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2009 Catalog Vo l u m e X X , E d i t i o n 4 , 0 8 / 2 0 0 9 INTRODUCTION 04 M IS SION 04 EDUC AT ION A L P HIL OSOP H Y 05 HIS T ORY 06 CAMPUS & FACILITIES 08 PA R K / WA L K WAY 09 C OMP U T E R L A B S 10 F IL M / V IDEO E DI T ING SUI T E S & L A B S 13 T HE BAC K L O T 14 F IL M C E N T E R 17 F IL M / V IDEO SOUNDS TAGE S & EQ UIP M E N T 18 R EC ORDING L A B S & S T UDIOS 18 V IR T UA L SE T 20 DUBBING S TAGE 21 L I V E P E R F OR M A NC E V E NUE S & L A B S 22 E N T E R TA IN M E N T/ M USIC BUSINE S S C E N T E R 25 C OMP U T E R A NIM AT ION C E N T E R 26 G A M E DE V E L OP M E N T BUIL DING 27 {table of contents} Table of Contents 1 Table of Contents (Cont.) DEGREE PROGRAMS 29 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 2 172 181 182 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 234 236 GENERAL INFORMATION 239 A DM IS SIONS 240 F IN A NC I A L A ID 242 C A R E E R DE V E L OP M E N T 243 DEGR E E P ROGR A M P R IC ING 244 GE NE R A L IN F OR M AT ION 246 2 0 0 9 C L A S S SC HE DUL E 250 2 0 0 9 HOL IDAY SC HE DUL E 251 ONL INE E DUC AT ION 252 S T UDE N T SE R V IC E S 253 P OL IC IE S & P ROC E DU R E S 254 C L OC K HOU R -T O - C R E DI T HOU R C ON V E R SION 261 L IC E NSE S & AC C R E DI TAT ION 262 A DM INIS T R AT ION 263 {table of contents} DEGREE PROGRAMS ONLINE 3 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. 4 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 6 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 7 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 2 16 14 1 20 17 19 18 15 3 5 4 6 8 7 12 9 13 11 10 24 26 25 Campus Landmarks 8 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 9 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. 10 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 11 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. 12 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 13 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. 14 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 15 Campus & Facilities 16 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 17 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. 18 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 19 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. 20 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 21 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. 22 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 23 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 25 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. 26 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 27 28 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 30 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 | Bachelor of Science Degree Program 31 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 32 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 | 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 34 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 | Bachelor of Science Degree Program 35 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 36 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 | Bachelor of Science Degree Program 37 38 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 | Bachelor of Science Degree Program 39 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 | Bachelor of Science Degree Program 41 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 | Bachelor of Science Degree Program 59 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 | 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 | Bachelor of Science Degree Program 63 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 | 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 | Bachelor of Science Degree Program 67 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 69 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 | Bachelor of Science Degree Program 71 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 | 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 | 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 | 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 90 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 | Mas te r of Science Degree Program 91 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 92 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 | Mas te r of Science Degree Program 93 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 94 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 FILM | Bache l o r of Science Degree Program 95 Areas of Focus planning BUDGETING SCHEDULING FULL HDstudio create STORYBOARDS FILM TEAMof filmmakers PREPRODUCTION sequence EDITING rooms PROCESS SCRIPTS planning building SET BUDGETING SCHEDULING FLOW moldFULLREFINE VISUALPreproduction PRODUCTION studio HD STYLELong before a director yells “Action!”, teams of bring YOUR filmmaking finalize STORYTO LIFE POSTPRODUCTION FINAL PROJECT people have already spent months (or even years) planning, budgeting, and scheduling every detail of a production. SCREENED for anEDITING 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. 96 F U L L S A I L U N I V E RSITY C g create G STORYBOARDS G TEAMof filmmakers sequence BOARDS FLOW VISUAL STYLE g of makers bring YOUR STORYTO finalize SCRIPTS SET building finalize SCRIPTS mold REFINE SCREENED audience LIFE SET building for an ence W SUAL STYLE mold REFINE CASTING location SCOUTING tools GUIDANCE VIRTUAL set training CASTING AVID location protools SCOUTING tools VIRTUAL REAL world set SETS film GUIDANCE training AVID protools FILM | Bache l o r of Science Degree Program 97 BUDGETING SCHEDULING Areas of Focus PRODUCTION finalize SCRIPTS S SET building mold REFINE SCREENED for an 98 audience F U L L S A I L U N I V E RSITY CASTING POSTPRODUCTION location SCOUTING tools FINAL PROJECT GUIDANCE training AVID protools REAL world film SETS FULL HDstudio EDITING rooms VIRTUAL filmmaking set PROCESS ng NG NG G s alize CRIPTS ng SS T building CASTING SCRIPTS STORYBOARDS io d REFINE finalize create location SCOUTING Production 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 LIFE 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. SCREENED tools GUIDANCE training audience VIRTUAL for an your vision, you might need to build To achieve protools REAL world film SETS 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. set AVID protools training AVID mold REFINE STYLE bring YOURlocation STORYSCOUTING TO tools GUIDANCE FILM | Bache l o r of Science Degree Program 99 Areas of Focus planning BUDGETING SCHEDULING FULL HDstudio 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 STORYTO LIFE SC SCOUTING tools GUIDANCE SET building planning mold REFINE BUDGETING SCHEDULING CREENED UCTION for an AVIDcreate STORYBOARDS FULL HDstudio audience STORYBOARDS PROJECT finalize PROCESS TEAMof filmmakers SETS filmsequence FLOW VISUAL STYLE bring YOUR STORYTO LIFE mold REFINE STYLE bring YOURCASTING SCREENED Postproduction STORYTO location LIFE tools for an SCOUTING audience 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 training 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. sequence FLOW VISUAL SET building filmmakers world REAL SCRIPTS filmmaking mold REFINE SCREENED for an C SCRIPTS TEAMof rooms create finalize protools EDITING PRODUCTION set training M RODUCTION VIRTUAL se AVID protools Whatever you need to do to make your film come together, you’ll have the tools at your disposal throughout your education – multiple Avid editing labs, Apple Final Cut Pro editing workstations, Pro Tools audio workstations, and much more. audience REAL world film SETS FILM | Bache l o r of Science Degree Program 101 HDstudio PRODUCTION Areas of Focus SET filmmakers sequence FLOW VISUAL EDITING POSTPRODUCTION rooms mold STYLE bring YOUR FINAL PROJECT SCREEN STORYTO filmmaking LIFE PROCESS for an Final Project ate ORYBOARDS AMof mmakers finalize SCRIPTS SET building equence LOW VISUAL STYLE bring YOUR STORYTO LIFE 102 mold REFINE SCREENED for an F U L L S A I L U N I V E RSITY audience 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. tools GUIDANCE training VIRTUAL set AVID 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. protools world REAL This whole process is something you’ll need to film SETS know well when you work in the industry, and you’ll get comfortable with it right here on campus. protools YLE SCREENED TO E for an audience REAL world film SETS FILM PREPRODUCTION planning create BUDGETING STORYBOARDS SCHEDULING PRODUCTION TEAMof FULL HDstudio filmmakers sequence POSTPRODUCTION FLOW VISUAL EDITING rooms STYLE bring YOUR FINAL PROJECT STORYTO filmmaking LIFE PROCESS FILM | Bache l o r of Science Degree Program 103 104 F U L L S A I L U N I V E RSITY 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 FILM | Bache l o r of Science Degree Program 105 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 FILM | Bache l o r of Science Degree Program 107 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). FILM | Bache l o r of Science Degree Program 109 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). FILM | Bache l o r of Science Degree Program 111 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 GAME ART | Bache l o r of Science Degree Program 113 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 | Bache l o r of Science Degree Program 115 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 GAME ART | Bache l o r of Science Degree Program 117 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 | Bache l o r of Science Degree Program 119 120 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 GAME ART | Bache l o r of Science Degree Program 121 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 GAME ART | 7.00 4 weeks Bache l o r of Science Degree Program 123 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). GAME ART | Bache l o r of Science Degree Program 125 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). GAME ART | Bache l o r of Science Degree Program 127 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. 128 F U L L S A I L U N I V E RSITY 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 GAME DESIGN | Master of Science Degree Program 129 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 F U L L S A I L U N I V E RSITY GAME DESIGN | Master of Science Degree Program 131 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. 132 F U L L S A I L U N I V E RSITY 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. GAME DESIGN | Master of Science Degree Program 133 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 F U L L S A I L U N I V E RSITY STUDIO B 3 CONSOLES, 2 RECORDING BOOTHS GAME DESIGN | Master of Science Degree Program 135 136 F U L L S A I L U N I V E RSITY 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 GAME DESIGN | Master of Science Degree Program 137 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 GAME DESIGN | 4.00 4 weeks Mas te r of Science Degree Program 139 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 GAME DESIGN | Mas te r of Science Degree Program 141 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 142 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 GAME DEVELOPMENT | Bache l o r of Science Degree Program 143 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 preproduction 144 PROCESSES F U L L S A I L U N I V E RSITY 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 GAME DEVELOPMENT | Bache l o r of Science Degree Program 145 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 | Bache l o r of Science Degree Program 147 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 | 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 | 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 | 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 | 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 | 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 | Bache l o r of Science Degree Program 159 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 | Associa te of Science Degree Program 161 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 design software MESSAGE delivering DESIGN architecture ES gn MESSAGE design THEORY DESIGN architecture DESIGN R aphy IMAGES elements design perspective PORT ents ELEMENTS COLOR EER DIGITAL CONTENT YOUR 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 | Associa te of Science Degree Program 163 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 | Associa te of Science Degree Program 165 166 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 | Associa te of Science Degree Program 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 | Associa te of Science Degree Program 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 | 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 | 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 MUSIC BUSINESS | Bache l o r of Science Degree Program 175 Areas of Focus 176 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 MUSIC BUSINESS | Bache l o r of Science Degree Program 177 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 MUSIC BUSINESS | Bache l o r of Science Degree Program 179 180 F U L L S A I L U N I V E RSITY 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 MUSIC BUSINESS | Bache l o r of Science Degree Program 181 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 MUSIC BUSINESS | Bache l o r of Science Degree Program 183 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 | Bache l o r of Science Degree Program 185 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 | Bache l o r of Science Degree Program 187 NG ARTSAreas of Focus MIC DUCTION Sound Fundamentals PLACEMENT CTION/SOUND TALS ECT C T 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 IC signal FLOW RECORDING nd surround SOUNDMIXER music H I S T O RY ME N T CTS set MENT record MIX MAS T E R session postproduction PROJECT RECORDING ARTS | Bache l o r of Science Degree Program 189 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 | Bache l o r of Science Degree Program 191 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 | Bache l o r of Science Degree Program 193 194 F U L L S A I L U N I V E RSITY 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 RECORDING ARTS | Bache l o r of Science Degree Program 195 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 PRODUCTI PRODUC SYSTEM environm SPECIFICA 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 NTS TION ENTS t N 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. SHOW PRODUCTION | Bache l o r of Science Degree Program 207 monitor SIGNAL Areas of Focus MIXING show RECORDING flow N ENGINEERING S LIVE production SOUND quality VIDEO optimization O PRODUCTION SYSTEMS AUDIOenvironment visualization PROGRAMS ing simulated LIVE-PRODUCTION NAL show ENVIRONMENTS w PRODUCTION SYSTEMS environment quality S P E C I F I C AT I O N ation 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 home THEATER visuali SET-UP P live EVENTRECO MIX PRODUCTIONS Concert Media Design LIVE production VIDEO AUDIO visualization au ANA 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 nment 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 | Bache l o r of Science Degree Program 209 210 F U L L S A I L U N I V E RSITY 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 | Bache l o r of Science Degree Program 211 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 SHOW PRODUCTION | Bache l o r of Science Degree Program 213 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. SHOW PRODUCTION | Bache l o r of Science Degree Program 215 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 | Bache l o r of Science Degree Program 217 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 | Bache l o r of Science Degree Program 219 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 | Bache l o r of Science Degree Program 221 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 | 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 | Bache l o r of Science Degree Program 225 226 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 | Bache l o r of Science Degree Program 227 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 | 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 | 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. 234 F U L L S A I L U N I V E RSITY 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 235 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. 236 F U L L S A I L U N I V E RSITY 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 237 238 F U L L S A I L U N I V E RSITY 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 240 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. 242 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 243 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 251 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 252 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. 254 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 255 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 257 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 259 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 261 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 263 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. The Full Sail Catalog is printed on paper that contains fiber from forests that are carefully managed, independently certified and adhere to strict environmental standards. The cover is printed on paper that contains 10% post consumer recycled fiber.