2012 Catalog
Online Programs
09/2012
{table of contents}
MISSION 0 5
EDUCATION PHILOSOPHY 0 6
HISTORY 07
DEGREE PROGRAMS
0 9
COMPUTER ANIMATION
Bachelor of Science Degree Program
Introduction & Areas of Focus
10
Overview & Objective
14
Course Descriptions & Credit Hours
15
CREATIVE WRITING FOR ENTERTAINMENT
Bachelor of Fine Arts Degree Program
Introduction & Areas of Focus
22
Overview & Objective
26
Course Descriptions & Credit Hours
27
CREATIVE WRITING
Master of Fine Arts Degree Program
Introduction & Areas of Focus
34
Overview & Objective
38
Course Descriptions & Credit Hours
39
DIGITAL CINEMATOGRAPHY
Bachelor of Science Degree Program
Introduction & Areas of Focus
43
Overview & Objective
47
Course Descriptions & Credit Hours
48
EDUCATION MEDIA DESIGN & TECHNOLOGY
Master of Science Degree Program
Introduction & Areas of Focus
55
Overview & Objective
58
Course Descriptions & Credit Hours
59
ENTERTAINMENT BUSINESS
Bachelor of Science Degree Program
Introduction & Areas of Focus
64
Overview & Objective
68
Course Descriptions & Credit Hours
69
ENTERTAINMENT BUSINESS
Master of Science Degree Program
Introduction & Areas of Focus
76
Overview & Objective
80
Course Descriptions & Credit Hours
81
ENTERTAINMENT BUSINESS
with a Sports Management Elective Track
Master of Science Degree Program
Introduction & Areas of Focus
85
Overview & Objective
87
Course Descriptions & Credit Hours
88
GAME ART
Bachelor of Science Degree Program
Introduction & Areas of Focus
92
Overview & Objective
96
Course Descriptions & Credit Hours
97
GAME DESIGN
Bachelor of Science Degree Program
Introduction & Areas of Focus
104
Overview & Objective
108
Course Descriptions & Credit Hours
109
GRAPHIC DESIGN
Bachelor of Science Degree Program
Introduction & Areas of Focus
116
Overview & Objective
119
Course Descriptions & Credit Hours
120
INNOVATION & ENTREPRENEURSHIP
Master of Science Degree Program
Introduction & Areas of Focus
127
Overview & Objective
131
Course Descriptions & Credit Hours
132
Table of Contents
{table of contents}
INTERNET MARKETING
Bachelor of Science Degree Program
Introduction & Areas of Focus
137
Overview & Objective
141
Course Descriptions & Credit Hours
142
INTERNET MARKETING
Master of Science Degree Program
Introduction & Areas of Focus
150
Overview & Objective
154
Course Descriptions & Credit Hours
155
MEDIA COMMUNICATIONS
Bachelor of Science Degree Program
Introduction & Areas of Focus
160
Overview & Objective
164
Course Descriptions & Credit Hours
165
MEDIA DESIGN
Master of Fine Arts Degree Program
Introduction & Areas of Focus
172
Overview & Objective
176
Course Descriptions & Credit Hours
177
MOBILE DEVELOPMENT
Bachelor of Science Degree Program
Introduction & Areas of Focus
180
Overview & Objective
184
Course Descriptions & Credit Hours
185
MUSIC BUSINESS
Bachelor of Science Degree Program
Introduction & Areas of Focus
192
Overview & Objective
196
Course Descriptions & Credit Hours
197
MUSIC PRODUCTION
Bachelor of Science Degree Program
Introduction & Areas of Focus
204
Overview & Objective
208
Course Descriptions & Credit Hours
209
NEW MEDIA JOURNALISM
Master of Arts Degree Program
Introduction & Areas of Focus
216
Overview & Objective
220
Course Descriptions & Credit Hours
221
PUBLIC RELATIONS
Master of Arts Degree Program
Introduction & Areas of Focus
224
Overview & Objective
228
Course Descriptions & Credit Hours
229
SPORTS MARKETING & MEDIA
Bachelor of Science Degree Program
Introduction & Areas of Focus
234
Overview & Objective
238
Course Descriptions & Credit Hours
239
WEB DESIGN & DEVELOPMENT
Bachelor of Science Degree Program
Introduction & Areas of Focus
246
Overview & Objective
250
Course Descriptions & Credit Hours
251
EDUCATION MEDIA DESIGN & TECHNOLOGY
Graduate Certificate
Introduction & Areas of Focus
257
Course Descriptions & Credit Hours258
INTERNET MARKETING
Graduate Certificate
Introduction & Areas of Focus
261
Course Descriptions & Credit Hours
262
INTERNSHIP
264
DEGREE PROGRAMS ON CAMPUS
265
DEGREE PROGRAMS (Cont.)
{table of contents}
GENERAL INFORMATION
2 6 6
ADMISSIONS 2 67
FINANCIAL AID
2 6 9
CAREER DE VELOPMENT
271
TUITION BRE AKDOWN
272
GENER AL INFORMATION
273
ONLINE CL ASS SCHEDULES
275
ONLINE HOLIDAY SCHEDULE
276
ONLINE EDUCATION AT FULL SAIL
277
STUDENT SERVICES
277
POLICIES & PROCEDURES 278
CLOCK HOUR-TO-CREDIT HOUR CONVERSION 2 8 5
LICENSES & ACCREDITATION 2 8 5
ADMINISTR ATION 2 87
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.
Introduction
MISSION
5
Provide learning environments
that are real world
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.
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
workfl ow used in fi lm productions, recording sessions,
live events, animation and design projects, and in
the development of video games, websites, and
entertainment business strategies.
Whether on campus or online, Full Sail’s goal is to
deliver a real-world educational experience that is
engaging and exceptional.
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 specifi c 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 qualifi ed 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 affi liations,
and professional projects, they are able to inspire
students with current knowledge that speaks to
how entertainment and media companies create
exceptional professional product.
EDUCATIONAL PHILOSOPHY
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.
6
Graduate credit on
Nirvana’s
Nevermind
#1 Album (Billboard 200) 1991 1979 Founded in Dayton, OhioOur
History
SOME HIGHLIGHTS
1980 Moved to Orlando, Florida 1989-1991For 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
Graduate credit on
Michael Jackson’s
Bad
8 million copies sold1987 Graduate credit on
LL Cool J
Mama Said Knock You Out
#1 Billboard Rap Single1990
1997 Lycos presents
Full Sail with their
Top Five Percent Award for the
school’s website
1996
Full Sail earns the Florida-based Educational Award for Most Innovative
Program as well as Educator of the Year
8 Graduate credits
Titanic
Top Grossing Film of All Time - OSCAR® Winner for “Best Picture”1997
Graduate credits on
Kiss
Reunion Tour
Top Grossing World Tour ‘96
1996
3 Graduate credits on
The Rolling Stones
Voodoo Lounge Tour
Top Grossing World Tour 1994
1994
GRAMMY
®WINNING
First
Graduate
1996 Graduate credit onBraveheart
OSCAR® Winner for “Best Picture”
1995
Graduate credit on
PIXAR’S
Toy Story
#1 Box Offi ce Film - OSCAR® Nominated1995
EMMY
®WINNING
Graduate
XVIII Olympic Games
“Most Outstanding Technical Team”
1998 1989
Full Sail moves into its current home in Winter Park, Florida
Since Full Sail’s inception in 1979, over 34,000 graduates
have prepared for careers in the entertainment and media
industry. The following features some of the highlights of
Full Sail’s history as well as that of our graduates.
In 1980, Full Sail moved from its original home in Dayton,
Ohio to Orlando, Florida. During the six years that followed,
new audio courses were added to the original recording arts
offering until, in 1986, the Recording Arts Comprehensive
Program was introduced. In 1988, a new curriculum with
a focus on the visual arts was born — the Video and Film
Production Comprehensive Program. In July 1989, Full Sail
moved into its current home in Winter Park, Florida
(a suburb of Orlando) which has since expanded into
a 110+ studio multimedia campus.
August 1990 marked a milestone in history when Full Sail
received accreditation allowing students to earn Specialized
Associate Degrees upon successful completion of the
curricula in the Recording Arts and/or Film and Video
Production Programs. A third Specialized Associate Degree
in Digital Media was launched in March 1995 – this addition
marked Full Sail’s entrance into training for the vast,
emerging fi eld of interactive media.
March 1998 witnessed the introduction of the Game
Design Specialized Associate Degree as well as the Show
Production & Touring Specialized Associate Degree.
In January of that same year, Full Sail achieved additional
accreditation and licensing enabling students to earn
Associate of Science Degrees in Recording Arts, Film
and Video Production, and Digital Media.
1979
EST.
Yo
u c
an g
et t
her
e f
ro
m h
er
e
72012
TODAY2005
“One of the 5 Best Music Programs
in the Country” – Rolling Stone Magazine
2005
“One of the 3 Best Music Business
Departments” – Schools That Rock The Rolling Stone College Guide
2005
“One of the Top 5 Film Schools in the Country” – UNleashed Magazine (2005)
2007
“Full Sail is the Harvard of Game Schools” – Tips & Tricks Magazine
2007
Full Sail’s redesigned website receives multiple nominations in the Webby Awards for Best Home/
Welcome Page and Best Website - School
2008
Full Sail University named School/College
of the Year by the
Florida Association of Postsecondary Schools & Colleges (FAPSC)
Saw
Graduate Directs2,3,4
#1 Box Offi ce Film on Halloween 3 Years in a Row
2005-2007
OSCAR
First Graduate®Nomination 2005
111
Graduates
involved with
GRAMMY
® nominated projects 2006 2009Full Sail University celebrates its
30th Anniversary
& inaugural
Hall of Fame
Inductees
In February of 1999, a new accredited program was
introduced — the Computer Animation Associate of
Science Degree. Additionally, the Game Design and
Show Production & Touring Programs were modifi ed and
approved to be offered as Associate of Science Degrees.
In November 2003, Full Sail offered its fi rst Bachelor’s
Degree - the Entertainment Business Bachelor of Science
Degree Program. In addition, the Game Development
Degree Program was revised and expanded to become
a Bachelor of Science Degree Program.
Another milestone was achieved in August 2005 when
three of Full Sail’s Associate of Science Degrees were
revised and expanded to become Bachelor of Science
Degrees – Computer Animation, Digital Arts & Design
(formerly Digital Media), and Film. In April of 2006, the
Entertainment Business Bachelor’s Degree Program
changed focus slightly and was renamed Music Business.
In June 2007, Full Sail launched its fi rst Master of Science
Degree in Entertainment Business, and in July 2007,
Full Sail launched a new Associate of Science Degree
in Graphic Design.
October 2007 was a historic month, with the introduction
of Full Sail’s fi rst online degree program — an online
version of the school’s existing Entertainment Business
Master of Science Degree Program. The launch of this
fi rst online degree was years in the making and saw the
school build a proprietary online learning platform from
the ground up.
In December 2007, Full Sail launched a new on-campus
degree program — the Game Art Bachelor of Science
Degree — designed to meet the growing demand for
game-specifi c artists. In January 2008, Full Sail launched
two additional online degree programs — the Education
Media Design & Technology Master of Science Degree
and the Entertainment Business Bachelor of Science Degree,
and a new on-campus degree program — the Web Design
& Development Bachelor of Science Degree.
In March 2008, Full Sail was granted University status
and became known as Full Sail University. Since then, the
school has continued to expand its online and campus
degree offerings into new fi elds, including Game Design,
Internet Marketing, Graphic Design, and more, while also
revising and expanding its fl agship Recording Arts and
Show Production programs to be offered as Bachelor of
Science Degrees.
2002
“One of the Top 5 Game Degree Programs
in the World” – Electronic Gaming Monthly
Graduate credit on
PIXAR’S
The Incredibles
OSCAR® Winner for “Best AnimatedFeature Film”
2003
GRAMMY® “Album of the Year”
Outkast Speakerboxxx/ The Love Below
3 Graduates Win
2003
Graduate credit on
Lord of the Rings: Return of the King OSCAR® Winner for “Best Picture”
2003
Throughout the world, Full Sail graduates are employed
in music recording, fi lm production, video production,
animation, sound design, web development, concert
sound, concert lighting, postproduction, game design,
music, interactive title development, graphic design, virtual
reality and simulation, entertainment companies, and
worldwide corporations. Hundreds of media businesses
have been built and GRAMMY
®, Emmy
®, Addy
®, and
Recording Industry Association of America (Gold and
Platinum Records) awards have been earned by numerous
alumni. In addition, 2005 marked the fi rst graduate to ever
be nominated for an OSCAR.
Our History
(Cont.)
8
Degree
Programs
9
Computer
Animation
Bachelor of Science Degree Program
Fine Arts
Modeling
Animation
Effects
Final Project/
Demo Reel
Cre-ation
Areas of Focus
Computer
Bachelor of Science Degree Program
Animation
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. In this
collaboration-oriented online program, you’ll
learn the tools of the trade that you’ll need to
become a 21st century 3D artist.
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 fi lms, video
games, or as special effects in live-action
fi lms, computer animation is an integral part
of the way artists get their vision
onto screens.
Fine Arts
Modeling
Animation
Effects
Final Project/
Demo Reel
Areas of Focus
Areas of Focus
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLE
EFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G Ebody
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t sEFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUEcraft
life
DRAWINGSCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G Ebody
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONSrealistic
MOVEMENTREEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t sEFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUEcraft
life
DRAWINGSCULPTING
LIGHTING
texturing
FINE ARTSmodeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G Ebody
RIGGING
character
story
BOARDING ANIMATIONlighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONSrealistic
MOVEMENTREEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s EFFECTS &DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t sEFFECTS &
DEMO REEL CRATION
Fine Arts
The journey of becoming successful in the computer
animation industry starts with building a foundation
in traditional art. Our curriculum is built on the
skills, concepts. and techniques that will enable
students to understand and appreciate the holistic
approach artists must use in the animation process.
Using traditional mediums such as graphite, color
pencil, and clay you will learn how to manipulate
the elements of art to create designs that work in
the three-dimensional world. Hands-on exercises
in illustration, color theory, character development,
life drawing, and sculpting will help you produce
believable characters and compositionally
sound environments.
Modeling
Creating believable models is an essential element
of computer animation. With three courses devoted
solely to modeling, you’ll gradually develop the
strategies and skills needed to use computer
modeling tools effi ciently. After getting a 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 fl ow, anatomical
modeling – utilizing the same real-world
workfl ow as professional animators.
11
Areas of Focus
Areas of Focus
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t sEFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLE
EFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUEcraft
life
DRAWINGSCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G Ebody
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONSrealistic
MOVEMENTREEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t sEFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLE
EFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
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
rigging as you use all your artistic skills together with
technology to make your creations move.
12
Areas of Focus
Areas of Focus
COMPUTER
ANIMATION
TRADITIONALart
concepts TECHNIQUEcraft
life
DRAWING SCULPTING LIGHTINGtexturing
FINE ARTSmodeling
B A S I C S3D
curves
S U R F A C E SMODELING
anatomical MODELING2D 3D
T E C H N I Q U E S
character
M O T I O N L A N G U A G Ebody
RIGGING
character
story
BOARDINGANIMATION
lighting
CAMERAeffectsdynamics
PARTICLEEFFECTS ACTIONS
realistic
MOVEMENT REEL PROFESSIONALdemo
character
M O D E L I N Gtexturing
SPECIAL e f f e c t s EFFECTS & DEMO REEL CRATIONCOMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLEEFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLE
EFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
COMPUTER
ANIMATION
TRADITIONAL
art
concepts
TECHNIQUE
craft
life
DRAWING
SCULPTING
LIGHTING
texturing
FINE ARTS
modeling
B A S I C S
3D
curves
S U R F A C E S
MODELING
anatomical
MODELING
2D 3D
T E C H N I Q U E S
character
M O T I O N
L A N G U A G E
body
RIGGING
character
story
BOARDING
ANIMATION
lighting
CAMERA
effects
dynamics
PARTICLE
EFFECTS
ACTIONS
realistic
MOVEMENT
REEL
PROFESSIONALdemo
character
M O D E L I N G
texturing
SPECIAL
e f f e c t s
EFFECTS &
DEMO REEL CRATION
Integration
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 is what you are shooting for). The next phase is
to take your computer-built 3D creations to the next
level of realism by integrating them into live-action
sequences. By using tracking and compositing
software packages such as Syntheyes and Nuke,
you’ll be able to integrate your digital creations
into live-action fi lm footage. Once you bring the
two together, you’ll learn how to use Apple Color
and Final Cut Pro to polish and fi nalize your work,
creating a seamlessly integrated scene.
Final Project/
Demo Reel Creation
All of the skills you’ve developed and polished during
the Computer Animation program come together
in the fi nal project course. You’ll start by coming
up with a concept to show your artistic strengths
as a 3D artist. Then you’ll enter the planning stage,
where you’ll need to develop concept art and create
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 fi lm plates, or developing models
adding textures and lights.
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 profi ciency in such areas as
character modeling, animation, texturing, and special
effects, offering a well-rounded demonstration of
your talents to help launch your career.
13
COMPUTER ANIMATION
OVERVIEW & OBJECTIVE
Overview
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 fi nal compositing, the
Computer Animation degree program
at Full Sail takes you through the entire
production pipeline.
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 fi lms,
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 fi nish your
education by creating a demo reel that
showcases your best work.
Learning the essential art and technology
elements of this fi eld is just one part of
the Computer Animation program. You’ll
also have courses focusing on computer
business applications, personal fi nance
management, communication skills, and
how to prepare yourself for that fi rst 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 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 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 fi elds.
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.
14
TOTAL CREDIT HOURS:
123
TOTAL WEEKS:
128
PROGRAM CORE
Code Course Credit Hours
CGA 221 2D Animation 4.0 CGA 121 3D Foundations 4.0 CGA 461 Animation Production 4.0 CGA 223 Character Animation I 3.0 CGA 235 Character Animation II 4.0 CGA 342 Character Design and Creation 4.0 CGA 433 Character Rigging I 3.0 CGA 435 Character Rigging II 4.0 CGA 241 Compositing Fundamentals 4.0 CGA 354 Compositing and Scene Finishing I 3.0 CGA 355 Compositing and Scene Finishing II 4.0 CGA 131 Fundamentals of Animation 3.0 CGA 101 Fundamentals of Art I 3.0 CGA 102 Fundamentals of Art II 3.0 CGA 112 Methods of Design 4.0 DIG 1302 Model Creation† 4.0
CGA 482 Portfolio Assembly 4.0 CGA 471 Portfolio Content Creation I 4.0 CGA 472 Portfolio Content Creation II 3.0 CGA 473 Portfolio Content Creation III 3.0 CGA 361 Portfolio Preproduction 4.0 CGA 352 Production Modeling 4.0 CAB101 Project Management and Assessment I 1.0 CAB102 Project Management and Assessment II 1.0 CAB203 Project Management and Assessment III 1.0 GRA 1161 Shading and Lighting† 4.0
CGA 366 Visual Development 4.0
Totals: 91.00
GENERAL EDUCATION
Code Course Credit Hours
ART 2006 Art History 4.0 MGF 1213 College Mathematics† 4.0
ENC 1101 English Composition I† 4.0
PPE 2110 Ethics and Psychology† 4.0
PHY 1000 Fundamentals of Physics† 4.0
MTG 1205 Geometry and Measurement† 4.0
SPC 2140 Interpersonal Communications 4.0 SPC 1606 Public Speaking† 4.0 Totals: 32.00
† This specific course uses the Florida Statewide Course Numbering System (SCNS).
Computer Animation
Bachelor of Science Degree Program
Chronological Schedule by Months
1 2 3 4 5
ENGLISH
COMPOSITION I HISTORYART FUNDAMENTALSOF ART I FOUNDATIONS3D FUNDAMENTALSOF ART II
6 7 8 9 10
MODEL
CREATION PSYCHOLOGYETHICS & & LIGHTINGSHADING MATHEMATICSCOLLEGE OF DESIGNMETHODS
11 12 13 14 15
CHARACTER DESIGN
& CREATION & MEASUREMENTGEOMETRY PRODUCTIONMODELING
FUNDAMENTALS OF PHYSICS 2D ANIMATION PROJECT MANAGEMENT & ASSESSMENT I 16 17 18 19 20 COMPOSITING
FUNDAMENTALS FUNDAMENTALS OF ANIMATION CHARACTERRIGGING I CHARACTER RIGGING II ANIMATION ICHARACTER
21 22 23 24 25
CHARACTER ANIMATION II
ANIMATION
PRODUCTION SPEAKINGPUBLIC DEVELOPMENTVISUAL SCENE FINISHING ICOMPOSITING & PROJECT MANAGEMENT & ASSESSMENT II 26 27 28 29 30 COMPOSITING & SCENE FINISHING II INTERPERSONAL COMMUNICATIONS PORTFOLIO
PREPRODUCTION PORTFOLIO CONTENT CREATION I PORTFOLIO CONTENT CREATION II PROJECT MANAGEMENT
& ASSESSMENT III
31 32
PORTFOLIO CONTENT
CREATION III PORTFOLIO ASSEMBLY
Graduates of this degree may apply to continue their education with the:
Game Design
Master of Science Degree Program
* IF YOU’RE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS DEPARTMENT TO EXPLORE YOUR OPTIONS.
Entertainment Business
Master of Science Degree Program
15
Program Core
CGA 221
2D Animation
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.
Course Outline
Animation Fundamentals Advanced Character Principles Principles of Animation Clean Up
Timing Charts Character Personality Character Animation
Total credit hours 4.00 Course length 4 weeks
CGA 121
3D Foundations
The 3D Foundations Course familiarizes students with the foundations of creating 2D and 3D computer graphics. Students learn the interface and controls of multiple programs as they learn basic animation skills that prepare them for more advanced courses later in the Computer Animation Bachelor of Science Degree Program.
Course Outline
Introduction to Operating Systems Introduction to the Maya Interface Introduction to Digital Imagery Working in the 3D World Photoshop Interface and Tools Geometry and Surface Types Digital Concept Art Working with Objects and Components
Total credit hours 4.00 Course length 4 weeks
CGA 461
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 Motion Analysis Applications of Animation Timing Development
Total credit hours 4.00 Course length 4 weeks
CGA 223
Character Animation I
The Character Animation I Course focuses on the basics of creating strong character animation in 3D software. Students develop methods for planning an animation, which helps them learn to create work effectively and efficiently. Students also explore what is important in creating movement that appears lifelike and believable for a character. The goal of this course is to teach students to create bi-pedal animation that implements strong posing, good staging, and the basic mechanics of motion using a rigged character.
Course Outline
Animation Fundamentals to Complex Movement
Acting Theory, Development, and Techniques
Scene Composition and Staging Group Participation and Critique Entertainment Analysis
Total credit hours 3.00 Course length 4 weeks
CGA 235
Character Animation II
The Character Animation II 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 characters’ emotions and personality. Students will also analyze methods for creating solid acting choices that are unique and interesting. By using discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables them to critique each other’s projects with the intent of implementing what they have learned into their own animation. This class is designed to prepare students for situations they will encounter in the real world.
Course Outline
Animation Fundamentals to Complex Movement
Acting Theory, Development, and Techniques
Scene Composition and Staging Group Participation and Critique Entertainment Analysis
Total credit hours 4.00 Course length 4 weeks
CGA 342
Character Design and Creation
The Character Design and Creation Course builds on the concepts introduced in the Model Creation course. In this course, students develop their modeling skills while learning to utilize software tools to build organic character models. Students then learn how to deform those models to follow the motion prescribed by storyboards and character actions.
Course Outline
Character Design Painting Character Textures NURBS Modeling Generating Textures for Characters Sub Division Surface Modeling Character Rendering
Surface Flow and Anatomy
Total credit hours 4.00 Course length 4 weeks
16
Course Descriptions
Program Core
CGA 433
Character Rigging I
The Character Rigging I Course introduces students to the foundations of rigging. Through exposure to the core rigging toolset, students develop a strong understanding of how a joint hierarchy works. While exploring these course concepts, students are also introduced to the basics of scripting. Students also explore how 3D software operates, using that knowledge to create scripts to aid in the interface between the animator and the software. Students learn the principles of mechanical rigging, focusing on topics such as set driven keys, constrains, and expressions. Students then apply these techniques while exploring rigging of inorganic objects such as cars and machines.
Course Outline
Biped Skeleton Rig Design Set Driven Key Controls Inverse Kinematics Control Scripted Controls Muscle and Skin Deformation Alternative Skeleton Set Up
Techniques Mathematical Expressions
Total credit hours 3.00 Course length 4 weeks
CGA 435
Character Rigging II
The Character Rigging II Course builds upon the skills learned in the Character Rigging I course. Students explore advanced rigging techniques, binding and weighting models to deform in an organic manner based on concept art and storyboard direction. Students also explore advanced rigging techniques such as dynamic cloth, hair and fur simulation and how to integrate their capabilities into a production workflow. This course also expands students’ knowledge of higher level scripting, challenging them to create a character interface for their advanced rig. Course Outline
Biped Skeleton Rig Design Set Driven Key Controls Inverse Kinematics Control Scripted Controls Muscle and Skin Deformation Alternative Skeleton Set Up
Techniques Mathematical Expressions
Total credit hours 4.00 Course length 4 weeks
CGG 241
Compositing Fundamentals
The Compositing Fundamentals Course focuses on the seamless integration of computer-generated 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
Matte Creation Techniques Lighting and Rendering Photoshop Fundamentals Node-based Compositing 3D Card Systems and Camera Mapping
Total credit hours 4.00 Course length 4 weeks
CGA 354
Compositing and Scene Finishing I
The Compositing and Scene Finishing I Course broadens 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 come to better understand the core principles of proper compositing and finishing practices. Students are introduced to the fundamentals of Node-based compositing systems and 3D Camera tracking tools accompanied with common rendering methods utilized in current postproduction pipelines.
Course Outline
Node-based Compositing Rendering Methods and Practices Color Theory and Practice Proper Integration Techniques 3D Camera Tracking (Matchmoving)
Total credit hours 3.00 Course length 4 weeks
CGA 355
Compositing and Scene Finishing II
The Compositing and Scene Finishing II Course advances the compositing and integration concepts discussed in the prior months’ courses. Students focus on advanced integration techniques while adding the use of a 3D compositing environment to their production workflow. This course also introduces rendering techniques used to properly composite both render layers and render buffers derived from professional 3D software.
Course Outline
Node-based Compositing Rendering Methods and Practices Color Theory and Practice Proper Integration Techniques 3D Camera Tracking (Matchmoving)
Total credit hours 4.00 Course length 4 weeks
CGA 131
Fundamentals of Animation
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.
Course Outline
Keyframe Animation Hierarchical Animation
Motion Timing and Analysis Camera and Light Positional Animation Dope Sheet and Action Graphs Animation Rendering
Total credit hours 3.00 Course length 4 weeks
17
Program Core
CGA 101
Fundamentals of Art I
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.
Course Outline
Object Observation Color Theory Textures and Lighting Composition and Space
Total credit hours 3.00 Course length 4 weeks
CGA 102
Fundamentals of Art II
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.
Course Outline
Life Drawing Character Development Animal and Environment Observation Sculpting
Total credit hours 3.00 Course length 4 weeks
CGA 112
Methods of Design
The Methods 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
Critical Thinking Narrative and Non-narrative Elements and Principles of 3D Architecture and Scenery Aspects and Elements of Time Character Design and Development
Total credit hours 4.00 Course length 4 weeks
DIG 1302
Model Creation
†The Model Creation Course is the first of three fundamental courses that teach computer modeling, and rendering. The philosophy of the course dictates that good curves make good surfaces, and modeling strategies start with an object’s profile curves. Students are introduced to the tools used in each step of creating a computer model. By learning the capabilities of each tool and the interaction between tools, students develop techniques and strategies for efficiently creating virtual models.
Course Outline
Surface Creation Methods Surface Continuity Building Strategies Trimming and Blending 3D Modeling Basics Modeling Optimization Curves and Surfaces
Total credit hours 4.00 Course length 4 weeks
CGA 482
Portfolio Assembly
The Portfolio Assembly 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.
Course Outline
Content Review and Assembly Demo Reel Review
Audio Assembly Package Presentation Development Demo Reel Output
Total credit hours 4.00 Course length 4 weeks
CGA 471
Portfolio Content Creation I
The Portfolio Content Creation I Course helps students 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 the concept of 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. Course Outline
Motion Data Shoot Skeleton Retargeting Data Tracking Application and Simulation
Total credit hours 4.00 Course length 4 weeks
Course Descriptions
Program Core
CGA 472
Portfolio Content Creation II
In the Portfolio Content Creation II Course, students continue developing asset completion to deadline based on preproduction developed in Animation Preproduction. The students will incorporate knowledge developed from Portfolio Content Creation I to improve their artistic sensibilities, workflow, skills sets, technical knowledge, and personal time management. Students continue working with the in lab art directors and critique process to develop photorealistic content. Course Outline
Object Observation Lighting and Shadows Sculpting Life Drawing Colors and Textures Character Development
Total credit hours 3.00 Course length 4 weeks
CGA 473
Portfolio Content Creation III
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 meet their final four-week production deadline. In this course, students work at optimal speed and precision, having a strong understanding of artistic appeal, time management, asset creation, and professional behavior preparing them for the methods, environments, and conditions experienced in the production arena.
Course Outline
Object Observation Lighting and Shadows Sculpting Life Drawing Colors and Textures Character Development
Total credit hours 3.00 Course length 4 weeks
CGA 361
Portfolio Preproduction
The Portfolio 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. Course Outline
Art Direction Storyboards Set Design Animatics Character Design
Total credit hours 4.00 Course length 4 weeks
CGA 352
Production Modeling
The Production Modeling Course develops students’ understanding of model development as it applies to production in the animation industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry 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
Advanced Modeling Techniques Anatomical Modeling Production Modeling Surface Flow Geometry Parameterization
Total credit hours 4.00 Course length 4 weeks
CAB 101, 102, 203
Project Management and Assessment I, II, III
The Project Management and Assessment Courses are concurrent courses taken alongside core curriculum in order to assist students with the development, management, and assessment of program projects. The courses provide an opportunity for students to apply analysis skills, create strategic plans, and foster professional workflow practices.
Course Outline
Project Development and Analysis Create/Evaluate Project Plan Project Management and Assessment Professional Workflow Practices
Total credit hours 1.00 each Course length 4 weeks
GRA 1161
Shading and Lighting
†The Shading and Lighting Course investigates the look, shading, and atmosphere that bring scenes to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects that parallel the real world. This course builds on the concepts established in the Fundamentals of Art Course, including light and shadow observation techniques. Course Outline
Textures and Shaders Highlights and Shadows Image Manipulation Rendering and Raytracing Reflection and Refraction Optimization
Lighting Strategies
Total credit hours 4.00 Course length 4 weeks
Program Core
General Education
CGA 366
Visual Development
The Visual Development Course provides students with continued knowledge of texture painting, lighting and rendering, and effects. Students will continue to develop texturing skills reviewing real-world visual reference, and study of lighting as it applies to mood and rendering.
Course Outline
UV Editor and Painting Techniques Generating Mood using light Observational surface studies Enhancement of digital content
Total credit hours 4.00 Course length 4 weeks
ART 2006
Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
Course Outline
Ancient Art Modern Art Medieval and Renaissance Art Post-modern Art
Total credit hours 4.00 Course length 4 weeks
MGF 1213
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
Review of Basic Arithmetic Graphing Operations with the Real
Number System
Proportions, Formulas, and Word Problems
Measurement and Number Systems Introductory Statistics and Probability Exponents & Radical Expressions Business Applications and
Mathematical Models Linear Equations & Inequalities
Total credit hours 4.00 Course length 4 weeks
ENC 1101
English Composition I
†The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Course Outline
Invention and Drafting Essay Structure Revising and Editing Audience Awareness Grammar
Total credit hours 4.00 Course length 4 weeks
PPE 2110
Ethics and Psychology
†This Ethics and Psychology Course is designed to give students an opportunity to discover the many facets of their psychological identity. Students will focus on how a personal values system is developed, and how it serves as the foundation for the decisions an individual will make in his or her lifetime. Students will also explore human interaction and behavioral styles, as well as how to develop positive, productive relationships. Additionally, students will examine the psychological issues individuals deal with in their daily lives, such as stress, gender inclusion, and how to process information.
Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and
Free Will
Cognitive Psychology and Personal Beliefs Systems
Gender Issues in Entertainment Media and Marketing
Final Group Presentations
Total credit hours 4.00 Course length 4 weeks
Course Descriptions
General Education
PHY 1000
Fundamentals of Physics
†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 Electromagnetic Spectrum Motion Survey of Light
Energy and Mechanics Physical Theories and Formulae Electricity and Magnetism
Total credit hours 4.00 Course length 4 weeks
MTG 1205
Geometry and Measurement
†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.
Course Outline
A Brief History of Geometry Circles
Inductive and Deductive Reasoning Areas of Polygons and Circles Foundations of Geometry Solid Geometry
Triangles Analytic Geometry Parallel Lines and Polygons Trigonometry Quadrilaterals Polar Coordinates Similar Triangles and the Pythagorean
Theorem
Total credit hours 4.00 Course length 4 weeks
SPC 2140
Interpersonal Communication
The Interpersonal Communications Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students’ ability to analyze and evaluate information.
Course Outline
Assessment and Evaluation Writing Résumés and Other Documents Research and Planning Networking and Interviewing
Total credit hours 4.00 Course length 4 weeks
SPC 1606
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
Impromptu Speeches Speech Outlines Researching for Speech Manuscripts Audience Surveys Creation and Delivery of
Persuasive Speeches
Evaluation of Speaking Effectiveness Creation and Delivery of Expository
and Demonstrative Speeches
Total credit hours 4.00 Course length 4 weeks
Areas of Focus
Fine Arts
Modeling
Animation
Effects
Final Project/
Demo Reel
Cre-ation
Areas of Focus
Creative Writing
Bachelor of Fine Arts Degree Program
for Entertainment
Full Sail’s Creative Writing for Entertainment
Bachelor of Fine Arts degree program
immerses students in the skills they’ll need
to become those professionals. Following the
evolution of a story from the brainstorming
process to its implementation across a
variety of media platforms, students will not
only learn how to write compelling content
for fi lm, television, websites, video games,
and social media, but also how to market
themselves and their work within
the industry.
Whether it’s a fi lm with a plot that keeps you
on the edge of your seat, a television show
with a cast of characters that have a special
place in our hearts, or a video game with
such a compelling concept that it’s almost
impossible to put the controller down, the
best entertainment always has a great story
at its core.
As we continue to experience entertainment
in an ever-growing number of ways,
those professionals who can marry words
and visuals to tell a compelling story
across multiple platforms have become
increasingly sought after within the
entertainment industry.
Storytelling
Research
Marketing/
Pitching
22Areas of Focus
Areas of Focus
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
BRAINSTORMING
storyboards
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
BRAINSTORMING
storyboards
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
Storytelling
While there are many different ways to tell a story,
the fundamental concepts behind good storytelling
are consistent. Through a series of writing workshops
and exercises, you’ll refi ne the way in which you
brainstorm ideas and translate your thoughts into
effective stories. You’ll learn how to communicate
moods, emotions, ideas, sounds, and scenery
through visual props, as well as through the use of
storyboarding software, as you examine different
authorial choices and literary techniques and devices.
You’ll also learn about the characteristics of a good
story and explore how these elements play across
formats such as television, fi lm, video games,
and more.
23
Areas of Focus
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
SKILL
development
NETWORKING
B U S I N E S S
THEORY
LEADERSHIP
N E G O T I AT I N G
skills
guest
S P E A K E R S
entertainment
INDUSTRY
careers
artist
PERSPECTIVE
EXECUTIVE
DIGITAL
storyboarding
DEVELOPMENT
professional
keynote
MULTIMEDIA
presentations
marketing
DISTRIBUTION
ENTERTAINMENT BUSINESS MS
ADVANCED BUSINESS
TRAINING
ENTERTAINMENT
FOCUS
CAPSTONE PROJECTS
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
CREATIVE
WRITING
STORYTELLING
RESEARCH
MARKETING/PITCHING
Research
There’s no better way to develop the tools you need
to craft a story or written concept than by learning
from the work of the great storytellers of the past.
As a student in the Creative Writing degree