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(1)

2012 Catalog

Online Programs

09/2012

(2)

{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

(3)

{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 Hours

258

INTERNET MARKETING

Graduate Certificate

Introduction & Areas of Focus

261

Course Descriptions & Credit Hours

262

INTERNSHIP

264

DEGREE PROGRAMS ON CAMPUS

265

DEGREE PROGRAMS (Cont.)

(4)

{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

(5)

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

(6)

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

(7)

Graduate credit on

Nirvana’s

Nevermind

#1 Album (Billboard 200) 1991 1979 Founded in Dayton, Ohio

Our

History

SOME HIGHLIGHTS

1980 Moved to Orlando, Florida 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

Graduate credit on

Michael Jackson’s

Bad

8 million copies sold

1987 Graduate credit on

LL Cool J

Mama Said Knock You Out

#1 Billboard Rap Single

1990

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 on

Braveheart

OSCAR® Winner for “Best Picture”

1995

Graduate credit on

PIXAR’S

Toy Story

#1 Box Offi ce Film - OSCAR® Nominated

1995

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

7
(8)

2012

TODAY

2005

“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 Directs

2,3,4

#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 2009

Full 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 Animated

Feature 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

(9)

Degree

Programs

9

(10)

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

(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

PARTICLE

EFFECTS

ACTIONS

realistic

MOVEMENT

REEL

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

character

M O D E L I N G

texturing

SPECIAL

e f f e c t s

EFFECTS &

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

(12)

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

(13)

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

CAMERAeffects

dynamics

PARTICLE

EFFECTS ACTIONS

realistic

MOVEMENT REEL PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

PROFESSIONAL

demo

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

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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.

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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

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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

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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

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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

(19)

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

(20)

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

(21)

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

(22)

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

22
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Areas 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.

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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

program, you’ll research

References

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