DEGREE PROGRAM OVERVIEW
The New York Film Academy (NYFA) Bachelor of Fine Arts (BFA) in Game Design is a 9-semester conservatory-based, full-time study undergraduate program. The curriculum is designed to give gifted and energetic prospective video game designers and storytellers all the tools they need to succeed in their chosen sector of the video game industry. The New York Film Academy Bachelor of Fine Arts in Game Design provides a creative setting with which to challenge, inspire, and perfect the talents of its student body.DEGREE PROGRAM OBJECTIVES:
The educational objectives in the Bachelor of Fine Arts in Game Design are to give students an introductory education in the art and craft of professional game writing and design, and to instruct students through a strict regimen consisting of lectures, seminars, and total immersion workshops to excel in the creative art of game writing & design.Overall, the first 6 semesters concentrate on building a baseline foundation in the art, technology, design, storytelling, and business of video games. The focus of the final three semesters is to build on that foundation and produce all the materials, both written and verbal, that the student will require to not only break into the video game industry, but stand out from the competition as someone who is a master designer and storyteller for interactive media. For liberal arts and sciences, students complete the majority of the required Foundation Studies in the first 2 years. Courses taught in the area of foundation studies focus on communications, analysis and deductive reasoning. Students practice critical thinking, scholarly research, writing and reading. These courses build a foundation for more specialized subjects requiring advanced written and oral communication skills in later semesters. Coursework in Physical and Mental Wellness provides focus on the theory and practice of lifelong wellness in a stressful workplace.
YEAR ONE
During the 1st semester, students are introduced to the concept of game design by experiencing he evolution of games. Students start with centuries-old board and card games, then through paper and dice games (like Dungeons and Dragons), to early digital games, to the current crop of highly-advanced, 3-D graphics, deep, immerse story-driven games. Students begin designing games from the very beginning, as they are asked to "mod" (a game design semester meaning modify a game from it's original intent) the games they are playing into something that expresses their own creative voice. They are given a foundational understanding of the business of video games, which will create a baseline language for discussion and interaction throughout the three-year program. Finally, students have their first video game analysis class, which is intended to create a baseline of game genre knowledge and semesterinology that will aid discussion and interaction through the three years program.In the 2nd semester, students continue game "mods", and other game deconstructions, as a tool for deepening their understanding of game design. They also begin work on their first original video game concept. These ideas are shared and workshopped in class. Students have their first animation class, which is intended to give our future designers and writers a taste of what goes into the 3-D animation process found in video games. In the "real world", game designers and writers must collaborate with animators, but oftentimes that collaboration is hobbled by a lack of understanding on the designers' and writers' part of the challenges of 3-D animation.
The 3rd semester continues the original game development work started in the 2nd semester, and adds to it the first class in interactive writing. Starting with Aristotle's Poetics, and traveling through history to Tom Stoppard's perfection of postmodern narrative in Arcadia, students are exposed to a variety of storytelling forms and theories. Once a foundation in narrative theory is established, students are then introduced to the tools, theory, and craft of storytelling in an interactive medium. Video game analysis returns, and with a foundation now established in design, animation and storytelling, the students are able to take a more advanced look at what makes a video game succeed, and what makes it fail. The first of three summer lecture series occurs in semester 3, where A-list guests from the video game and ancillary entertainment world talk to the students in a faculty-moderated environment. After the lecture, a recitation section moderated by faculty members helps the students digest the information from the lecture, and learn how to apply it to their education and future career. Finally, the 3rd semester also includes a History of Video Games class, for only in understanding where games came from, can students truly know where games are going.
YEAR-ONE EXPECTED LEARNING OUTCOMES:
Skills learned as a result of successful completion of this year include:- Understand, through analysis, the key elements that make up specific video game genres (Role Playing Game, First Person Shooter, Platformer, Sports, Massively Multi-Player Online, etc.), and how they are employed effectively to create a successful game.
- Understand, through study, the history of the video game industry, and how that history influences the development and production of today's video games.
- Master, through study, guest lectures, and practical application, the theories of game design; how to make a game fun; how to make a game entertaining; how to engage and immerse the player in a gameplay experience.
- Master, through study, analysis and practical application, the theories of interactive storytelling; how to enhance a player's engagement in the gameplay experience by crafting a compelling, entertaining story; how to craft a character arc for a player character; how to maintain a narrative structure in a medium that encourages the consumer to choose which direction the story takes.
YEAR TWO
The 4th semester of the NYFA BFA in Game Design focuses on the core educational components of our program – design and writing. With one Game Design Document under their belt, and a foundational understanding of video game story craft, students are now challenged to push the boundaries of their creativity in designing what they believe to be the next generation of video games. At the same time, they are given their first introduction to game technology, which helps inform what is possible today in video games, and what will be possible in the future. This understanding of game technology is essential. Just as with the designers' and writers' interaction with artists, a lack of understanding of the challenges of programming video games oftentimes causes disastrous collaborations between "creatives" and "programmers". Non-core classes in Natural Sciences and Math, allow students to expand upon the base of study completed in the 2nd semester. These courses emphasize research, and the analysis and synthesis of diverse sources of information.In the 5th semester, development continues on the students' "next gen" video game concepts. At the same time, they are introduced to the most underappreciated aspect of video game development – producing. Just as in film, a good video game producer keeps a project running on time and under budget. Understanding the art of producing a video game will help students work well with the producers who will be overseeing their work once they are in the "real world". Research is emphasized this semester through advanced liberal arts and sciences topics. The study of the Humanities is intended to develop skills to interpret and understand the human condition and of the values inherent in it. Social and Behavioral Science courses develop students' understanding of the diverse personal, interpersonal, and societal forces that shape people's lives and teach them how to approach these subjects through the concepts, principles, and methods of scientific inquiry. The 4th semester Natural Science course requires the student to acquire scientific factual information, to use scientific methodology and to develop an appreciation of the natural world. These diverse topics are intended to inspire the student explore divergent story ideas.
The goal of semester 6 is to complete the "next gen" game design document, and pitch game ideas for the final year of school. Half-semester Business of Video Game and Video Game Analysis classes will hone the students' concepts through the art of pitching and by comparing and contrasting their ideas to other video games. The summer lecture series returns, giving students viewpoints from all angles of the video game industry.
YEAR-TWO EXPECTED LEARNING OUTCOMES:
Skills learned as a result of successful completion of this year include:- Understand the process of creating art assets and animation for video games, and how that process informs, alters and co-exists with the design and writing aspects of game development.
- Understand the technology involved in creating games.
- Understand the process of programming video games on all platforms – PC, console, portable, internet, iPhone and iPad – and how that process dictates what can and cannot be achieved from a design and writing point of view.
- Understand, through frequent Senior Faculty Review Meetings, the concepts of milestones, weekly development updates, and other notes-driven and/or schedule-oriented aspects of video game development.
YEAR THREE
The final 3 semesters develop the student into an employable member of the video game industry by creating a portfolio of written work and game design documents, a playable prototype of a video game they designed, and hands-on experience at a game company by way of internships.Semester 7 offers Advanced Game Design and Narrative Design workshops, where thesis materials are generated and presented to the class and faculty for review and advice. Introduction to game programming is part one of a two-semester sequence that gives these non-programming students rudimentary skills that will allow them to create the playable prototype of their game. A storyboarding class, shared with the animation department, gives students another option for presenting their game by way of a nearly-interactive narrative storyboard of their game.
The 8th semester continues the design and narrative development of semester 7, and adds to it an intensive iPad Technology Workshop, where students build on the programming work of semester seven and gain the ability to program simple applications for the iPad. Apple's iPad is a fantastic showcase for new game ideas, and this class' goal is to provide students the information they need to successfully adapt a portion of their idea into an interactive iPad experience.
The final semester of the NYFA BFA in Game Design is focused on completing the Senior Thesis Project, which includes a Game Design Document, written story materials, and the interactive "proof-of-concept" of the students' game idea. A final Business of Video Games class teaches the students job hunting and interview techniques, and workshops a pitch of their game concept. This is also the semester where students are required to complete an internship, which oftentimes can lead to employment at a game developer.
YEAR-THREE EXPECTED LEARNING OUTCOMES:
Skills learned as a result of successful completion of this year include:- Master the art of writing a 20-30 page Game Design Document, the underlying creative blueprint of every video game.
- Master, through frequent collaboration with peers in the Game Design and other NYFA programs, the ability to work collaboratively in a high-pressure creative environment.
- Receive professional training in the game industry by way of a required internship at a game publisher, developer or talent agency.
- Understand, through lectures, in-class exercises, and special guests, the composition of the video game industry, the functions of the various companies, the functions of the various employees within those companies, and how games go from "blue sky" idea to finished product.
SEMESTER ONE COURSE DESCRIPTIONS
Game Design Workshop IA survey of game design. Traditional games, console, PCs, online, mobile and beyond: an overview of game design and development. Answers the constant questions: “How do you make games? Whoʼs responsible for what?” A look at workflow, company structuring, console, MMO, mobile and emerging platforms. Also a review of the ever-increasing dialogue and cross-platforming between major games, studio films, comics and graphic novels. The most cutting-edge tools are reviewed: a special look at emerging game technology, the loss of the controller/ joystick, location-based and physical games, infrared, brush table, filament glove, sensor, hands-only, and even neurologically controlled games. RUSE, ASSASIN'S CREED, PANDEMIC and other case studies. Includes pitching, roleplaying as writers, designers, partners, publishers, studio execs, film execs, and much more.
The Business of Video Games I
This course gives students a “lay of the land” look at the modern day video game industry, and prepares them to navigate the business of video games after graduation. Even more so than Hollywood, the video game industry is a collaborative beast. No matter what your specific job is at a video game company, everyone is expected to take part in the creative development of the game. This class introduces students to the myriad of players who help bring a game to life: creative director, project manager, gameplay designer, writer, character designer, environment artist, tools programmer, animation artist, game engine engineer, publicity and advertising, etc. Special topics such as the film - video game connection and “how to take a successful meeting” are also covered.
Video Game Analysis I
As its name implies, the focus of this course is the study and deconstruction of video games. Each week focuses on one game, ranging from early titles like PONG to the biggest hit games of the past few years. The game is played in class, with the instructor leading a discussion about what works and what doesn’t work. Every game genre is deconstructed: first person shooter, role playing game, massively multiplayer online game, etc. Video game franchises like Super Mario Brothers and Grand Theft Auto are also discussed, with special attention paid to franchises that exist in multiple mediums (Chronicles of Riddick, Lara Croft, etc.) The goal of this course is to give students a core understanding of what makes interactive electronic games entertaining and compelling by forcing them to deconstruct every element of the gameplay experience. This is a two-semester course.
SEMESTER TWO COURSE DESCRIPTIONS
Animation IThis course is a lecture exploring animation techniques, materials and concepts while addressing historical and contemporary issues as they pertain to animation production. Emphasis will be upon principles that support character development and animation that show cause and effect. Students will apply these principles to create animations that reflect movement and character appropriate for different uses and environments.
Game Design Workshop II
A survey of game design. Traditional games, console, PCs, online, mobile and beyond: an overview of game design and development. Answers the constant questions: “How do you make games? Whoʼs responsible for what?” A look at workflow, company structuring, console, MMO, mobile and emerging platforms. Also a review of the ever-increasing dialogue and cross-platforming between major games, studio films, comics and graphic novels. The most cutting-edge tools are reviewed: a special look at emerging game technology, the loss of the controller/ joystick, location-based and physical games, infrared, brush table, filament glove, sensor, hands-only, and even neurologically controlled games. RUSE, ASSASIN'S CREED, PANDEMIC and other case studies. Includes pitching, roleplaying as writers, designers, partners, publishers, studio execs, film execs, and much more.
SEMESTER THREE COURSE DESCRIPTIONS
Game Design Workshop IIIA survey of game design. Traditional games, console, PCs, online, mobile and beyond: an overview of game design and development. Answers the constant questions: “How do you make games? Whoʼs responsible for what?” A look at workflow, company structuring, console, MMO, mobile and emerging platforms. Also a review of the ever-increasing dialogue and cross-platforming between major games, studio films, comics and graphic novels. The most cutting-edge tools are reviewed: a special look at emerging game technology, the loss of the controller/ joystick, location-based and physical games, infrared, brush table, filament glove, sensor, hands-only, and even neurologically controlled games. RUSE, ASSASIN'S CREED, PANDEMIC and other case studies. Includes pitching, roleplaying as writers, designers, partners, publishers, studio execs, film execs, and much more.
History of Video Games
Although the medium of video games is only 40 years old, it has, nonetheless, a rich history that heavily influences everything that happens in the industry today. An understanding of the history of video games is essential to the would-be game industry employees of the future, not only because of the fact that it serves as a common foundation for everyone who works in the industry, but also because it is only by understanding the mistakes and successes of the past that future game developers can create the next great games of tomorrow.
Interactive Writing Workshop
This course will examine the critical elements that make strong concepts and how they can be shaped to create the foundations of great games. Students will design, story, game play, physical environment (world, gameplay spaces), and other key elements. Guest speakers will include veteran game designers, writers and graphic designers.
Video game Analysis II
This is the second semester of game analysis class. As with last semester, each week focuses on one game, ranging from early titles like PONG to the biggest hit games of the past few years. The game is played in class, with the instructor leading a discussion about what works and what doesn’t work. Every game genre is deconstructed: first person shooter, role playing game, massively multiplayer online game, etc. Video game franchises like Super Mario Brothers and Grand Theft Auto are also discussed, with special attention paid to franchises that exist in multiple mediums (Chronicles of Riddick, Lara Croft, etc.) The goal of this course is to give students a core understanding of what makes interactive electronic games entertaining and compelling by forcing them to deconstruct every element of the gameplay experience.
SEMESTER FOUR COURSE DESCRIPTIONS
Insemesterediate Game Design Workshop IWhile the first three semesters of Game Design Workshop are intended to give students a firm foundation in the basics of how a game is designed, the next three semesters – comprised of Insemesterediate Game Design Workshop I, II and III – takes a deeper look at more advanced topics in game design. Students work is expected to exceed in quality and demonstrable knowledge the work they completed at the end of Game Design Workshop III. These next three semesters represent the midway point of the BFA degree. While students work is expected to be of a higher quality than the first three semesters, students should still feel free to experiment with new techniques and concepts that they have not yet mastered.
Interactive Writing Workshop II
This course will examine the critical elements that make strong concepts and how they can be shaped to create the foundations of great games. Students will design, story, game play, physical environment (world, gameplay spaces), and other key elements. Guest speakers will include veteran game designers, writers and graphic designers. This class picks up on the work began in Semester 3.
Introduction to Game Technology
This class is a survey of state-of-the-art game, app and transmedia technology on all major platforms -- PC, console, iPhone, iPad, Droid, and others. The course will be divided into units that cover: game interface; human-computer interaction; controllers; the current push for “no controllers”; locations-based games; the user as controller; brush table, microfilament glove, infrared sensor, and GPS technology on: single-player, multiple player, online, mobile games, augmented reality, locative media, real world games, and much more. Students who take this will have enough information to be conversational about technical aspects of games.
SEMESTER FIVE COURSE DESCRIPTIONS
Insemesterediate Game Design Workshop IIWhile the first three semesters of Game Design Workshop are intended to give students a firm foundation in the basics of how a game is designed, the next three semesters – comprised of Insemesterediate Game Design Workshop 1, 2 and 3 – takes a deeper look at more advanced topics in game design. Students work is expected to exceed in quality and demonstrable knowledge the work they completed at the end of Game Design Workshop 3. These next three semesters represent the midway point of the BFA degree. While students work is expected to be of a higher quality than the first three semesters, students should still feel free to experiment with new techniques and concepts that they have not yet mastered.
Introduction to Game Producing
New Media Producers have been the backbone of the industry for thirty years. In the past decade game producers have gained huge strides in remuneration and creative input. From core creatives to business partners to project managers, game producing requires coordination, management, diplomacy, passion, stamina, and an overview of all game departments to ensure they run smoothly. Producers often take heat from all sides when deadlines approach, so running interference is another critical skill. The upside? Control, possible partnership, points on the back end. Writers, artists and programmers often take on a producer role by default, especially on smaller projects. The mechanics of this essential role.
SEMESTER SIX COURSE DESCRIPTIONS
Insemesterediate Game Design Workshop IIIWhile the first three semesters of Game Design Workshop are intended to give students a firm foundation in the basics of how a game is designed, the next three semesters – comprised of Insemesterediate Game Design Workshop 1, 2 and 3 – takes a deeper look at more advanced topics in game design. Students work is expected to exceed in quality and demonstrable knowledge the work they completed at the end of Game Design Workshop 3. These next three semesters represent the midway point of the BFA degree. While students work is expected to be of a higher quality than the first three semesters, students should still feel free to experiment with new techniques and concepts that they have not yet mastered.
Business of Video Games II
This class will build on the foundation of "Business of Game Design 1." It is a state-of-the art look at console, PC, online, mobile apps, social media games, interactivity, film and TV-related game projects, and transmedia: an overview of game design and development. A look at workflow, company structuring, console, MMO, mobile and emerging platforms. Also a review of the ever-increasing dialogue and cross-platforming between major games, studio films, comics and graphic novels. The most cutting-edge tools are reviewed: a special look at emerging game technology, the loss of the controller/ joystick, location-based and physical games, infrared, brush table, filament glove, sensor, hands-only, and even neurologically controlled games. We will review blockbusters such as GOD OF WAR, ASSASIN'S CREED and TOMB RAIDER, along with non-narrative successful titles such as ENDLESS OCEAN, Wii Tennis, social games, and emerging platforms. Includes pitching, roleplaying, and much more.
Video Game Analysis III
This eight week class puts the students in control of the curriculum. By now, more than halfway through the BFA program, students know what type of games they are interested in designing when they launch their careers. Therefore, a class vote will be held to decide which games will be analyzed in class. As in the other two semesters if this class, games are played in class, with the instructor – and this time, the students who nominated the specific game – leading a discussion about what works and what doesn’t work. The continuing goal of this course is to give students a core understanding of what makes interactive electronic games entertaining and compelling by forcing them to deconstruct every element of the gameplay experience
SEMESTER SEVEN COURSE DESCRIPTIONS
StoryboardingThis course helps students increase their knowledge of storyboarding and how it applies to the advertising, animation and motion picture fields. Students break down ideas and scenes sequentially to promote visual storytelling.
Advanced Game Design Workshop I
During the prior six semesters of basic and insemesterediate Game Design Workshop, students built a firm foundation in the art and craft of game design, and then flexed their creative muscles, experimenting with new techniques and finding their unique voices as game designers. Now in Advanced Game Design Workshop 1, 2 and 3, students are challenged to create a final project that will serve as their calling card to the video game industry. Students are encouraged to think of this project, not as schoolwork, but as their first professional game project as the newest members of this dynamic industry. This is the project that will launch their career, and, as such, students are expected to go above and beyond the call of duty with respect to every element of this game.
Advanced Interactive Writing Workshop I
Over the course of the next two semesters, Advanced Interactive Writing Workshop will support the students’ narrative development of their final project. Having already had two semesters of narrative design education, students will now be at an advanced level to design a professional interactive story. Focus will continue on executing effective narrative GDDs and game scripts in a timely fashion for a studio/publisher/rep. The class will also look at gaining representation and / or development funds from a publisher, to actually shipping and publishing. Veteran Game Writers and Designers and reps will speak. Students will function in a creative team environment to deeply refine their storylines, character bios, arcs, and world guides. More than a concept lab, students will be pushed further to see and present themselves as professionals. As we are in the most rapidly evolving narrative form in history, we will constantly be reviewing, adjusting, and refining our ideas with a direct focus to take them to market. Awareness of the modes and formats of game narrative, from controllers to sensors to platforms, will influence the games we make.
Introduction to Game Programming
This class is an overview of programming for all platforms -- PC, console, iPhone, iPad, and others. All students who take this will have enough information to be conversational about programming aspects of games. While they will gain an overview of multiple software platforms from low-level to complex/core games, the only platform they will need to know how to program for is for the iPad.
SEMESTER EIGHT COURSE DESCRIPTIONS
Advanced Game Design Workshop IIDuring the prior six semesters of basic and insemesterediate Game Design Workshop, students built a firm foundation in the art and craft of game design, and then flexed their creative muscles, experimenting with new techniques and finding their unique voices as game designers. Now in Advanced Game Design Workshop I, II and III, students are challenged to create a final project that will serve as their calling card to the video game industry. Students are encouraged to think of this project, not as schoolwork, but as their first professional game project as the newest members of this dynamic industry. This is the project that will launch their career, and, as such, students are expected to go above and beyond the call of duty with respect to every element of this game.
Advanced Interactive Writing Workshop II
During the prior six semesters of basic and insemesterediate Game Design Workshop, students built a firm foundation in the art and craft of game design, and then flexed their creative muscles, experimenting with new techniques and finding their unique voices as game designers. Now in Advanced Game Design Workshop I, II and III, students are challenged to create a final project that will serve as their calling card to the video game industry. Students are encouraged to think of this project, not as schoolwork, but as their first professional game project as the newest members of this dynamic industry. This is the project that will launch their career, and, as such, students are expected to go above and beyond the call of duty with respect to every element of this game.
iPad Programming Workshop
This class is an intensive lab that will build on what students have learned in Intro to Game Programming for the programming for iPhone, iPad, and others. Students will either continue a project they began in Intro to Game Programming or begin a new project at an accelerated pace based on what they learned in foundation courses. All students who take this will have enough information to be conversational about programming aspects of games and apps on iPad and iPhone, currently the only open and free game / app publication platform. The focus will be on iOS DSK 4 and its iterations on Mac. Any other relevant basic game or app software on other platforms (ie 3D modeling programs, C-, Unity, CocoSD, Eclipse/Java for Droid) may be referenced.
SEMESTER NINE COURSE DESCRIPTIONS
The Business of Video Games IIIAn in-depth look at creating, publishing and/or shipping games, from the simplest apps to massive titles. Students will be exposed to: a state-of-the art look at console, PC, online, mobile apps, social media games, interactivity, film and TV-related game projects, and transmedia: an overview of game design and development. Addresses the question: "I have a specific game I want to create and ship/publish. How do I do that?" A look at workflow, company structuring, console, MMO, mobile and emerging platforms. A focus on marketing strategies. Also a review of the ever-increasing dialogue and cross-platforming between major games, studio films, comics, graphic novels and web content. All scales of games will be considered. Includes a survey of emerging game technology, the loss of the controller/ joystick, location-based and physical games, infrared, brush table, filament glove, sensor, hands-only, and other games. We will review blockbuster titles, social games, and emerging platforms. Students may work on their projects outside of class time in the NYFA labs as well. Includes pitching, role playing as writers, designers, partners, publishers, studio execs, reps, agencies, managers, film execs, finance partners, press, fans, and much more.
liberal arts and sciences
Students in the BFA program will find that a strong foundation in liberal arts and sciences will be invaluable to their development as creative artists. The seqence begins with foundation courses in the first year upon which more advanced acdemic work builds in following two years. Courses in the Arts and Humanities, Social and Natural Sciences will emphasize critical thinking and college-level writing skills, research, and the sythesis and analysis of diverse sources of information. The selection of courses in liberal arts and sciences are designed to inform and support the BFA candidate’s interest in filmmaking and the arts.FOUNDATION STUDIES
OVERVIEWCourses taught in the area of basic studies focus on communications, analysis and deductive reasoning. Students practice critical thinking, analysis, scholarly research, writing and reading. These courses build a foundation for more specialized subjects requiring advanced written and oral communication skills. The skills mastered will prepare students for the advanced course work of constructing an authentic voice in their production projects. Coursework in Physical and Mental Wellness provides focus on the theory and practice of life long wellness.
English Composition and Literature
This course will introduce students to the careful reading of texts and familiarize them with the idea of literature as part of history and culture. Readings will include a selection of lyric poems, short fiction, and critical essays. Structured writing assignments develop written language skills and while fostering sophisticated analytical thinking abilities.
Public Speaking
This course covers the theory and practice of public speaking. Building on ancient rhetorical canons while recognizing unique challenges of contemporary public speaking, the course guides students through topic selection, organization, language, and delivery. Working independently and with peer groups, students will be actively involved in every step of the process of public speaking preparation and execution. Assignments include formal speeches (to inform, to persuade, and to pay tribute), brief extemporaneous speeches, speech analyses, story pitch.
Critical Thinking
This course explores the process of thinking critically and guides students in thinking more clearly, insightfully and effectively. Concrete examples from students' experience and contemporary issues help students develop the abilities to solve problems, analyze issues, and make informed decisions in their academic, career and personal lives. Substantive readings, structured writing assignments and ongoing discussions help students develop language skills while fostering sophisticated analytical thinking abilities.
Introduction to Computing
Lectures and hands-on assignments cover a wide variety of topics such as hardware organization, the Internet, computer programming, limits of computing, the research process and graphics usage. Students are introduced to software used in the business of filmmaking.
Physical and Mental Wellness
Course covers a variety of physical and mental wellness topics such as diet, exercise, stress management, mental health, team building, alcohol consumption and drug use, sexual health awareness, and safety education. Student is also introduced to safe practices in physical exercise and stunt work used in the business of film making.
Drawing
This course covers the necessary tools, materials and techniques to communicate ideas visually. Lectures and assignments demonstrate the basics of how our brains interpret form via value changes. The rendering examples demonstrate the use of pencil, chalk and marker. Students practice practical applications of technique to render value changes, form, and shadows to communicate lighting strategies. Further study leads to the visual development of a storyboard and how this tool aids the filmmaking process.
Choose ONE Math:
AlgebraThis course provides a solid foundation in algebra, geometry and trigonometry for students who have moderate to no previous experience, as well as to help students succeed with science courses that require an understanding of mathematic fundamentals. The concepts examined in this course will include a review of mathematical principles, equations and graphing, practical mathematical applications and mathematical thinking.
Mathematics of Film
For students with a background in Algebra, this course explores the practical application of math as it applies to filmmaking. Lighting, Cinematography, and other specializations within the film business rely on precise calculations and formulas to achieve desired artistic results.
ARTS & HUMANITIES
OVERVIEWThrough courses in the arts, students are introduced to aesthetic values and their relationship to a cultural language. This study will develop an expanded artistic vocabulary and appreciation for arts-related skills. Coursework guides students to become conversant with the terminology, techniques, attitudes, ideas, and skills that the arts comprise so as to understand how humankind relates to the arts.
The study of the Humanities is intended to develop skills to interpret and understand the human condition and of the values inherent in it. This interpretive understanding should evolve into the development of insights and a critical evaluation of the meaning of life, in its everyday details as well as in its historical and universal dimensions.
Together, these fields are intended to provide the tools for students to utilize a visual language in their films and add depth to projects illustrating the human condition.
Choose TWO of the following:
Philosophy of Logic vs. RhetoricComparison of Logic to Rhetoric. Logic allows us to differentiate good from bad arguments. The approach is two-sided: (1) the analysis and classification of fallacies and (2) the analysis as well as the construction of valid arguments. Rhetoric is a theoretical and practical introduction to the art of written persuasion. Emphasis on persuasive techniques and their ethical consequences.
Comparative Literature
An introduction to the elements of fiction, from the short story to novel, from a selection of linguistic, cultural and national groups. Course will also explore the comparative relationship between different types of art to literature.
Cultural Mythology and World Religions
Exploration of the stories and beliefs that characterize a culture. Emphasis on the interdependency of human thinking patterns and the relationship of man to myth. Explores religious doctrine as models for human behavior.
Ethics
An examination of the main theories in ethics—including utilitarianism, Kantianism, virtue ethics and contractualism—as well as some of the central topics—the objectivity and meaning of moral claims, the possibility of relativism in ethical judgments, the nature of justice, and the relationship between morality and the good life. Readings are drawn both from the classics and from contemporary writings.
SOCIAL & BEHAVIORAL SCIENCES
OVERVIEWSocial and Behavioral Sciences courses develop students' understanding of the diverse personal, interpersonal, and societal forces that shape people's lives and teach them how to approach these subjects through the concepts, principles, and methods of scientific inquiry.
Choose two of the following:
Contemporary PsychologyAn exploration of the basic concepts of psychology. General introduction including topics in cognitive, experimental, personality, developmental, social, and clinical psychology. Students will be challenged to apply their understanding to contemporary issues as well as to their own artistic work.
Economics
An interdisciplinary introduction to the positive and normative aspects of economics. Topics include: markets as a means of coordinating human behavior toward the achievement of specific social objectives, how and why markets may fail to achieve these objectives, the evolution of non-market institutions such as rules of law as responses to market failures, and theories of unemployment and inflation in their historical context.
International Politics
An introduction to international politics, applying various theories of state behavior to selected historical cases. Topics include the balance of power, change in international systems, the causes of war and peace, and the role of international law, institutions, and morality in the relations among nations.
General Anthropology
The course examines contemporary anthropological theory in terms of abstract concepts and ethnographic analyses. It will concentrate on several key theoretical approaches that anthropologists have used to understand society, such as structuralism, interpretation, Marxism, feminism, practice theory, critical ethnography, and postmodern perspectives.
Introductory Sociology
An introduction to the systematic study of the social sources and social consequences of human behavior, with emphasis upon culture, social structure, socialization, institutions, group membership, and social conformity versus deviance.
NATURAL SCIENCES
OVERVIEWThe Natural Sciences reveal the order, diversity, and beauty of nature and in so doing enable students to develop a greater appreciation of the world around them. The chosen Natural Science courses will require the student to acquire scientific factual information, to use scientific methodology and to develop an appreciation of the natural world. Students should gain an understanding of how scientists reason and how they draw conclusions and think critically.
Environmental Biology
An interdisciplinary study of human interactions with the environment, examining the technical and social causes of environmental degradation at local and global scales, along with the potential for developing policies and philosophies that are the basis of a sustainable society. This course will include an introduction to ecosystems, climatic and geochemical cycles, and the use of biotic and abiotic resources over time. The relationship of societies and the environment from prehistoric times to the present will also be discussed. Interrelationships, feedback loops, cycles, and linkages within and among social, economic, governmental, cultural, and scientific components of environmental issues will be emphasized.
Introductory Physics
Algebra-based physics course which covers the fundamental principles of physics, including Newton’s laws of motion, the mechanics of motion, vectors, velocities, and elastic and inelastic collisions, amongst others. Students will incorporate examples from everyday life, such as car crashes, basketball, air travel, and sports in their work. The emphasis will be on developing a conceptual understanding of the physical processes, as well as problem solving skills.
Anatomy
Introduction to Concepts of Human Anatomy and Physiology. This introductory course provides an overview of the basic anatomy and physiology of all body systems. It is designed as to be useful for other health-related technologies and for strengthening or developing a vocabulary in human anatomy and physiology.
Introductory Astronomy
The fundamentals of planetary, stellar, galactic, and extragalactic astronomy will be covered. Designed for the non-specialist, the course provides a basic understanding of the nature of astronomy and its relation to physics. In addition to focusing on selected topics within our solar system, the course will engage students in more philosophical debates within astronomy including the origin of the universe and the search for extraterrestrial life.
ART/DESIGN HISTORY
Required courses:
Critical Film Studies IThis seminar teaches students to identify the techniques used by cinematic innovators throughout the history of filmmaking. Through screenings and discussions, students will grow to understand how filmmakers have approached the great challenge of telling stories with moving images from silent films to the digital age. The course explores ways that the crafts of directing (particularly shot construction), cinematography, acting, and editing have developed. Students are then challenged to place themselves within that development with regard to their on-going film projects.
Critical Film Studies II
This seminar examines the contemporary landscape of narrative filmmaking. Style, structure, and the narrative form itself are discussed through close analysis of current filmmakers from the international arena as well as examples from the world of documentary and the burgeoning field of new media. This course challenges students to identify techniques and a conceptual framework to apply to their own body of work.
Critical Film Studies III
In this seminar, students will explore advanced topics in the contemporary world of critical film studies. These could include a survey of international film movements, third world cinema, alternative narrative forms and strategies, and the cinema of from “the margins” as well as others. The course gives students an understanding of how cinema has developed to the present moment and where they find themselves in that development.
Choose ONE of the following:
Art HistoryCourse emphasizes the language of visual culture with a particular focus on the symbols, strategies and messages employed in major works. Incorporating the methods of art analysis, the course introduces students to different forms of visual culture (television, advertising, fashion, gaming, architecture and the media), while comparing and contrasting these within a philosophical and historical setting.
History of Photography
Covering the history of documentary photography, students examine major photographic movements, styles, critics and theoretical perspectives. The focus is on the rich and varied critical and theoretical discourse circulating between photographs, or images using photography, and the texts, which helped frame the most significant contributions to contemporary photography.
History of Graphic Design
This course surveys the pivotal events and achievements that led to the current state of graphic communication. Through lectures, videotapes, discussions, presentations and research, students are introduced to the creative thinkers, important innovations and breakthrough technologies that have shaped the evolution of visual communication.
Film History
This course will explore major developments in film history, theory, and criticism. Students will become familiar with several different film movements in the development of the art form and will be introduced to basic ideas in film theory. Through a variety of film movements and historical periods, students will develop an understanding of the cultural, industrial, and political contexts for some of most significant debates about film.
History of Animation
This course focuses on the history and aesthetics of animation, with references to related arts such as live-action cinema, puppetry and comics. Screenings include a wide range of commercial and experimental works produced throughout the world. Students create small projects and written works pertaining to course topics.
History of Sequential Art
Highlighting significant works of sequential art including their historical roots and major influences, students in this survey analyze trends, styles, techniques, subject matter and works of important artists across the sequential art spectrum.