX MAS T E R
session
postproduction PROJECT
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Areas of Focus
Music Production
MIC
signal FLOW
sound
surround SOUNDMIXER
PLACEMENT
Taking a musician’s ideas and translating them into a TPRODUCTION/SOUND recorded product can be a powerful experience. But it’s DAMENTALS a combination of music theory and technical knowledge EFFECTS
L PROJECT
that’s needed to make that experience as productive and creatively fulfilling as possible. No matter what the genre, there are fundamental songwriting and production methods that build the foundation of a great track, and the Recording Arts program can teach you the same processes used by top producers in the industry.
skill set digital audio RECORDING session
From figuring out the perfect place for a microphone E V E L and OPMENT to helping an artist develop song D structure melody, courses in music production and theory highlight proven creative techniques for making greatsounding music. You’ll learn songwriting and music development, as well as vocal production techniques that best highlight the emotion of the lyrics. Classes on music history are also designed to diversify and enrich your knowledge and awareness of all types of music, as well as give you a deeper understanding of the societal role music has played throughout the years.
music H I S T O RY
W O R K S TAT I O N S
postproduction PROJECT
Courses in session recording, audio workstations, and mastering teach the theory and operation of recording and mixing equipment in a modern studio setting. Just as importantly, you’ll also apply your knowledge of engineering standards by working with live musicians in real-world recording scenarios – allowing you to develop creative production skills in sound design, artist collaboration, and recording session etiquette.
190
F U L L S A I L U N I V E RSITY
MIX MASTER
earTRAINING
RECORDING ARTS
skills
Recording and Mixing Audio recording is one of the most diverse art forms in the entertainment industry, with different styles, formats, and production needs for everything from stripped-down garage rock to multi-channel film and video game soundtracks. No matter what medium you’re working in, the ultimate goal of the recording process is to capture great performances on tape, and the Recording Arts program covers the wide range of skills you’ll need to run a successful studio session.
record
music BUSINESS
STUDIO PRODUCTION
PREPARATION
POSTPRODUCTION/SOUND FUNDAMENTALS
FINAL PROJECT
MIC PLACEMENT
sound
EFFECTS
skill set
DEVELOPMENT
RECORDING
digital audio
music HISTORY
earTRAINING
postproduction
music BUSINESS
PROJECT
W O R K S TAT I O N S
skills
PREPARATION
RECORDING ARTS
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sound
TION/SOUND Areas of Focus LS EFFECTS
skill set
T
DEVELOPMENT
192
F U L L S A I L U N I V E RSITY
surround SOUNDMIXER record
MIX M A S TER
earTRAINING
music HIST ORY
se s s ion
RECORDING
skills
digital audio
postproduction
music H I S T O RY
ostproduction
PROJECT
W O R K S TAT I O N S
earTRAINING
music BUSINESS PREPARATION
ski l l s
music BUSINESS
RECORDING ARTS
PROJECT
PREPARATION
STUDIO PRODUCTION
MIC
signa FLOW
sound
surround SOUNDMIXER
PLACEMENT
Postproduction POSTPRODUCTION/SOUND The art of recording isn’t limited to laying down tracks FUNDAMENTALS for musicians. Full Sail’s program allows you to take your studio skills and learn how to apply them to the creation and recording of dialogue, music, and sound effects for films, television shows, and video games. Whether you want to be a foley artist generating sound effects for the big screen, a sound designer for video games, a dialogue editor for a television show, or a surround-sound mixer, the postproduction component of the Recording Arts degree helps you develop a broader understanding of the audio industry and the skills you need to excel within it.
FINAL PROJECT
EFFECTS
record
skill set
MIX MASTER
DEVELOPMENT
RECORDING ARTS
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Overview
Objective
Full Sail began in 1979 as a recording school; though we’ve grown over the years to include many different aspects of media and digital arts education, our dedication to studio production and audio engineering has never wavered. But just as the Full Sail of today is different than the Full Sail of 1979, the areas in which recording arts skills can be applied have expanded into various entertainment industries. Beyond just teaching you how to capture an artist’s sound in the studio, Full Sail’s Recording Arts program is a thorough, constantly developing curriculum that encompasses analog and digital recording, live music production, and audio postproduction for film, television, and video games.
Our goal is to provide you with the focused knowledge and understanding of audio needed to qualify for entry-level industry positions as assistant engineers, music recording engineers, postproduction audio engineers, MIDI/digital audio workstation operators and programmers, music/ effects/dialogue editors, live production engineers, assistant maintenance technicians, and a variety of other positions in the audio industry.
From acoustic principles, amplification technology, and signal flow, to interactive audio, MIDI techniques, and sound effect design, we cover the many different procedures, formats, and applications found in the recording arts world. By working with the same gear found in some of the finest professional studios, you’ll gain the confidence and skills needed to succeed in these environments after graduation.
In addition to technical proficiency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
In addition to music production skills and techniques, you’ll also learn communication skills, music history, critical listening, songcraft, entertainment business and law, and how to prepare yourself for that first step into the music industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and get you ready to enter the job market. In addition, our Career Development services and advisors will be available for support and assistance throughout the length of your professional career.
RECORDING ARTS
OVERVIEW & OBJECTIVE
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Recording Arts
Bachelor of Science Degree Program PROGRAM CORE
MUT 1023
Music Theory
REC 2131
Principles and Applications of Electricity
2.67
4.00
MUM 2608
Recording Consoles
4.27
Advanced Audio Workstations
4.80
REC 2901
Session Recording
4.80
Advanced Interactive Audio
3.73
REC 3011
Songwriting and Development
2.13
REC 4735
Advanced Session Recording
4.00
REC 3123
Vocal Production
4.27
REC 1801
Audio File Management and Documentation
2.93
REC 2803
Audio Postproduction
4.80
REC 2413
Audio Workstations
4.27
REC 2141
Audiotronics
3.20
GENERAL EDUCATION
REC 2513
Critical Listening
2.67
Code
Course
REC 1751
Digital Audio and Theory
3.20
CLP 1006
Behavioral Science†
4.00
REC 2223
Digital Consoles
4.27
MFG 1213
College Mathematics†
4.00
REC 4935
Digital Mastering
4.00
CGS 1000
Computer Science and Internet* †
4.00
REC 2623
Interactive Audio
3.73
ENC 1101
English Composition* †
4.00
REC 1111
Introduction to Media Arts
4.27
PHY 1000
Fundamentals of Physics†
4.00
MUB 2011
Introduction to Music Business
2.13
COM 3109
Professional Communication and Presentation†
4.00
SHP 2031
Introduction to Show Production Systems
4.27
ENC 326
Professional Writing
4.00
REC 1630
Microphones and Theory
3.20
SPC 1606
Public Speaking †
4.00
Code
Course
Credit Hours
REC 4315
Advanced Audio Postproduction
REC 3413 REC 3623
REC 1731
MIDI
4.27
MUM 3308
Music Copyright and Publishing †
4.00
MUH 2051
Music History I*
2.13
MUH 3051
Music History II*
2.13
REC 4511
Music Producing and Arrangement
4.00
2.93
Totals:
101.07
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
133.07 44
* These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months
196
1
2
3
4
5
6
7
INTRODUCTION TO MEDIA ARTS
COMPUTER SCIENCE & INTERNET
MUSIC THEORY
RECORDING CONSOLES
MIDI
INTRODUCTION TO SHOW PRODUCTION SYSTEMS
AUDIOTRONICS
BEHAVIORAL SCIENCE
COLLEGE MATHEMATICS
FUNDAMENTALS OF PHYSICS
MICROPHONES & THEORY
DIGITAL AUDIO & THEORY
AUDIO FILE MANAGEMENT PRINCIPLES & APPLICATIONS & DOCUMENTATION OF ELECTRICITY
8
9
10
11
12
13
14
DIGITAL CONSOLES
AUDIO WORKSTATIONS
INTERACTIVE AUDIO
AUDIO POSTPRODUCTION
SESSION RECORDING
VOCAL PRODUCTION
ADVANCED AUDIO WORKSTATIONS
ENGLISH COMPOSITION
CRITICAL LISTENING
PUBLIC SPEAKING
MUSIC HISTORY I
INTRODUCTION TO MUSIC BUSINESS
SONGWRITING & DEVELOPMENT
PROFESSIONAL WRITING
17
18
19
20
ADVANCED AUDIO POSTPRODUCTION
MUSIC PRODUCING & ARRANGEMENT
ADVANCED SESSION RECORDING
DIGITAL MASTERING
15
16
ADVANCED INTERACTIVE AUDIO
MUSIC COPYRIGHT & PUBLISHING
MUSIC HISTORY II
PROFESSIONAL COMMUNICATION & PRESENTATION
F U L L S A I L U N I V E RSITY
Course Descriptions Program Core REC 4315
REC 3623
REC 1801
REC 2413
Advanced Audio Postproduction
Advanced Interactive Audio
Audio File Management and Documentation
Audio Workstations
The Advanced Audio Postproduction Course provides students with an advanced view of the process of audio postproduction for feature film and television. This course focuses on the creative development of audio postproduction elements, such as sound effect design, music editing, dialogue editing, and the final mixing process. The final mix of a film or television soundtrack requires many different sound layers; this course specifically examines each one of these elements while engineering the finished product.
The Advanced Interactive Audio Course addresses advanced sound design techniques for interactive media. The curriculum expands upon the concepts introduced in the Interactive Media course, by applying these foundational techniques to advanced project work and expanding established technical skills. Students in this course learn interactive media concepts including game audio applications and sound design principles. Students also learn the role of a sound designer for games, as they explore the overall process of creating various sound elements for games.
The Audio File Management and Documentation Course provides students with a comprehensive understanding of many different audio file formats and the proper management and documentation of these files. Additional topics addressed in this course include professional management standards for audio files and file documentation standards for various audio production applications. This course helps to develop students’ professional demeanor through careful examination of industry standards, workflow, protocol, etiquette, and vocabulary.
Course Outline
Course Outline
Course Outline Sound Effect Design and Editing Music Editing for Film and Television Dialogue Editing for Film and Television: ADR, Overdubs Sound Effect Design for Film and Television Mixing and Processing: Troubleshooting Total credit hours Course length
4.00 4 weeks
REC 3413
Overview Audio File Formats
Game Sound Development
Understanding Audio File Format Management
Workstation Techniques and Procedures File Management
Total credit hours Course length
Audiotronics
Development of Audio File Problem Solving Skills
Advanced Game Sound Design 3.73 4 weeks
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of automated stage lighting fixtures and computer systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.
Professional Etiquette and Protocol Total credit hours Course length
2.93 4 weeks
The Advanced Audio Workstations Course provides students with an opportunity to expand their knowledge and skills in digital audio workstation theory and techniques. Within this course, students apply their workstation skills to highly specialized concepts and procedures such as advanced synchronization, surround production, data compression and encoding used for DVDs, and multichannel feature films.
Course Outline Advanced Editing and Mixing
REC 2803
Advanced Session Recording
Audio Postproduction
The Advanced Session Recording Course provides extensive education in the theory, philosophy, and practice of contemporary music production in world-class studio facilities. Emphasis is placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study include studio signal flow, recording techniques, and synchronization. Students utilize current audio recording technology for advanced studies in order to gain expertise in the art and science of music production.
Course Outline
Problem Solving Techniques Synchronization
Studio Session Protocol and Etiquette
Film and Surround
Advanced Studio Signal Flow
File Management
Advanced Recording Practices and Procedures 4.80 4 weeks
The Audio Postproduction Course provides students with an overview of the creation and recording of production sound and audio postproduction sound design for feature film and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.
Course Outline Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting
Course Outline History of Audio Postproduction
Lighting Fixture Maintenance
Recording Production Audio for Film and Video
Total credit hours Course length
Timecode and Synchronization
3.20 4 weeks
Feature Film Audio Postproduction Process Television Audio Postproduction Process
Advanced Recording Techniques Recording Projects and Problem Solving Techniques Total credit hours Course length
4.27 4 weeks
REC 2141
REC 4735
Advanced Audio Workstations
Total credit hours Course length
Workstation Hardware and Software
Audio Session Documentation
Problem-solving Techniques with Interactive Audio
Total credit hours Course length
Course Outline
Digital Audio Theory and Practice
Mobile Phone Sound Development
Advanced Internet Audio Techniques
The Audio Workstations Course explores the digital audio workstation environment through an overview of digital audio concepts and practices. Students receive instruction and practical experience with powerful computerbased recording systems typically found in the modern recording and show production industry.
Total credit hours Course length
4.80 4 weeks
4.00 4 weeks
RECORDING ARTS
|
Bache l o r of Science Degree Program
197
Course Descriptions Program Core REC 2513
REC 2223
REC 2623
MUB 2011
Critical Listening
Digital Consoles
Interactive Audio
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and explore how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.
Introduction to Music Business
Course Outline
Course Outline Digital Console Overview and Applications Digital Consoles
Critical Listening and Engineering Analysis
Automation and Recall Systems
Psychoacoustics of Critical Listening Environments
Studio Concepts and Practices
Engineering Techniques and Critical Listening
Total credit hours Course length
Course Outline Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multichannel Surround Sound Formats and Applications
4.27 4 weeks
Digital Audio Theories and Interactive Media Issues Total credit hours Course length
3.73 4 weeks
Critical Listening Techniques for Various Audio Applications
REC 4935
Case Studies
Digital Mastering
REC 1111
In this final course of the Recording Arts Bachelor’s Degree Program, the Digital Mastering Course, students participate in an in-depth, project-oriented class that addresses the creative and technical issues involved in advanced music mastering, editing, and delivery. Additional course topics include CD and DVD mastering, multichannel audio formats, and the standards and practices of digital mastering.
Introduction to Media Arts
Total credit hours Course length
2.67 4 weeks
REC 1751
Digital Audio and Theory In the audio engineering field, it is vital that today’s student has a solid understanding of digital audio and the theories associated with this technology. The Digital Audio and Theory Course examines digital audio in various audio applications, preparing students for working in the digital audio realm.
The Introduction to Music Business Course takes students through the overall business structures of various types of music businesses. The music industry is comprised of various players, companies, unions, not-for-profit associations, and other bodies that influence the music production and live event industries. It is important for any individual to understand all of the different components that impact this industry. Course topics address the following positions within the studio and live event industries: record producer, music publisher, booking agent, promoter, and tour manager. Additional topics include copyright collectives, performance rights organizations, music business deal structures, music distribution, and the tour industry model.
Course Outline Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries Performance Rights and Organization Overviews
Course Outline Critical Listening Skills and Final Project Development
The Introduction to Media Arts Course introduces students to the film, television, sound, live event, and digital media industries. The course provides fundamental terminology and the necessary understanding of the history, personnel, and production processes of the different media fields. Students explore how sound, visuals, and writing are all essential elements of successful media production.
Course Outline
Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length
SHP 2031
Introduction to Show Production Systems
CD and DVD Mastering
Visual Media
Fundamentals of Digital Audio
Multi-audio Formats
Sound in Media and Show Production
Digital Audio Recording
Digital Mastering Process
Digital Arts and Technology in Media
The Introduction to Show Production Systems Course introduces students to the basic concepts of live event terminology and technical systems. Console overviews and basic interfacing are introduced in preparation for future lab sessions, and additional emphasis is placed on defining live audio components and the system interface.
Digital Audio Reproduction and Error Correction
Problem Solving
Media History
Course Outline
Case Studies
Course Specific Labs
Course Outline
Digital Audio and Media Formats
Total credit hours Course length
3.20 4 weeks
Creative Structure in Media
Music Mastering Skills
Media Physics
Total credit hours Course length
Digital Signal Processing
4.00 4 weeks
Total credit hours Course length
Industry Study 4.27 4 weeks
Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length
198
2.13 4 weeks
F U L L S A I L U N I V E RSITY
4.27 4 weeks
REC 1630
MUM 3308
MUH 3051
REC 4511
Microphones and Theory
Music Copyright and Publishing†
Music History II*
Music Producing and Arrangement
The Microphones and Theory Course explores the application, placement, and creative usage of microphones in music production environments. The course includes the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students in this course learn about microphone design theory, microphone polar patterns, and the recording process.
Course Outline Overview of Microphones Architecture and Varieties
The Music Copyright and Publishing Course teaches students how to protect their creative works and provides an overview of the business mechanisms that can affect the use of their songs and those of their clients. Along with the global topics of copyright and music publishing, this course also covers the history of the music publishing industry, royalties, the songwriter’s contract, and publishing options, and provides an overview of publishing companies.
Course Outline Historical Overview of the Music Publishing Industry
Microphone Polar Patterns Microphones and Measurements/ Specifications
Copyright Law
Microphone Selection and Music Genres
Copyright Requirements and Regulations
3.20 4 weeks
The Music Producing and Arrangement Course addresses musical concepts of melody; rhythm; harmony; and the arrangement of a rhythm section, solo instruments, or voice. Learning will focus on grasping the conceptual process of combining individual components to complete a musically sound arrangement. Students will be led through an exploration of the use and integration of MIDI technology and sequencing as it relates to rhythm section and lead-line writing. Various contemporary music styles and the music concepts comprising them will be examined. Additional course topics will address music production from an engineering perspective, demonstrating how knowledge of compositional elements such as melody, harmony, arranging, and orchestration help provide the foundation and focus of contemporary styles and techniques. Great producers and musicians will be analyzed for study, including George Martin, Quincy Jones, Phil Spector, Daniel Lanois, Peter Gabriel, Prince, Brian Eno and Jeff “Mutt” Lange.
Course Outline
Music Publishing Overview and Concepts
Creative Microphone Applications
Total credit hours Course length
While Bob Dylan, The Beatles, and James Brown led popular music into its most creative period, the baby boomer generation developed a political awareness. Their revolutionary movements later settled into apathy in the late ‘70s, and the music business took a profitable turn by developing a business model of selection and promotion. With a basis in the origin of American Music from the Music History I Course, the Music History II Course illustrates how the music industry continued to evolve. From 1975 through recent decades, the convergence of film, magazines, MTV, and the Internet in the promotion of new acts has cultivated a broad array of career paths for today’s student amid every facet of the music industry.
Copyright Protection
The Popular Music Revolution 1965–1970 Big Business Music, Promotion Convergence vs. the Fringe 1970–1990 Total credit hours Course length
Copyright and Digital Technology
2.13 4 weeks
Course Outline
Royalties REC 1731
Total credit hours Course length
MIDI Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Finally, students learn how to interface computers with musical instruments for recording and live performance applications.
Course Outline
Creativity Budgets and Management Development of an Engineering Style
MUH 2051
Psychology and Creative Development
Music History I*
Total credit hours Course length
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times in two classes, examining each musical style’s respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.
Music Theory The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel
Sequencing MIDI Hardware and Software
Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country
Synchronization 4.27 4 weeks
Course Outline
The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length
4.00 4 weeks
MUT 1023
Course Outline
MIDI Concepts
Total credit hours Course length
Arranging 4.00 4 weeks
Music Theory and Construction
2.13 4 weeks
Song Form and Instrumentation Music Notation Ear-Training
†
Total credit hours Course length
This specific course uses the Florida Statewide Course Numbering System (SCNS).
RECORDING ARTS
|
2.93 4 weeks
Bache l o r of Science Degree Program
199
Course Descriptions Program Core REC 2131
REC 2901
REC 3011
REC 3123
Principles and Applications of Electricity
Session Recording
Songwriting and Development
Vocal Production
The Principles and Applications of Electricity Course is designed to teach principles and applications of electricity needed by the entertainment industry professional. With an emphasis placed on safety procedures, students gain knowledge of electrical systems as they apply to studio and live event production. Areas of study include: DC theory, Ohm’s Law, introduction to AC, single-phase and threephase power, motor systems, electrical test equipment and measurement, live event power distribution systems, wire and cabling types for power systems, portable generator power applications, and grounding schemes. Students will design, build, and test a basic electrical distribution system. This course also provides the fundamental concepts required to better understand the electronic circuits found within audio, video, and lighting equipment.
Electrical Theory Study of Ohm’s Law: Resistance/Voltage/ Current Introduction to AC Electrical Systems Motor Control
Recording Practices and Procedures Recording Techniques
Total credit hours Course length
4.80 4 weeks
Course Outline
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.
Course Outline Studio Signal Flow Multitrack Recording Audio Hardware and Processing Audio Theory and Techniques 4.27 4 weeks
F U L L S A I L U N I V E RSITY
Course Outline Technical and Strategic Applications for Vocal Performances Conducting a Vocal Session Microphone Selection for Vocals and Voice-overs Signal Processing for Vocals and Voice-overs
Engineering and Lyrical Considerations
Mixing for Vocals and Voice-overs
Engineering and Music Genre Considerations
Total credit hours Course length
Technology Decisions Based on Songwriting Total credit hours Course length
Recording Consoles
The Vocal Production Course will specifically address the production of vocal tracks and voice-overs for various media and musical applications. The creative component of this course will explore techniques and strategies for capturing the best vocal performance. Other topics of study will include preproduction with vocalists, establishing producer/vocalist rapport, conducting a vocal session, vocal compilation and background vocals, microphone selections, signal processing for vocals and voice-overs, and mixing for vocals and voice-overs.
Basic Songwriting Techniques
Songwriting and the Production Process 2.67 4 weeks
MUM 2608
200
Studio Signal Flow
In the Songwriting and Development Course, basic songwriting techniques will be addressed; students will develop a strong sense of form, melody, harmony, bass line development, and rhythm. An introduction to lyric considerations for various musical genres will be explored, and all of these course topics will be connected and related to the standpoint of the audio engineer. Additional topics will include modulation and modality, transitional bridge and primary bridge, rhythm, rhyme and form, compositional decision-making, effective arrangements for lead vocals, and supporting the style and structure of a song with appropriate instruments. The over-arching goal of this course is convey to audio engineers the significance of songwriting in the production process and to assist audio engineers in making appropriate technical decisions based on the song and the artist.
Compositional Decision Making
Electrical Distribution Project
Total credit hours Course length
Course Outline
Recording Projects
Course Outline
Total credit hours Course length
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.
2.13 4 weeks
4.27 4 weeks
General Education CLP 1006
CGS 1000
PHY 1000
ENC 326
Behavioral Science†
Computer Science and Internet*†
Fundamentals of Physics†
Professional Writing
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.
The Behavioral Science Course introduces students to the psychology of self-evaluation, self-motivation, self-awareness, and self-focus. This course provides an overview on current and historical theory as it pertains to the abovementioned areas. Students are also introduced to techniques of time management, organization, active listening, and creating effective presentations.
Course Outline Self-awareness
Motivation Empathy Social Skills 4.00 4 weeks
College Mathematics† The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Course Outline Sets & Logic The Real Number System Rational Exponents & Radical Expressions Fundamentals of Polynomials & Factoring Rational Expressions
Hardware
Energy and Mechanics
Manuscripts and Adaptations
Peripherals
Electricity and Magnetism
Reports and Proposal Writing
Digital Information Processing
Electromagnetic Spectrum
Networking
Survey of Light
Total credit hours Course length
Internet and Security
Physical Theories and Formulae
Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
English Composition*†
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and strengthening language skills. As the course unfolds, a series of assignments will lead students through a continually deepening creative research process, which then culminates in the delivery of a complex and detailed written project.
Professional Communication and Presentation† The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, proposal, grant, electronic, and creative-writing activities. Through practice and development of written and oral skills, students sharpen their writing and speaking abilities while gaining confidence in both the content of their message and their ability to clearly convey it.
Modes of Written and Oral Presentation
Proportions, Formulas, and Word Problems
Critical Analysis
Mathematical Models
Literary Devices
Generating Ideas, Identifying Purpose, and Developing Content
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines
Audience Analysis
Grammar and Structure
Audience Surveys
Personal Image
Portfolio Total credit hours Course length
Course Outline
Course Outline
Course Outline Composition and Revision
4.00 4 weeks
Public Speaking†
COM 3109 ENC 1101
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
Evaluation of Speaking Effectiveness
Presence and Image of Written Communication
Total credit hours Course length
Presentation Strategies Total credit hours Course length
4.00 4 weeks
SPC 1606
4.00 4 weeks
Linear Equations & Inequalities
Total credit hours Course length
†
Multi-Disciplinary Writing
Kinematics
Strategies for Drafting, Revising, and Proofreading Professional Documents
Computer Build Project MGF 1213
Course Outline
Course Outline
Motion
Course Outline
Self-regulation
Total credit hours Course length
The Computer Science and Internet Course introduces students to the basics of computer operation and computers’ internal components, networks, and storage options. Students also study science as it relates to the world of computers and the Internet. In addition, several common software applications used in today’s business world are taught. The course is taught online and teaches Internet research and communications skills.
4.00 4 weeks
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
RECORDING ARTS
|
Bache l o r of Science Degree Program
201
Show
Production Bachelor of Science Degree Program
From rock concerts and performing arts to corporate presentations and theme park events, the buzz that fills the air while watching live entertainment is undeniable and unmistakable – it’s a rush of emotion that leaves an impression on a crowd unlike any other experience. And while the audience’s focus may be directed toward the performers in the spotlight, none of them would be presented at their best without the hard work, planning, and technical skill of the people working behind the scenes – the technicians who build the stages, program and run the lights, set up microphones and balance the audio, and make sure everything looks and sounds just right for the audience.
Those technical artists possess a unique set of skills that are separate from, but just as important as the talents of the performers on stage. Full Sail’s Show Production Bachelor’s Degree Program is designed to help you develop the skills you need to transform a night (or day) at a show, gig, or convention into an unforgettable experience, whether you’re running sound, directing or controlling the lights, shooting video for projection imagery, or any other of the roles it takes to produce a memorable live event.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
Master of Science Degree Program
202
F U L L S A I L U N I V E RSITY
CAMPUS
ONLINE
CAMPUS
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT ADMISSIONS PROGRAMOUR PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Live Event Production Audio and Lighting Systems Audio Visual Technologies Concert Media Design
SHOW PRODUCTION
|
Bache l o r of Science Degree Program
203
Areas of Focus
AUDIO
lighting
simulated LIVE-PRODUCTION ENVIRONMENTS
SIGNAL Live Event Production
flow
show
The lights dim and the crowd goes wildP– R it’s Oshow DUCTION time, and there’s no shortage of action going on behind the scenes, from running audio and lighting to shooting the event on video. In this area of the Show Production program, you’ll learn all about the production details of live events, handling the same gear that’s used in the industry every day. You’ll do this in real live sound environments integrated throughout our campus, where you’ll cut your teeth and put your skills to the test in a multiple performance settings.
mulatedSOUND quality optimization VE-PRODUCTION ENVIRONMENTS
show PRODUCTION
SYSTEMS
SYSTEMS
environment monitor S P E C I F I C AT I O N ENGINEERING
From mixing the sound on stage at the front-of-house console, to executing a multi-camera shoot of the show, to recording and mixing the event in our production suites, it’s your chance to learn by doing in a fast-paced, exciting work space.
environment
S P204E C IFFU LILCS AAI LTUINOI V ENRSITY
LIVE production VIDEO
visualization PROGRAMS
monitor
ENGINEERING
LIVE production VIDEO RECORDING
visualization MIXING PROGRAMS
AUDIO
visual SYSTEMS
audio A N A LY S I S
CTION
MENTS
w
N
S
nt
ON
SHOW PRO & TOUR
AUDIO
LIVE EVENT PRODUCTION
simulated LIVE-PRODUCTION
lighting
AUDIO & LIGHTING SYSTEMS DESIGN
monitor
ACOUSTIC ENGINEERING MEASUREMENT/ PRODUCTION ARTS MASTER LABS
LIVE production VIDEO
visualization PROGRAMS
ENVIRONMENTS
show
SIGNAL
flow
PRODUCTION
SYSTEMS
RECORDING
MIXING
SOUND quality
optimization
environment
S P E C I F I C AT I O N
AUDIO
visual SYSTEMS
THEATE
SET-U
live
audio A N A LY S I S
EVEN
SYSTEMS
SHOW PRODUCTION
home
PRODUCTIO
|
Bache l o r of Science Degree Program
205
Areas of Focus
CTION
MENTS
w
monitor
ENGINEERING
LIVE production VIDEO
N
S
nt
visualization
ON
PROGRAMS
simulated LIVE-PRODUCTION ENVIRONMENTS
show PRODUCTION
SYSTEMS
environment
S P E C I F I C AT I O N
RECORDING
MIXING AUDIO
visual SYSTEMS
audio A N A LY S I S
SYSTEMS
monitor
ENGINEERING
LIVE LIVE EVENT production PRODUCTION VIDEO
visualization AUDIO & LIGHTING
ACOUSTIC MEASUREMENT/ Audio & Lighting Systems PRODUCTION ARTS Running a live event is moreMASTER than justLABS working the
boards; it’s important to understand the concepts that can really drive a production and enhance the live experience. To that end, you’ll study signal flow and learn all about the construction and interface of show production systems, from their use and capabilities in a live forum all the way down to the wiring and internal parts that operate these machines. You’ll also learn in-ear monitor system set-up and hone
F U L L S A I L U N I V E RSITY
THEATER S E T- U P
live
EVENT
P RRECORDING ODUCTIONS
MIXING
SHOW PRO & TOUR
PR OGRAMS SYSTEMS DESIGN
206
home
AUDIO
AUDIO visual lighting SYSTEMS
audio A N A LY S I S
SIGNAL
flow
SYSTEMS
SOUND quality
optimization
hom
simulated THEA LIVE-PRODU SE ENVIRO
live show EVE
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your live engineering skills by mixing live multitrack recordings. In addition to audio, you’ll also immerse yourself in the realm of lighting, learning color theory, photometrics, conventional fixtures, dimmers, and other equipment that you’ll encounter when illuminating the stage. You’ll later be asked to apply these concepts to programming and designing your own lighting systems using both stationary and moving light fixtures.
ON
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ENTS
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monitor
ENGINEERING
LIVE production VIDEO
visualization monitor PROGRAMS
ENGINEERING
LIVE production VIDEO
visualization PROGRAMS
RECORDING
MIXING home
AUDIO
THEATER
visual SYSTEMS
S E T- U P
live
audio RECORDING A N A LY S I S
MIXING
EVENT
SYSTEMS
PRODUCTIONS
home
AUDIO
THEATER
visual SYSTEMS
SET-UP
live
audio A N A LY S I S
EVENT
SYSTEMS
PRODUCTIONS
Audio Visual Technologies You’ll encounter all types of venues in the live production industry, from sports arenas and stadiums to smaller and less-conventional environments like courtrooms and classrooms. However big or small, each of these facilities relies on installers to ensure that the audio and video components are optimized for the acoustic and visual dynamics of the structure. In this area of the Recording Arts program, you’ll learn about the professional installation of
multimedia systems in a variety of settings. We’ll take you through layouts, wiring, equipment, and control programming of various installation systems, giving you comprehensive knowledge of career options in this rapidly expanding industry. Whether it’s a home theater or a performing arts theater, you’ll know how to assess a room, design the proper specifications to match the location, and set up the system to meet the needs of its audience.
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monitor SIGNAL Areas of Focus
MIXING show RECORDING
flow
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ENGINEERING
S
LIVE production SOUND quality VIDEO optimization
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PRODUCTION
SYSTEMS
AUDIOenvironment
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show
ENVIRONMENTS
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PRODUCTION
SYSTEMS
environment
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S P E C I F I C AT I O N
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208
F U L L S A I L U N I V E RSITY
LIVE produ V
visual S P E C I F I C AT I O N SYSTEMS
audio A N A LY S I S SYSTEMS monitor
ENGINEERING
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Concert Media Design
LIVE production VIDEO
AUDIO
visualization
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Concert tours allow artists to add a powerful visual element to their music, and the latest technologies in lighting, video displays, and stage effects offer expansive possibilities for heightening the impact of a live performance. The Show Production program features courses that take you from introductory to advanced concepts in concert media design, where you’ll learn to blend standard live audio and visual production theory with new approaches in concept development, stage design, and execution – including PROGRAMS integrated media server technology and LED display systems. Finally, you’ll pull all of these techniques together to produce your own live music event, where you’ll design, manage, and engineer a fullscale multimedia concert in Full Sail Live, our stateof-the-art performance hall.
vi S
SYS
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visualization
C AT I O N
PROGRAMS
audio A N A LY S I S
SYSTEMS
home
THEATER SET-UP
live
EVENT
PRODUCTIONS SHOW PRODUCTION
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Overview
Objective
Our Show Production curriculum provides you with practical and technical skills to prepare for a career in the live event field of your choice – whether it’s the concert and touring market, corporate productions, conventions, audio/visual installations, or other disciplines. You’ll become immersed in the world of contemporary audio, lighting, and concert media design, learning the theories and principles behind these components, and getting extensive and immersive experience with a wide assortment of gear used by professionals in the industry.
Our goal is to provide you with the focused knowledge and understanding of live event production needed to qualify for entry-level, industry positions in sound reinforcement, lighting, live video and multimedia, computerized lighting, concert touring, and measurement system analysis. Additional skills you acquire in live event production will broaden your opportunities in related media fields.
Once you’ve gotten a grasp of production concepts in a classroom setting, you’ll be able to put your skills to the test in real world scenarios by collaborating with a live band to design, produce, and manage a full-scale show. You’ll know how to ensure that things run smoothly, and how to maintain order when both technical and creative issues arise.
In addition to technical profi ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
In addition to show production-specifi c skills, you’ll also have courses focusing on studio recording, communication, professional presentation, entertainment business and law, and how to prepare yourself for that first step into the live event production. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
SHOW PRODUCTION
OVERVIEW & OBJECTIVE
SHOW PRODUCTION
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Show Production
Bachelor of Science Degree Program PROGRAM CORE Code
Course
SHP 4935
Advanced Concert Media Design
Credit Hours 2.13
MUH 3051
Music History II*
2.13
SHP 4123
Advanced Show Production Systems
4.80
MUT 1023
Music Theory
2.93
SHP 4783
Advanced Video Production
4.80
REC 2131
Principles and Applications of Electricity
2.67
SHP 3213
Audio and Visual Technologies
4.80
MUM 2608
Recording Consoles
4.27
REC 1801
Audio File Management and Documentation
2.93
REC 2901
Session Recording
4.80
SHP 4563
Audio Measurement Systems
4.80
SHP 3633
Show Light Engineering
4.80
REC 2803
Audio Postproduction
4.80
SHP 3423
Show Production Systems
4.80
REC 2413
Audio Workstations
4.27
REC 2141
Audiotronics
3.20
SHP 4725
Concert Media Design
2.13
REC 2513
Critical Listening
2.67
GENERAL EDUCATION
REC 1751
Digital Audio and Theory
3.20
Code
Course
REC 2223
Digital Consoles
4.27
CLP 1006
Behavioral Science†
4.00
SHP 4343
Installation Technologies
3.20
MGF 1213
College Mathematics†
4.00
REC 2623
Interactive Audio
3.73
CGS 1000
Computer Science and Internet * †
4.00
REC 1111
Introduction to Media Arts
4.27
ENC 1101
English Composition* †
4.00
MUB 2011
Introduction to Music Business
2.13
PHY 1000
Fundamentals of Physics†
4.00
SHP 2031
Introduction to Show Production Systems
4.27
COM 3109
Professional Communication and Presentation†
4.00
TPA 3011
Lighting Concepts and Design
3.73
ENC 326
Professional Writing
4.00
REC 1630
Microphones and Theory
3.20
SPC 1606
Public Speaking †
4.00
REC 1731
MIDI
4.27
MUH 2051
Music History I*
2.13
Totals:
104
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
136 84
* These specific courses are offered online. Please see course description for details. †
Chronological Schedule by Months 1
2
3
4
5
6
7
INTRODUCTION TO MEDIA ARTS
COMPUTER SCIENCE & INTERNET
MUSIC THEORY
RECORDING CONSOLES
MIDI
INTRODUCTION TO SHOW PRODUCTION SYSTEMS
AUDIOTRONICS
BEHAVIORAL SCIENCE
COLLEGE MATHEMATICS
FUNDAMENTALS OF PHYSICS
MICROPHONES & THEORY
DIGITAL AUDIO & THEORY
AUDIO FILE MANAGEMENT & DOCUMENTATION
PRINCIPLES & APPLICATIONS OF ELECTRICITY
8
9
10
11
12
13
14
DIGITAL CONSOLES
AUDIO WORKSTATIONS
INTERACTIVE AUDIO
AUDIO POSTPRODUCTION
SESSION RECORDING
LIGHTING CONCEPTS & DESIGN
ENGLISH COMPOSITION
CRITICAL LISTENING
PUBLIC SPEAKING
MUSIC HISTORY I
INTRODUCTION TO MUSIC BUSINESS
PROFESSIONAL WRITING
15
16
17
18
19
SHOW PRODUCTION SYSTEMS
212
These specific courses use the Florida Statewide Course Numbering System (SCNS).
SHOW LIGHT ENGINEERING
F U L L S A I L U N I V E RSITY
ADVANCED SHOW PRODUCTION SYSTEMS
INSTALLATION TECHNOLOGIES PROFESSIONAL COMMUNICATION & PRESENTATION
AUDIO MEASUREMENT SYSTEMS
20
ADVANCED VIDEO PRODUCTION CONCERT MEDIA DESIGN
AUDIO AND VISUAL TECHNOLOGIES
21
ADVANCED CONCERT MEDIA DESIGN
Course Descriptions Program Core SHP 4935
SHP 4783
REC 1801
REC 2803
Advanced Concert Media Design
Advanced Video Production
Audio File Management and Documentation
Audio Postproduction
The Advanced Concert Media Design Course is the culmination of all elements of concert audio, lighting, media server, and video technologies. As a final project course to the degree program, students produce their Final Concert Series. During this course, participants design, manage, and engineer all elements of the show. Members of the crew function in various production positions, including show marketing, production management, stage management, visual media, audio, video, and lighting technicians and engineers. A team of students is responsible for the final audio and visual product.
Course Outline
The Advanced Video Production Course employs technologies used to produce highdefinition live concert video productions. Students hone their skills utilizing broadcastquality HD production equipment. The course addresses lighting for video, advanced camera operation, directing, and advanced switching concepts. Students focus on proper lighting procedure, shot composition, and switching techniques to prepare them to direct and produce their future final concert series labs.
Course Outline Lighting for Live Concert Video Production Advanced Camera Techniques
Total credit hours Course length
4.80 4 weeks
Final Production Labs Total credit hours Course length
2.13 4 weeks
SHP 4123
Advanced Show Production Systems Sound reinforcement concepts and technical skills related to live event production are finetuned in the Advanced Show Production Systems Course. This course also seeks to broaden the students’ perception of career opportunities by training the students in audio system design, system gain structure, networking, and installation. Students learn in-ear monitor system setup and mixing techniques and develop listening skills for engineering. Students then apply these skills in labs by mixing live multitrack recordings made by previous show production program students. Live performance labs where students interact with performers are scheduled throughout the course.
SHP 3213
Students are introduced to the rapidly growing field of Audio and Visual Technologies for the live production field. This course is dedicated to building confidence in the area of multimedia conference meetings and corporate presentation skills. The course will familiarize students with basic audio, lighting, and video technology used by today’s A/V event technician. Areas of study include breakout room set-ups, video display systems, intercom communications, and video switching procedures. Students apply these skills in lab while setting up a simulated corporate multimedia event.
Course Outline Corporate Event Audio Signal Flow Video Display Presentation Technology
Live Production
Communication Systems
System Design
Video Switching and Set-up Labs
Front of House Engineering
Total credit hours Course length
Monitor Engineering Advanced Technical Systems Total credit hours Course length
4.80 4 weeks
Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process
Audio Session Documentation
Total credit hours Course length
Development of Audio File Problem-solving Skills Professional Etiquette and Protocol
Audio and Visual Technologies
Lighting Fixtures and Control Systems
Course Outline
Recording Production Audio for Film and Video
Understanding Audio File Format Management
Live Production Labs
Lighting & Media Programming System Interface Labs
History of Audio Postproduction
Overview Audio File Formats
Production Procedures
Media Server Content Development
Course Outline
Course Outline
Advanced Video Switching
Preproduction
The Audio Postproduction Course provides the student with an overview of the creation and recording of production sound and audio postproduction sound design for feature films and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.
The Audio File Management and Documentation Course provides the students with a comprehensive understanding of all of the different audio file formats and the proper management and documentation of these files. Additional topics that will be addressed in this course will be professional management standards for audio files and file documentation standards for various audio production applications. Overall goals of the curriculum are to develop the student’s professional demeanor through careful examination of industry standards, workflow, protocol, etiquette, and vocabulary.
Total credit hours Course length
4.80 4 weeks
REC 2413
Audio Workstations
2.93 4 weeks
The Audio Workstations Course explores the digital audio workstation environment through an extensive study of digital audio concepts and practices. Students receive detailed instruction and hands-on practical experience with cutting-edge, computerbased recording systems typically found in the recording and show production industries.
SHP 4563
Audio Measurement Systems This course provides students with training in the analysis of room acoustics. Visualization programs for real-time audio analysis are studied. Sound system tuning, diagnostics interface programs, and computer-aided analysis systems are all featured elements of the Audio Measurement Systems Course. During the Show Production program, students will use software and hardware for real-time sound system measurement, optimization, and control to analyze audio in real-time to assist in maximizing the quality of sound in different engineering environments.
Course Outline Workstation Hardware and Software Workstation Techniques and Procedures File Management for Audio Workstations Total credit hours Course length
4.27 4 weeks
Course Outline Acoustic Measurement Systems Audio Design Interconnections
4.80 4 weeks
Audio System Tuning Data Analysis Total credit hours Course length
4.80 4 weeks
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Course Descriptions Program Core REC 2141
REC 2513
REC 2223
REC 2623
Audiotronics
Critical Listening
Digital Consoles
Interactive Audio
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of automated stage lighting fixtures and computer systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.
Course Outline
Course Outline
Digital Console Overview and Applications Digital Consoles
Electronics and Test Equipment
Critical Listening and Engineering Analysis
Automation and Recall Systems
Computer Maintenance
Psychoacoustics of Critical Listening Environments
Studio Concepts and Practices
Engineering Techniques and Critical Listening
Total credit hours Course length
Audio Systems Maintenance and Troubleshooting Lighting Fixture and Live Production Maintenance Total credit hours Course length
3.20 4 weeks
Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length
SHP 4725
Concert Media Design The field of the visual artist has taken a major step into the live event industry. The Concert Media Design Course is designed to teach students visual media server concepts, integration, programming, and operation for live productions. The course covers media servers, technical systems interface, and content development. Students design and prepare content for upcoming live productions using integrated media server technology.
REC 1751
Course Outline
Course Outline
2.67 4 weeks
Digital Audio and Theory In the audio engineering field, it is vital that today’s student has a solid understanding of digital audio and the theories associated with this technology. The Digital Audio and Theory Course examines digital audio in various audio applications, preparing students for working in the digital audio realm.
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multi-channel Surround Sound Formats and Applications
4.27 4 weeks
Digital Audio Theories and Interactive Media Issues Total credit hours Course length
3.73 4 weeks
SHP 4343
Installation Technologies
REC 1111
The Installation Technologies Course provides students with the ability to assess, design, and execute professional installation plans for a wide variety of possible settings, including corporate boardrooms, conventions, house of worship audio and video systems, and home theater setups. Students are introduced to layouts, wiring, equipment, and control programming of various installation systems to provide them comprehensive knowledge of the options within the ever-expanding installation services industry.
Introduction to Media Arts
Course Outline
Course Outline
The Introduction to Media Arts Course is designed to introduce students to the film, television, sound, live event, and digital media industries. The course provides fundamental terminology and the necessary understanding of the history, personnel, and production processes of the different media fields. Students will explore how sound, visuals, and writing are all essential elements of successful media production.
Installation Concepts
Creative Structure in Media
Control Systems
Media Physics
Advanced Editing and Mixing
Fundamentals of Digital Audio
Components and Wiring
Visual Media
Data Compression and Encoding
Digital Audio Recording
System Production
Sound in Media and Show Production
Synchronization
Digital Audio Reproduction and Error Correction
Visual Content Development Technical Systems and Programming Display Systems
Case Studies Total credit hours Course length
Digital Audio and Media Formats
2.13 4 weeks
F U L L S A I L U N I V E RSITY
Total credit hours Course length
3.20 4 weeks
Digital Arts and Technology in Media Media History Course Specific Labs
Digital Signal Processing Total credit hours Course length
Live Event Labs
214
Course Outline
Course Outline
3.20 4 weeks
Total credit hours Course length
4.27 4 weeks
MUB 2011
TPA 3011
REC 1731
MUH 3051
Introduction to Music Business
Lighting Concepts and Design
MIDI
Music History II*
The Introduction to Music Business Course takes the student through the overall business structures of various types of music businesses. The music industry is comprised of various players, companies, unions, notfor-profit associations, and other bodies that influence the music production and live event industries. It is important for any individual to understand all of the different components that impact this industry. Course topics will address the following positions within the studio and live event industries: record producer, music publisher, booking agent, promoter, and tour manager. Additional topics that will be covered include copyright collectives, performance rights organizations, music business deal structures, music distribution, and the tour industry model.
The Lighting Concepts and Design Course is dedicated to conventional lighting system concepts and designed to introduce students to color theory, photometrics, truss systems, conventional fixtures, dimmers, and terminology. Emphasis is placed on defining live lighting components and system interface.
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students will also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Students will learn how to interface computers with musical instruments for recording and live performance applications.
While Bob Dylan, The Beatles, and James Brown led popular music into its most creative period, the baby boomer generation developed a political awareness. Their revolutionary movements later settled into apathy in the late ‘70s, and the music business took a profitable turn by developing a business model of selection and promotion. With a basis in the origin of American Music from the Music History I Course, the Music History II Course illustrates how the music industry continued to evolve. From 1975 through recent decades, the convergence of film, magazines, MTV, and the Internet in the promotion of new acts has cultivated a broad array of career paths for today’s student amid every facet of the music industry.
Course Outline
Course Outline Lighting Theory Lighting Components and Terminology Technical Systems and Layout
Course Outline
Setup and Engineering Total credit hours Course length
3.73 4 weeks
The Popular Music Revolution 1965–1970
Sequencing
Big Business Music, Promotion Convergence vs. the Fringe 1970–1990
MIDI Hardware and Software
Music Business Structures
REC 1630
Understanding of the Various Job Titles in the Studio and Live Event Industries
Microphones and Theory
Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length
Course Outline
MIDI Concepts
2.13 4 weeks
The Microphones and Theory Course will discuss the application, placement, and creative usage of microphones in music production environments. The course will include the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students will learn about microphone design theory, microphone polar patterns, and the recording process.
Course Outline
SHP 2031
Introduction to Show Production Systems The Introduction to Show Production Systems Course is designed to introduce students to the basic concepts of live event terminology and technical systems. Console overviews and basic interfacing are introduced in preparation for future lab sessions, and additional emphasis is placed on defining live audio components and the system interface.
Course Outline Industry Study Audio Components and Terminology
Overview of Microphones Architecture and Varieties Microphone Polar Patterns
Synchronization Total credit hours Course length
Total credit hours Course length
4.27 4 weeks
MUT 1023
Music Theory
MUH 2051
Music History I*
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times in two classes, examining each musical style’s respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.
Course Outline
Course Outline
Microphones and Measurements/ Specifications
Music Theory and Construction
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel
Song Form and Instrumentation
Microphone Selection and Music Genres
Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country
Ear-Training
Total credit hours Course length
The Pop Music for Youth Explosion 1945 to 1965
Creative Microphone Applications
3.20 4 weeks
2.13 4 weeks
Total credit hours Course length
Music Notation
Total credit hours Course length
2.93 4 weeks
2.13 4 weeks
Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length
4.27 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
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Course Descriptions Program Core
General Education
REC 2131
REC 2901
SHP 3423
CLP 1006
Principles and Applications of Electricity
Session Recording
Show Production Systems
Behavioral Science†
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.
The Show Production Systems Course covers intermediate technical concepts as well as the skills required of today’s live event production teams. Classroom overviews of the equipment and of the signal flow within systems prepare the student for future labs and productions. Curriculum content will focus on the construction and interface of show production systems, which will reveal the wiring and internal parts found inside each major system component. This curriculum will serve as a foundational element that will assist students in future courses.
The Behavioral Science Course introduces students to the psychology of self-evaluation, self-motivation, self-awareness, and selffocus. This course provides an overview on current and historical theory as it pertains to the above-mentioned areas. Students are also introduced to techniques of time management, organization, active listening, and creating effective presentations.
Course Outline
Course Outline
The Principles and Applications of Electricity Course is designed to teach principles and applications of electricity needed by the entertainment industry professional. With an emphasis placed on safety procedures, students gain knowledge of electrical systems as they apply to studio and live event production. Areas of study include: DC theory, Ohm’s Law, introduction to AC, single-phase and three-phase power, motor systems, electrical test equipment and measurement, live event power distribution systems, wire and cabling types for power systems, portable generator power applications, and grounding schemes. Students will design, build, and test a basic electrical distribution system. This course also provides the fundamental concepts required to better understand the electronic circuits found within audio, video, and lighting equipment.
Course Outline
Recording Practices and Procedures
Design Concepts
Empathy
Recording Techniques
Technical Systems
Social Skills
Recording Projects
Production and Engineering
Total credit hours Course length
4.80 4 weeks
Show Light Engineering
Motor Control
In the Show Light Engineering Course, students are immersed in the virtual world of lighting design and programming. The course focuses on meeting the needs of current industry trends with an emphasis on programming, design layouts, and control of automated lighting systems. Multiple lighting systems, ranging from stationary lighting to moving fixtures, are covered in lectures and labs. Students learn to operate programmable fixtures and design lighting cues while working at consoles and computer programming workstations. The cues may be loaded and used during future live labs.
2.67 4 weeks
Recording Consoles The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.
Course Outline Studio Signal Flow
Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length
Course Outline
4.27 4 weeks
F U L L S A I L U N I V E RSITY
4.80 4 weeks
MGF 1213 The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Course Outline Sets & Logic The Real Number System Rational Exponents & Radical Expressions Fundamentals of Polynomials & Factoring Rational Expressions
Fixtures and Control
Linear Equations & Inequalities
Design and Programming
Proportions, Formulas, and Word Problems
Troubleshooting and Maintenance
Mathematical Models
Total credit hours Course length
Multitrack recording
Total credit hours Course length
4.00 4 weeks
College Mathematics†
Introduction to AC Electrical Systems
MUM 2608
216
Motivation
SHP 3633
Total credit hours Course length
Self-regulation
Console Overview and Signal Flow
Study of Ohm’s Law: Resistance/Voltage/ Current
Electrical Distribution Project
Self-awareness
Studio Signal Flow
Total credit hours Course length
Electrical Theory
Course Outline
4.80 4 weeks
Total credit hours Course length
4.00 4 weeks
CGS 1000
PHY 1000
COM 3109
SPC 1606
Computer Science and Internet*†
Fundamentals of Physics†
Professional Communication and Presentation†
Public Speaking†
The Computer Science and Internet Course introduces students to the basics of computer operation and computers’ internal components, networks, and storage options. Students also study science as it relates to the world of computers and the Internet. In addition, several common software applications used in today’s business world are taught. The course is taught online and teaches Internet research and communications skills.
Course Outline
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Course Outline Kinematics Motion
The Professional Communication and Presentation Course exposes students to various forms of written and oral communication through technical, proposal, grant, electronic, and creative-writing activities. Through practice and development of written and oral skills, students sharpen their writing and speaking abilities while gaining confidence in both the content of their message and their ability to clearly convey it.
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Course Outline
Hardware
Energy and Mechanics
Peripherals
Electricity and Magnetism
Modes of Written and Oral Presentation
Impromptu Speeches
Digital Information Processing
Electromagnetic Spectrum
Researching for Speech Manuscripts
Networking
Survey of Light
Generating Ideas, Identifying Purpose, and Developing Content
Internet and Security
Physical Theories and Formulae
Computer Build Project Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
Creation and Delivery of Expository and Demonstrative Speeches
Personal Image 4.00 4 weeks
ENC 1101
English Composition*
†
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and strengthening language skills. As the course unfolds, a series of assignments will lead students through a continually deepening creative research process, which then culminates in the delivery of a complex and detailed written project.
Course Outline
Presence and Image of Written Communication
Speech Outlines Audience Surveys
Presentation Strategies Total credit hours Course length
Evaluation of Speaking Effectiveness
4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
ENC 326
Professional Writing The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.
Course Outline Multi-Disciplinary Writing
Composition and Revision Critical Analysis
Strategies for Drafting, Revising, and Proofreading Professional Documents
Literary Devices
Manuscripts and Adaptations
Grammar and Structure
Reports and Proposal Writing
Portfolio Total credit hours Course length
Creation and Delivery of Persuasive Speeches
Audience Analysis
4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
SHOW PRODUCTION
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Web Design &
Design & Development Bachelor of Science Degree Program
Advancing at a faster pace than perhaps any other technological achievement in our society’s history, the Internet is now at the epicenter of our culture. In today’s world, the ability to share ideas, information, and concepts with a global audience is something we almost take for granted - life without the Internet is nearly unthinkable! That reality makes the skills needed to help develop the applications and sites that drive the web a powerful commodity in today’s Internet-centric market.
Just think of how many different websites you visit on a daily basis – if it’s a public entity, it probably has a website. Each site stems from an idea and specific goals, and is designed and developed by people who are dedicated to maintaining our most prevalent source of information. When you enter Full Sail’s Web Design & Development Program, you prepare to join the ranks of those who create the way we live and connect with others online.
Graduates of this degree may apply to continue their education with the:
Media Design REFERENCE PG. 252 FOR MORE INFORMATION ABOUT ONLINE EDUCATION.
Master of Fine Arts Degree Program
Game Design
218
CAMPUS PROGRAM
ONLINE PROGRAM
Master of Science Degree Program F U L L S A I L U N I V E RSITY
CAMPUS * IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
Areas of Focus Interface Design & Usability Web Standards Flash/ActionScript 3.0 Dynamic Back-end Development Website Development Project
WEB DESIGN & DEVELOPMENT
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Bache l o r of Science Degree Program
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Areas of Focus
information
ARCHITECTURE
DAT ORGAN
optimization
ENGA
INTERFACE DESIGN & USABILITY
WEB STANDARDS/FLASH/ ACTIONSCRIPT 3.0
rfriendly
G
DYNAMIC BACK-END DEVELOPMENT/WEBSITE DEVELOPMENT PROJECT intuitive INTERFACE
ERIENCE
DESIGN
MEDIA
objectORIENTED
LOYMENT
NTICATION
security
220
PROGRAMMING
database tables
F U L L S A I L U N I V E RSITY
indexes
TECHNIQUES
user
INTERFACE document OBJECT
MODEL
database SERVERS
INTER
EXPE
w
APPL
mation
ECTURE
zation
NIQUES
base
DATA O R G A N I Z AT I O N ENGAGING
INTERACTIVE
EXPERIENCE information
ARCHITECTURE
web optimization
Interface Design & Usability
C R E AT I N G
INTERFACE
EXPERIENCE
DESIGN
richMEDIA
objectORIENTED
DEPLOYMENT DATA O R G A N I Z AT I O N
C R E AT I N G
ON
VE
CE
TECHN I Q U E S
database
Understanding how to construct a website that S Eboth R V Eintuitive RS will strike users as and easy to use is crucial to the success of sites you design. In this phase C RofE the A Tprogram, I N G you’ll work on creating logical, intuitive, and clear interfaces by learning how users interact with different types of sites, and you’ll examine proven design patterns. You’ll also learn Information Architecture (IA), the process of organizing and presenting data to users in a clear and meaningful way.
friendly
A user
database tables
indexes
security
web
richMEDIA DEPLOYMENT
AUTHENTICATION
security
A P P L I C AT I O N S
user
intuitive INTERFACE
EXPERIENCE
DESIGN
richMEDIA
objectORIENTED
DEPLOYMENT
PROGRAMMING
EXPERIENCE
AUTHENTICATION
INTERACTIVE
I
friendly
A user
Today we depend on interfaces and websites more S E R V E R S than ever in our day-to-day lives, whether it’s finding directions, checking our APPLICATIONS bank statements, shopping online, or any of a thousand other tasks made easier by the Internet. Regardless of why we find ourselves E X P E R I E N C E browsing a website, what’s most important is how accessible and user-friendly our experience is – after all, it’s these factors that influence whether we choose to visit a website more than once.
ENGAGING
u
intuitive
friendly
A user
INTERFACE document OBJECT
MODEL
PROGRAMMING
WEB DESIGN & DEVELOPMENT
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Bache l o r of Science Degree Program
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Areas of Focus
on
URE
ion
UE S
se RS
information
ARCHITECTURE
DATA O R G A N I Z AT I O N
intuitive
optimization INTERFACE
TEC HNIQUES ENGAGING DESIGN INTERACTIVE EXPERIENCE
objectdatabase ORIENTED
web
SERVERS PAPPLICATIONS ROGRAMMING
DATA O R G A N I Z AT I O N A userfriendly
C R E AT I N G
user
EXPERIENCE
ENGAGING
INTERACTIVE INTERFACE XPERIENCE richEMEDIA DEPLOYMENT
web
document OBJECT security MO DEL
AUTHENTICATION
APPLICATIONS
Web Standards
Have you ever accessed a website from different database tables
indexes
computers and noticed that its appearance and use were inconsistent from one platform to the next? That might be because whoever developed the site did not follow the guidelines set by the World Wide Web Consortium (W3C). The W3C standards exist to allow websites to look and function the same on as many different operating systems (Windows, Macintosh, Unix/Linux) and delivery platforms (multiple web browsers, mobile devices) as possible. Our web standards courses help you learn how to design, code, and deploy websites so that your content is the same regardless of where and how it’s being viewed. As you learn the proper graphic optimization techniques and understand how the validators developed by the W3C work, you’ll be able to make sure your (or your company’s) message gets across loud and clear.
222
F U L L S A I L U N I V E RSITY
C R E AT I N G
friendly
A user
EXPERIENCE intuitive use INTERFACE
DESIGN
INTE
richMEDIA objectDEPLOYMENT ORIENTED PROGRAMMING
AUTHENTICATION database tables
docu OBJ
MO
security indexes
Flash/ActionScript 3.0 A compelling website is more than just some words thrown on a page. Truly stunning websites draw you in, offering an interactive experience that comes to life when your fingertips hit the keyboard. Adding music, sound effects, movies, and cartoons to a site can transport a user from their desk into your world. Flash is one of the most popular and powerful applications in web design. From interactive games and features to animated images and video, a website with great Flash components can truly wow users and make their experience that much more engaging. In this degree program, you’ll study ActionScript 3.0, the latest object-oriented programming-based Flash scripting language, giving you the ability to add complex interactivity that will give your sites visual flair. Once you’re fluent in Flash, you’ll be able to draw, design, animate, and code while implementing audio and video through both buffered and streaming deployment.
ptimization
T E C HNIQ U E S
database SERVERS
ENGAGING
objectORIENT
richMEDIA
INTERACTIVE
DEPLOYMENT
EXPERIENCE
web
PROGRAMMI
AUTHENTICATION
security
database tab
index
A P P L I C AT IONS
B DESIGN EVELOPMENT
RFACE DESIGN ABILITY
STANDARDS/FLASH/ ONSCRIPT 3.0
AMIC BACK-END LOPMENT/WEBSITE LOPMENT PROJECT
information
DATA O R G A N I Z AT I O N
ARCHITECTURE
optimization
ENGAGING
TECHNIQUES
database
WEB DESIGN & DEVELOPMENT
SERVERS
INTERACTIVE EXPERIENCE
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web
Bache l o r of Science Degree Program
A P P L I C AT I O N S
223
ARCHITECTURE & DEVELOPMENT
O R G A N I Z AT I O N
Areas of Focus
tion
UE S
ENGAGING
optimization
INTERACTIVE
EXPERIENCE INTERFACE DESIGN TECHNIQUES & USABILITY
se
ERS
web
APPLICATIONS WEB STANDARDS/FLASH/ ACTIONSCRIPT 3.0
database SERVERS
DYNAMIC BACK-END DEVELOPMENT/WEBSITE DEVELOPMENT PROJECT
MEDIA richENGAGING
DEPLOYMENT information
INTERACTIVE ARCHITECTURE EXPERIENCE
AUTHENTICATION
security optimization
web
TECHNIQUES
APPLICATIONS
database SERVERS
Dynamic Back-end Development Organization is key to any website, but it’s not limited to what your site’s visitors see. You’ll need to develop a solid and robust back-end system that will deploy content from a database server and allow interaction between the hosting server and the user’s web browser. From logging into a secure area of a website, to searching for specific info on a web search engine like Google, to creating robust user search functions, dynamic back-end development plays an important role in developing web applications, particularly for mid-to-large-sized corporations. You’ll gain experience setting up thorough user-friendly systems while learning concepts like sessions and cookies, querying, authentication, security, and database tables with indexes.
224
F U L L S A I L U N I V E RSITY
E X P E R I INT EN DESIGN
objectORIENTED
docu C OBJ
MO DATA MEDI rich O R G A N I Z AT I O N PROGRAMMING
DEPLOYMEN
database tables
indexes ENGAGING
INTERACTIVE
AUTHENTICATION EXPERIE NCE
secu
web A P P L I C AT I O N S
Website Development Project Once you’ve mastered the design and coding concepts you need to build any kind of website, we’ll ask you to do just that. In the final stage of the Web Design & Development program, you’ll need to use all your web development skills and techniques to define your goals for an advanced website, plan its functionality and design, and then enter a production phase where you’ll create the entire site from start to finish. Our instructors will guide you throughout the process, critiquing your work and helping you create a final project that utilizes your skills to the fullest. You’ll document every step of your work, and when it’s completed, you’ll present your finished website to your peers and instructors as an example of exactly what you’re capable of.
PROGRAMMING
MODEL
database tables
indexes
WEB DESIGN & DEVELOPMENT
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226
F U L L S A I L U N I V E RSITY
Overview
Objective
Full Sail’s Web Design & Development degree is a program equally divided between the artistic and aesthetic concerns of creating websites and the coding and programming needed to make them work. You’ll begin to unlock the secrets of web development in all of its forms by designing, coding, and publishing standards-based web content for a variety of formats. To make websites that are at their most dynamic and engaging, you’ll be using the most current tools of the trade, including XHTML, CSS, XML, Flash and ActionScript, server-side languages, database structures, and JavaScript. You’ll also learn to develop content for cell phones, PDAs, and other branches of the expanding realm of mobile devices. Each of your acquired skills will be used to create real-world projects and develop a well-rounded portfolio.
Our goal is to provide you with the focused knowledge and understanding of web development production needed to qualify for entry-level industry positions as web designers, developers, and programmers. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry. In addition to technical proficiency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
In addition to giving you experience and assignments aimed at making you a well-rounded web designer, you’ll also have courses focusing on communication skills, English composition, professional presentation, art history, and how to prepare yourself for that first step into the web design and development industry. To help you make that transition, we’ve also got a team of Career Development professionals that can help you polish your interviewing skills and résumé and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career – not just during your education.
WEB DESIGN & DEVELOPMENT
OVERVIEW & OBJECTIVE
WEB DESIGN & DEVELOPMENT
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Web Design & Development Bachelor of Science Degree Program PROGRAM CORE Code
Course
DGT 241
Advanced Computer Graphics
Credit Hours 4.00
WDD 482
Web Final Project
6.00
WDD 432
Advanced Database Structures
3.00
WDD 141
Web Interface and Usability
3.00
WDD 442
Advanced Server-side Languages
4.00
WDD 481
Web Project Preproduction
4.00
WDD 211
Applied Design Tools and Interfaces
4.00
WDD 354
Web Standards Project
4.00
WDD 212
Concepts of Object-oriented Programming
3.00
WDD 331
Database Structures
3.00
WDD 462
Deployment of Flash Projects
7.00
DGT 112
Designing Computer Graphics
4.00
GENERAL EDUCATION
WDD 221
Designing for Web Standards
3.00
Code
Course
WDD 332
Flash ActionScript Techniques
4.00
ART 2006
Art History
4.00
WDD 231
Flash Design and Animation
4.00
MGF 1213
College Mathematics†
4.00
WDD 111
Flash Fundamentals
4.00
ENC 1101
English Composition*†
4.00
WDD 471
Flex Frameworks
3.00
PHY 1000
Fundamentals of Physics†
4.00
PLA 2412
Intellectual Property and Law†
3.00
MTG 1205
Geometry and Measurement†
4.00
WDD 342
Mobile Device Deployment
4.00
VIC 2003
History of Visual Communications†
4.00
WDD 121
Networks and Server Structures
4.00
SPC 2140
Interpersonal Communications*
4.00
WDD 131
Principles of Production Process
3.00
COM 2041
Psychology of Human Interaction†
4.00
WDD 232
Rich Media Optimization
4.00
WDD 343
Scripting for Web Applications I
4.00
WDD 443
Scripting for Web Applications II
4.00
WDD 353
Server-side Languages
4.00
WDD 241
Streaming Media Servers
3.00
WDD 142
Web Design Fundamentals
4.00
Totals:
104.00
Credit Hours
Totals:
32.00
TOTAL CREDIT HOURS: TOTAL WEEKS:
136 84
* These specific courses are offered online. Please see course description for details. †
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Chronological Schedule by Months 1
2
3
4
5
6
ART HISTORY
DESIGNING COMPUTER GRAPHICS
ADVANCED COMPUTER GRAPHICS
NETWORKS & SERVER STRUCTURES
APPLIED DESIGN TOOLS & INTERFACES
WEB DESIGN FUNDAMENTALS
ENGLISH COMPOSITION
COLLEGE MATHEMATICS
GEOMETRY & MEASUREMENT
WEB INTERFACE & USABILITY
PRINCIPLES OF PRODUCTION PROCESS
DESIGNING FOR WEB STANDARDS
11
12
13
8
9
10
FLASH FUNDAMENTALS
FLASH DESIGN & ANIMATION
FLASH ACTIONSCRIPT TECHNIQUES
CONCEPTS OF OBJECTORIENTED PROGRAMMING
INTELLECTUAL PROPERTY & LAW
FUNDAMENTALS OF PHYSICS
228
DEPLOYMENT OF FLASH PROJECTS
15
16
17
18
ADVANCED SERVER-SIDE LANGUAGES
RICH MEDIA OPTIMIZATION
HISTORY OF VISUAL COMMUNICATIONS
MOBILE DEVICE DEPLOYMENT
ADVANCED DATABASE STRUCTURES
INTERPERSONAL COMMUNICATIONS
STREAMING MEDIA SERVERS
PSYCHOLOGY OF HUMAN INTERACTION
F U L L S A I L U N I V E RSITY
SCRIPTING FOR WEB APPLICATIONS I FLEX FRAMEWORKS 19
WEB PROJECT PREPRODUCTION
7
WEB STANDARDS PROJECT
14
SCRIPTING FOR WEB APPLICATIONS II
SERVER-SIDE LANGUAGES DATABASE STRUCTURES
20
21
WEB FINAL PROJECT
Course Descriptions Program Core DGT 241
WDD 442
WDD 212
WDD 462
Advanced Computer Graphics
Advanced Server-side Languages
Concepts of Object-oriented Programming
Deployment of Flash Projects
Advanced Computer Graphics is designed to teach students advanced levels of graphics creation through the use of software programs that are used by design, animation, and interactive media companies worldwide. This course emphasizes raster graphic design from a web-specific point of view, and expands the knowledge of digital color models and image compositing techniques.
Advanced Server-side Languages reinforces and builds upon concepts and principles outlined in the Server-side Languages course. Students expand on the foundation concepts taught in that class by developing even more robust dynamic content and applications. This course teaches students how to write advanced code that will be used to create dynamic web applications that are frequently used within the industry.
The Concepts of Object-oriented Programming Course explores techniques used in Object-oriented Programming (OOP) languages. Students are introduced to the core OOP concepts of inheritance, encapsulation, and polymorphism. Students will also learn object model implementation of industry-standard techniques such as reusability and efficiency. This course looks at the principal advantages of object-oriented programming compared to procedural programming techniques.
In the Deployment of Flash Projects Course, all of the elements of Flash development come together, with an emphasis on the design and production of complex, interactive products. Students go through the process of producing an interactive media project from initial concept to final distribution. This course teaches skills required to produce an intricate Flash product and deliver it on multiple platforms, including the web and disc-based media.
Course Outline
Course Outline
Advanced Graphics Tools
Writing Organized and Readable Code
Advanced Color Models Layout and Composition Digital Imaging and Manipulation Image Optimization Total credit hours Course length
WDD 432
Introduction to Objects
Integrating Applications with Database Structures
Inheritance
Total credit hours Course length
The Advanced Database Structures Course continues instruction in database table structures and expands on the concepts taught in the Database Structures course. Students examine advanced database design in order to gain a full understanding of its nature and scope. This course emphasizes designing databases to create web applications that are frequently used within the industry.
Course Outline
Designing Advanced Database Structures Optimizing Techniques for Advanced Databases
4.00 4 weeks
The Applied Design Tools and Interfaces Course focuses on combining the knowledge of graphic design software with the theories of web usability and interface creation. Students use industry-standard graphic design applications and prototype interface designs while adhering to interface usability guidelines. This course explores functional interface theory and design principles for the web.
Design Concepts for Interfaces Creating Interface Graphics
Total credit hours Course length
Final Publishing and Archiving 3.00 4 weeks
Total credit hours Course length
4.00 4 weeks
Designing Computer Graphics
The Database Structures Course focuses on the creation of databases and their comprising table structures. In this class students learn the benefits of creating database structures with regard to such concepts as storage anomalies and table normalization. Students also learn a Data Definition Language used to create their database structures. Developing a database for use with a server-side scripting language allows students to develop more robust web applications, as they are an integral part of deploying dynamic web content for mid-tolarge-sized corporations.
The Designing Computer Graphics Course is designed to teach students basic levels of graphics creation through the use of software programs that are used by design, animation, and interactive media companies worldwide. This course emphasizes vector graphic design from a web-specific point of view, as students receive a thorough understanding of input/output techniques, color theory, and tools for graphic design, and image creation.
Course Outline Vector Graphics Tools
Multi-tier Architectures
Color Models
Database Tables and Indexes
Vector Shading Techniques
Validation
Designing with Vector Graphics
Authentication and Security
Total credit hours Course length
Total credit hours Course length
7.00 4 weeks
DGT 112
Course Outline
Web Accessibility Total credit hours Course length
Asset Integration and Testing
Database Structures
Screen Design and Layout
3.00 4 weeks
Asset Creation
WDD 331
Applied Design Tools and Interfaces
Working with Color
Integrating Databases with Server-side Applications
Interface Design and Structure
Encapsulation
Course Outline
Advanced Database Concepts
Conceptualizing and Storyboarding
Polymorphism
WDD 211
Advanced Database Structures
Total credit hours Course length
Scripting Server-side Applications
Presentation of Application 4.00 4 weeks
Course Outline
Course Outline
3.00 4 weeks
WEB DESIGN & DEVELOPMENT
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4.00 4 weeks
Bache l o r of Science Degree Program
229
Course Descriptions Program Core WDD 221
WDD 231
WDD 471
WDD 342
Designing for Web Standards
Flash Design and Animation
Flex Frameworks
Mobile Device Deployment
The Designing for Web Standards Course examines the process of creating functional standards-based content for the Internet. Students learn how to use CSS combined with XHTML and other standards to lay out web pages easily and effectively. This course explores web standards-based design for a slimmer, faster, and more flexible approach to designing for the web.
The Flash Design and Animation Course examines the process of designing and creating animated content for the web. Students receive extensive training using Flash software and techniques related to the development of 2D design and animation. This course helps to develop students’ overall knowledge of the animation process including storyboards, design, animation, and output. Students also learn animation techniques that enable them to simulate real life motion and physics.
The Flex Frameworks Course reinforces and builds upon ActionScript knowledge presented in the previous Flash platform courses. Students will explore the Flex SDK and will be introduced to the concepts of MXML including layout containers, data binding, and flash remoting. This course teaches students how to architect, develop, and deploy rich internet applications utilizing the open-source Flex Framework.
The Mobile Device Deployment Course examines the practice of creating and delivering web content for mobile devices, including cell phones and PDA’s. Students go through the process of producing and optimizing Internet-based content that is compatible with various mobile device operating systems and mobile browsers. This course also explores current techniques for mobile web authoring including XHTML, CSS, DOM, and FlashLite.
Course Outline
Selectors and Properties
Project Workflow
CSS and XHTML Elements
Flash Design Techniques
Positioning and Graphics
Animation Techniques
Total credit hours Course length
Final Output
3.00 4 weeks
Total credit hours Course length
Mobile Device Overview
Flex Component Life-cycle Rich Internet Application Development MXML Syntax Total credit hours Course length 4.00 4 weeks
WDD 332
PLA 2412
Intellectual Property and Law†
WDD 111
The Flash ActionScript Techniques Course focuses on extending the Flash application and production process for Internet-based content. Advanced programming techniques utilizing ActionScript, the Flash scripting language, are taught to facilitate Flash content delivery. Students will explore advanced interactivity by implementing complex scripting language constructs of the Flash authoring environment.
The Flash Fundamentals Course explores basic techniques and concepts used in creating powerful, compelling, and highly interactive digital content for the Web. Students are introduced to the core concepts of Flash including the interface, drawing tools, and symbol creation. This course also examines basic ActionScript techniques such as variables, functions, and conditionals.
The Intellectual Property and Law Course is designed to introduce the student to general business practices including finance, accounting, insurance, taxes, management, marketing, and negotiation. Students are provided a foundation that addresses the complexities of intellectual property, copyright, and basic business and contract law. The impact and ways in which law has shaped our society are explored through the use of case studies.
Course Outline
Course Outline
Extending the Flash ActionScript Object Model Advanced Programming Concepts in ActionScript Applying OOP for ActionScript Creating Applications with ActionScript Total credit hours Course length
4.00 4 weeks
F U L L S A I L U N I V E RSITY
Flash Fundamentals
Using Web Standards for Mobile Devices FlashLite and Mobile Devices Optimizing for Mobile Devices
3.00 4 weeks
Flash ActionScript Techniques
Course Outline
230
Course Outline
ActionScript and Flex Frameworks
Course Outline
CSS Basics
Course Outline
Total credit hours Course length
WDD 121
Networks and Server Structures The Networks and Server Structures Course explores computer operations, networking, and storage options. Students examine various operating systems, CPU and peripheral uses, and networked computer environments and their protocols. This course presents knowledge about communications within single and multiple computers, network communications, and communication protocols. A history of both computers and the Internet is also explored.
Course Outline
Flash Interface
Overview of the Industries
The Flash Timeline
Business Practices
Computer and Internet History
Symbols and Instances
Intellectual Property
Computers and Peripherals
Importing into Flash
Contracts
Operating Systems
ActionScript Basics and Movie Clips
Business Law
Networks and Protocols
Publishing and Exporting Total credit hours Course length
4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
3.00 4 weeks
Network Management Total credit hours Course length
4.00 4 weeks
WDD 131
WDD 343
WDD 353
WDD 142
Principles of Production Process
Scripting for Web Applications I
Server-side Languages
Web Design Fundamentals
The Principles of Production Process Course mirrors the workflow model used in professional web development. Students work to define the scope of a project, including the range of assets needed to complete it, the technologies that will be used, and the time required to develop it to completion. This course presents the framework for a cohesive web workflow plan that will ensure the efficient and effective delivery of web development projects.
The Scripting for Web Applications I Course trains students in the technologies used to create dynamic content for the Web using client-side scripting. Along with a clientside scripting language (JavaScript), students will explore using a combination of a valid markup language (XHTML), the presentation definition language (CSS), and the Document Object Model (DOM) to add dynamic behavior to a website using DHTML. This course focuses on the use of JavaScript to write functions that are embedded in or included from HTML pages and interact with the Document Object Model of the page to perform tasks not possible in HTML alone.
Course Outline Production Process Phases Creating Production Documentation
Course Outline
Production Prototyping Delivery, Archiving, and Maintenance Total credit hours Course length
3.00 4 weeks
WDD 232 The Rich Media Optimization Course teaches students current industry methods and techniques used to improve loading efficiency of bandwidth-intensive content for web delivery. Students explore optimizing highbandwidth content, such as digital video and audio, for deployment within a non-streaming server environment. In this course, students gain a thorough understanding of digital video and audio CODECs, along with target encoding rates, for optimal playback on the web.
Course Outline Digital Audio and Video File Formats Digital Audio CODECs Digital Video CODECs Rich Media and Flash Optimization Settings and Buffering Total credit hours Course length
4.00 4 weeks
HTML Graphics and the Web
Control Structures
Object-oriented Programming
Document Object Model
Querying
Detecting Browser Features
Sessions and Cookies
Animation with DHTML
Total credit hours Course length 4.00 4 weeks
Validation and Doc Types XML and XHTML Total credit hours Course length 4.00 4 weeks
WDD 443
Scripting for Web Applications II The Scripting for Web Applications II Course continues teaching the client-side technologies used for creating dynamic content for the Web. Students in this course expand upon the knowledge they received in the Scripting for Web Applications I course by learning more advanced concepts of scripting languages such as JavaScript. Students will also explore new technologies to control the behavior of a web page that will not require client requests or hosting server interaction.
Course Outline DHTML Technologies Document Object Model
Web Final Project The Web Final Project Course serves as the culmination of skills developed during the Web Design & Development Program, demonstrating the students’ mastery of web development techniques. Students are tasked with creating an advanced website, which was defined within the Web Final Project Preproduction course. During the independent study component of the course, faculty evaluate the completeness of each student’s progress. Evaluation of each student’s successful completion of the course is based on the completed website, the website presentation, and the website documentation.
WDD 241
Extending Browser Behavior Total credit hours Course length
The Streaming Media Servers Course explores the technologies used to deliver media data over a network as a steady continuous stream, allowing playback to proceed while it is being received. Emphasis is placed on understanding the delivery system properties and protocols. Using current industry techniques, students learn how to deliver live or prerecorded rich media content in real time over the Internet. This course covers streaming media file formats, streaming media server protocols, and streaming media clients.
Course Outline Project Management
Course Outline
Interface Design
Streaming Media File Formats
Asset Creation
Streaming Media Protocols
Asset Integration and Testing
Streaming Media Clients
Final Publishing and Archiving
Deploying Streaming Media
Project Presentation
Total credit hours Course length
4.00 4 weeks
WDD 482
Streaming Media Servers
Detecting Browser Features
†
Course Outline
Course Outline
DHTML Technologies
Total credit hours Course length
The Web Design Fundamentals Course examines the process of creating functional, standards-based content for the Internet. Students learn how to use XML and XHTML along with other standards to develop websites. This course explores using eXtensible HyperText Markup Language (XHTML) elements correctly to ensure that web page markup is compact and more easily understood.
Variables
Forms and Validation
Rich Media Optimization
The Server-side Languages Course will examine the benefits of a server-side scripting language to heighten human computer interaction with web content. In this class students will learn how to take their existing knowledge of static-based web content and implement a server-side scripting language to develop a more robust web application. By implementing server-side languages within standards compliant XHTML web pages, students will be able to deploy dynamic content to further the level of interaction between client and server communication.
3.00 4 weeks
Total credit hours Course length
6.00 8 weeks
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
WEB DESIGN & DEVELOPMENT
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Bache l o r of Science Degree Program
231
Course Descriptions Program Core
General Education
WDD 141
WDD 354
ART 2006
ENC 1101
Web Interface and Usability
Web Standards Project
Art History
English Composition*†
The Web Standards Project Course examines the process of implementing applications to create a functional, standardsbased project for the Internet. Students build upon concepts introduced in the Web Design Fundamentals, Designing for Web Standards, and Principles of Production Process courses related to the production process and standards-based web deployment. Students learn how to utilize Web Standards-based design, including CSS and XHTML, combined with a professional web development workflow model to create an efficient and effective web project. This course explores developing a Web Standards-based project while following a proven production process to ensure successful delivery.
The Art History Course introduces students to selected monuments of art and architecture in the Western tradition – from the Greco-Roman era to the 20th Century – studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums will propagate discussions of assigned readings in philosophical, religious, scientific, political, literary, and artistic contexts.
The English Composition Course is designed to help students refine their own writing processes while developing an in-depth personal and intellectual inquiry into a subject of their choosing. The course connects personal reflection with critical analysis, providing varied opportunities for writing and for strengthening language skills. As the course unfolds, a series of assignments leads students through a continually deepening creative research process, which then develops into a complex and detailed written project.
The Web Interface and Usability Course teaches students the concepts and strategies needed to create successful web interfaces. In this course, students examine the foundation of creating logical, intuitive, and clear web interfaces used by companies worldwide. This course examines design principles relating from usability, visualization, and functionality constructs.
Course Outline Interface Usability Concepts Interface Visualization Elements Interface Functionality Interface Accessibility Total credit hours Course length
3.00 4 weeks
Total credit hours Course length
Asset Integration and Testing
Web Project Preproduction
Project Delivery and Archiving
Developing the Production Timeline
Literary Devices 4.00 4 weeks
MGF 1213
College Mathematics
†
4.00 4 weeks
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Setting Design Standards 4.00 4 weeks
F U L L S A I L U N I V E RSITY
Total credit hours Course length
4.00 4 weeks
PHY 1000
Fundamentals of Physics†
Rational Exponents & Radical Expressions
Course Outline
Sets & Logic
Rational Expressions
Total credit hours Course length
Kinematics Motion
Mathematical Models
Identifying Assets
Portfolio
The Real Number System
Course Outline
Proportions, Formulas, and Word Problems
Storyboarding
Grammar and Structure
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Linear Equations & Inequalities
Creating the Flowchart
232
Critical Analysis
Fundamentals of Polynomials & Factoring
Creating the Project Treatment
Total credit hours Course length
Total credit hours Course length
Composition and Revision
Modern Art
Preproduction Asset Creation
Course Outline
Medieval and Renaissance Art
Post-modern Art
WDD 481
Course Outline
Ancient Art
Course Outline
Asset Optimization
In the Web Project Preproduction Course, students identify and plan the scope of their final project, including the concept, design, and production pace. Students expand on the preproduction methods learned in the Principles of Production Process course by creating the necessary preproduction documentation to ensure a successful delivery of their final project. By the end of the course, students will have an intimate knowledge of the requirements needed to complete their final project.
Course Outline
Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum
4.00 4 weeks
Survey of Light Physical Theories and Formulae Total credit hours Course length
4.00 4 weeks
MTG 1205
VIC 2003
SPC 2140
COM 2041
Geometry and Measurement†
History of Visual Communications†
Interpersonal Communications*
Psychology of Human Interaction†
The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem-solving through the logic calculations.
The Interpersonal Communications Course is designed to provide strategies and skills to enable clear and professional communications in the workplace. The students are guided through the career planning process and are provided with strategies necessary for a lifetime of career-related decision-making. By establishing clear goals and a clear approach for attaining those goals, students will increase their own self-confidence with respect to the transition from student life to professional life.
The Psychology of Human Interaction Course is designed to introduce the student to the psychology of human interactions and the science that regulates them. This course provides information on the complex types of relationships that form when people engage in activities together, showing case studies to illustrate outcomes of these interactions. Students will focus on types of human interactions and ways to effectively manage those activities.
Course Outline
Course Outline
Foundations of Geometry
The History of Visual Communications Course presents an historic account of humanity’s communicating life events though visual arts. Starting with cave drawings, stories and ideas have been presented and told using visual techniques. As time passes and society changes, avant-garde artists and scientists have pushed the envelope of their respective disciplines and brought about the dissolution of boundaries that traditionally exist between the artistic and media. In the past 25 years, the intersection of art and humancomputer interactivity has emerged as a mass medium, triggering new forms of artistic, entertainment, and educational content. The student will follow the evolution of the various convergent disciplines, setting up a forum for informed discussions about the implications for the future.
Triangles
Course Outline
Course Outline A Brief History of Geometry Inductive and Deductive Reasoning
Parallel Lines and Polygons
Art as a Communication Tool
Quadrilaterals
Human Interfaces
Similar Triangles and the Pythagorean Theorem
Historical References
Assessment and Evaluation
Teams and Teamwork
Research and Planning
Communication
Writing Résumés and Other Documents
Power
Networking and Interviewing
Decision-making
Total credit hours Course length
Leadership
4.00 4 weeks
Total credit hours Course length
4.00 4 weeks
Artist Tools
Circles
Future Applications and Implications
Areas of Polygons and Circles
Total credit hours Course length
Solid Geometry
4.00 4 weeks
Analytic Geometry Trigonometry Polar Coordinates Total credit hours Course length
4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment – a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments. †
This specific course uses the Florida Statewide Course Numbering System (SCNS).
WEB DESIGN & DEVELOPMENT
|
Bache l o r of Science Degree Program
233
Extended Studies
in the
Media Arts
The program is offered in addition to the Degree Programs and is available to any Full Sail graduate in good standing. Upon successful completion of the Extended Studies in the Media Arts program, a certificate is issued. These studies represent Full Sail’s effort to continue the expansion of educational services to our students and the industry.
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Internship The Internship Course, combined with Full Sail’s Career Development Department, is specifically tailored to further prepare degree students for the careers of their choice. Full Sail works with numerous entertainment media facilities that participate in the Internship Course and a Career Development Advisor works directly with host facilities to make sure participants gain practical experience and on-the-job training. Besides the many obvious advantages of gaining working experience in a real world situation, a successful internship gives graduates a professional reference which can be very beneficial when seeking employment.
Course Outline
Internship Course Objective
Career Consultation and Interview Techniques Résumé Review and Employment Tactics Internship Total credit hours Course length
5.73 6 weeks
To give students the opportunity to put all that they have learned into practice during a six-week, comprehensive, hands-on working experience in a real world production environment. Graduates gain a solid understanding of their chosen field in the media industry. Note: Students must graduate from a Full Sail Degree Program before applying for an Internship. A certificate is awarded upon successful completion of the Extended Studies in the Media Arts program.
INTERNSHIP
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Degree Programs
Online
At Full Sail University, we’ve taken our decades of experience in providing innovative and immersive education and created an intuitive and engaging online education platform that’s based on three fundamentals:
A Human Approach One of the foundations of our approach is to keep you connected to people, so you’ll have one-click access to instructors, exclusive guest lectures, and intuitive, collaborative tools that enable you to meet, share, and receive feedback from your fellow students.
Innovative Curriculum From video, animation, and podcasts to more traditional lectures and essay assignments, we’ve developed extensive original and engaging content that allows us to challenge and inspire students.
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Your Mac All Full Sail Online students are provided with an Apple MacBook Pro notebook computer loaded with powerful software, all at a deep institutional discount. Your Mac is integrated into your curriculum, allowing you to utilize the power of Apple technology to create music, film, games, animation, design, and more.
Master’s EDUC AT ION M E DI A DE SIGN & T EC HNOL OGY
IN T E R NE T M A R K E T ING
The Education Media Design & Technology Master’s Degree Program is designed to provide teachers and corporate trainers with 21st century skills to reach 21st century learners. Innovative courses teach students in this program how to inspire their learners through the implementation of entertainment media concepts and tools – from podcasts to video content to innovative online learning systems and more.
The Internet Marketing Master’s Degree Program provides an advanced look at the strategic power and numerous opportunities found within the field of multi-channel marketing by taking students through in-depth research projects, advanced academic studies, and a Final Project/ Thesis that will prepare them to strategically implement their own cohesive and comprehensive Internet marketing campaign.
E N T E R TA INM E N T BUSINE S S
M E DI A DE SIGN
The Entertainment Business Master’s Degree Program is designed to give students flexibility to take their careers to new heights. This comprehensive program will take students through high-level business courses in leadership, brand development, negotiation, Internet marketing, and more, culminating in the completion of two academic capstone projects – a professional Leadership Portfolio and a Business Plan Thesis.
The Media Design Master of Fine Arts program prepares students for the world of visual design and the role that it plays in delivering a company’s message. Students learn the creative production and project management skills used at successful studios – covering everything from print and graphic design to television and the web. Students also study concepts such as brand development, design strategy, and production workflow, as they learn how to utilize artistic design skills and channel them into different projects.
Master of Science Degree Program
Master of Science Degree Program
The Entertainment Business Master’s Program may also be taken with an optional Sports Management Elective Track, designed to address specific issues encountered in the business side of the sports world.
Master of Science Degree Program
Master of Fine Arts Degree Program
Bachelor’s C OMP U T E R A NIM AT ION
Bachelor of Science Degree Program Students in the Computer Animation Bachelor’s Degree Program learn the technical and creative processes used to develop content for games, television, feature films, and more. The curriculum blends traditional art with the latest technology in specialized classes that cover 2D and 3D animation, lighting and shading for games, production modeling, character animation and rigging, and portfolio creation.
GR A P HIC DE SIGN
Bachelor of Science Degree Program The Graphic Design Bachelor’s Degree gives students an in-depth look at the design industry, including print publishing, package design, and website interfaces. This degree program prepares students to enter the industry with the ability to meet client demands and work under hard deadlines while still producing creative results.
E N T E R TA INM E N T BUSINE S S
IN T E RNE T M A R K E T ING
The Entertainment Business Bachelor’s Degree is a comprehensive business program that combines core courses in subjects like management, marketing, and statistics, with more advanced topics like data analysis, as well as entertainment specific courses like artist management, entertainment media distribution, and intellectual property. The program also requires students to develop a business proposal unique to their interests and develop it from start to finish.
The Internet Marketing Bachelor’s Degree Program explores the constantly evolving world of integrated multi-channel marketing and its impact on the 21st century’s most successful businesses. Students in this program study online branding, e-commerce, search engine optimization, social media, and the psychology of the online consumer.
Bachelor of Science Degree Program
G A ME A R T
Bachelor of Science Degree Program Artists in the video game industry require a unique set of design skills, and our online Game Art Bachelor’s Degree Program teaches students the same processes used to create highresolution graphics for consoles and computers. Through our online platform you’ll learn such production fundamentals as character animation, rigging, shading and lighting, texturing, and modeling – giving you the focused knowledge to start a professional career developing assets for the next generation of video games.
G A ME DE SIGN
Bachelor of Science Degree Program The online Game Design Bachelor’s Degree Program develops a student’s skills as a creative storyteller by teaching the production processes and design tools used to produce content for consoles, cell phones, and other emerging gaming platforms. The curriculum recreates the same kind of production methods used at professional gaming studios, with students collaborating with their peers on character sketches, level design, story development, gameplay mechanics, and other creative elements that they’ll apply to a complete game prototype based on their original designs.
Bachelor of Science Degree Program
MUSIC BUSINE S S
Bachelor of Science Degree Program The Music Business Bachelor’s Degree combines a sound business education with the specific skills necessary to find success in the unique world of the music industry. In addition to fundamental business courses like marketing, finance, and accounting, students will also learn about artist development, music distribution, record label development, contract negotiations, and more.
W EB DE SIGN & DE V EL OP MEN T Bachelor of Science Degree Program
Full Sail’s Web Design & Development Bachelor’s degree program immerses students in one of the most rapidly developing industries in our society. The program delivers a holistic look at website production by balancing the aesthetic and usability concerns of web design with the programming fundamentals necessary to create an engaging and effective Internet presence.
Visit fullsail.edu/online for more information DEG R E E P R O G R A M S O N L I N E
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General
Information
G E N E R A L I N F O R M AT I O N
239
Admission
Requirements for Admission Applicants must submit the following to be considered for admission: • Application for Admission—Applicants must submit the completed application and fulfill all the requirements therein. • $150.00 application fee—The application fee must be submitted with the application. The application and application fee may be submitted prior to submission of the following supporting documents. • Official Final High School Transcript, or GED test scores—GED must be approved by your state’s Department of Education. » Full Sail requires that all applicants have completed high school and received a standard high school diploma or have passed the GED. High school seniors may still apply with official high school transcripts. Accepted applicants must provide their official final high school transcript before beginning any degree program. » Transcripts must be sealed and may be included with the application or sent directly from the high school to Full Sail’s Enrollment Department. » Official GED test scores are required to prove high school equivalency. » Home-schooled applicants are asked to provide home-school transcripts with the date of completion along with verification that the home school has been recognized by the applicant’s state of residence.
• One Letter of Recommendation— Should be written by a teacher, guidance counselor, employer, or community leader. A second letter is recommended, and is preferred to be from the above, but may be a personal letter written on behalf of the applicant (but should not come from a family member). These letters should address the applicant’s character, motivation, creativity, and academic achievement. • Application Questionnaire— The applicant must submit the completed questionnaire which is designed to provide further insight into the applicant’s career dreams and goals. NOTE:
Degree, with a transfer academic average of 2.0 minimum GPA. Official transcripts are required. Eligible applicants will be required to complete three additional Full Sail courses: College Mathematics, Computer Science and Internet, and Introduction to Media Arts. • A Full Sail Associate or Bachelor of Science Degree with a minimum cumulative GPA of 2.0.
Graduate School applicants must possess one of the following to be eligible: • A Full Sail Bachelor of Science Degree with a minimum cumulative GPA of 2.5. • A baccalaureate or higher level degree from another accredited postsecondary educational institution recognized by the U.S. Department of Education. Degree held must be of similar scope and subject matter as to prepare applicants for the educational program objectives of the Graduate School Degree Program, with a transfer academic average of 2.5. Applicants who meet these criteria will be considered for admission pending an evaluation of official transcripts. Official high school transcripts or GED test scores are not required.
International Applicants International applicants must meet the standard admission requirements and provide the following: • Language Proficiency - Applicants whose native language is not English must demonstrate the required level of language proficiency by providing documentation of one of the following: TOEFL (Test of English as a Foreign Language) » Paper and pencil test: minimum score accepted is 550 » Computer-based test; minimum score accepted is 213 » New internet-based test; minimum score accepted is 79 IELTS (International English Language Testing System) » The minimum required score is 6
ALL REQUIRED DOCUMENTATION THAT IS NOT IN ENGLISH MUST BE ACCOMPANIED BY A CERTIFIED ENGLISH TRANSLATION. IF NATIVE LANGUAGE IS OTHER THAN ENGLISH, VERIFICATION OF LANGUAGE PROFICIENCY IS REQUIRED.
• Financial Guarantee - must be provided to verify available funding for tuition and related expenses for the duration of the chosen degree program. • Foreign School Credentials - must be submitted to an outside evaluation service for determination of U.S. equivalency. Please contact your Admissions Representative or an International Liaison for recommended evaluation services. • English Translation - any documentation not in English must be accompanied by a certified English translation. • Obtain Visa - applicants for a campus-based degree program are required to obtain the proper student visa. (not required for online-based degree programs)
Computer Animation and Game Art Bachelor of Science Degree Program applicants should possess artistic skills. Traditional art classes are recommended prior to entering the program. A foundation of sketching, sculpting, and painting are important for the animation industry and are essential in developing the 3D artist. Game Development Bachelor of Science Degree Program applicants must meet specific eligibility requirements by demonstrating a minimum foundation in Algebra II. Advanced math classes such as precalculus and trigonometry are strongly recommended. Introductory programming classes are also recommended. Acceptance into the Degree Program is based upon successful completion of a skills assessment test covering advanced mathematical concepts, administered prior to beginning class. Applicants may request a Math Self-Evaluation from the Admissions Department to help them prepare for the skills assessment test. Music Business Bachelor of Science Degree Program applicants must possess one of the following to be eligible: • An associate’s, or higher level degree from another accredited postsecondary educational institution recognized by the U.S. Department of Education, which is related to the educational program objectives of the Music Business Bachelor of Science
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ADMISSIONS
In an effort to minimize costs due to international currency exchange and bank surcharges, a wire transfer or a credit card is recommended for payment of all fees, deposits and tuition for International applicants and students. Regardless of payment method, all fees must be paid in United States currency. Please contact Full Sail’s International Liaison for details. NOTE:
REQUIREMENTS FOR ADMISSION APPLY EQUALLY TO ALL APPLICANTS WITHOUT REGARD TO RACE, COLOR, NATIONAL ORIGIN, SEX, DISABILITY, AGE, SEXUAL ORIENTATION, OR MARITAL STATUS.
Information regarding Services for Students with Disabilities in the classroom can be found on page 253.
Admission Application Process
Full Sail Prepaid Tuition Program
The Admissions Department is prepared to assist with completing the application process. To apply simply:
Full Sail offers a Prepaid Tuition Program to applicants who have not yet graduated from high school. This plan allows early applicants to secure a future Full Sail education at current tuition prices.
• Complete the Application for Admission. • Submit completed application along with $150 application fee. • To reserve a seat for a campus degree start date, a $500 deposit is required. • If applying for additional degree programs, a $300 deposit is required for each additional program.
Applicants will be notified in writing in regards to acceptance upon completion and review of all required documents. The application fee and deposit(s) are credited to the cost of tuition but are not covered by financial aid. All deposits are fully refundable.
Transfer Credit Students who have applied to Full Sail may request credit for previous education. To be eligible for transfer credit, applicants must have successfully completed courses from another accredited postsecondary educational institution recognized by the U.S. Department of Education similar in scope and content to Full Sail courses, and received a grade of C or better.
Tuition pre-payment is only available to applicants who: 1.
have not completed high school,
2.
apply for the pre-payment plan,
3.
begin the pre-payment plan prior to completing high school,
4.
upon acceptance of the pre-payment plan, pay the tuition either in a lump sum or begin making equal monthly installments,
5.
start a Full Sail education by December 31 of their high school graduation year, and
6.
pay the tuition in full prior to the first day of class.
Seven and one-half percent simple interest will be charged for the on-going tuition balance each year. Should the plan be canceled at any time, a full refund will be made within 30 days. Interest will not be paid on money deposited with Full Sail. Financial aid, for those who qualify, is available for living expenses to those participating in the Prepaid Tuition Program.
For the Entertainment Business Bachelor of Science Degree Program, graduates with an associate’s degree or higher from another accredited postsecondary educational institution recognized by the U.S. Department of Education may be eligible to transfer credits towards the completion of this degree. To be eligible, the previous degree should be related to the educational program objectives of the Entertainment Business Bachelor’s Degree.
Procedure • Submit an official transcript to the Admissions Department. • Transcripts will be reviewed by the Registrar’s office. • Applicants will be notified of transfer credit approval or denial approximately 30 days prior to their expected start date.
Individual Courses Some courses may be taken on an individual basis. A $300 deposit for each individual course must be included with the application. The balance of tuition is due on or before the first day of class. Individual course students are not eligible for financial aid. Most individual courses have prerequisites. Acceptance into a course is determined by the respective Program Director and/or the Director of Student Affairs. Contact an Admissions Representative for more information.
ADMISSIONS
241
Financial Ai
Financial Aid Full Sail’s Financial Aid Department is here to provide assistance with tuition and/or living expenses for those who qualify. As a financial aid student you need to make informed decisions regarding the types and amounts of financial aid available. The Financial Aid Department is staffed and organized with our students’ needs in mind, dedicated to making the financial aid process understandable and valuable. The Financial Aid Department encourages all applicants who apply for financial aid to begin the process early. Those seeking “federal” financial aid are required to complete a Free Application for Federal Student Aid (FAFSA). You may request a FAFSA from Full Sail’s Financial Aid Department or you may fill one out online by going to www.fafsa.ed.gov. The federal school code for Full Sail is 016812. Eligibility for Federal Financial Aid Programs requires that a student be a U.S. citizen or eligible non-citizen [Alien Registration Receipt Card (Form I-151) or Permanent Resident Card (Form I-551), commonly known as a “green card”]. Financial aid is only available to a student considering one or more Degree Programs. Individual course students are not eligible for financial aid. Once you complete the FAFSA, the Department of Education will send you the results and you can discuss your available options with one of Full Sail’s financial aid professionals. This discussion will assist in determining the best federal and non-federal aid resources that are available to you. Additional financial aid and loan applications as well as other pertinent information on sources of funding are available through the Full Sail Financial Aid Department. While attending Full Sail, students must maintain Satisfactory Progress (as specified on page 258) and meet specific credit hour and weeks of instruction requirements in order to receive their financial aid. Students not actively attending due to a Leave of Absence, Suspension, Termination or Withdrawal may not receive award disbursements.
Grants and Scholarships Grants are forms of aid that do not have to be repaid. Full Sail can assist you in determining your eligibility for available grant programs. Like grants, scholarships do not require repayment. Scholarship requirements and application procedures vary depending upon the criteria set by the scholarship provider.
Federal Pell Grant The Federal Pell Grant Program is designed to assist undergraduates with education expenses. Under this program, an undergraduate is one who has not earned a bachelor’s or first professional degree. Awards for the 2008-2009 year range up to $4731. The U.S. Department of Education uses a standard formula, established by Congress, to determine eligibility.
Federal Supplemental Educational Opportunity Grant The Federal Supplemental Educational Opportunity Grant (FSEOG) is also designed to assist undergraduates with education expenses.
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FINANCIAL AID
Under this program, an undergraduate is one who has not earned a bachelor’s or first professional degree. Amounts are determined by application of the federal formula regarding a student’s need as determined by the information provided on the Free Application for Federal Student Aid (FAFSA) and Pell Grant eligibility. Awards for the 2008-2009 year range up to $1000.
Academic Competitiveness Grant The Academic Competitiveness Grant (ACG) is a federal grant available to Pell-eligible US Citizens who have completed a rigorous high school curriculum before a designated date and are attending either their first or second academic year of undergraduate coursework. Amounts and additional criteria are defined by the Higher Education Reconciliation Act of 2005. The US Department of Education lists the rigorous high school curriculums currently identified at the following website: http://www.ed.gov. Applicants may self-certify potential eligibility by correctly completing the FAFSA and providing supporting documentation as requested to the Financial Aid Department. Awards in the 2008-2009 year range from $750 - $1300.
National Science and Mathematics Access to Retain Talent Grant The National Science and Mathematics Access to Retain Talent Grant (SMART) grant is a federal grant available to Pell-eligible US Citizens attending their third or fourth academic year of specific college degree programs. Full Sail degree programs Game Development Bachelor of Science and Web Design & Development Bachelor of Science meet federal guidelines for program eligibility. Eligible students must also secure and maintain a 3.0 GPA on a 4.0 scale. Awards in the 20082009 year range up to $4000.
Florida Student Assistance Grant The Florida Student Assistance Grant (FSAG) is a need-based program administered by the state. This grant is awarded to students who show financial need based upon the eligibility criteria of the grant program and the availability of funds.
Florida Bright Futures Scholarship Program This is a lottery-funded scholarship to reward Florida high school graduates who demonstrate high academic achievement. This program is comprised of three awards: the Florida Academic Scholars Award, the Florida Medallion Scholarship, and Florida Gold Seal Vocational Scholars Award. Each award has different criteria for eligibility. Applications and eligibility criteria are available from your high school guidance office.
Federal Loans Federal Loans are regulated by the U.S. Department of Education and made available to students by a private lender such as a bank, credit union or other institution that participates in the Federal Family Education Loan Program (FFELP) to help pay for education after high school. The Financial Aid department will promptly certify any approved loan application from a qualifying FFELP lender.
To apply for a federal loan, a Free Application for Federal Student Aid (FAFSA) should be completed. Once eligibility is determined, a Federal Master Promissory Note must be completed. The Financial Aid Department is available to answer any questions you may have regarding these forms.
Stafford Loans A Stafford Loan is a low-interest loan made to a student enrolled in a Full Sail Undergraduate or Graduate Degree Program. Annual loan limits increase each subsequent year a student attends. Repayment terms and conditions are flexible in order to meet the needs of students after graduation.
Parent PLUS Loans A Parent PLUS Loan is a credit-based loan made to either parent of a dependent child enrolled in a Full Sail Undergraduate Degree Program. Available to credit-worthy parents, these loans provide funds for a student’s educational expenses and may also provide additional money for living expenses. The interest rate is determined by Congress and compares favorably to other education financing options.
Graduate PLUS Loans A Graduate PLUS Loan is a credit-based loan made to a student enrolled in a Full Sail Masters Degree Program. Similar to the Parent PLUS Loan, but only available to credit-worthy graduate students, Graduate PLUS loans can also provide funds for educational and living expenses. Students should always consider lower cost Stafford Loans before applying for a Graduate PLUS Loan. As with Stafford Loans, repayment terms and conditions are flexible in order to meet the needs of students after graduation.
Private Education Loans Many private lenders offer alternative education loans to supplement the federal programs after maximum limits are reached. These non-federal education loans have differing fees, interest rates and repayment options. They are credit-based and students may often secure a more favorable interest rate by using a co-signer. Private education loans provide funds for educational and living expenses up to the cost of attendance less other financial aid. Students are strongly encouraged to maximize their eligibility for federal aid prior to applying for any private education loan. Contact the Financial Aid Department for more information.
Special Programs FEDERAL WORK-STUDY Full Sail participates in the Federal Work-Study Program. The Federal Work-Study Program is designed to provide jobs to qualified students with financial need allowing them to earn money to help pay education-related expenses. The program encourages community service work and work related to the student’s course of study. Students are awarded Federal Work Study funds based on a federally-prescribed formula. Full Sail is an equal opportunity employer.
Financial Aid on the Web U.S. Department of Education - www.ed.gov Federal Aid Programs - www.studentaid.ed.gov Free Application for Federal Student Aid - www.fafsa.ed.gov Florida Department of Education - www.floridastudentfinancialaid.org National Student Loan Data System - www.nslds.ed.gov
Career Development Department Entering the entertainment media industry, as with many other areas of employment, is challenging and sometimes difficult. Researching, networking, and staying current with industry trends are all keys to unlocking a successful career. The services of the Career Development Department support the technical and professional skills gained throughout a student’s education. Full Sail’s Career Development Department governs: 1.
degree specific lectures and presentations designed to prepare students for the pursuit of internships and entry level employment, including instruction about résumé creation, interview techniques, and the professionalism required within the industry,
2.
a regularly updated record of potential employers in the industry,
3.
a well-organized industry outreach effort to promote awareness of Full Sail’s degree programs, as well as qualified graduates and their successes, and
4.
an online community for all Full Sail alumni to promote networking and professional relationships.
Full Sail degree program students preparing for graduation as well as alumni throughout their careers may utilize Career Development services. Those desiring assistance must register their requests with the Career Development Department. The Career Development Department requires a consistent and professional dialogue from each student or graduate in order to provide effective assistance. Flexibility is desirable with respect to location or type of employment and may enhance the efforts of our services. Relocation for specific types of employment may be necessary in order to successfully launch and maintain a career in the entertainment media industry. If specific, employment-related information beyond the scope of the Career Development Department is requested, every reasonable effort will be made to supply available contact information of other resources that may be able to further assist students and alumni. Full Sail educates students about the process of successfully marketing themselves to the industry. The Career Development Department is frequently approached by entertainment media facilities seeking the services of graduates. In selecting candidates, the department will review the graduate’s GPA, attendance records, and GPS score. Graduates who meet the qualifications set forth by the Career Development Department and the employers are then considered. Even though Full Sail makes a reasonable effort to assist each graduate in seeking employment, this in no way constitutes a promise or guarantee of employment. Career assistance may be suspended in the event that a student’s financial commitments are delinquent or in default. Completion of individual courses does not qualify students for career assistance.
Career Development
Financial Aid (Cont.)
CAREER DEVELOPMENT
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Degree Program Price 244
2009 Degree Program Prices Master of Science Degree Programs
Bachelor of Science Degree Programs
ENTERTAINMENT BUSINESS Enrollment Period 1 Enrollment Period 2 Total Price
$ 17,662 $ 15,138 $ 32,800
GAME DESIGN Enrollment Period 1 Enrollment Period 2 Total Price
$ 17,209 $ 12,291 $ 29,500
COMPUTER ANIMATION Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
24,887 24, 887 24, 886 74, 660 534
DIGITAL ARTS & DESIGN Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
24, 759 24, 758 24, 758 74, 275 512
ENTERTAINMENT BUSINESS Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
17, 667 17, 667 17, 666 53, 000 419
Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
25, 025 25, 025 25, 025 75, 075 582
GAME ART Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
25,259 25, 258 25,258 75, 775 549
GAME DEVELOPMENT Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
25,259 25, 258 25,258 75, 775 538
RECORDING ARTS Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
24,092 24,092 24,091 72,275 545
SHOW PRODUCTION Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
24,092 24,092 24,091 72,275 535
WEB DESIGN & DEVELOPMENT Enrollment Period 1 Enrollment Period 2 Enrollment Period 3 Total Price Cost per Credit Hour
$ $ $ $ $
25, 259 25, 258 25, 258 75, 775 570
D E G R E E P R O G R A M PRICES
FILM
Bachelor of Science Completion Degree Program
Associate of Science Degree Programs
MUSIC BUSINESS
GRAPHIC DESIGN Enrollment Period 1 Enrollment Period 2 Total Price Cost per Credit Hour
Applicants who have earned an associate’s degree or higher are eligible to apply. APPLICANTS WITH A FULL SAIL DEGREE
Enrollment Period 1 Enrollment Period 2 Total Price Cost per Credit Hour
APPLICANTS WITH A NON-FULL SAIL DEGREE
Enrollment Period 1 Enrollment Period 2 Total Price Cost per Credit Hour
$ 22, 960 $ 9,840 $ 32,800 $ 493
$ 19,802 $ 16,973 $ 36,775 $ 418
$ 22,568 $ 16,132 $ 38,700 $ 490
Refer to the catalog section Requirements for Admission on page 240 for eligibility requirements.
Transferring Credits into Other Full Sail Bachelor’s Degrees Those who have earned or will earn an associate’s degree from Full Sail may be eligible to transfer credits towards other Full Sail bachelor’s degrees. Graduates with an associate’s degree or higher from another accredited postsecondary educational institution recognized by the U.S. Department of Education may be eligible to transfer credits towards other Full Sail bachelor’s degrees. To be eligible, the previous degree should be related to the educational program objectives of the specific degree. To determine the cost and transfer of credit eligibility, contact Full Sail’s Admissions Department.
DE G R E E P R O G R A M P R I C E S
245
General Informatio
Multiple Degrees
Fees/Deposits
Students may take any combination of Associate of Science Degree Programs, Bachelor of Science Degree Programs, and/or Master of Science Degree Programs, based on eligibility requirements. A $300 refundable deposit is required to apply for each additional Associate, Bachelor, or Master of Science Degree Program. An Admissions Representative is available to offer recommendations on Degree Program combinations and order.
A $150 application fee is required to apply for a Degree Program. A $500 refundable deposit is required prior to a Degree Program start date in order to reserve a seat. For those applying for a second, or multiple degrees, an additional $300 refundable deposit is required. A $300 deposit is required for each individual course.
Degrees Awarded
Availability of a course or degree start date is subject to class size limitations. A seat will only be reserved upon receipt of each course/ program’s deposit.
Upon completion of the degree program, the student will be awarded:
The application fee and deposit(s) are not covered by financial aid.
Master of Science Degree
The application fee and deposit(s) are included in the tuition prices listed.
• • • •
Education Media Design & Technology Entertainment Business Game Design Internet Marketing
Master of Fine Arts Degree • Media Design
Bachelor of Science Degree • • • • • • • • • • • • •
Computer Animation Digital Arts & Design Entertainment Business Film Game Art Game Design Game Development Graphic Design Internet Marketing Music Business Recording Arts Show Production Web Design & Development
Associate of Science Degree • Graphic Design
Deposits held for future Degree Programs may be credited toward any amount due Full Sail, for any other tuition or fees that may be due.
Delay of Start Date Full Sail will charge a non-refundable fee of $100 for each revision that results in a delay of a student’s start date.
Security Key Card To access facilities at Full Sail, each student is furnished a speciallyprogrammed, security-system key card. A $10 non-refundable fee is due on or before the first day of registration for this key card. This fee must be paid before a card will be issued. All students are required to possess the card at all times and replace any lost card promptly by purchasing a new one.
Non-Sufficient Funds A $25 fee will be charged for any check returned for non-sufficient funds.
Comparative Program Information Comparative program information related to tuition and program length is available from: » Accrediting Commission of Career Schools and Colleges of Technology 2101 Wilson Boulevard, Suite 302 Arlington, VA 22201 (703) 247-4212
246
G E N E R A L I N F O R M ATION
What’s Included The cost of a Full Sail Degree Program includes expenses such as textbooks, manuals, media, production materials, lab fees, technology fees, and other associated costs except as noted.
Institutional Fee
Project LaunchBox
Students will incur an additional fee (separate from tuition) for the cost of a computer and software, and equipment configured in accordance with program specifications which will change from time to time. Computer, software, and equipment prices and specifications will vary depending on degree program, start date, availability, and manufacturer changes. Please consult your Admissions Representative for information about the current institutional fee per degree program.
The primary component of the institutional fee is Project LaunchBox, which is an Apple MacBook Pro computer* that serves as a personal workstation throughout their education. This notebook computer comes with degree-specific software that allows students to work on their projects on and off-campus and maintain their personal portfolio of work wherever they may be. The choice of Apple hardware has allowed Full Sail to develop our curriculum to a high and specific standard of computer capability, while giving students maximum flexibility for their creativity. In addition, Full Sail’s Online Learning Environment, which is utilized by all Full Sail students, is built around the capabilities of Apple workstations, helping the school to provide the same high level of education and innovation both online and on-campus. * Computers for Game Development students may vary in make and model.
PROJECT LAUNCHBOX
247
Individual Course Price 248
Individual Course Prices CGA 221
2D Animation
$3,200
WDD 331
Databases Structures
$2,100
DGT 331
3D Animation
$2,400
CGA 482
Demo Reel Creation
$3,200
DGT 311
3D Arts
$2,400
WDD 462
Deployment of Flash Projects
$4,900
GDD 245
3D Content Creation
$2,100
ART 1201
Design and Art Theory
$3,200
CGA 121
3D Foundations
$3,200
GDD 111
Design Fundamentals
$2,100
DGT 431
3D Project
$2,400
GDM 550
Design Mechanics
$3,200
REC 4315
Advanced Audio Postproduction
$3,200
DGT 112
Designing Computer Graphics
$3,200
REC 3413
Advanced Audio Workstations
$3,400
WDD 221
Designing for Web Standards
$2,100
DGT 241
Advanced Computer Graphics
$3,200
DEP 2004
Developmental Psychology
$2,500
SHP 4935
Advanced Concert Media Design
$1,700
REC 1751
Digital Audio and Theory
$2,200
WDD 432
Advanced Database Structures
$2,100
DGT 345
Digital Audio Design
$3,200
BUL 5628
Advanced Entertainment Law
$3,000
FIL 2771
Digital Cinematography
$5,800
CGG 442
Advanced Game Characters
$2,400
REC 2223
Digital Consoles
$3,000
REC 3623
Advanced Interactive Audio
$2,600
REC 4935
Digital Mastering
$3,200
FLM 335
Advanced Lighting
$2,500
GRD 162
Digital Photography
$3,200
DGT 441
Advanced Motion Graphics
$3,200
GRD 244
Digital Publishing
$3,200
FLM 496
Advanced Postproduction
$6,100
DGT 117
Digital Storytelling
$2,400
WDD 442
Advanced Server-side Languages
$2,800
DGT 361
Digital Studio
$3,200
REC 4735
Advanced Session Recording
$3,200
DGT 463
Digital Video Project
$3,200
SHP 4123
Advanced Show Production Systems
$3,400
FLM 267
Directing
$2,400
SHP 4783
Advanced Video Production
$3,800
GDD 355
DirectX
$2,800
CGA 351
Animation Preproduction
$5,600
FLM 442
Documentary Flmmaking
$2,900
CGA 461
Animation Production
$3,200
DGT 262
Editing Digital Video
$3,200
WDD 211
Applied Design Tools and Interfaces
$2,800
GDD 477
Engine Development I
$3,200
CGA 251
Art Creation For Games
$3,200
GDD 478
Engine Development II
$3,200
FIL 3457
Art Direction
$2,000
ENC 1101
English Composition (Online)
$2,500
ART 2006
Art History (Digital Arts)
$2,500
ENTB 161
Entertainment Business and Entrepreneurship
$2,500
ART 2007
Art History (Media Arts)
$2,500
ENTB 485
Entertainment Business Case Studies
$1,500
CAP 4053
Artificial Intelligence
$2,800
GEB 650
Entertainment Business Finance
$3,000
MUB 474
Artist Development
$2,800
ENTB 354
Entertainment Business Marketing and Strategic Planning
$2,600
MUB 481
Artist Management
$2,800
ENTB 355
Entertainment Business Venture and Financing
$2,500
GDM 560
Asset Management
$3,200
ENTB 374
Entertainment Media Distribution
$2,500
SHP 3213
Audio and Visual Technologies
$3,400
MMC 6256
Entertainment Media Publishing and Distribution
$3,000
REC 1801
Audio File Management and Documentation
$1,800
PPE 2110
Ethics and Psychology
$2,500
SHP 4563
Audio Measurement Systems
$3,400
ENTB 410
Event Management
$2,500
REC 2803
Audio Postproduction
$3,400
ENTB 361
Excel Data Reporting
$1,500
REC 2413
Audio Workstations
$3,000
MAN 629
Executive Leadership
$3,000
REC 2141
Audiotronics
$2,200
FLM 431
Film Production
$7,700
CLP 1006
Behavioral Science
$2,500
FLM 487
Final Project (Film)
$7,500
MUB 452
Business Accounting and Finance
$1,900
ENTB 491
Final Project I (EBBS)
$3,200
ENTB 253
Business Ethics and Social Responsibility
$1,900
ENTB 492
Final Project II (EBBS)
$3,200
ENTB 251
Business Law
$2,500
EBM 690
Final Project: Entertainment Leadership Portfolio and Business Plan Thesis
$1,900
GEB 611
Business Plan Development
$3,000
WDD 332
Flash ActionScript Techniques
$2,800
MUB 354
Business Statistics and Data Analysis
$1,800
WDD 231
Flash Design and Animation
$2,800
MAR 628
Business Storytelling and Brand Development
$3,000
WDD 111
Flash Fundamentals
$2,800
GEN 173
Calculus and Trigonometry
$2,500
DGT 275
Flash Media
$3,200
COM 1008
Career Communications
$2,500
WDD 471
Flex Frameworks
$2,100
CGA 233
Character Animation
$5,600
CGA 131
Fundamentals of Animation
$2,400
CGA 342
Character Design and Creation
$3,200
CGA 101
Fundamentals of Art 1
$2,400
CGA 441
Character Rigging
$5,600
CGA 102
Fundamentals of Art 2
$2,400
FLM 372
Cinematography
$2,800
PHY 1000
Fundamentals of Physics
$2,500
GRD 273
Client Relations
$2,400
CGG 333
Game Animation
$3,200
MGF 1213
College Mathematics
$2,500
GDM 620
Game Capstone: Project Pre-Production
$3,200
GRD 124
Color Theory
$2,400
GDM 650
Game Capstone: Project Production
$3,200
CGA 353
Compositing and Scene Finishing
$5,600
DIG 3628
Game Networking
$2,100
CGA 241
Compositing Fundamentals
$3,200
GDD 482
Game Planning and Architecture
$2,800
CGS 1000
Computer Science and the Internet
$2,500
GDD 481
Game Preproduction
$2,100
WDD 212
Concepts of Object Oriented Programming
$2,100
CGG 381
Game Production
$3,200
MUB 461
Concert Management and Publicity
$2,800
GDM 530
Game Production Tools
$3,200
SHP 4725
Concert Media Design
$1,700
GDD 490
Game Project I
$3,200
GRD 254
Corporate Branding
$2,400
GDD 493
Game Project II
$3,200
CRW 2000
Creative Writing
$2,500
GDD 495
Game Project III
$3,200
REC 2513
Critical Listening
$1,900
MTG 1205
Geometry and Measurement
$2,500
GRD 167
Critique Structures
$3,200
DGT 273
Graphic Web Design
$3,200
IMK 301
Cultural Studies and the Web
$2,500
GRD 293
Graphics Personal Identity Project
$6,400
GDD 250
Data Structures
$2,800
FLM 345
HD Production
$7,200
I N D I V I D U A L C O U R SE PRICES
GEN 251
Historical Archetypes and Mythology
$2,500
CGA 112
Principles of Design
$3,200
FIL 1034
History of Motion Picture Arts
$1,900
ECO 1013
Principles of Macroeconomics
$2,500
VIC 2003
History of Visual Communications
$2,500
ACG 2071
Principles of Managerial Accounting
$2,100
MUM 4309
Information Systems and E-Commerce
$2,000
ECO 3028
Principles of Microeconomics
$2,500
SHP 4343
Installation Technologies
$2,200
WDD 131
Principles of Production Process
$2,100
ENTB 376
Intellectual Property
$2,500
MUB 482
Producing
$2,100
PLA 2412
Intellectual Property and Law
$2,100
FLM 463
Producing Independent Film
$3,500
REC 2623
Interactive Audio
$2,600
EBM 590
Product and Artist Management
$3,000
DGT 272
Interactive Media Design and Usability
$2,400
FLM 354
Production Design
$2,200
ENTB 280
International Business
$1,800
GDM 510
Production Leadership
$3,200
MAR 680
Internet Marketing and Web Search Optimization
$3,000
DGT 351
Production Management
$3,200
ACG 2021
Introduction to Accounting
$2,800
GDM 521
Production Management Principles
$3,200
FLM 321
Introduction to Editing and Visual Effects
$3,700
GDM 610
Production Methodologies
$3,200
MAN 2020
Introduction to Management
$2,800
CGA 352
Production Modeling
$3,200
MKT 210
Introduction to Marketing
$2,900
COM 3109
Professional Communication and Presentation
$2,500
REC 1111
Introduction to Media Arts
$2,700
ENC 326
Professional Writing
$2,500
MUB 2011
Introduction to Music Business
$1,300
COP 1000
Programming I
$2,800
SHP 2031
Introduction to Show Production Systems
$2,700
COP 2334
Programming II
$2,800
STA 2026
Introduction to Statistics
$1,700
COP 2335
Programming III
$2,800
MAN 3151
Leadership and Organizational Behavior
$1,600
MAN 602
Project and Team Management
$3,000
GDM 525
Leadership and Team Dynamics
$3,200
COM 1014
Psychology of Human Interaction
$2,500
CGG 452
Level Design
$3,200
SPC 1606
Public Speaking
$2,500
FLM 241
Lighting
$5,300
GDM 630
Quality Assurance
$3,200
TPA 3011
Lighting Concepts and Design
$2,600
GDD 470
Real Time Animation
$2,100
GEN 242
Linear Algebra
$2,500
MUB 343
Record Label Development
$2,800
GRD 156
Logos and Symbols
$2,400
MUM 1608
Recording Consoles
$3,000
GDD 461
Machine Architecture I
$2,100
WDD 232
Rich Media Optimization
$3,200
GDD 463
Machine Architecture II
$2,100
GDD 125
Rules of the Game
$2,100
FLM 246
Makeup for Motion Pictures
$1,700
CGA 271
Scripting Basics
$2,400
GDM 640
Marketing and Media Relations
$3,200
WDD 343
Scripting for Web Applications I
$2,800
DGT 117
Media and Society
$2,500
WDD 443
Scripting for Web Applications II
$2,800
ECON 311
Microeconomics
$2,500
WDD 353
Server-side languages
$2,800
REC 1630
Microphones and Theory
$2,200
REC 2901
Session Recording
$3,400
REC 1731
MIDI
$3,000
CGG 432
Shading and Effects for Games
$2,400
WDD 342
Mobile Device Deployment
$3,200
GRA 1161
Shading and Lighting
$3,200
MAR 667
Mobile Marketing and Commerce
$3,000
SHP 3633
Show Light Engineering
$3,400
DIG 1302
Model Creation
$3,200
SHP 3423
Show Production Systems
$3,400
CGA 371
Motion Capture
$2,400
GDD 354
Software Architecture
$2,100
DGT 341
Motion Graphics
$3,200
GDD 359
Software Engineering
$2,100
DGT 461
Motion Graphics Project
$3,200
DIG 2031
Software Technology
$3,200
MUB 495
Music Business Final Project
$3,700
REC 3011
Songwriting and Development
$1,500
BUL 4621
Music Business Law and Contract Negotiations
$2,800
FLM 235
Sound For Film
$3,000
MUB 331
Music Business Management
$2,800
FLM 223
Storytelling
$2,500
MUB 454
Music Business Marketing
$3,000
WDD 241
Streaming Media Servers
$2,100
MUB 472
Music Copyright and Publishing
$2,800
GDD 234
Structure of Game Design
$2,800
MUB 345
Music Distribution
$1,900
GDD 356
Structure of Game Production
$5,600
REC 2051
Music History
$2,900
DGT 321
Studio Maintenance
$2,400
MUH 2051
Music History I (Online)
$1,300
ENTB 482
Television Business
$2,700
MUH 3051
Music History II (Online)
$1,300
GDM 690
Thesis: Presentation of Game Capstone
$3,200
MUB 361
Music Merchandising and Retail Promotions
$2,100
DGT 232
Typography & Page Layout
$2,400
REC 4511
Music Producing and Arrangement
$2,800
CGA 442
Visual Effects
$5,600
MUT 1023
Music Theory
$1,800
REC 3123
Vocal Production
$3,000
MAN 6446
Negotiation and Deal Making
$3,000
WDD 142
Web Design Fundamentals
$2,800
WDD 121
Networks and Server Structures
$3,200
WDD 482
Web Final Project
$4,800
GDD 367
OpenGL
$2,800
WDD 141
Web Interface and Usability
$2,100
GDD 291
Operating Systems
$2,100
WDD 481
Web Project PreProduction
$2,800
GDD 472
Optimization
$2,800
WDD 354
Web Standards Project
$2,800
DGT 493
Personal Identity Project
$6,400
GDD 344
Windows Programmming I
$2,800
PGY 1103
Photography
$2,100
GDD 345
Windows Programmming II
$2,800
GEN 262
Physics
$2,500
WDD 141
Web Interface and Usability
$2,100
CGA 471
Portfolio Content Creation 1
$3,500
WDD 481
Web Project Preproduction
$2,800
CGA 472
Portfolio Content Creation 2
$2,400
WDD 354
Web Standards Project
$2,800
CGA 473
Portfolio Content Creation 3
$2,100
GDD 344
Windows Programmming I
$2,800
DGT 482
Portfolio Creation
$3,200
GDD 345
Windows Programmming II
$2,800
FLM 457
Postproduction
$3,200
REC 2131
Principles and Applications of Electricity
$1,900
INDI V I D U A L C O U R S E P R I C E S
249
Class Schedul
2009 Class Schedule Computer Animation Bachelor of Science Degree Program
Film Bachelor of Science Degree Program
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 2/3/2012 3/2/2012 3/30/2012
Digital Arts & Design Bachelor of Science Degree Program
Game Art Bachelor of Science Degree Program
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
Entertainment Business Bachelor of Science Degree Program
Game Design Master of Science Degree Program
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
Entertainment Business Master of Science Degree Program REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
250
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
CLASS SCHEDULE
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
GRADUATION 9/3/2010 10/1/2010 10/29/2010 11/23/2010 12/21/2010 2/4/2011 3/4/2011 4/1/2011 4/22/2011 6/3/2011 7/1/2011 8/5/2011
Game Development Bachelor of Science Degree Program GRADUATION 10/1/2010 10/29/2010 11/23/2010 12/21/2010 2/4/2011 3/4/2011 4/1/2011 4/22/2011 6/3/2011 6/3/2011 7/1/2011 8/5/2011
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
Graphic Design Associate of Science Degree Program
Show Production Bachelor of Science Degree Program
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 10/1/2010 10/29/2010 11/23/2010 12/21/2010 2/4/2011 3/4/2011 4/1/2011 4/22/2011 6/3/2011 7/1/2011 8/5/2011 9/2/2011
Music Business Bachelor of Science Degree Program REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 7/2/2010 8/6/2010 9/3/2010 10/1/2010 10/29/2010 11/23/2010 12/21/2010 2/4/2011 3/4/2011 4/1/2011 4/22/2011 6/3/2011
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 5/4/2012
Web Design & Development Bachelor of Science Degree Program REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010 7/28/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010 8/2/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/30/2012 5/4/2012
Recording Arts Associate of Science Degree Program REGISTRATION 10/21/2009
START 10/26/2009
GRADUATION 10/29/2010
Recording Arts Bachelor of Science Degree Program REGISTRATION 8/26/2009 9/23/2009 10/21/2009 11/18/2009 1/4/2010 1/27/2010 2/24/2010 3/24/2010 4/28/2010 5/26/2010 6/23/2010
START 8/31/2009 9/28/2009 10/26/2009 11/23/2009 1/7/2010 2/1/2010 3/1/2010 3/29/2010 5/3/2010 6/1/2010 6/28/2010
GRADUATION 6/3/2011 7/1/2011 8/5/2011 9/2/2011 9/30/2011 10/28/2011 11/22/2011 12/20/2011 2/3/2012 3/2/2012 3/2/2012
2009 Holiday Schedule Labor Day Break........................................................................Sept. 6 - 8, 2009 Thanksgiving ..................................................... Nov. 25(1pm) - Nov. 29, 2009 Winter Break ...........................................................Dec. 20, 2009 - Jan. 3, 2010
2010 Holiday Schedule Spring Break ....................................................................April 3 - April 11, 2010 Memorial Day.................................................................................May 31, 2010 July 4th Break............................................................................ July 3 - 11, 2010 Labor Day Break.........................................................................Sept. 5 - 7, 2010 Thanksgiving ......................................................Nov. 24(1pm) - Nov. 28, 2010 Winter Break ............................................................Dec. 21, 2010 - Jan. 3, 2011
CLASS SCHEDULE
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Online Educatio
Online Education at Full Sail Online degree programs and courses are delivered over the Full Sail Online Learning Environment—a secure web-based platform that employs modern multimedia technologies and is accessible 24 hours a day via the Internet. Online students use this system to view video content, receive and submit project work and assignments, take tests and quizzes, communicate with instructors and classmates, and review grades and course progress. On-campus students also use Full Sail’s Online learning system for online-only courses, which are notated in their respective degree sections.
Policies & Procedures – Online Exceptions Most of the information in this catalog is applicable to both on-campus and online applicants. However, there are a few exceptions for online students, which are noted below:
Institutional Fee Online students living outside the continental United States will incur an additional fee for the cost of shipping their computer, software, equipment, and educational materials configured in accordance with their degree program specifications, which will change from time to time. This shipping fee to students living outside the continental United States will be separate from tuition and in addition to the cost of the computer, software and equipment specific to their degree program. The shipping fee may vary depending on the online student’s place of residence.
Requirements Applicants to online-only degree programs will be required to complete an online orientation and assessment module. The assessment module confirms that the applicant has received sufficient instruction and information from the orientation module. The module explains the best practices for conducting online learning, overall operation of the online platform, procedures for troubleshooting problems and contacting the technical support team, and general school policy as it applies to the online format.
Full Sail Support Specialists can assist with resolving technical issues associated with the functionality of the online platform. Support specialists are available either by phone or email, Monday through Friday 8am – 10pm, Saturday 11am – 6pm, and Sunday, 5pm – 12am Eastern Standard Time (support hours are subject to change). Students can contact Online Support with the understanding that their concerns will be addressed promptly within 24 hours and communicated to the appropriate party. You can reach Online Support by phone at 877-437-6349 or by email at
[email protected].
Graduation Requirements In order to receive a Bachelor of Science Degree from Full Sail’s Online Degree Program, a student must: 1.
achieve a minimum GPA of 1.0 in each course,
2.
complete all applicable courses within the degree,
3.
not accrue in excess of 1.5 times the credits required to complete the program,
4.
achieve an overall cumulative GPA of 2.0, and
5.
fulfill all financial responsibilities.
In order to receive a Master of Science Degree from Full Sail’s Online Degree Program, a student must: 1.
achieve a minimum GPA of 2.0 in each course,
2.
complete all applicable courses within the degree,
3.
not accrue in excess of 1.5 times the credits required to complete the program,
4.
achieve an overall cumulative GPA of 3.0, and
5.
fulfill all financial responsibilities.
Class Times & Schedules Online students may log in to their courses and assignments at any hour and day they choose provided they meet all assignment deadlines. Full Sail reserves the right to adjust the order of courses and program content, staff or materials on a course-by-course basis as needed.
Online Support
Attendance
The staff of Full Sail Online Support works together with students, faculty, and administration to make the student experience positive, reassuring, and seamless throughout our online courses and degree programs.
As online students do not attend class on Full Sail’s campus, their attendance is based on participation and timely completion of assignments.
Our mission is to provide the highest standard of technical support and to nurture students’ growth and development while
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allowing them to enhance the skills necessary to be successful in an online environment.
O N L I N E E D U C AT I O N
Housing Resources
Student Affairs Department
Both long-term and short-term students may contact the Housing Resources Department for assistance in finding suitable housing accommodations. Information is available regarding apartments, roommates, local services and community programs.
The staff of the Student Affairs Department works collaboratively with the students, faculty and administration to create a positive environment for development throughout our student’s academic journey. We aim to provide support and encouragement that enables our students to develop character and integrity while expanding their competency and skills. We strive to endorse learning in the classroom and in the community, not only through academics but through personal growth and maturity.
International Student Center International students may be assisted by the International Student Center in matters regarding visa status. International students are welcome to seek assistance with issues of daily living such as opening bank accounts, obtaining driver’s licenses and medical insurance. The International Student Center works closely with other Full Sail staff members to ensure a smooth transition for students from other countries attending Full Sail.
Services for Students with Disabilities Full Sail is committed to providing equal access to all students, including those who qualify as persons with disabilities. While upholding this commitment, Full Sail also expects all students to maintain the high standards of academic achievement and excellence that are essential to the integrity of the school’s mission. By advancing these aims, Full Sail ensures that its policies, practices, and procedures conform to federal, state, and local statutes and regulations. Provide written documentation to the Director of Student Affairs regarding the nature of your disability and any considerations/ accommodations that may be necessary. Such documentation must: (1) be from an appropriate professional, (2) not be more than three years old and, (3) provide a clear understanding of how the student is presently functioning. Full Sail’s confidentiality policy provides that only the appropriate Full Sail personnel access this information and it is stored in separate, confidential files. Except in instances of health or safety, information concerning the disability, accommodations, or documentation will not be released without written consent. Provide ample time when requesting a special accommodation(s). Requests must be evaluated and arrangements made prior to the anticipated need for service/support. Full Sail cannot guarantee that appropriate accommodations/services can be put in place without sufficient lead-time to make arrangements. Whenever possible, please provide at least 60 days advance notice. The Director of Student Affairs, assigned by the President, makes determinations of reasonable accommodations for students with disabilities. Fax documentation to (407) 552-2072.
The Student Affairs Department provides services through Student Advising, Student Records, Student Success Seminars, Global Professionalism Standards, and the Library. We work closely with the faculty to ensure the best support services for all students. Student Advisors can assist with scheduling issues, leaves of absence, community referrals, and can act as a contact for parents. Student Advisors are available during regular office hours Monday through Friday, either by appointment or on an availability basis. The lobby of Full Sail 3B (FS3B) and the lobby of Full Sail Bldg. 2 is manned by support staff 24 hours a day. There is also a security team on the premises 24 hours a day for emergencies.
The Student Success Seminars The Student Success Seminars, unique to Full Sail and available on campus, are offered as a service to Degree-seeking students. These optional classes in human performance enhancement are not remedial classes, but have been designed specifically to help students perform well within Full Sail’s compressed Degree Programs. The Student Success Seminars are designed to help students acquire tools for building competency, self-esteem and self-management. Topics covered include discussions about the brain and the learning process, redefining intelligence, managing moods and stress, emotional intelligence, choosing a healthy lifestyle, and mental/emotional health. There are no fees for these seminars and they may be prescribed, when indicated by lower than expected academic achievement, by the Director of Student Affairs.
Student Services
Student Services
S T U D E N T S E RV I C E S
253
Policies & Procedure
Policies & Procedures Advancement
Class Size
Upon successful completion of the courses which comprise the first academic year (the first 24 credit hours/30 weeks), students advance to the second academic year. For programs containing more than two academic years, students advance to subsequent academic years with each 24 credit hours/30 weeks earned. They finish their Degree Programs’ advanced requirements in the latter months of their training.
Full Sail’s philosophy is to put students in environments with optimal student to instructor ratios. To achieve this, the student to lab specialist ratio in lab settings can vary from six-to-one to twenty-four-to-one, depending on the degree program and the needs of students in a specific lab.
Anti-Hazing Policy Full Sail does not allow hazing for any reason whatsoever. Students engaging in any potentially harmful activities will be disciplined and may be subject to suspension or termination.
Appeals Any disciplinary or administrative action taken according to Full Sail policies may be appealed to an Appeals Committee. Appeals must be submitted in writing to Student Advisors. The Appeals Committee is convened as required by the Director of Advising and consists of no less than five senior Full Sail administrators including the Program Director for a given student’s particular program of study.
Attendance For students in on-campus programs, regular class attendance and lab participation are two of the most significant factors for success. Students are expected to attend classes and lab sessions unless prevented by illness or emergency. To satisfactorily complete a course and/or Degree Program and receive a Certificate of Completion or a Degree respectively, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions. If unexcused absences exceed 10 percent of a course’s total hours, students fail the course (see “Repeat of a Course” section on page 260). Tardiness is entered on class records, whether excused or unexcused. An accumulation of 5 “tardies” equals one unexcused absence. Leaving class early is considered an unexcused absence. The failure of a course either online or on campus can affect a student’s cumulative grade point average, thereby resulting in a probationary status. If no improvement is shown over the designated period, student status will then be determined by the Director of Student Affairs. This determination may include interruption of training.
Auditing Graduates of Full Sail’s Degree Programs may audit (attend without credit) any current course in their degree program with permission of the Director of Student Affairs. Auditing is allowed on an availableseating basis.
Changes Full Sail reserves the right to affect changes in tuition, textbooks, equipment, administration, schedules, subject matter, faculty and staff, and to teach courses in any order it deems necessary.
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P O L I C I E S & P R O C EDURES
Lectures vary in size from course to course, but the maximum size for a degree program’s core curriculum is 85. In lectures attended by students from multiple degree programs, the maximum number is 120. Although these are Full Sail’s published maximum class sizes, most classes within the degree programs typically range between 36 and 85 students.
Conduct Students are expected to conduct themselves honorably and with dignity at all times. They are responsible for learning and abiding by state and local laws. Conviction for a criminal offense or any behavior reflecting dishonor or discredit on the college is sufficient grounds for termination. In addition, Full Sail reserves the right to terminate enrollment in the event of cheating, disruptive behavior, substance abuse or destruction of property at studios, offices, classrooms, or any other accommodations arranged by Full Sail. Although the mode of dress is casual, shoes, pants and shirts must be worn at all Full Sailrelated activities. Discretion, modesty, and good taste are expected at all times.
Course Numbering System Each course is assigned a three- or four-letter course prefix that identifies the degree program the class is associated with and a three- or four-digit course suffix that identifies the level, course number, and course version of each course within their respective program.
Credit for Previous Education Students with previous postsecondary education or work experience may request credit for previous education. TRANSFER CREDIT Those seeking transfer credit from another accredited postsecondary school while attending Full Sail must submit an official transcript to the Transcript Registrar. To receive transfer credit, students must have successfully completed courses similar in scope and content to Full Sail courses. The submission of official college transcripts must occur within the first two weeks of attendance at Full Sail. For those classes that begin the first week in a degree program, official college transcripts must be received before class begins. The right to receive transfer credit for a course is only granted for successful completion of prior education in subjects that have received a grade of C or better. Acceptance of transfer credit may change a student’s eligibility for certain types of financial aid.
TEST OUT CREDIT Students who have work experience, or students who cannot provide a college transcript prior to the deadline for submission, may take the test out exam in each course for which credit is being sought and must obtain a raw score of 75 percent or better in order to receive credit. Test out exams must occur within the first two weeks of attendance at Full Sail. For those classes that begin the first week, the test must be taken before the course begins. The right to test out of a course is only granted for extensive experience. If credit is earned, the tuition and program hours are reduced accordingly. A minimum of 25 percent of a Degree Program’s semester hours or equivalent must be taken to receive a Full Sail Degree. Matriculation agreements with other postsecondary institutions or universities are handled on an individual basis and may negate the usual testing procedure. Test out exams are not available for all courses. Courses that are very gear specific may require both a written test out exam and a practical test out exam. Many intermediate and advanced courses in the program’s core curriculum are not eligible for test out exams. A specific list of courses available for test out credit may be obtained from the Director of Student Affairs. Credits earned by test out exam may change a student’s eligibility for certain types of financial aid. TRANSFERABILITY OF CREDIT Questions regarding matriculation should be directed to the institution at which continued education is being sought. The transferability of credit from Full Sail to another institution is at the discretion of the accepting institution. It is the student’s responsibility to confirm whether or not credits will be accepted by another college.
Evaluations During courses, students are evaluated on their performance through a series of quizzes, exams, and lab evaluations. They are evaluated on theory, technical and practical application, and attitude.
Global Professionalism Standards For 30 years, Full Sail has built relationships within the Entertainment Media Industry and has learned from industry professionals, our alumni and Advisory Board members, those items that are crucial to a successful career. It is the school’s role to ensure that each student understands, accepts, and adheres to specific industry expectations placed upon graduates as they pursue their chosen field. In addition to the school’s widely-respected education, Full Sail is a unique community that promotes the importance of a vital code of conduct, which will allow a student to transition into a successful media professional. The Global Professionalism Standards (GPS) program is a formal set of standards for professional conduct which reflects the expectations of the industry. While these standards have been represented in the Full Sail Student Manual’s code of conduct since the school’s inception, this expanded program quantifies these terms, allowing students to measure their progress as well as giving them a platform from which excellence can be gauged. These initiatives address the need for students and graduates alike to exhibit a desired level of professionalism thereby ensuring each student a respectful, optimized learning environment, while allowing Full Sail graduates
to be viewed as more competitive and better qualified for entering the industry. The GPS contains five main components that will be evaluated throughout the education term as a student. These components are: • • • • •
Timeliness Evidencing Respect Preparation Alertness/Attentiveness Compliance with Full Sail’s policies as well as local and federal laws
Each student’s professional skills will be assessed during their tenure with Full Sail in three areas: Campus, Education, and Community. • Campus and Education: The ability to follow the code of conduct set forth in the Full Sail Student Manual (factors including: timeliness, evidencing respect, preparation, alertness/ attentiveness and compliance with Full Sail’s policies as well as local and federal laws) will ensure that each student maintains a GPS score of 100 percent. Failure to follow any and/or all parts of the Full Sail code of conduct will result in points being deducted from the GPS score. • Community: This element represents the ability to add to the GPS score by contributing and participating in events both within Full Sail and throughout the larger community. Events may include: volunteer work, attending designated tutorials or workshops, starting or participating in a community-minded group, or organizing a benevolent fund-raising event. • The Global Professionalism Standards program was created with the help of industry professionals and students to help the current student become familiar with the professional attributes of employment and to enhance the ability to successfully navigate within a professional environment.
Grading System Effective with classes beginning August 4, 2008, the grade scale will be as follows: GRADE
NUMERICAL GRADE
A+ A B+ B C+ C D F
95–100 90-94 85-89 80-84 76-79 73–75 70-72 below 70
GRADE POINTS 4.0 3.5 3.0 2.5 2.0 1.5 1.0 0
Students who graduated prior to August 2008 classes use the grade scale below: GRADE
NUMERICAL GRADE
A B C D F
95–100 85–94 75–84 70-74 0-69
GRADE POINTS 4.0 3.0 2.0 1.0 0
POLICIES & PROCEDURES
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Policies & Procedure 256
Policies & Procedures Florida’s Statewide Course Numbering System Courses in this catalog are identified by prefixes and numbers that were assigned by Florida’s Statewide Course Numbering System (SCNS). This numbering system is used by all public postsecondary institutions in Florida and 26 participating non-public institutions. The major purpose of this system is to facilitate the transfer of courses between participating institutions. Students and administrators can use the online Statewide Course Numbering System to obtain course descriptions and specific information about course transfer between participating Florida institutions. This information is at the SCNS website at http://scns.fldoe.org. Each participating institution controls the title, credit, and content of its own courses and recommends the first digit of the course number to indicate the level at which students normally take the course. Course prefixes and the last three digits of the course numbers are assigned by members of faculty discipline committees appointed for that purpose by the Florida Department of Education in Tallahassee. Individuals nominated to serve on these committees are selected to maintain a representative balance as to type of institution and discipline field or specialization. The course prefix and each digit in the course number have a meaning in the Statewide Course Numbering System (SCNS). The list of course prefixes and numbers, along with their generic titles, is referred to as the “SCNS taxonomy.” Descriptions of the content of courses are referred to as “statewide course profiles.” GENERAL RULE FOR COURSE EQUIVALENCIES Equivalent courses at different institutions are identified by the same prefixes and same last three digits of the course number and are guaranteed to be transferable between participating institutions that offer the course, with a few exceptions. (Exceptions are listed below.)
For example, a freshman composition skills course is offered by 58 different postsecondary institutions. Each institution uses “ENC_101” to identify its freshman composition skills course. The level code is the first digit and represents the year in which students normally take the course at a specific institution. In the SCNS taxonomy, “ENC” means “English Composition,” the century digit “1” represents “Freshman Composition,” the decade digit “0” represents “Freshman Composition Skills,” and the unit digit “1” represents “Freshman Composition Skills I.” In the sciences and certain other areas, a “C” or “L” after the course number is known as a lab indicator. The “C” represents a combined lecture and laboratory course that meets in the same place at the same time. The “L” represents a laboratory course or the laboratory part of a course, having the same prefix and course number without a lab indicator, which meets at a different time or place. Transfer of any successfully completed course from one participating institution to another is guaranteed in cases where the course to be transferred is equivalent to one offered by the receiving institution. Equivalencies are established by the same prefix and last three digits and comparable faculty credentials at both institutions. For example, ENC 1101 is offered at a community college. The same course is offered at a state university as ENC 2101. A student who has successfully completed ENC 1101 at the community college is guaranteed to receive transfer credit for ENC 2101 at the state university if the student transfers. The student cannot be required to take ENC 2101 again since ENC 1101 is equivalent to ENC 2101. Transfer credit must be awarded for successfully completed equivalent courses and used by the receiving institution to determine satisfaction of requirements by transfer students on the same basis as credit awarded to the native students. It is the prerogative of the receiving institution, however, to offer transfer credit for courses successfully completed that have not been designated as equivalent. NOTE:
CREDIT GENERATED AT INSTITUTIONS ON THE QUARTER-TERM SYSTEM MAY NOT TRANSFER THE EQUIVALENT NUMBER OF CREDITS TO INSTITUTIONS ON SEMESTER-TERM SYSTEMS. FOR EXAMPLE, 4.0 QUARTER HOURS OFTEN TRANSFERS AS 2.67 SEMESTER HOURS.
EXAMPLE OF COURSE IDENTIFIER PREFIX
LEVEL CODE (FIRST DIGIT)
CENTURY DIGIT (SECOND DIGIT)
DECADE DIGIT (THIRD DIGIT)
UNIT DIGIT (FOURTH DIGIT)
ENC
1
1
0
1
English Composition
Lower (Freshman) Level At This Institution
Freshman Composition
Freshman Composition Skills
Freshman Composition Skills I
P O L I C I E S & P R O C EDURES
LAB CODE
No laboratory component in this course
THE COURSE PREFIX
EXCEPTIONS TO THE GENERAL RULE FOR EQUIVALENCY
The course prefix is a three-letter designator for a major division of an academic discipline, subject matter area, or sub-category of knowledge. The prefix is not intended to identify the department in which a course is offered. Rather, the content of a course determines the assigned prefix to identify the course.
Since the initial implementation of the SCNS, specific disciplines or types of courses have been excepted from the guarantee of transfer for equivalent courses. These include varying topics courses that must be evaluated individually, or applied courses in which the student must be evaluated for mastery of skill and technique. The following courses are exceptions to the general rule for course equivalencies and may not transfer. Transferability is at the discretion of the receiving institution.
AUTHORITY FOR ACCEPTANCE OF EQUIVALENT COURSES Section 1007.24(7), Florida Statutes, states: Any student who transfers among postsecondary institutions that are fully accredited by a regional or national accrediting agency recognized by the United States Department of Education and that participate in the statewide course numbering system shall be awarded credit by the receiving institution for courses satisfactorily completed by the student at the previous institutions. Credit shall be awarded if the courses are judged by the appropriate statewide course numbering system faculty committees representing school districts, public postsecondary educational institutions, and participating nonpublic postsecondary educational institutions to be academically equivalent to courses offered at the receiving institution, including equivalency of faculty credentials, regardless of the public or nonpublic control of the previous institution. The Department of Education shall ensure that credits to be accepted by a receiving institution are generated in courses for which the faculty possess credentials that are comparable to those required by the accrediting association of the receiving institution. The award of credit may be limited to courses that are entered in the statewide course numbering system. Credits awarded pursuant to this subsection shall satisfy institutional requirements on the same basis as credits awarded to native students.
» Courses not offered by the receiving institution. » For courses at non-regionally accredited institutions, courses offered prior to the established transfer date of the course in question. » Courses in the _900-999 series are not automatically transferable, and must be evaluated individually. These include such courses as Special Topics, Internships, Practica, Study Abroad, Thesis and Dissertations. » College preparatory and vocational preparatory courses. » Graduate courses. » Internships, practica, clinical experiences and study abroad courses with numbers other than those ranging from 900-999. » Applied courses in the performing arts (Art, Dance, Interior Design, Music, and Theatre) and skills courses in Criminal Justice are not guaranteed as transferable.
COURSES AT NONREGIONALLY ACCREDITED INSTITUTIONS The Statewide Course Numbering System makes available on its home page (http://scns.fldoe.org) a report entitled “Courses at Nonregionally Accredited Institutions” that contains a comprehensive listing of all nonpublic institution courses in the SCNS inventory, as well as each course’s transfer level and transfer effective date. This report is updated monthly. Questions about the Statewide Course Numbering System and appeals regarding course credit transfer decisions should be directed to (Name of Statewide Course Numbering System Institution Contact) in the (Office where Institution Contact may be located) or the Florida Department of Education, Office of Articulation, 1401 Turlington Building, Tallahassee, Florida 32399-0400. Special reports and technical information may be requested by calling the Statewide Course Numbering System office at (850) 245-0427 or via the internet at http://scns.fldoe.org.
POLICIES & PROCEDURES
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Policies & Procedure 258
Policies & Procedures Graduation Requirements
Living Expenses
In order to receive a degree from one of Full Sail’s undergraduate degree programs, a student must: 1.
Achieve a minimum GPA of 1.0 and a minimum attendance rate of 90 percent in each course,
2.
Complete all applicable courses within the degree,
Disbursement of living expense funds due to the student may be withheld or delayed pending receipt of payment for any outstanding account balances owed by the student. Students not actively attending classes due to a Leave of Absence, Suspension, Termination or Withdrawal may not receive living expense disbursements.
3.
Not accrue in excess of 1.5 times the credits required to complete the program,
Make-up Work
4.
Achieve an overall cumulative GPA of 2.0, and
5.
Fulfill all financial responsibilities.
In order to receive a degree from one of Full Sail’s graduate degree programs, a student must: 1.
Achieve a minimum GPA of 2.0 and a minimum attendance rate of 90 percent in each course,
2.
Complete all applicable courses within the degree,
3.
Not accrue in excess of 1.5 times the credits required to complete the program,
4.
Achieve an overall cumulative GPA of 3.0, and
5.
Fulfill all financial responsibilities.
Students who complete only individual courses receive Certificates of Completion.
Individual Courses Individual Courses are offered for personal benefit and do not necessarily lead to employment. Retakes for attendance reasons are permitted for each course only if tuition is paid again. No consideration for a refund is given in the event of a course not being satisfactorily completed. The deposit submitted with an application for any individual course is for the purpose of reserving a seat in the class (based on available seating), and in the event of cancellation prior to the first day of class, is fully refundable within 30 days of notice to cancel. Requirements for satisfactory progress are maintained for individual course students. In order to receive a Certificate of Completion for each course taken, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions, and achieve a minimum grade point average of 70 percent.
Leave of Absence In the event of extenuating circumstances, students may be permitted to interrupt their training for a leave of absence (LOA). To arrange this, a signed, written request must be submitted to a Student Advisor containing specific reasons for the LOA, the date the LOA starts, and the date of return to classes. An LOA may be granted to students who have maintained satisfactory progress. Those not communicating and/ or not returning to class at the scheduled end of an official leave are terminated using their last actual day of attendance as the date for processing the termination. An LOA may be used once per calendar year and may be given for up to 90 days. Extenuating circumstances may warrant additional time.
P O L I C I E S & P R O C EDURES
Students with an excused absence who are eligible to make up work should contact the appropriate Course Director(s) within seven days to make arrangements.
Maximum Time Frame for Program Completion The credit hours attempted for any Degree Program cannot exceed 1.5 times the credit hours required to complete the program. This maximum time frame requirement is a standard mandated by the accrediting body, and students who exceed the time frame are dismissed from the Degree Program.
Probationary Status Students who do not meet Full Sail grading, attendance, financial, or conduct standards may be placed on probation. During this time, students are advised as to the level of improvement or the action necessary to rectify the probationary status. Students are removed from probation when satisfactory progress standards have been met. Students who do not meet satisfactory progress requirements at the end of their probationary period are subject to termination.
Progress Records and Reports Progress records are permanently maintained by the school. Grades and attendance for each course are posted on the student’s personal page on the Student Intranet site. Unofficial transcripts of student progress are available by completing a Transcript Request Form. Parents seeking access to this progress must have students sign an authorization to release records and, that being done, may call the college for a verbal check on academic progress. Students may give their parents the student’s username and password to the Student Intranet site, thereby allowing their parents access to their progress as well as Campus News. Transcript requests must be in writing from the student. To request a transcript, the student may either complete a Transcript Request Form in the Education Reception Area, on the Student Intranet site, or by sending a letter that includes the student’s full name, date of birth, social security number, program of study, and the student’s signature. Requests for transcripts will be processed within 14 days of receipt. Transcripts will be available for pick-up at the Education Reception desk unless instructed otherwise by the student. There is a $5.00 charge for each official transcript.
Re-Entry Students who have been dismissed and wish to return to school must submit a written request for re-entry. They may re-enter only at the discretion of the Director of Student Affairs. Students who have been allowed to re-enter may return at their original tuition rate as long as the return is within one year of their dismissal. If more than one year has passed, students re-enter at current tuition. Students receive financial credit for all previous Full Sail training at the correlated tuition. Any balance of tuition must be paid prior to re-entry. Upon re-entry, students are placed on probation for eight weeks and must maintain satisfactory progress to continue. Once satisfactory progress is achieved, probation is discontinued and they may continue their education as well as re-apply for financial aid.
Refund and Repayment Policy REFUNDS Full Sail provides refunds in accordance with current state and federal regulations, and applicable accrediting standards. Refunds may result from either the federal Return to Title IV Refund calculation or the Full Sail Refund and Repayment Policy. The following categories of applicants are entitled to a full refund including the application fee: • an applicant rejected by the college, • an applicant canceling application within five (5) business days of Full Sail’s receipt of the application fee, • an applicant canceling enrollment within five (5) business days of Full Sail’s receipt of a signed enrollment agreement, • an applicant who cancels enrollment within five (5) business days after either successful completion of orientation or following a tour of the school facilities and inspection of equipment where training and services are provided, or • a student enrolled in the first enrollment period of the degree program who is dissatisfied with his or her progress and withdraws within the first five (5) days of instruction.
Under any other circumstances, the $150 application fee is retained by Full Sail. Percentages of refunds are based on 100 percent of the contract price including the deposit. A student who is terminated, withdraws, or otherwise fails to complete his or her course of study may be eligible for a refund.
Repayment of Government Program Funds If a student is terminated, withdraws, or otherwise fails to complete an enrollment period and received financial aid while enrolled, the Federal Government dictates how refunds (if applicable) are repaid. The return of financial aid is dictated by The Return of Title IV Funds calculation policy. If a refund results from this calculation, federal policy requires that these unearned funds be returned to the applicable Title IV financial aid fund source.
Funds are refunded to the Title IV Programs in the following federally mandated order: 1.
Unsubsidized Federal Stafford loans
2.
Subsidized Federal Stafford loans
3.
Federal PLUS loans
4.
Federal Pell grants
5.
Academic Competitiveness Grant (ACG)
6.
National Science and Mathematics Access to Retain Talent (SMART)
7.
Federal Supplemental Education Opportunity Grant (FSEOG)
8.
Other grant or loan assistance authorized by Title IV of the HEA, as amended
When a student withdrawal involves the repayment of Title IV funds, Full Sail returns these funds based upon a federally recognized payment period. Full Sail’s federally recognized payment period is defined as half of an academic year. If a student withdraws on or before completing sixty (60) percent of the federally recognized payment period (defined above), a portion of the total Title IV funds awarded will be returned. The Return of Title IV Funds calculation may result in the student owing a balance to the Federal Government and, in some cases, to Full Sail. Refunds are made within thirty (30) days of termination or withdrawal.
Living Expense Repayment If a student is provided with living expense funds originating from a student financial assistance program and the student fails to complete the enrollment period for any reason, the student is required to return the unearned funds. Full Sail will notify the student of the amount owed. If the student fails to satisfy the repayment, he or she will be ineligible for any further federal student financial aid assistance.
Refund Chart Full Sail calculates a pro-rated refund for all students who do not complete thirty (30) percent of an enrollment period. Refunds are calculated by determination of the number of weeks of instruction attended by the student and dividing this figure by the total weeks of instruction required to complete the enrollment period. The resulting percentage is rounded up to the nearest ten (10) percent as the amount of the enrollment period the student has completed. The amount of tuition to be refunded is based on the amount of the enrollment period completed and is illustrated in the chart below. % ENROLLMENT PERIOD COMPLETED % CONTRACT PRICE REFUNDED 1-10% . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90% 10.1%-20%. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80% 20.1%-30% . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70% 30.1%-100% . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0%
Using the percentage completed as calculated in the chart above, cancellation after attendance has begun but prior to thirty (30) percent completion of the enrollment period will result in a prorated refund.
POLICIES & PROCEDURES
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Policies & Procedure 260
Policies & Procedures Please note that after a student completes over thirty (30) percent of an enrollment period, he or she is responsible for one hundred (100) percent of the tuition for that enrollment period. The date from which the refund is calculated is either the date of the student’s formal withdrawal or the date Full Sail terminated, withdrew, or otherwise determined a student failed to complete his or her course of study.
average by graduation. Students who fail to meet these standards are placed on probation. This probation is usually for a 90-day period. Those who fail to achieve satisfactory progress after the probationary period may be terminated. This is left to the discretion of the Director of Student Affairs. Mitigating circumstances are taken into consideration.
Refunds are made within thirty (30) days of termination or withdrawal. The original source of any refunded amounts dictates the entity to which funds are returned. Refunds due to the student that are less than two dollars are not issued unless the student submits a written request.
Students are required to follow a predetermined program of study; the school does not offer noncredit remedial courses or a grade of incomplete for a course.
In the event of a student’s prolonged illness, accident, death in the family or other circumstances that make completion of the enrollment period impossible or impractical, the school will attempt to make a fair and reasonable settlement. Full Sail reserves the right to modify these policies in order to remain in compliance with any changes in the applicable laws and regulations.
Repeat of a Course Students with satisfactory attendance who fail a course for academic reasons are permitted to retake the course. Students must maintain satisfactory progress throughout the second attempt and complete all coursework given. There is no additional charge for retakes due to excused absences or poor academic achievement, however, if a student withdraws prior to graduation, all weeks of attendance (even repeats for academic failure) will be counted toward the weeks of attendance for percentage of tuition owed. Students who fail a course due to poor attendance, or who retake a course for a third time, must repay the course tuition. There are some courses in degree programs that a student must complete within two attempts, or that student will be dismissed from the program. This information is provided to the students in the syllabus received on the first day of those classes.
Satisfactory Progress Satisfactory progress is evaluated at the end of each course and at 24 credit hours/30 weeks (which represents the end of the first academic year). Students are graded by periodic examinations, both written and practical, using a standard system of percentages to gauge progress. To successfully complete each course, in an undergraduate program, a student must attain a grade of D or better, and attend a minimum of 90 percent of the lectures and labs. To successfully complete each course in a graduate program, a student must attain a grade of C or better, and attend a minimum of 90 percent of the lectures and labs. To maintain satisfactory progress in an undergraduate program, students must attain a minimum cumulative grade point average of 1.0 at the end of the first 25 percent of their program, a 1.5 cumulative grade point average by the mid-point of their program and a 2.0 cumulative grade point average by graduation. To maintain satisfactory progress in a graduate program, students must attain a minimum cumulative grade point average of 2.0 at the end of the first 25 percent of their program, a 2.5 cumulative grade point average by the mid-point of their program and a 3.0 cumulative grade point
P O L I C I E S & P R O C EDURES
The exception to this is the Game Development Bachelor of Science Degree Program where students may be required to complete a noncredit math and pre-programming preparation course prior to beginning the core course requirements in the Degree Program curriculum. Students will be scheduled for this course based upon results of the math assessment skills test taken before the first day of class.
Student Complaint/ Grievance Procedure Students are encouraged to discuss academic progress, career goals, suggestions, and/or concerns with Full Sail staff members and/or administrators. Appointments with a Student Advisor, the Director of Student Affairs, and/or any other staff member may be scheduled. In the event of a concern, grievance or complaint that is not satisfactorily addressed in a meeting with the appropriate staff/faculty member, a student may acquire a complaint form from a Student Advisor and submit in writing the concern to the Director of Student Affairs. The Director of Student Affairs will review each complaint with all appropriate staff members and provide a written response to the student within 15 days of receiving the grievance. Schools accredited by the Accrediting Commission of Career Schools and Colleges of Technology must have a procedure and operational plan for handling student complaints. If a student does not feel that Full Sail has adequately addressed a complaint or concern, the student may consider contacting the Accrediting Commission. All complaints considered by the Commission must be in written form with permission by the complainant(s) for the Commission to forward a copy of the complaint to the school for a response. The complainant(s) will be kept informed as to the status of the complaint as well as the final resolution by the Commission. Please direct all inquiries to: » Accrediting Commission of Career Schools and Colleges of Technology 2101 Wilson Boulevard, Suite 302 Arlington, VA 22201 (703) 247-4212
A copy of the Commission’s Complaint Form is available at the school and may be obtained by contacting Debbie Mills, Director of Student Affairs.
Students Receiving Veterans Benefits
Termination
CREDIT FOR PREVIOUS TRAINING FOR STUDENTS RECEIVING VETERANS BENEFITS
Students may be terminated for failure to meet academic, attendance, and/or conduct standards. Students may also be terminated for failure to pay tuition in accordance with their enrollment agreements. Those not achieving satisfactory progress are terminated and are not eligible for re-admission for one year from the termination date. A student who is terminated may, in serious conduct circumstances, lose access to all Full Sail privileges.
Students receiving veterans benefits with previous postsecondary training or work experience must have this training or work experience evaluated and receive credit when appropriate. An official transcript or documentation of work experience must be sent to the Director of Student Affairs. These students must also successfully complete the final exam for each course to be credited. The Director of Student Affairs evaluates all relevant information, and credit for previous training is granted where appropriate. If credit is given, the training time within the program may be shortened and the tuition reduced accordingly. SATISFACTORY PROGRESS FOR STUDENTS RECEIVING VETERANS BENEFITS A standard system of percentages is used for measuring progress in each course. Students are given periodic examinations, both written and practical. Those receiving veterans benefits are evaluated at the end of each class. In order to maintain satisfactory progress, students must have a 1.0 term GPA at the end of each evaluation period and have a cumulative grade point average at the 25%, mid-point and end of the program that meets the same graduation requirements for all degree program students. Those who do not achieve satisfactory progress at the end of each evaluation are placed on probation for eight weeks. Students who do not achieve satisfactory progress on or before the end of the eight week probation period have their veterans benefits terminated and are subject to termination from Full Sail. In this event, students are responsible for payment of any remaining tuition balance. Students must earn 90 percent attendance in each course in order to maintain veterans benefits. Those students not achieving 90 percent on the evaluation date are placed on probation for one month of instruction. The VA is notified of unsatisfactory attendance if 90 percent attendance is not attained. Benefits are terminated by the VA if satisfactory attendance is not maintained.
Clock Hour-to-Credit Hour Conversion The expression of a clock hour-to-credit hour conversion formula is for convenience and information only. One “clock hour” is defined as a period of one hour comprising no less than 50 minutes of class time with a 10 minute break. The conversion of clock hours to credit hours is calculated on a semester credit hour basis which varies according to the content of the course. One semester credit hour is equivalent to any of the following: a) 15 clock hours of lecture time plus 30 hours of outside preparation time or the equivalent, b) 30 clock hours of supervised laboratory instruction plus the appropriate outside preparation, c) 30 clock hours of independent study with measured achieved competency relative to the required subject objectives, or d) not fewer than 45 hours of internship or the equivalent.
REPORTING FOR STUDENTS RECEIVING VETERANS BENEFITS Students are responsible for reporting changes in their enrollment status to Full Sail’s certifying official and to the VA. The law requires that education benefits to veterans be discontinued when students cease to maintain satisfactory attendance, progress, or conduct during training. RE-ENTRY FOR STUDENTS RECEIVING VETERANS BENEFITS Students receiving veterans benefits who are dismissed for unsatisfactory progress, poor attendance, misconduct or any other reason must seek re-entry through the Student Advisors in the Education Department. These students may be re-admitted into the program at the discretion of the Director of Student Affairs. They re-enter under a probationary status and those receiving veterans benefits are evaluated one month after re-entry. A term grade point average of at least 1.0, satisfactory attendance and good conduct are required to continue training and, at that point, students are again eligible to apply for veterans benefits. Students must maintain satisfactory progress and attendance for the remainder of the program. If satisfactory progress is not maintained, veterans benefits are denied and the students are responsible for the balance of the tuition owed. POLICIES & PROCEDURES
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Licenses & Accreditatio 262
Licenses & Accreditation Full Sail University is licensed by the Commission for Independent Education, Florida Department of Education. Additional information regarding this institution may be obtained by contacting the Commission at 325 West Gaines Street, Suite 1414, Tallahassee, FL 32399-0400, toll-free telephone number (888) 224-6684. Full Sail University is licensed to offer Associate of Science, Bachelor of Science, Master of Science and Master of Fine Arts Degrees by the Commission for Independent Education. Full Sail is accredited by the Accrediting Commission of Career Schools and Colleges of Technology (ACCSCT), [School # 055214]. The ACCSCT is listed by the U.S. Department of Education as a nationally recognized accrediting agency under the provisions of Title 34, Chapter VI, Part 602 of the U.S. Code of Federal Regulations. Full Sail offers the following degrees: Master of Science Degrees • • • •
Education Media Design & Technology Entertainment Business Game Design Internet Marketing
Master of Fine Art Degree • Media Design
Bachelor of Science Degrees • • • • • • • • • • • • •
Computer Animation Digital Arts & Design Entertainment Business Film Game Art Game Design Game Development Graphic Design Internet Marketing Music Business Recording Arts Show Production Web Design & Development
Associate of Science Degree • Graphic Design
Full Sail qualifies as an eligible institution under Title IV of the United States Department of Education, Higher Education Act of 1965, as amended. Financial aid is available in the Pell Grant and Federal Family Education Loan Program for students who qualify. Full Sail is approved for veterans training by the Bureau of State Approving for Veterans Training, Florida Department of Veterans Affairs. Full Sail is authorized under federal law to enroll non-immigrant, alien students.
L I C E N S E S & A C C R EDITATION
Notice of Availability of Annual Security Report A copy of Full Sail’s Annual Security Report is available to prospective students upon request. This report includes statistics for the previous three years concerning reported crimes that occurred on-campus; in certain off-campus buildings or property owned or controlled by Full Sail; and on public property within, or immediately adjacent to and accessible from, the campus. The report also includes institutional policies concerning campus security and other matters. You can obtain a copy of this report by contacting your Admissions Representative.
Governing Body
Accrediting Commission of Career Schools and Colleges of Technology Association for Computing Machinery ACM SIGGRAPH Advanced Educational Research Association American Institute of Graphic Arts Alias Global User Association American Academy of Advertising American Bar Association American Counseling Association American Library Association American Management Association American Marketing Association American Society for Group Workers Apple Distinquished Educators Apple University Executive Forum Attention Deficit Disorder Association Audio Engineering Society Autodesk User Group Autodesk Education Better Business Bureau Career College Association Central Florida Teachers of English to Speakers of Other Languages Commission for Independent Education Educational Theater Association Educause Entertainment Arts and Sports Law – Florida Bar Enzian Theater Advisory Board Federal Bar Association Florida Association of Postsecondary Schools and Colleges Florida Bar Association Florida Film Group Florida Institute for Film Education Florida Motion Picture and Television Association Game Developers Conference Hewlett-Packard Artist and Animators of the Future Advisory Council iLL Clan Institute for Electrical and Electronics Engineers Instructional Technology Council Independent Game Developers Association International Advertising Association Maitland Art Center Modern Language Association Music and Entertainment Industry Educators Association National Academy of Television Arts and Sciences National Association of Broadcasters National Association of Latino Independent Producers National Association of Women Business Owners National Association of Recording Merchandisers National Council for Teachers of English National Systems Contractors Association New Media Consortium North American Council of Online Learning Orlando Advertising Federation Orlando Chamber of Commerce Orlando Museum of Art Orlando Science Center Otronicon Professional Educators Network of Florida Professional Photoshop User Group Project Management Institute Project Zero with Harvard University State Educational Technology Directors Association Search Engine Marketing Professional Organization Society of Motion Picture and Television Engineers Society of Professional Audio Recording Studios Teachers of English to Speakers of Other Languages The National Academy of Recording Arts and Sciences Winter Park Chamber of Commerce Winter Park Hospital Women in Film and Television
Full Sail University is a fictitious name registered by Full Sail, Inc., organized and chartered under the laws of the State of Florida. The address of the governing body is the same as that of the school.
Board of Directors Ed Haddock, Co-Chairman Bill Heavener, Co-Chairman Jon Phelps, Co-Chairman
Full Sail University Administration Board of Directors Ed Haddock
Co-Chairman/CEO
Bill Heavener
Co-Chairman/CEO
Jon Phelps
Co-Chairman/CEO
Executive Officers Garry Jones
President
Ken Goldstone
Chief Operating Officer
Isis Jones
Chief Information Officer
Debbie Magruder
Chief Financial Officer
Stella Posada
Senior Vice President, Image, Design & Development
Geoff Rogers
Executive Vice President
Christopher Marconi
Executive Vice President, Strategic Planning
Mary Beth Plank-Mezo
Vice President, Admissions
Tammy Gilbert
Vice President, Career Development
Nell Thompson
Vice President, Academic Affairs
Erik Noteboom
Vice President, Education Operations
Andrew Solberg
Vice President, Marketing
Mark Gilbert
Vice President, Information & Media Technology
Sharon Griffith
Vice President, Financial Aid
Craig Daily
Vice President & Creative Director
Luis Garcia
Vice President, Full Sail Online
Matthew Pengra
Director of Admissions
Administration
Memberships/Affiliations
Education Directors Jennifer Hill
Director of Graduate Studies
Debbie Mills
Director of Student Affairs
A D M I N I S T R AT I O N
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Statement of Nondiscrimination Policies Full Sail does not discriminate on the basis of race, color, national origin, sex, disability, age, sexual orientation, or marital status in its programs and activities. Deborah Mills, Director of Student Affairs, has been designated the school’s Section 504, Title IX and ADA Compliance Officer. She is responsible for handling inquiries regarding Section 504 nondiscrimination policies and accommodations and any Title IX and ADA compliance matters. Ms. Mills may be contacted at (407) 551-2024, ext. 4722, 3300 University Boulevard, Winter Park, FL 32792. A description of the disability services, auxiliary aids and the procedures for filing a grievance regarding disability or discrimination issues are available in the Student Handbook.
Produced by Platinum Creative ©2009 Full Sail, Inc. All rights reserved. The terms “Full Sail,” “Full Sail University,” “Full Sail Real World Education,” “If you’re serious about your dream, we’ll take your dream seriously,” “You Can Get There From Here,” and the Full Sail University Logo are either registered service marks or service marks of Full Sail, Inc. Other product and company names mentioned herein may be the trademarks of their respective owners. The appearance of these marks does not necessarily indicate a formalized sponsorship or affiliation with other such companies.
Master’s | Bachelor’s | Associate’s Degrees
Full Sail University 3300 University Boulevard Winter Park, FL 32792-7429 Local/International: 407.679.6333 Toll Free: 800.226.7625 Online Programs: 888.993.7338 fullsail.edu
Accredited University, ACCSCT. Financial Aid available to those who qualify. Career development assistance.
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