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DIGIPEN INSTITUTE OF TECHNOLOGY

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GO ANYWHERE. #IDARB, 007: Everything or Nothing, 007: Quantum of Solace, 007: The World Is Not Enough, 1080° Avalanche, 1942: Joint Strike, 2, 50 Cent: Bulletproof, Adventure Time: Explore the Dungeon Because I Don’t Know!, Aegis Wing, Æon , III: The Asian Dynasties, , Age of Immortals, , Alan Wake, Alice: Madness Returns, Alien Versus Predator 2, Aliens: Armageddon, Aliens: Colonial Marines, , Always Sometimes Monsters, : America’s Army 3, America’s Army: Proving Grounds, AND 1 Streetball, : New Leaf, Anthem, APB: All Points Bulletin, Apex Legends, Archangel, Arkadian Warriors, : The 40th Day, Army of Two: The Devil’s Cartel, Ascend: Hand of Kul, Assassin’s Creed II, Assassin’s Creed Origins, Assassin’s Creed Syndicate, Assassin’s Creed Unity, Assassin’s Creed: Bloodlines, ASYNC Corp., Aura-Aura Climber, Azurik: Rise of Parathia, Backyard Skateboarding, Baldur’s Gate, Baldur’s Gate II: Shadows of Amn, Baldur’s Gate II: Throne of Bhaal, Baldur’s Gate: Dark Alliance II, , Banjo-Kazooie: Nuts & Bolts, Baseball Blast!, Begins, Batman: Arkham City, Batman: Arkham City Lockdown, Batman: Arkham Origins, Batman: Arkham Origins - Blackgate, Batman: Arkham Underworld, Batman: The Brave and the Bold - The Videogame, Batman: The Telltale Series, Battleborn, Battlefield 1, Battlefield 3, Battlefield 4: Premium Edition, Battlefield: Hardline, Battletech, Bee Movie Game, Beejumbled, Beetle Adventure Racing, 3, , Bejeweled: Classic, Ben 10: Alien Force - Vilgax Attacks, Ben 10: Ultimate Alien - Cosmic Destruction, Betty Bad, Bionic Commando: Elite Forces, Heroes, BioShock, BioShock Infinite, Birthday Party Bash, BIT.TRIP Presents… Runner 2: Legend of Rhythm Alien, Blacklight: Retribution, Blacklight: Tango Down, BloodRayne, BloodRayne 2, BloodRayne: Betrayal, , Borderlands: The Pre- Sequel!, Breach, Britney Spears: American Dream, Brooktown High, Brütal Legend, , Bully, , Call of Duty 2, Call of Duty 4: Modern Warfare, Call of Duty: Black Ops, Call of Duty: Black Ops II, Call of Duty: Black Our graduates have been credited Ops III, Call of Duty: Black Ops 4, Call of Duty: Finest Hour, Call of Duty: Ghosts, Call of Duty: Infinite Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare 3, Call of Duty: World at War, Call of Duty: WWII, Captain on more than 1,000 commercial America:WHAT Super Soldier, CaptainWILL Toad: Treasure Tracker, Carcassonne, Carnival Games, Carnival Games: Wild West 3D, Cars, Cars 2, Cars: Mater-National Championship, Cars: Race-O-Rama, : Punch Time Explosion game titles, including these and XL, Centipede,YOU Charlie CREATE? and the Chocolate Factory, Charlotte’s Web, Charm Girls Club Pajama Party, Charm Girls Club: My Perfect Prom, City of Villains, : Call to Power, Clivemany Barker’s others. 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the Caribbean: Dead Man’s Chest, Planetary Annihilation, PlanetSide 2, Plants vs. Zombies, Plants vs. Zombies 2: It’s About Time, Plants vs. Zombies: Garden Warfare 2, Plants vs. Zombies: Heroes, PlayStation All-Stars Battle Royale, Poi, Pokémon , , , Prey, Prince of Persia: Revelations, Prince of Persia: The Two Thrones, Prince of Persia: Warrior Within, 3, Project Gotham Racing 4, , Project: Snowblind, Prototype, , Punch Club, Punch-Out!!, Puzzle Agent 2, Quantum Break, , Rage 2, Rails Across America, : Total Destruction, Ratchet & Clank, Ratchet & Clank Future: Tools of Destruction, Ratchet & Clank: Going Mobile!, Ratchet & Clank: Size Matters, Ratchet & Clank: Up Your Arsenal, Ratchet: Deadlocked, Real Detectives: Murder in , Rebel Galaxy, ReCore, Redemption, 2, Red Dead Revolver, : Armageddon, Red Faction: Guerilla, Red Orchestra 2: Heroes of Stalingrad, Regular Show: Mordecai & Rigby in 8-Bit Land, République, Resident Evil: Operation Raccoon City, Resistance 2, Resistance 3, 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Winterbottom, The Oregon Trail: American Settler, The Outfit, The Powerpuff Girls: Mojo Jojo ...ANDA-Go-Go, The Princess MANY, and the Frog, The Saboteur, , 2, The Sims 3: Pets, , The Sims: Bustin’ Out, The Sly Collection, The Sopranos: Road to Respect, The Suffering: Ties That Bind, The UnfinishedMANY Swan, The Unmaking, MORE! The Urbz: Sims in the City, The Walking Dead, The Walking Dead: Season Two, The Wolf Among Us, The X-Files: Resist or Serve, Throne Together, Tiger Woods PGA Tour Online, Quest, , Titanfall 2, TNA iMPACT!, Tom Clancy’s For more game titles crediting DigiPen graduates, Ghost Recon, Tom Clancy’s Ghost Recon 2: 2011 - Final Assault, Tom Clancy’s Ghost Recon: Advanced Warfigher, Tom Clancy’s Ghost Recon: Commander, Tom Clancy’s Rainbow Six: visit:Lockdown, digipen.edu/about/alumni-success Tom Clancy’s Splinter , Tom Clancy’s Splinter Cell: Chaos Theory, Tomb Raider: Anniversary, Tomb Raider: Legend, Tomb Raider: Underworld, Tony Hawk: Ride, Tony Hawk: Shred, Tony Hawk’s American , Tony Hawk’s Pro Skater 4, Tony Hawk’s Project 8, Tony Hawk’s Proving Ground, Tony Hawk’s Underground, Tony Hawk’s Underground 2, Too Human, Top Gear Hyper-Bike, Torchlight, Torchlight II, Tornado Outbreak, Toy Soldiers, Toy Soldiers War Chest, Toy Story 3, Toy Story Mania!, Transformers: Cybertron Adventures, Transformers: Fall of Cybertron, Transformers: Revenge of the Fallen, Transformers: War for Cybertron, TransWorld Surf, RUN/r, True Crime: , Turning Point: Fall of Liberty, Turok, , Twisted Metal 4, Twisted Metal III, Ultimate Spider-Man, 4: A Thief’s End, Uncharted: Golden Abyss, Uncharted: The Lost Legacy, Uncharted: The Nathan Collection, Unit 13, Universal Monsters Online, Universe at War: Earth Assault, 2: The Leandri Conflict, Unwell Mel, Up, Vanguard: Saga of Heroes, Viva Piñata, Viva Piñata: Party Animals, WALL·E, Wallace & Gromit’s Grand Adventures, Warhammer 40,000: Dawn of War, Warlords of Aternum, Warp, Watchmen: The End Is Nigh, Wave Race: Blue Storm, Wayward Sky, , Weapon of Choice, Westward III: Gold Rush, Westward IV: All Aboard, Wheelman, Where the Wild Wild Things Are, Wildfire, WildStar, Williams Arcade Classics, , Wordament, Wordament , World Mosaics 2, World of Warcraft: Battle for Azeroth, World of Warcraft: Cataclysm, World of Warcraft: The Burning Crusade, World of Warcraft: Warlords of Draenor, World Series Baseball 2K2, Wreck-It Ralph, WWE All Stars, WWE Crush Hour, WWE Smackdown vs. Raw 2008, WWE SuperCard, XCOM 2, XCOM: Enemy Unknown, X-Men Origins: Wolverine, X-Men: Legends, X-Men: Legends II - Rise of the Apocalypse, Yaiba: Ninja Gaiden Z, Yu-Gi-Oh! Legacy of the Duelist, Zathura, 2: Endangered Species WELCOME DIGIPEN INSTITUTE OF TECHNOLOGY

For more than 30 years, we’ve been igniting passion and launching careers in interactive media and — preparing students like you for the kind of lifelong work that challenges the mind and excites the imagination.

Our educational philosophy is simple but effective. Build your knowledge first, and then apply it to real-world projects and assignments where you decide what to create. Our programs immerse you in a studio-like environment where you’ll learn to test and refine new ideas, collaborate with students from other disciplines, and gain a of hard-earned experience that’s simply unmatched by other college programs. By the time you graduate, you’ll have a deep understanding of your chosen field and a portfolio of work that will make you stand out among your peers. We Are Dragons Where will you go from there? Our alumni are among the most sought-after employees in the games industry and beyond. In addition to being credited on well over 1,000 commercial game titles, they continue to push the boundaries of what technology can accomplish.

Do you have the passion and drive to become the next DigiPen success story?

8 9 OUR VALUES These are just a few of the educational values that define both who we are and what we do.

Immersion Inspiration Readiness Community

We believe in the power of learning by Our experienced faculty and passionate Our programs result in career-ready Our team approach to project-based graduates. Top companies in technology doing. We engage students in applied, students motivate and encourage one learning, combined with a welcoming and gaming recognize DigiPen as an project-based learning with collaborative another to challenge what’s possible, and inclusive campus culture, fosters a incubator of talent that produces creative in-studio experiences starting in year one. explore the limits of technology, and supportive environment for passionate and capable employees who thrive in students to share ideas, motivate one strive for personal excellence. team environments, know how to navigate another, and bring their visions to life. challenges, and solve problems.

10 About Us DigiPen Institute of Technology -Bilbao 11 OFFERED AT THE EUROPE-BILBAO

CAMPUS TABLE OF CONTENTS

COMPUTER SCIENCE EXPLORE DIGIPEN

• BS in Computer Science in Real-Time Interactive Simulation 14 ABOUT US 98 TAKE THE NEXT STEP 14 Our History 96 Applying to DigiPen ART 18 DigiPen Around the World 98 Visit Us on Campus • BFA in Digital Art and 20 The Bilbao Region 24 Bilbao a Center of Innovation 26 Student Achievements 38 Campus Highlights ADDITIONAL DEGREE PROGRAMS

• BS in Computer Engineering • BS in Computer Science and Game Design • BS in Computer Science 40 • BS in Computer Science and Digital Audio ACADEMICS • BS in Computer Science in Machine Learning 44 Choosing Your Path • MS in Computer Science 46 Computer Science • BA in Game Design 48 Computer Science In Real-Time • BA in Music and Sound Design Interactive Simulation • MFA in Digital Arts 50 Topics Covered 60 Art, Music, and Design Degrees 62 Digital Art and Animation 64 Topics Covered 76 Summer Workshop 78 Undergraduate Course Descriptions

12 About Us DigiPen Institute of Technology Europe-Bilbao 13 ABOUT US OUR HISTORY

DigiPen first opened its doors over 30 years ago in Vancouver, Canada.

In 1988, Claude Comair founded DigiPen as a computer simulation and animation company. As the demand for work increased, Comair 30 Years of faced difficulty in finding qualified personnel who not only had a fundamental understanding of computer science but were versed in the latest digital technology as well. As such, DigiPen began offering a dedicated training program in 3D . Soon after, DigiPen partnered with Nintendo of America to establish Academic a certification program in video game programming.

As video games evolved from simple 2D graphics to sophisticated 3D worlds, the industry’s need for qualified employees with advanced education in digital art, design, and software engineering Excellence continued to expand. Anticipating this growing need, DigiPen began offering the world’s first bachelor’s degree program in video game development (the Bachelor of Science in Computer Science in Real- Time Interactive Simulation) that would prepare students for the unique challenges of creating professional 3D game and simulation software. DigiPen relocated its campus to Redmond, , in 1998 and opened its doors as DigiPen Institute of Technology.

14 About Us DigiPen Institute of Technology Europe-Bilbao 15 DIGIPEN BY THE NUMBERS

What began as a groundbreaking approach to simulation and game development education has evolved to encompass new programs in digital art and animation, computer engineering, game design, music and sound design, and other computer THE science specializations. Today, DigiPen offers nine bachelor’s degree programs and two master’s programs at its Redmond campus. DigiPen is the first school in the world to offer a bachelor’s degree in video game programming. In addition to advancing the games industry in , DigiPen’s programs continue to impact the growth of digital entertainment careers around the globe. In 2008 and 2011, at the invitation of their local governments, DigiPen opened its first two international campuses in Singapore and Bilbao, Spain, respectively. DigiPen also offers programs through cooperative educational partnerships at select international universities.

More than 400 companies have hired DigiPen graduates, including Microsoft, Amazon, Nintendo, DIGIPEN TIMELINE , and Disney. Claude Comair founds DigiPen DigiPen opens its first 1988 2008 in Vancouver, Canada. international campus in Singapore.

DigiPen accepts first students 1994 DigiPen relocates to a 2010 Our graduates have shipped more to video game programming new, larger campus in than 1,000 commercial games. and 3D computer animation Redmond, Washington. diploma programs.

DigiPen Institute of Technology DigiPen opens its second 1998 2011 opens its campus in Redmond, international campus in Washington, and begins offering Bilbao, Spain. the world’s first bachelor’s degree in video game development DigiPen celebrates its (Bachelor of Science in Real-Time 2018 30th anniversary. Interactive Simulation).

Top: Claude Comair (1989), Bottom-left: DigiPen Singapore, Bottom-right: DigiPen Europe-Bilbao 16 About Us DigiPen Institute of Technology Europe-Bilbao 17 GLOBAL CAMPUSES ABOUT US DIGIPEN INSTITUTE OF TECHNOLOGY

Location: Redmond, Washington, U.S.A. DIGIPEN AROUND Student Population: 1,102* Student-to-Faculty Ratio: 11:1 THE WORLD *2017-2018 academic year

DIGIPEN INSTITUTE OF TECHNOLOGY SINGAPORE In addition to our main U.S. campus, Location: Singapore DigiPen operates at two international Student Population: 959** Redmond, Washington U.S.A campuses in Singapore and Bilbao, Spain*. Student-to-Faculty Ratio: 16:1 Bilbao, Spain Daegu, South Korea

We also offer DigiPen programs to students at other DIGIPEN INSTITUTE OF TECHNOLOGY international colleges and universities through a series EUROPE-BILBAO of educational partnerships. Location: Bilbao, Spain Student Population: 200**

Student-to-Faculty Ratio: 13:1 Bangkok, Thailand

**2018-2019 academic year

Singapore

EDUCATIONAL PARTNERSHIPS

KEIMYUNG UNIVERSITY Location: Daegu, South Korea

THAMMASAT UNIVERSITY *The campus in Bilbao, Spain does not fall within the scope of ACCSC accreditation. Location: Bangkok, Thailand

18 About Us DigiPen Institute of Technology Europe-Bilbao 19 JOBS, CULTURE, AND RECREATION THE BILBAO REGION A Place to

ZORROTZAURRE, THE LOCATION OF DIGIPEN Grow and Thrive EUROPE-BILBAO’S NEW CAMPUS, IS A VIBRANT NEIGHBORHOOD ON A SMALL ISLAND ON THE NERVIÓN RIVER.

It is the site of a focused urban redevelopment project that has brought creative industries to Bilbao through sustainable, environmentally- conscious planning. The Zorrotzaurre project has helped to bring a new, confident energy to the city, leading the Academy of Urbanism to name Bilbao as 2018’s European City of the Year.

Bilbao, the capital of the province of Biscay, is the largest city in the Basque Country of northern Spain. The greater Bilbao area has a population of approximately 1 million inhabitants. Situated on the Atlantic coastline along both sides of the Nervión River, Bilbao is an industrial and economic center, an important seaport, and a major transit hub connecting Spain and Portugal with the rest of Europe. In addition to its vital role in Spain’s economy, Bilbao is also a center for culture, art, and architecture — home to numerous theaters, concert halls, and world-famous landmarks like The Guggenheim Museum Bilbao. The city has also become a well-known destination for renowned cultural and international sporting events.

Courtesy of Bilbao Town Hall 20 About Us DigiPen Institute of Technology Europe-Bilbao 21 JOBS, CULTURE, AND RECREATION BILBAO A CENTER OF INNOVATION

THE BASQUE COUNTRY’S FINANCIAL CAPITAL, BILBAO HAS A THRIVING BUSINESS ECOSYSTEM WITH A SOLID INDUSTRIAL BASE.

This ecosystem has led to it becoming an economic center, driving innovation and technological development in the region. Bilbao is one of the most knowledge-intensive and innovative regions in southern Europe with cutting- edge high-tech business sectors in key areas. Thriving business sectors include startups and established businesses in ICT, Creative and Cultural Industries and Advanced Services. The city is now world-renowned for commercial and business tourism, thanks to work by the Bilbao Convention Bureau. As the host of the Rugby Finals 2018, Red Bull cliff diving and UEFA Euro 2020, Bilbao offers numerous multi-purpose event spaces for diverse international conferences and events. These are also available for businesses hosting professional workshops, events, and meetings.

The city is now world-renowned for commercial and business tourism, thanks to work by the Bilbao Convention Bureau, hosting a diverse of international conferences and events in Bilbao’s multi-purpose spaces. These are also available for businesses hosting professional workshops, events or meetings.

Courtesy of Bilbao Town Hall 22 About Us DigiPen Institute of Technology Europe-Bilbao 23 Entertainment Microsoft Salesforce Valve ALUMNI SUCCESS Booz Allen Hamilton Facebook Interactive Walt Disney Entertainment Imagineering Earning a degree at DigiPen can set your career in motion and equip you with the essential knowledge and skills for any number Amazon Bungie Funko Nintendo of America SpaceX Wizards of the Coast of exciting career paths in games, technology, animation, and more. These are just a few of the many DigiPen graduates who are Apple DreamWorks Google Respawn More than 400 companies have Interactive Entertainment making a big impact out in the industry. Learn more: digipen.edu/about/alumni-success ArenaNet Lockheed Martin hired DigiPen graduates. Blizzard Corporation Riot Games MANY OTHERS Companies like:

Facebook, Walt Disney Imagineering, F5 Networks, Valve, , LucasArts, Infospace, ArenaNet, Leap Motion, , , , Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast, , Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, UndeadCD Labs, PROJEKT Disney Interactive RED Studios, Activision, Salesforce.com, Sony Interactive Entertainment,UBISOFT Warner Bros. Interactive Entertainment, , Nintendo of America, Google, McGrawZEPPELIN Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare,ROCKSTAR Amazon, Games, Midway Amusement Games, , Epic Games, Infinity Ward, Lockheed Martin Corporation, Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Technologies, , Unity, , thatgamecompany, , Teledyne, Bally Technologies, Electronic Arts, , Raytheon, Ubisoft, Qualcomm, Turn10 Studios, Games, 343 Industries, Facebook, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Naughty Dog, Sucker Punch Productions, Glu Mobile, Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Rockstar Games, Valve, Wizards of the Coast, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, , Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros. Interactive Entertainment, Intel, Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare, Amazon, Insomniac Games, Midway Amusement Games, Visual Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, , Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Technologies, Respawn Entertainment, Unity, Blizzard Entertainment, thatgamecompany, Gearbox Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft, Qualcomm, Turn10 Studios, 2K Games, 343 Industries, Facebook, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Naughty Dog, Sucker Punch Productions, Glu Mobile, Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast, Rockstar Games, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros. Interactive Entertainment, Intel, Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare, Amazon, Insomniac Games, Midway Amusement Games, Visual Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Technologies, Respawn Entertainment, Unity, Blizzard Entertainment, thatgamecompany, Gearbox Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft, Qualcomm, Turn 10 Studios, 2K Games, 343 Industries, Facebook, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Facebook, Sucker Punch Productions, Glu Mobile, Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast, Rockstar Games, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros., Nintendo of America, Intel, Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare, Amazon, Insomniac Games, Midway Amusement Games, Visual Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Technologies, Respawn Entertainment, Unity, Blizzard Entertainment, thatgamecompany, Gearbox Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft, Qualcomm, Turn10 Studios, 2K Games, 343 Industries, Facebook, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Naughty Dog, Sucker Punch Productions, Glu Mobile, Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast, Rockstar Games, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Zynga, Undead Labs, Disney Interactive, Apple, Activision, Salesforce.com,Borja Portugal Sony Interactive Entertainment, Warner Bros. Interactive Entertainment,Marina Intel, Bordona Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, CrystalUxue Dynamics, García BioWare, Amazon, Insomniac Games, Midway Amusement KarlGames, Hans Visual Orav Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, XboxTitle: Game Generalist Studios, Programmer Monolith Productions, SpaceX, U.S. Air Force, Autodesk, NokiaTitle: Technologies,Junior Respawn Entertainment, Unity, Blizzard Entertainment, thatgamecompany, GearboxTitle: Producer Software, Assistant Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon,Title: Junior Ubisoft, Gameplay Qualcomm, Programmer Turn10 Studios, 2K Games, 343 Industries, Facebook, Walt Class:Disney 2018 Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace,Class: 2019 ArenaNet, Leap Motion, Naughty Dog, Sucker Punch Productions, Glu Mobile, Kabam,Class: DreamWorks 2019 Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast,Class: Rockstar 2019 Games, Confetti Interactive, U.S. Navy, Microsoft, Bungie, Treyarch, Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros. Interactive Entertainment, Intel, Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare, Amazon, Insomniac Games, Midway Amusement, Amazon, 343 Industries, Autodesk, Infinity Ward, Lockheed Martin Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Technologies, Respawn Entertainment, Unity, Blizzard Entertainment, thatgamecompany, Gearbox Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft,

Qualcomm, BlizzardDigiPen’s Entertainment, Bachelor of Computer 2K Games, Science 343 in RTIS Industries, is unique. IFacebook, have Walt Disney Imagineering,How has F5 your Networks, DigiPen education Valve, helped Sierra you Entertainment, build your professional LucasArts, Infospace, ArenaNet, Leap Motion, NaughtyBefore enteringDog, Sucker DigiPen, PunchI didn’t really Productions, know how the Glu Mobile, Kabam, DreamWorksDigiPen Interactive, gave me a solid Bungie, foundation Booz in programmingAllen Hamilton, video games. Wizards Not onlyof the did ICoast, Rockstar, always wanted to work on big projects, but I didn’t know I could do it career? SpaceX, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Xbox Game Studios, Warner Bros. Interactiveanimation world Entertainment, worked. DigiPen Intel, helped Nintendo us learn every of America, Google, McGraw developHill Education, the knowledge PopCap of how Games,to make code Funko, work, butCrystal I also developedDynamics, the BioWare,ability Amazon, right after graduating. The highly specialized courses combined with process and task involved in the development of a film or to understand why certain code doesn’t work. This is a vital skill to have when it Insomniac Games,the Midway “Do it yourself” Amusement mantra behind Games, DigiPen’s Visual educational Concepts, model wereEpic Games, Infinity Ward, ItLockheed wasn’t the subjects Martin themselves Corporation, but rather Xbox the whole Game DigiPen Studios, Monolith Productions, SpaceX, U.S. Air Force,game. Autodesk, It gave us aNokia general Technologies, understanding of howRespawn things are Entertainment, Unity, Blizzardcomes to Entertainment,becoming a great programmer.thatgamecompany, Another important Gearbox part of workingSoftware, in the Teledyne, Bally the keystones to achieve this. Since my first job interview until now, experience which has given me the resilience to fend for myself in done in the industry by having students participate in team industry is teamwork. I was able to be a part of teams on a smaller scale during Technologies, Electronicwhich has Arts, been 1.5Havok, years working Raytheon, on an AAAUbisoft, title, I haveQualcomm, been able toTurn10 Studios, 2K Games,a professional 343 Industries, world. No Facebook, problem seems Walt unsolvable Disney anymore, Imagineering, nor F5 Networks, Valve, Sierra Entertainment,projects LucasArts, during our Infospace, years there. ArenaNet, Leap Motion, Naughty Dog, Suckerour Punch yearly game Productions, projects at DigiPen. Glu Mobile, Furthermore, Kabam, the process DreamWorks of making a Interactive,game Bungie, do many of the same things that I learned to do at DigiPen.. will any pressure keep me down. Most importantly, I know I am not Booz Allen Hamilton, Wizards of the Coast, Rockstar Games, Confetti Interactive, U.S. Navy, Microsoft, Riot Games, Treyarch, Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros. Interactivefrom scratch Entertainment, and working togetherIntel, Nintendo with other programmers of America, and Intel, artists McGraw helped me Hill Education, alone. There will always be a team that I can count on the same way improve my communication and organizational skills. Once I entered the industry, PopCap24 Games, Funko, Crystal Dynamics, BioWare, Amazon, Insomniac Games, Midway Amusementthey can Games,count on me. Visual Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk,I realizedNokia thatTechnologies, much of the professional Respawn work Entertainment, I was doing was like Unity, what I Blizzarddid at Entertainment,25 DigiPen, which made the transition much easier. thatgamecompany, Gearbox Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft, Qualcomm, Turn10 Studios, 2K Games, 343 Industries, Facebook, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Microsoft, Facebook, Walt Disney Imagineering AWARD-WINNING STUDENT ACHIEVEMENTS

DigiPen students distinguish themselves in the classroom and around the world, garnering international recognition at festivals, competitions, and conferences.

In all, DigiPen students have earned more than 400 awards and honors for games, films, and academic papers. For examples of outstanding student work, go to: digipen.edu/showcase Our Students AWARDS & HONORS Are Amazing

26 Student Achievements DigiPen Student Artwork DigiPen Institute of Technology Europe-Bilbao 27 Mario Aizpurua DigiPen student games showcased at PAX West

STUDENT DigiPen animated films have been screened and selected for film festival audiences around the world and are consistently recognized for their combination of technical excellence, captivating art and direction, and impactful storytelling.

5 official selections to Our student films have the Seattle International earned 201 awards and Film Festival since 2014. festival selections.

STUDENT GAMES Student games from DigiPen have long stood out for their technical sophistication, design innovations, and artistic excellence — winning awards and nominations from major competitions such as The Game Awards, IndieCade, College Game Competition, and more. Since 2001, the Independent Games Festival (IGF) has recognized more student games from DigiPen than from any other school in the world.

57 IGF awards and nominations, Our students have won more than any other school 154 awards and honorable in the world. mentions for game projects.

AWARD-WINNING PAPERS Each year, the Game Developers Conference (GDC) hosts the Game Narrative Review Competition, inviting students from game design programs across the country to submit a detailed story analysis on a game of their choosing. The winners of that competition are then invited to present a poster of their analysis at the GDC Game Narrative Summit in San Francisco.

76 Gold and Platinum Awards in the GDC Game Narrative Review Competition

28 Student Achievements DigiPen Institute of Technology Europe-Bilbao 29 Nitronic Rush (continued) Sea of Chaos Synaesthete AWARD-WINNING STUDENT GAMES Finalist (Best Sound/Music Award), hóPlay 2012 Student Showcase Winner, IGF 2006 Winner, Best Student Game, IGF 2008 DigiPen student games have won more than 150 awards and honors in national and international competitions. Finalist (Best Design Award), hóPlay 2012 Skywolf Finalist, Student Showcase, IGF 2008 Honorable Mention, Student Showcase, IGF 2012 Finalist, Best Student Game, Gamelab Barcelona 2019 Finalist, Excellence in Visual Arts (Professional Category), IGF 2008 Honorable Mention, Technical Excellence (Professional Solace Back to Life Flickers Kogarashi Category), IGF 2012 Finalist, Student Showcase, IGF 2011 Tag: The Power of Paint Winner, Best Student Game, IGF 2009 Finalist, Best Student Game, Gamelab Barcelona 2019 PAX 10 Selection, Expo 2014 Finalist, Best Student Game, Gamelab Barcelona 2019 Nous Finalist, Challenge 2011 Base Invaders A Flipping Good Time Leshy Best Narrative Award, Brazilian International Game Finalist, Student Showcase, IGF 2009 Festival 2012 PAX 10 Selection, Penny Arcade Expo 2010 Finalist, Student Showcase, IGF 2007 PAX 10 Selection, Penny Arcade Expo 2011 Finalist (Technical Excellence), Independent Propeller PAX 10 Selection, Penny Arcade Expo 2009 Awards 2012 Finalist, Student Showcase, IGF 2012 Finalist, IndieCade 2010 Finalist, Slamdance 2007 Official Selection, Extra Credits Innovation Award, T.H.U.G.S. LOGIN 2011 Finalist (Best Design), Independent Propeller Awards 2012 Orblitz Honorable Mention, Independent Propellor Awards 2012 Be Good Student Showcase Winner, IGF 2002 The Fourth Wall Finalist (Best Audio), Independent Propeller Awards 2012 Student Showcase Winner, IGF 2006 Solstice Honorable Mention, Student Showcase, IGF 2012 Toblo Winner, Kinect Award, hóPlay 2012 Finalist, Indie Game Challenge 2012 Lurking Penny Blue Finds a Clue Winner, Best Student Game, IGF 2007 Bontãgo Invited Presenter at the Sense of Wonder Night, Honorable Mention, Independent Propeller Awards 2012 Winner, Best Student Game, IGF China 2014 Finalist, Best Student Game, IGF 2018 Best the Go Winner, Intel Games Demo 2006 Winner, Innovation in Game Design, IGF 2004 Tokyo Game Show 2011 GEAR Winner, Excellence in Technology (Professional Category), Official Selection, IndieCade 2017 Audience Award, Northwest Games Festival 2006 Finalist, Open Category, IGF 2004 IGF China 2014 Honorable Mention, Independent Propeller Awards 2012 Non-Professional Grand Prize Winner, Indie Game Perspective Finalist, Student Showcase, IGF 2007 Chained Challenge 2010 Finalist, Gamer’s Voice Award, SXSW Gaming Awards 2015 Finalist, Technical Excellence (Professional Category), Somnus Finalist, Design Innovation Award (Professional Category), Gold Winner, Games for Good, International Serious Finalist, E3 College Game Competition 2016 Finalist, Indie Game Challenge 2010 Finalist, Student Showcase, IGF China 2014 IGF 2013 Play Awards 2014 IGF 2007 Finalist, Best Gameplay, Brazilian International Game Sowlar Honorable Mention, Independent Propeller Awards 2012 Invited Presenter at the Sense of Wonder Night, Tokyo Finalist, Slamdance 2007 Invited Presenter at the Sense of Wonder Night, Festival 2012 Tokyo Game Show 2014 Game Show 2014 Finalist, IndieCade 2009 Honorable Mention, IGF 2010 Finalist, Best Original Idea Award, hóPlay 2012 Twisted Mall Monster Striker Air Hockey Close Your Eyes Finalist, Best Student Game, Gamelab Barcelona 2013 GenJox Finalist, Playability Award, hóPlay 2012 Finalist, IndieCade 2014 Student Showcase Winner, IGF 2003 Selection, alt.ctrl.GDC (Game Developers Conference) Student Showcase Winner, IGF 2001 2018 Valence Matrix Attack Pixi Commando Attack Sub Student Showcase Winner, IGF 2003 girl, i see right thru u Excellent Student Winner, IGF China 2011 StoneHeart Student Showcase Winner, IGF 2002 Student Showcase Winner, IGF 2001 Bronze Winner, Games for Good (Student), Serious Play Finalist, Best Basque Video Game, AzPlay International Vektor Space Meaning Finalist, Student Showcase, IGF 2012 Crazy Cross Awards 2015 Festival of Independent Games 2016 Student Showcase Winner, IGF 2003 Student Showcase Winner, IGF 2003 Gooh Finalist, Best Student Game, Finalist, Student Showcase, IGF China 2011 Finalist, Best Student Game, Fun & Serious Game Void Festival 2016 Deity Finalist, Best Student Game, Gamelab Barcelona 2019 Moodieval Times Rock Station Excellence in Technology (Professional Category), Grand Prize Winner, Independent Propeller Guardian of the Gears Winner, Best Student Game, Gamelab Barcelona 2019 Student Showcase Winner, IGF 2005 Finalist, Gamelab Barcelona 2016 China IGF 2011 Awards 2012 Finalist, Best Student Game, IGF 2018 Narbacular Drop Rumble Box SubRay Winner, Best Student Game, IGF China 2011 PAX 10 Selection, Penny Arcade Expo 2012 Winner, Intel Developer Showcase Award, Intel Buzz Finalist, E3 College Game Competition 2017 Student Showcase Winner, IGF 2006 Physics Award, Slamdance 2006 Finalist, Student Showcase, IGF China 2011 Douse Workshop 2014 Igneous Finalist, Slamdance 2006 Finalist, Slamdance 2006 Wahkan Invited Presenter at the Sense of Wonder Night, Finalist, Indie Game Contest, Strasbourg European Finalist, Innovation in Game Design (Professional Finalist, Best Student Game, BIG Festival 2019 Tokyo Game Show 2012 Finalist, Student Showcase, IGF 2010 Nitronic Rush Fantastic Film Festival 2014 Technical Excellence Winner, Independent Propeller Category), IGF 2006 Dreamside Maroon Jera Subsonic Finalist, Three Headed Monkey Awards 2019 Awards 2012 RumbleTV Finalist, Student Showcase, IGF 2010 Winner, Best University Game, Gamelab Barcelona 2018 Finalist, Indie Game Challenge 2011 Finalist, Best Basque Game (FS Play), Fun and Serious Gamer’s Choice Award, Indie Game Challenge 2012 Winner, E3 College Game Competition 2015 Game Festival 2018 Selected, Indie Prize 2019 Sunder Finalist, Indie Game Challenge 2010 Winner (Playability Award), hóPlay 2012 Sand Garden Winner, Audience Choice Award, IndieCade 2014 Finalist, Best University Game, Gamelab Barcelona 2018 Dungeon Delvers Finalist, Three Headed Monkey Awards 2019 Winner, Best Independent Game Award, Fun & Serious Selection, alt.ctrl.GDC (Game Developers Conference) 2017 Games Festival 2012 Official Selection, IndieCade 2014 Winner, Best Student Game, IGF China 2015 Finalist, Best Basque Game (FS Play), Fun and Serious Scavenger Hunt Game Festival 2018 Super Space ____ Finalist, Student Showcase, IGF China 2015 Finalist (Grand Prize), Independent Propeller Awards 2012 Student Showcase Winner, IGF 2005 Finalist, Best Student Game (BBK Talents), Fun and Serious Finalist, Excellence in Design (Professional Category), Finalist (Best Audio), Independent Propeller Awards 2012 Empyreal Nocturne Game Festival 2018 Audience Award, Slamdance 2005 IGF 2013 MANY MORE Finalist, Student Showcase, IGF 2008 Finalist, Best Student Game, Finalist, Indie Game Challenge 2012 Finalist, Slamdance 2005 Finalist, IndieCade 2012 digipen.edu/about/student-achievements 30 31 Deadly Delivery (continued) Galaxy Girl (continued) Orientation Center for the Unseen (continued) AWARD-WINNING STUDENT FILMS Finalist, Summa3D 2016 Animex Awards 2018 Blue Plum Animation Festival 2016 Short films created by DigiPen Institute of Technology students have won numerous animation awards and appeared at major Donosskino Short Film Festival 2016 Athens Animfest 2018 Columbia Gorge International Film Festival 2016 film festivals around the world. Skepto Film Festival 2015 Cardiff Animation Festival 2018 New Animation & Cartoon International Film Festival 2016 Etude ENFOQUE International Film Festival 2018 San Francisco Frozen Film Festival 2016 25 Percent Adija (continued) Arpeggio (continued) Best 2D Animation, Florida Animation Festival 2019 Orlando Film Festival 2018 Rakshama Jury Award, Student Short Film, Lady Filmmakers Blue Plum Animation Festival 2017 Animakom FEST - Bilbao International Animation Best Animation Short Film, Pollino International Film Red Rock Film Festival 2018 Semi-Finalist, Best Student Animation, DRAWTASTIC 2018 Festival 2018 Community Festival 2017 Fest 2018 Seattle International Film Festival 2017 Seattle International Film Festival 2018 Athens Animfest 2018 Award of Merit Special Mention: Women Filmmakers Animex - International Short Animations 2017 Award of Excellence, Anim8 Student Film Festival 2018 Orlando Film Festival 2016 Anim!Arte - International Student Animation Festival of (Student), Accolade Global Film Competition 2018 Best of Student Award, Overmountain Animation MORE Zinebi 58 - International Festival of Documentary and Brazil 2018 Finalist, PSICURT Festival de Curtmetratges 2019 MORE Short Film of Bilbao 2017 Festival 2018 Level 1457 LAST Kino Short Film Festival 2018 Overmountain Animation Festival 2018 Ad Lib Mecal Pro International Short and Animation Film Finalist, Best Animated Film, Oregon Short Film Best of Student Award, Blue Plum Animation Festival 2014 Festival 2019 REA Female Filmmakers Fuse Film Festival 2018 Finalist, Animation Shorts, Living Skies Student Film Festival 2017 Palm Springs International ShortFest 2014 Award of Merit for Women Filmmakers, Best Short Film Festival 2019 Torrelavega International Film Festival 2017 Finalist, Animation, Carmarthen Bay Film Festival 2019 Florida Animation Festival 2018 SIGGRAPH Asia Animation Theater 2014 Festival 2016 Finalist, Student Competition, Columbus International LGBTQ Shorts Film Festival 2019 Seattle International Film Festival 2017 Orlando Film Festival 2018 Film Festival 2019 Los Angeles International Student Film Festival 2014 Finalist, Summa3D 2016 Miami 4 Social Change Youth Film Festival 2019 Burbank International Film Festival 2017 Palm Springs International Animation Festival 2018 ENFOQUE International Film Festival 2019 Portland Film Festival 2014 Blue Plum Animation Festival 2016 Seattle Transmedia & Independent Film Festival 2019 Palm Springs International Animation Festival 2017 The Saint Francis College Women’s Film Festival 2018 FAD Festival: Film-Art-Dance on Screen 2019 Columbia Gorge International Film Festival 2014 Columbia Gorge International Film Festival 2016 Florida Animation Festival 2019 Donosskino Short Film Festival 2017 Athens Animfest 2018 Kino Film Festival 2019 Licence to Krill Star FilmOut San Diego LGBTQ ShortFest 2019 Bait & Switch Zinebi International Festival of Documentary and Short The Global Youth Film Festival 2019 Anim!Arte Festival 2018 Trinity Film Festival 2015 Film Bilbao 2018 LGBT Los Angeles Film Festival 2019 Blue Plum Animation Festival 2015 Athens Animfest 2019 Children’s Animation Competition, La Guarimba Steak to the Heart Cortoons Festival Grandia 2018 L-DUB Film Festival 2019 Columbia Gorge International Film Festival 2015 International Film Festival 2018 Imagination Lunchbox International Children’s Film Blue Plum Animation Festival 2016 All Iron Ming Emerge Microcinema 2017 Portland Film Festival 2015 Festival 2019 Columbia Gorge International Film Festival 2016 Animakom Festival: Bilbao International Animation Most Uplifting Film, Imagination Lunchbox International Día Mundial de la Animación - Madrid 2017 Beneath the Night Sea International Choreographic Festival of Blois 2019 Community Festival 2018 Children’s Film Festival 2019 New Animation & Cartoon International Film Festival 2016 Best Animation, DAFNE 2014 FIAFest International Festival 2019 Adija Skepto International Film Festival 2018 Finalist, Marin County International Festival of Short Super Secret Winner, Best Student Animation, DRAWTASTIC 2018 Blue Plum Animation Festival 2014 InShort Film Festival 2018 Film & Video 2019 Athens Animfest 2018 Blue Plum Animation Festival 2014 Best 3D Heartwarming Animated Short, Palm Springs Columbia Gorge International Film Festival 2014 MORE Seattle International Film Festival 2019 Anna Columbia Gorge International Film Festival 2014 International Animation Festival 2017 VAFI & RAFI - International Children and Youth Semi-Finalist, Student Competition Short, Columbus Cat Fight Galaxy Girl Silver Remi Award in College Level Productions, Worldfest- Animation Film Festival 2019 LA International Film Festival 2014 International Film Festival 2019 Blue Plum Animation Festival 2015 Award of Merit Special Mention, Animation (Student), Houston International Film and Video Festival 2017 Portland Film Festival 2014 Accolade Global Film Competition 2018 Kino Film Festival 2019 Kino Film Festival 2019 Columbia Gorge International Film Festival 2015 Award for Merit, Accolade Global Film Competition 2016 Cinemira-Budapest International Children’s Film Seattle International Film Festival 2014 Cinemira-Budapest International Children’s Film Best Student CGI/3D, Florida Animation Festival 2018 Golden Eagle Award for Student Animation, CINE 2016 Red Rock Film Festival 2015 Festival 2019 Festival 2019 Audience Choice Award: Animations by Student Tacoma Film Festival 2014 Thurrock International Film Festival 2014 ZLÍN International Festival for Children and Youth 2019 Best Animation, International Family Film Festival 2016 Athens Animfest 2019 , Overmountain Animation Festival 2018 Traverse City Film Festival 2014 Best Animation, Lady Filmmakers Festival 2016 Core Finalist, Animation, Marin County International Festival Athens Animfest 2019 Strapless Student Film Festival 2019 Tumbleweed Film Festival 2014 Best Animated Short Film, The Short Film Awards Finalist, Blue Plum Animation Festival 2016 of Short Film & Video 2018 Animation Dingle Festival 2019 Sushi Mischief (SOFIES) 2016 InShort Film Festival 2018 Finalist, Summa3D 2016 Finalist, International Science-Fiction Short Film, NanoCon InShort Film Festival 2018 Finalist, International Student Film Contest, Animaze - Overmountain Animation Festival 2018 International Science-Fiction Film Festival 2018 Blue Plum Animation Festival 2014 Dead End MO Montreal International Animation Film Festival 2017 Universal Kids Film Festival 2018 Children’s Film Festival Seattle 2019 Columbia Gorge International Film Festival 2014 Finalist, University Category, TimeLine Film Festival 2017 Athens Animfest 2018 Finalist, Summa3D 2016 Arpeggio Anim!Arte - International Student Animation Festival of Portland Film Festival 2014 Leiden International Short Film Experience 2018 Brazil 2018 Orientation Center for the Unseen Children’s International Film Festival Seattle 2018 Best of Student Award, Blue Plum Animation Festival 2017 Award of Merit Special Mention, Best Shorts Animation Dingle Festival 2017 Deadly Delivery Animation Chico 2018 Cardiff Independent Film Festival 2017 Competition 2016 Finalist, Plymouth Film Festival 2016 Animation Dingle Festival 2018 Athens Animfest 2017 Athens Animfest 2017 2D OR NOT 2D Animation Festival 2016 digipen.edu/about/student-achievements

32 33 AWARD-WINNING STUDENT PAPERS Our undergraduate students have won 76 Gold and Platinum awards at the Game Narrative Review Competition, a part of the Game Narrative Summit at the annual Game Developers Conference in San Francisco. Participating students submit a detailed analysis of a game title of their choosing, discussing the game’s plot, characters, and themes, while evaluating narrative strengths and weaknesses.

2019 2013 2009 Stav Hinenzon - Gold winner George Boden - Gold winner Talon Ireland - Platinum winner

2018 Cheng Ding Xiang - Gold winner Paul Austria - Gold winner Andrea Rieck - Platinum winner Spencer Crowell - Gold winner Laura Bacon - Gold winner Kaila Harris - Gold winner Jonathan Gregoire - Gold winner Patrick Cameron - Gold winner Jesse Lozano - Gold winner Andy Hill - Gold winner Alex Chen - Gold winner Sin Ye Howe - Gold winner Christopher Clark - Gold winner 2017 For me, all other things being equal, the DigiPen Aaron McDaniel - Gold winner Raymond Davidson - Gold winner John C. Myres - Platinum winner Ryan Durand - Gold winner applicant goes straight to the top of the pile, Stav Hinenzon - Gold winner 2012 Adam Goga - Gold winner Andrea Rieck - Gold winner Khalil Moutrie - Platinum winner Hamza Hutchinson - Gold winner because they’re usually smarter. They’re usually Kaleb Nekumanesh - Gold winner Ryan Cassell - Gold winner Joanna Leung - Gold winner Samson Jinks - Gold winner Samuel Dassler - Gold winner Evan Liddell - Gold winner taught better in terms of things that really matter — Shiloh Roberts - Gold winner 2011 Tom Lopes - Gold winner 2016 not just in the game development world, but in the Erik Foss - Platinum winner Cullen McElroy - Gold winner Alexandra Lucas - Platinum winner David Kanigal - Honorable Mention Michael McElroy - Gold winner Harrison Barton - Platinum winner software development world, period.” Patrick O’leary - Gold winner Izzy Abdus-Sabur - Platinum winner 2010 Jay Parsell - Gold winner Michael Van Zant - Gold winner Ben Vandergrift - Platinum winner Kwan Peng - Gold winner Viet Nhi Tran - Gold winner Zachary Barth - Gold winner Kirk Sexton - Gold winner Kiera Schroeder - Gold winner Ryan Durand - Gold winner Jeff Strain Michael Susetyo - Gold winner Founder of Undead Labs Christopher Rosario - Gold winner Patrick Hayes - Gold winner Patrick Walker - Gold winner Chris Beagle - Gold winner Zabir Hogue - Gold winner Wayne Walker - Gold winner 2015 Sean Hunter - Gold winner Alexandra Lucas - Platinum winner Perng Kwan - Gold winner 2008 Gabriel Chenier - Gold winner Michael Lobato - Gold winner Sean Gubelman - Platinum winner Dustin Ellenwood - Gold winner Evan McCrain - Gold winner Alex Kamm - Platinum winner Jonathan Butt - Gold winner Andrew McWilliams - Gold winner Erik Osaben - Platinum winner Chase Rayment - Gold winner Jay Parsell - Gold winner Nicholas Rotondo - Gold winner 2014 - Gold winner Brenda Challender - Gold winner Allan Ryan - Gold winner John Douseau - Gold winner Chris Tallman Nicole Maiorano - Gold winner 34 35 “The DigiPen Dragon is courageous, intelligent, innovative, magical, and creative, just like our students.”

– Marshall Traverse, Dean of Students

36 37 OUR CAMPUS CAMPUS HIGHLIGHTS

From the classrooms and lecture halls to the bustling labs and team project spaces, our campus is a hive of activity and engagement — permeating with creative energy and friendly interaction among students, faculty, and staff.

The campus features dozens of teaching and gathering spaces, all designed to enhance a spirit of learning and collaboration.

38 Our Campus DigiPen Institute of Technology Europe-Bilbao 39 DIGIPEN INSTITUTE OF TECHNOLOGY ACADEMICS

DigiPen’s degree programs give you a comprehensive understanding of the academic fundamentals of your field while preparing you for the real-world challenges of the professional creative industries.

As you build upon your foundational knowledge through regular coursework, you’ll also apply those same theories and lessons from the classroom toward a series of increasingly intensive projects. You’ll learn how to plan and execute a large creative vision from start to finish, solving problems at every step of the way while collaborating with students from other backgrounds and disciplines.

By the time you complete your degree, you’ll be equipped with a depth of knowledge and wealth of hands-on experience that will jump-start your career and allow you to meaningfully contribute to your team from day one on the job.

40 Academics DigiPen Institute of Technology Europe-Bilbao 41 I’m always working to increase collaboration so it doesn’t feel like I do my thing for the institution and you do your thing for the institution — it feels like we are the institution. I love it when someone is talking about DigiPen and they say ‘we.’” DR. ERIK MOHRMANN Dr. Erik Mohrmann DEAN OF FACULTY Dean of Faculty Dr. Erik Mohrmann, a physicist with expertise in nucleosynthesis and physically based simulation of deformation and fracture, became Dean of Faculty in July 2016. He previously served as Associate Dean of Curriculum, Chair of the Faculty Senate, and Chair of the Department of Physics. Prior to DigiPen, Dr. Mohrmann studied psychology and physics at Rensselear Polytechnic Institute before earning his doctorate in physics at the University of Washington.

As Dean of Faculty, Dr. Mohrmann oversees DigiPen’s academic departments and degree programs. He brings a data-driven methodology married with his deep conviction about the intrinsic value of every person. As an instructor, Dr. Mohrmann strives to present in ways that are pertinent, comprehensible, and interesting for all, no matter their background or level of experience.

42 Academics DigiPen Institute of Technology Europe-Bilbao 43 ACADEMICS AT DIGIPEN CHOOSING YOUR PATH

DigiPen Bilbao offers two degree programs for undergraduate students

Selecting your program is an important first step in your journey at DigiPen, because it sets the stage for the courses you’ll be taking right out of the gate. We encourage you to learn as much as you can to make decision for you!

• Computer Science • Art

digipen.edu/academics

44 Academics DigiPen Institute of Technology Europe-Bilbao 45 DigiPen Student Shortfilm: “TEOTL”

CHOOSING YOUR PATH COMPUTER SCIENCE

Are you a problem solver by nature? Do you marvel at the inner workings of complex systems?

Whether you’ve already dabbled in programming languages or none at all, DigiPen’s computer science programs provide a number of paths for students interested in software engineering and video game development.

Offered at the Europe-Bilbao Campus • BS in Computer Science in Real-Time Interactive Simulation

Offered at the Redmond Campus • BS in Computer Science and Game Design • BS in Computer Science • BS in Computer Science and Digital Audio • BS in Computer Science in Machine Learning • MS in Computer Science

digipen.edu/academics/computer-science-degrees

46 Academics / Computer Science DigiPen Institute of Technology Europe-Bilbao 47 BACHELOR OF SCIENCE IN COMPUTER SCIENCE IN REAL-TIME INTERACTIVE SIMULATION

Video games aren’t just entertainment – they’ve evolved into complex software systems that push the limits of what computers can accomplish.

The Bachelor of Science in Computer Science in Real-Time Interactive Simulation prepares you to build and optimize the technology at the core of these systems – from graphical algorithms to level editors to physics engines.

Through an in-depth study of mathematics, physics, and computer science – combined with real-world projects where you design and program your own fully playable games from start to finish – this program transforms you into an efficient software developer, able to understand, communicate, and solve problems at every stage of the development process.

digipen.edu/academics/computer-science-degrees Digipen Student Game: “KOGARASHI”

48 Academics / Computer Science DigiPen Institute of Technology Europe-Bilbao 49 CAREER OUTLOOK TOPICS COVERED Graduates of the BS in Computer Science in Real-Time Interactive Simulation program are prepared to enter the simulation or video game industries as computer scientists and software engineers. Students in the BS in Computer Science in Real- Possible position titles include: Computer Scientist, Software Engineer, Software Time Interactive Simulation program learn how to: • Development Engineer in Test, Software Analyst, Computer Programmer, Gameplay Programmer, Engine Programmer, Physics Programmer, Graphics Programmer, Program a variety of simulations and Networking Programmer, Programmer, game software in core programming Programmer, Tools Programmer, Web Developer, and Game Scripter. languages like C++. • After several years of experience in the industry, graduates may obtain titles Lead Engineer, Lead Developer, Development Manager, Principal Engineer, Create robust artificial intelligence such as: algorithms to serve as the cognitive Technical Director, and Chief Technology Officer. processes for computer-controlled • This degree program also includes secondary training that can contribute directly objects. to graduates obtaining positions with titles such as: Producer, Program Manager, Technical Program Manager, Technical Designer, and Technical Writer. Apply concepts such as computer networks, TCP/IP, and programming to multi-user software environments. ADMISSIONS INFO The BS in Computer Science in Real-Time Interactive Simulation program produces some of Implement efficient graphical user the most capable software developers in the industry, but applicants don’t necessarily need interfaces (GUIs), including the any prior programming experience to be successful. The ideal candidate will have strong management of windows, menus, math, science, and problem-solving abilities and have completed math through precalculus and dialogue boxes. prior to attending DigiPen. Courses in computer science and physics are also recommended.

Draft technical design documents to aid in the scheduling and organizational aspects of software production.

50 Academics / Computer Science DigiPen Institute of Technology Europe-Bilbao 51 RECOMMENDED COURSE SEQUENCE The BS in Computer Science in Real-Time Interactive Simulation degree program usually spans eight semesters of 15 weeks each, or a total of four academic years. This is a sample of a typical course sequence.

YEAR ONE YEAR TWO YEAR THREE YEAR FOUR 1 2 3 4 5 6 7 8

MAT 140 MAT 150 OR MAT 180 MAT 200 OR MAT 230 MAT 250 MAT 258 MATH ELECTIVE MATH ELECTIVE ENGLISH ELECTIVE Linear Algebra and Geometry Calculus and Analytic Geometry I Calculus and Analytic Geometry II Linear Algebra Discrete Mathematics Any MAT course numbered Any MAT course numbered Any ENG course of three or Vector Calculus I or Vector Calculus II 200 or higher 200 or higher credits or more CS 100 PHY 200 PHY 250 Computer Environment CS 170 CS 180 Motion Dynamics Waves, Optics, and Thermodynamics CS 315 COMPUTER SCIENCE ELECTIVE COMPUTER SCIENCE ELECTIVE High-Level Programming II: Operating Systems I: Low-Level Programming Any CS course numbered Any CS course numbered CS 120 The C++ Programming Language Man-Machine Interface PHY 200L CS 260 200 or higher 200 or higher High-Level Programming I: Motion Dynamics Lab Computer Networks I: CS 350 The C Programming Language CS 230 CS 200 Interprocess Communication Advanced II ENGLISH ELECTIVE COMPUTER SCIENCE ELECTIVE Game Implementation Computer Graphics I CS 250 Any ENG course of three Any CS course numbered ENG 110 Techniques Computer Graphics II CS 300 COMPUTER SCIENCE ELECTIVE credits or more 200 or higher Composition CS 225 Advanced Computer Graphics I Any CS course numbered 200 COM 150 Advanced C/C++ CS 280 or higher ART AND MUS ELECTIVE HSS ELECTIVE COL 101 Interpersonal and Work Data Structures CS 330 Select one: ANI 125, ART 105, FLM Any HIS, PSY, or SOS course College Life and Academic Skills Communication GAM 200 Algorithm Analysis CG 130 115, FLM 151, FLM 152, or MUS 115 of three credits or more Project II GAM 250 3D Computer Animation Production I GAM 100 GAM 150 Project II GAM 300 GAM 375 GAM 400 Project Introduction Project I Project III GAM 350 Project III Project IV Project III

52 53 DigiPen’s innovative and unique degree programs provide a resonant environment for understanding and exploring the cutting- edge technological, creative, and expressive potential of interactive digital media. The exciting interdisciplinary curriculum, taught by experienced professionals and professors drawn from various disciplines, fosters a high degree of intellectual curiosity and individual inquiry. A strong emphasis on theory and practice using a dynamic, expansive team- PRASANNA GHALI based approach to interactive digital media PROGRAM DIRECTOR productions enables and inspires DigiPen graduates to push the scientific and artistic Since Prasanna Ghali joined DigiPen in 1994, he has been instrumental in developing and frontiers at the unique intersection of implementing DigiPen’s computer graphics and game software development curriculum. technology, art, and entertainment.” Between 1998 and 2002, he was the Vice President of Engineering at Nintendo Software Technology (NST). Prasanna Ghali Program Director During his tenure at NST, Mr. Ghali served as the Technical Lead for several video game titles, including Ridge Racer 64, Wave Race: Blue Storm, and 1080° Avalanche. He was also the key software engineer for the design, development, testing, and benchmarking of video game prototypes on Nintendo’s GameBoy, GameBoy Color, , and GameCube platforms.

Mr. Ghali returned to DigiPen in 2002 to continue his interests in teaching and research on various topics related to game development, including computer graphics and design. He has co-published articles in various journals, and is the author of nine U.S. patents, which deal with game design and/or game engineering.

54 Academics / Computer Science DigiPen Institute of Technology Europe-Bilbao 55 56 General ManagerofXbox EntertainmentStudios, Microsoft Loftis Shannon the groundrunningingamedevelopment.” they arrivewithtacticalskillsthatletthemhit DigiPen graduatesaregreathires,because

AWARD-WINNING STUDENT GAME “Moodieval Times” DigiPen Student Game: DigiPen InstituteofTechnology Europe-Bilbao 57 58

Academics / Computer Science DIGIPEN STUDENT GAME “SKYWOLF” DigiPen Student Game:

DIGIPEN STUDENT GAME “JERA” DigiPen Student Game: DigiPen InstituteofTechnology Europe-Bilbao 59 DigiPen Student Shortfilm “SWING IN THE SKY” by Daniel Arriaga.

CHOOSING YOUR PATH ART, MUSIC, AND DESIGN

Learn the skills necessary to create amazing artwork, sounds, and experiences for modern video games, animations, and other media.

Wherever your artistic passions lie, these degree programs will help you become a skilled and versatile content creator, capable of communicating any range of ideas and emotions.

Offered at the Europe-Bilbao Campus • BFA in Digital Art and Animation

Offered at the Redmond Campus • BA in Game Design • BA in Music and Sound Design • MFA in Digital Arts

digipen.edu/academics/art-music-and-design-degrees

60 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 61 DigiPen Student Shortfilm: “THE GARDEN”

BACHELOR OF FINE ARTS IN DIGITAL ART AND ANIMATION

Have you ever dreamed of building an entire world from scratch? From breathtaking landscapes to eye-catching characters, artists have a tremendous amount of influence over how we connect with video games, animated films, and movies.

The Bachelor of Fine Arts in Digital Art and Animation is a rigorous program that prepares you for the challenges of professional art production. It begins with a solid grounding in the traditional arts, then progresses to computer animation techniques and technologies, and culminates in a series of projects that teach you all stages of the art production pipeline. You’ll graduate with the tools to translate your ideas into powerful, affecting imagery — and a new way of looking at the world around you.

digipen.edu/academics/art-music-and-design-degrees

62 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 63 CAREER OUTLOOK TOPICS COVERED The BFA in Digital Art and Animation program prepares students for careers in digital art and digital 3D animation, digital 2D animation, and video game or animation pre-production. Students who successfully complete the BFA in Possible job titles include: 2D Animator, 3D Animator, Props and Environment Digital Art and Animation program possess the • Modeler, Texture Artist, Character Modeler, Character Rigger, Character following: Animator, 3D Lighting and Camera Designer, Level Designer, UI Designer, Technical Artist, Visual Effects Artist, Producer, Project Manager, Compositor, Extensive production experience, in both Simulation and Effects Animator, Storyboard Artist, Maquette Sculptor, Web 2D and 3D animation, as well as an area of Designer, Art Instructor, Illustrator, Concept Artist, and Character Designer. greater focus that enables you to target a specific sector of the industry according to your interests and abilities. ADMISSIONS INFO Excellent drawing skills, including a Candidates for the BFA in Digital Art and Animation program should have a mastery of perspective, shading, drawing foundation in drawing and art concepts and be open to constructive feedback on from observation, figure drawing, value, their work. Candidates must provide an art portfolio and should have experience color, and composition. with drawing and other fine arts disciplines such as painting or sculpture. Strong storytelling abilities, including visual storytelling, literary traditions, story through dialogue, story through acting, and cinematic conventions.

Familiarity with modern studio processes, including the ability to use current tools and software, as well as the ability to learn new software while maintaining a strict production schedule.

Professional work habits, including an understanding of how to maintain and continually enhance your craft, as well as the ability to utilize and integrate professional criticism into your work.

64 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 65 RECOMMENDED COURSE SEQUENCE The BFA in Digital Art and Animation degree program usually spans eight semesters of 15 weeks each, or a total of four academic years. This is a sample of a typical course sequence.

YEAR ONE YEAR TWO YEAR THREE YEAR FOUR 1 2 3 4 5 6 7 8

ANI 101 ANI 151 ART 201 COL 230 DIGITAL ART AND ANIMATION DIGITAL ART AND ANIMATION ART 401 GENERAL EDUCATION ELECTIVE Animation Basics I Animation Basics II Life Drawing II College Success for Artists ELECTIVE ELECTIVE Conceptual Illustration and Any ENG, LAW, HIS, SOS, PSY, or 300 level or higher: ART, ANI, 300 level or higher: ART, ANI, Visual Development MAT elective ART 101 ART 120 CG 201 ART 251 FLM, or CG FLM, or CG The Language of Drawing I Language of Drawing II Introduction to 2D Computer Character Design ART 450 OPEN ELECTIVE Graphics FLM 201 OR FLM 210 DIGITAL ART AND ANIMATION Portfolio An elective of the student’s choice ART 125 ART 130 ART 300 Cinematography or Cinematography ELECTIVE from any department at DigiPen Tone, Color, and Composition I Tone, Color, and Composition II CG 225 Perspective, Backgrounds, for Visual Effects 300 level or higher: ART, ANI, PHYSICS ELECTIVE Introduction to 3D Computer and Layouts FLM, or CG Any three-credit Physics course SOS 115 ART 115 ART 151 Graphics ART 200 Media and Ethics: A Social Science Art and Technology Life Drawing I ART 350 Animal Anatomy CS 115 ENGLISH ELECTIVE Perspective FLM 115 Storyboards Introduction to Scripting and Any ENG elective 150 level or higher ENG 116 ART 150 History of Film and Animation CG 300 Programming LAW 115 Storytelling Human Anatomy CG 275 3D Environment and Level Design PRJ 400 OR PRJ 402 Introduction to Intellectual Property PRJ 201 OR PRJ 202 Introduction to 3D Animation COM 250 Cinematic Production or Game Art and Contracts COL 101 PRJ 101 2D Animation Production or PRJ 300 Professional Communication Project II College Life and Academic Skills The Basics of Production Game Art Project I PRJ 251 OR PRJ 252 3D Production Pipeline PRJ 450 2D Animation Production or PRJ 350 OR PRJ 352 Career Preparation Game Art Project I Cinematic Production or Game Art Project II

66 67 Since the beginning of human history, artists have crafted beautiful images, from the dynamic cave paintings of Lascaux to the stately formalism of the high . Yet no advancements in technique or aesthetics would have been possible without parallel advancements in technology. Today, thanks to computer hardware and software, our tool sets are evolving faster than ever before. DigiPen has been on the forefront of this rapidly JAZNO FRANCOEUR changing field for over 30 years, but the PROGRAM DIRECTOR mission of its BFA program has remained constant: to marry the rich artistic Mr. Francoeur’s career began in 1990, when he interned at the Walt Disney Feature Animation traditions of the past with the boundless studio in Orlando, Florida. Upon graduating from Kansas City Art Institute in 1992, he began possibilities of the digital age.” working at the Disney studios in Los Angeles, California, and later in Orlando, where he worked on a number of films, including Lilo & Stitch, Tarzan, Mulan, Pocahontas, The Lion Jazno Francoeur King, Beauty and the Beast, The Emperor’s New Groove, and The Hunchback of Notre Program Director Dame, as well as the Aladdin video game for Genesis and numerous other projects.

Mr. Francoeur has served as an art instructor at DigiPen since 2004. In addition to his career as an animator and educator, he is a performing musician, a published poet, and an exhibiting photographer.

68 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 69 70 Developer andCreatorofTeam Fortress, Robin Walker been, thanks,inpart,toourDigiPen graduates.” exciting. Ourcompanytodayisstrongerthanit’s ever replicated insideanacademicinstitutionwasreally in frontofrealgames.To seethatprocessbeing is toseehowrealplayersreactwhenthey’reput to believethebestwaylearnhowmake games “Over theyearswe’ve beeninbusiness,we’ve come

DIGIPEN STUDENT GAME “Fastfood” DigiPen Student Game: DigiPen InstituteofTechnology Europe-Bilbao 71 AWARD-WINNING STUDENT ANIMATION STUDENT AWARD-WINNING ANIMATION STUDENT AWARD-WINNING

25 PERCENT Aintzane Arribas Shortfilm DigiPen Student Game. ART

72 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 73 AWARD-WINNING STUDENT ANIMATION STUDENT AWARD-WINNING ANIMATION STUDENT AWARD-WINNING

Etude Adija Redmond Campus Redmond Campus

74 Academics / Art, Music, and Design DigiPen Institute of Technology 75 DIGIPEN STUDENT ARTWORK DIGIPEN STUDENT

Different students work for games and shortfilm Different students work for games and shortfilm

76 Academics / Art, Music, and Design DigiPen Institute of Technology Europe-Bilbao 77 ACADEMICS AT DIGIPEN SUMMER WORKSHOP

DigiPen’s high school programs allow students to explore the fields of video game programming, fine arts and multimedia production, in a fun, hands-on learning environment.

These courses enhance students’ problem solving and critical thinking skills, improve their knowledge of core subjects like math, science, and art, and excite their interest in the classroom concepts that make modern technology possible.

DigiPen offers two-week summer workshops in subjects related to game design, video game programming, art and animation, engineering, and music and sound design. These programs enhance students’ critical thinking skills, improve their knowledge of core subjects like math and physics, and excite their interest in the academic concepts underlying modern technology. Summer workshops are available to students 15 years old and over.

digipen.edu/academics/youth-and-adult-programs

78 Academics / Youth Programs DigiPen Institute of Technology Europe-Bilbao 79 FLM 201 FLM 399 PRJ 201 UNDERGRADUATE COURSE DESCRIPTIONS Cinematography Special Topics in Film 2D Animation Production This course explores camera composition, lighting, and editing The content of this course may change each time it is offered. It is for This course is the first semester of a two-semester DigiPen strives for the highest standards of academic excellence and regularly reviews its programs for rigor and continued techniques through a series of cinematic projects. Topics include the purpose of offering a new or specialized course of interest to the project. Work is completed in small teams with a special emphasis on relevance to industry. As such, courses and curricula are subject to change. For more information, download the latest course 2D and 3D camera moves, film and script analysis, storytelling faculty and students that is not covered by the courses in the current physicality. Additional topics include research, visual development, catalog at: digipen.edu/academics/course-catalog conventions, choreography, and staging. Prerequisite(s): FLM 115 catalog. Prerequisite(s): None and production pipeline management. Prerequisite(s): ART 120, ART 130, ANI 151, PRJ 101 FLM 210 Cinematography for Visual Effects Internship Courses PRJ 202 This course focuses on the technical aspects of cinematography Game Art Project I including understanding how cameras work, how images are This course is the first semester of a two-semester project that focuses captured and processed, computer graphics theory, and image INT 390 on the creation of a simple real-time game or simulation with 2D Department of Animation and ANI 201 ANI 450 analysis. Prerequisite(s): FLM 115 Internship I graphics. Artists work on cross-discipline teams of three or more Animation Advanced Animation Portfolio An internship is any carefully monitored work or service experience members. Topics include visual design, game art pipeline, essential Production A variety of stop-motion methods will be explored in this course. This course requires students to further extend their portfolio work, FLM 215 in which an individual has intentional learning goals and reflects development practices, fundamentals of team dynamics, and task Topics include , , and armature-building principally polishing and refining elements that will align them well Visual Effects Analysis and Process actively on what she or he is learning throughout the experience. prioritization methods. Prerequisite(s): ART 120, ART 130, ANI techniques. Prerequisite(s): ANI 151 for current industry needs. With a generous selection of assignment It is usually a professional activity under general supervision of an 151, PRJ 101 This course explores the history of visual effects in film and how the opportunities to be explored, students will gain advanced instruction experienced professional and in a job situation, which places a Animation Courses craft has developed in terms of technology and processes. Students on more focused acting, physicality and . This high degree of responsibility on the student.Permission of instructor PRJ 251 ANI 300 also examine the fundamental production pipeline for the planning course will provide students with an ideal opportunity to improve an required. Prerequisite(s): None 3D I and execution of visual effects. Prerequisite(s): FLM 151 2D Animation Production ANI 101 area of their portfolio work that will better represent animated body This course explores 3D character animation techniques of This course is the second semester of a two-semester traditional Animation Basics I mechanics and acting skills. Prerequisite(s): ANI 350, CG 300, INT 450 performance, physicality, and weight using basic rigs provided by FLM 250 animation project. Work is completed in small teams with a special PRJ 350 This course introduces the principles of animation through a variety the instructor. Special attention is given to thumbnailing key poses, Internship II emphasis on production quality. Topics include cleanup, scanning, of animation techniques. Topics include motion research and Digital Post-Production video research, and stagecraft. Prerequisite(s): ANI 151, CG 275 An internship is any carefully monitored work or service experience coloring, raster and vector-based software, and production pipeline analysis, effective timing, spacing, volume control, stagecraft, and The last step of any animation project involves the assembly of various in which an individual has intentional learning goals and reflects management. Prerequisite(s): PRJ 201 choreography. Weekly screenings of classic animation are held, production elements ranging from rendered files to sound effects. This ANI 350 Film Courses actively on what she or he is learning throughout the experience. followed by in-class critiques. Prerequisite(s): None is also the stage where the visual effects artists add the effects seen in It is usually a professional activity under general supervision of an PRJ 252 3D Character Animation II today’s movies. This course teaches the fundamental skills these artists experienced professional and in a job situation, which places a ANI 125 This 3D animation course explores acting through the medium of use in post-production. Effective editing skills are the primary outcome Game Art Project I FLM 115 high degree of responsibility on the student.Permission of instructor Acting for Animation the human voice, including narration, expressive reading, diction, lip- History of Film and Animation of the course. Students will also cover the planning, execution, and This course is the second semester of a two-semester project and synchronization techniques, and vocal refinement. Prerequisite(s): addition of special effects to animation. Prerequisite(s): FLM 151 required. Prerequisite(s): None focuses on the creation of a simple real-time game or simulation An animator’s ability to express attitude, thought, and emotion through This course examines the more than 100-year history of film and ANI 300 with 2D graphics. Topics include art polish, visual consistency, formal a character’s body language is a fundamental skill necessary for animation. Beginning with the scientific and technical advances that FLM 350 playtesting, game pacing, and . Prerequisite(s): PRJ success. Therefore, this course focuses on presenting tools and made these media technologies possible, students explore every ANI 399 202 techniques for translating thoughts and feelings into specific gestures major movement and genre as well as their impact on society. The Compositing I and actions. The course introduces students to the history of acting in Special Topics in Animation course gives students critical vocabulary required for explaining story, This course introduces students to two key areas of compositing Projects Courses PRJ 300 theater, animation, and film. Students explore the basic fundamentals The content of this course may change each time it’s offered. It is for animation, and cinematic techniques. Prerequisite(s): None -- image preparation (e.g., , blue/green screen, masks, and differences of acting for the stage, film, and animation through a the purpose of offering a new or specialized course of interest to the wire removal) and compositing software (layer-based, node-based). 3D Production Pipeline PRJ 101 series of acting exercises and problems. Special emphasis is given faculty or students that is not covered by the courses in the current FLM 151 Students apply this knowledge to basic 2D compositing, as well as This course introduces a limited 3D production pipeline through a to classical method acting. Prerequisite(s): None The Basics of Production catalog. Prerequisite(s): None Visual Language and Film Analysis motion tracking and color correction. Prerequisite(s): CG 201, FLM one-semester individual project. A range of artistic disciplines will 210, FLM 215 This course investigates production pipelines adopted by schools and be covered, including modeling, texturing, rendering, rigging, and ANI 151 Animation is ultimately filmmaking, and animators should learn from ANI 400 companies. Topics include career opportunities, best practices and animation. Storyboards and designs for characters, environments, the many classics on how to effectively bring various film production Animation Basics II FLM 360 methodologies, efficient workflows, and basic navigation of common and assets are provided. Prerequisite(s): CG 275, PRJ 251 OR Cinematic Animation elements together. Students review several films and study how the This course explores concepts and techniques of traditional animation. industry software. Projects range from small individual assignments to PRJ 252 This course is a culmination of the student’s ability to use animation as relationships between scripts, cameras, lighting, sets, production Compositing II Motion and posing is explored through character development, a limited team-based project within a game engine. Prerequisite(s): a storytelling medium. It also provides an opportunity for the student to design, sound, acting, costumes, props, directing, and production This advanced compositing course focuses on the integration of which includes the expression of personality, mood, thought, and ART 101, ART 125, ANI 101 PRJ 350 demonstrate his or her personal artistic growth. Each student works to lead to successful visual stories. They also examine the fundamental 3D elements into live action footage. Concepts covered include attitude. Emphasis is placed on the refinement of drawings, subtlety complete a short piece of cinematic animation. Working independently theories underlying visual storytelling. Understanding the creative image stabilization, lighting, green screen setup and shooting, match Cinematic Production of movement, and creativity. Prerequisite(s): ANI 101 or in small groups with the instructor’s approval, students may use processes utilized by these influential filmmakers provides insight into moving, camera tracking, and body tracking. Prerequisite(s): CG This course is the first semester of a two-semester sequence on either 2D or 3D tools. Prerequisite(s): FLM 275 or MUS 115, ANI how students may improve their own animations. Prerequisite(s): 275, FLM 350 the production of a short 2D or 3D film. The course focuses on 350, ART 401 None concept, pre-production, and asset creation in a team environment.

80 81 Topics include effective presentations, managing scope, and team Department of Computer Science CS 120 used in a game. Additionally, the course will cover such relevant lines, circles, ellipses, triangles, and arbitrary polygons. The second half CS 245 dynamics. Prerequisite(s): ART 300, CG 300, PRJ 300, ENG High-Level Programming I: The C Programming topics as data-driven technology, modular coding, function calls, and of the course is concerned with the viewing and animation of these 2D Introduction to Interactive Sound Synthesis 116, ART 350 Language procedures. Prerequisite(s): CS 116 or CS 120 primitives. The course covers topics such as interpolation techniques, This course explores dynamic sound synthesis, 3D-directional transformations, culling, clipping, animation techniques, and the 2D This course serves as a foundation for all high-level programming auditory effects, and sonic ambience to real-time simulations and Computer Science Courses CS 176 viewing pipeline. Prerequisite(s): CS 170, MAT 140 PRJ 352 courses and projects by introducing control flow through statement video games. The subjects include mixing audio and modulating dry Game Art Project II grouping, decision making, case selection, and procedure iteration as Advanced Scripting recorded sounds using wave table synthesis. Students learn how to CS 211 create collision sounds using additive synthesis, wind effects using This course is the first semester of a two-semester team CS 100 well as basic data types. Additionally, this course addresses the lexical This course presents game implementation techniques and game Introduction to Databases subtractive synthesis, natural sounds using granular synthesis and production of a game. Topics include advanced art pipeline, Computer Environment convention, syntax notation, and semantics of the C programming architecture in a scripting language environment. Students investigate language. Prerequisite(s): None concepts of game architecture, such as game-system component This course provides a broad overview of database systems. physical modeling, ambiences using layering and spectral filtering, game engine rendering, visual consistency, and advanced testing This course provides a detailed examination of the fundamental separation and game flow while learning about essential elements It presents the fundamentals, practices, and applications of 3D spatialized surround sound panning, inter-aural time difference, techniques. Prerequisite(s): ART 300, CG 300, PRJ 300, elements on which computers are based. Topics include number CS 165 such as the game state manager, input/output handler, and frame computer databases. Topics include database architectures, data inter-aural intensity difference, and Head Related Transforms (HRTFS). ENG 116, ART 350 systems and computation, electricity and basic circuits, rate controller. Students learn how to create several different types of modeling, design schemes, transaction processing, and database Students also study algorithms and techniques for real-time multi- circuits, memory, computer architecture, and operating systems. Programming Foundations classic games in a variety of scripting languages most commonly used implementation. Prerequisite(s): CS 170 threaded programming and synthesized sound integration for game PRJ 400 Operational code and assembly languages are discussed and then This course expands on basic programming skills through an for professional games, learning the specific syntax and approaches of engines. Prerequisite(s): MAT 100 or MAT 140, CS 170, CS 180, implemented on a hardware platform, such as a exploration of object-oriented programming techniques. Topics Cinematic Production each language in the process. As part of their implementation, students CS 212 PHY 200 or an autonomous vehicle. Prerequisite(s): None may include classes, inheritance, interfaces, polymorphism, and This course is the second semester of a two-semester sequence learn how to use the specific graphics, audio interface, physics and data structures.Credit may be received for only one of: CS 165, CS Advanced Databases on the production of a short 2D or 3D film. With pre-production math APIs found in the scripting environments used. Students survey CS 246 170. Prerequisite(s): CS 116 This course will cover advanced database topics with particular completed, the sequence continues with final animation, rendering, CS 115 concepts in space partitioning, particle systems, map editors and other emphasis on the large-scale database systems used by modern Advanced Sound Synthesis and post-production. Commercial art direction, quality control, elements so that they are capable of creating working prototypes of Introduction to Scripting and Programming applications. Data mining and data warehousing will be explored with This course covers the basic building blocks that go into making a production deadlines, team dynamics, and technical challenges are CS 170 2D games. Prerequisite(s): CS 170 or CS 175 This course introduces programming environments to students who emphasis on search and analysis. Non-relational databases will also sound engine. Topics may include: audio file formats, sound card addressed. Prerequisite(s): ART 350, ENG 116, PRJ 350 High-Level Programming II: The C++ are not experienced programmers. This course covers simple logic, be covered in detail. Prerequisite(s): CS 211 architecture, low level sound APIs, high level sound APIs, streaming programming flow, and the use of variables. It introduces students Programming Language CS 180 audio, mixing, digital filters and effects, 3D audio, audio spectra and PRJ 402 to the history of programming and the basic vocabulary of the This course introduces the C++ language with particular emphasis Operating Systems I: Man-Machine Interface CS 225 the Fast Fourier Transform. Prerequisite(s): CS 245 Game Art Project II programming industry. The course culminates in a series of hands- on its object-oriented features. Topics include stylistic and usage This course presents an overview of modern operating systems as Advanced C/C++ on exercises using this knowledge to solve problems. At his or her differences between C and C++, namespaces, function and operator implemented on personal computers. It presents an overview of what CS 250 This course is the second semester of a two-semester team production This course builds on the foundation created in the first two high-level discretion, the instructor may cover special topics in programming or overloading, classes, inheritance, templates, and fundamental STL an operating system is and does, with emphasis on the following of a game. Topics include advanced art pipeline, game engine programming courses (CS 120 and CS 170). It presents advanced topics Computer Graphics II scripting. Credit may be received for CS 115 or for CS 120, but not for components. Prerequisite(s): CS 120 topics: organization and design, process management, threading, rendering, visual appeal and consistency, user interface design, of the C/C++ programming language in greater detail. Such topics This course examines the mathematical elements and algorithms used both. Prerequisite(s): None interprocess communication, process synchronization, and memory animation polish, and advanced testing techniques. Prerequisite(s): include advanced pointer manipulation, utilizing multi-dimensional in the design and development of real-time CS 174 management. Prerequisite(s): CS 100 or CS 101, CS 170 PRJ 352 arrays, complex declarations, and standard library functions. Advanced applications, such as games, cockpit simulators, and architectural CS 116 Audio Scripting C++ topics include class and function templates, operator overloading, walk-throughs. 3D computer graphics involve drawing pictures of CS 185 PRJ 450 Introduction to Computer Technology and This course covers concepts and implementation strategies for using multiple inheritance, runtime type information, the standard template 3D objects, usually on a 2D screen. This process of generating a 2D a high-level scripting language to achieve complex audio behavior C++ for Designers Career Preparation Programming library, and performance issues. Prerequisite(s): CS 170 image of a 3D graphics application can be described as a series of in game development. Topics include principles of analog and digital distinct operations performed on a set of input data. Each operation This course introduces programming environments to students who This course introduces the C++ language with particular emphasis This course focuses on building portfolios and reels in preparation for audio, psychoacoustics, and programming. Prerequisite(s): CS 116 generates results for the successive one. This process is called the are not enrolled in a science degree program at DigiPen. The course on its object-oriented features. Topics covered include differences CS 230 the professional world. Emphasis is placed on professional practices, or CS 120 graphics rendering pipeline, and it is the core of real-time computer provides students with an introductory overview of the fundamental between scripting languages and C++, data types, namespaces, Game Implementation Techniques methodologies, and presentation. Prerequisite(s): PRJ 400 or PRJ graphics. The graphics pipeline can be conceptualized as consisting elements on which computers are based, including basic computer classes, inheritance, polymorphism, templates, and fundamental STL 402 or INT 390 CS 175 This presents game implementation techniques and engine of three stages: application, transformation, and rasterization. The hardware systems, operations, and structures. An introduction to components. Credit may be received for CS 170 or CS 185, but not architecture. Students investigate foundational concepts of game course begins by introducing the 3D graphics pipeline. The application basic programming includes simple logic, programming flow, loops, Scripting Languages for both. Prerequisite(s): CS 176 PRJ 452 architecture, such as game-system component separation and game stage is examined from the viewpoint of the representation, modeling, variables, and arrays. Conditionals, evaluations, and other control This course covers the concepts and implementation strategies flow, while learning about essential elements such as the game state and animation of 3D objects. Topics include user interaction, camera Senior Game Art Project II structures are also included. The instructor may cover special topics in for using high-level scripting languages in game development. CS 200 manager, input/output handler, and frame rate controller. This course animation techniques, simulation of dynamic objects, and collision In this course, students work to complete the projects they began programming or scripting and may focus on currently popular scripting Students will focus on object-oriented programming, high-level Computer Graphics I introduces Windows programming, state machines, and collision detection techniques. Next, the course examines the process in PRJ 402, or begin a new project to demonstrate a particular languages in the . Prerequisite(s): None English-like structure, speed of development, and ease of use. This course presents fundamental mathematical elements, data detection algorithms, which students will integrate into their own of mapping 3D graphic objects from model-space to viewport professional skill. Prerequisite(s): PRJ 402 The course includes a survey of commercial languages, as well as structures, and algorithms useful for animating and viewing 2D remakes of classic games. As part of their implementation, students coordinates. The transformation stage implements this process. Finally, proprietary scripting languages from industry applications. Students primitives. The course aims to fulfill two objectives. The first objective create and expand their own collision, vector, and matrix libraries, the conversion of a geometric primitive in viewport coordinates into will examine the process of conceptualizing a syntax for a game- is to provide students with a sufficient mathematical and algorithmic enabling them to incorporate basic physics engines. Students survey a 2D image is studied. The rasterization stage implements this final based scripting language and examine how such a language is background to design and implement 2D graphics applications. The concepts in space partitioning, particle systems, map editors, and other process. Prerequisite(s): CS 200 compiled and interpreted by a game engine. Using the syntax they second objective is to prepare students with the knowledge required elements as a bridge to more advanced concepts in implementation have created, they will create a number of scripts that could be for writing 3D graphics applications. The first half of the course deals techniques and engine architecture. Prerequisite(s): CS 120; with scan-conversion algorithms for rasterizing 2D primitives such as Concurrent Course(s): CS 170

82 83 CS 251 CS 272 CS 330 engineering standards. Risk management and iterative design receive CS 385 CS 420 Introduction to Computer Graphics Reinforcement Machine Learning Algorithm Analysis special emphasis. Student teams apply acquired knowledge to a Machine Learning Graphics File Format and Data Compression This course provides a high-level overview of 3D computer graphics. This course covers the fundamentals of goal-directed machine learning This course provides students with an introduction to the analysis substantial project. Prerequisite(s): CS 225 This course introduces a wide range of machine learning techniques. Techniques It is intended for game designers and artists to enable them to using reinforcement learning principles. Decision-making frameworks of algorithms, specifically proving their correctness and making a The topics include early machine learning algorithms like genetic This course covers data compression techniques for still images and CS 370 understand the fundamental components of graphics engines and based on exploitation and exploration are covered. The course also statement about their efficiency. Topics for discussion may include loop algorithms, classifier systems, neural networks, and various clustering multimedia. Students learn the theory behind data compression and their applications in real-time simulation and video game software. covers single- and multiple-state space approximations using regular- invariants, strong mathematical induction and recursion, asymptotic Computer Imaging algorithms. Then, the course explores probabilistic algorithms like how it is used in specific formats. Methods covered include run-length Course topics include graphics pipeline architecture, 3D transformation and linear-function approximation techniques. Prerequisite(s): CS notation, recurrence relations, and generating functions. Students This course introduces image-processing methods and applications Bayesian networks, hidden Markov models, and Monte Carlo encoding, Huffman coding, dictionary compression, transforms, and operations, viewing and projection, lighting and shading models, 271, MAT 258 examine examples of algorithm analysis from searching and sorting relevant to the development of real-time interactive simulations. methods. Prerequisite(s): CS 381 wavelet methods. Students learn these techniques by examining detail techniques, shadow algorithms, hidden object culling algorithms. Prerequisite(s): MAT 200 or MAT 230, CS 225, CS The course covers fundamental concepts in image representation, various popular graphic file formats such as BMP, JPEG, DXTn, and and removal techniques, 3D object modeling, and animation and CS 280 280 image filtering, frequency domain processing, and image-based CS 387 MPEG. Prerequisite(s): CS 250, CS 280 physically-based motion control. The popular graphics programming Data Structures rendering methods. Topics include image serialization, 2D filtering, Unsupervised Machine Learning languages (GDI plus, OpenGL, DirectX) and shader programming are CS 350 This course introduces classical abstract data types (ADT) in computer Fourier transforms, noise modeling, and high dynamic-range This course explores unsupervised machine learning. Topics include CS 460 also discussed in the course. Prerequisite(s): CS 170 science. ADTs provide the hierarchical views of data organization used Advanced Computer Graphics II imaging. Prerequisite(s): CS 280 clustering, dimensionality reduction, Gaussian mixture models, Advanced Animation and Modeling in programming. Among the topics covered are the algorithms and This course deals with the efficient representation and processing of randomized optimization, covariance estimation, unsupervised neural 3D animation and modeling play significant roles in computer CS 260 CS 375 primitives of the data structures for arrays, linked lists, stacks, queues, complex 3D scenes in order to avoid bottlenecks in the use of the networks, and reduction of problem space. Prerequisite(s): CS simulation and video game software. Game developers need to Computer Networks I: Interprocess trees, hash tables, and graphs. In addition, the course provides an CPU and the GPU. Specific topics include a variety of spatial data Compilers and Interpreters 272, MAT 340 have a comprehensive understanding of these techniques. This Communication introduction to algorithm complexity and notation. Prerequisite(s): structures (binary space-partitioning trees, octrees, kd-trees, and grid This course presents fundamental topics in the field of compiler course introduces algorithms for specifying and generating motion CS 225 data structures), several object-culling methods (occlusion, viewport, This course introduces the hierarchical network communication in construction. Topics covered in the course will help students CS 388 for graphical objects. It addresses practical issues, surveys accessible and portal), and finally the construction and uses of bounding volumes a distributed computing environment. Course topics cover network understand and implement a compiler for a high-level programming Introduction to Portable Game System techniques, and provides straightforward implementations for and their hierarchies for collision detection and related geometric technologies, architecture, and protocols. The curriculum gives CS 300 language. The course will guide the students towards an in-depth Development controlling 3D moving entities with different characteristics. The class operations. Prerequisite(s): CS 300 understanding of compilation techniques and runtime implementation covers two broad categories. Students will first learn an interpolation- specific emphasis to the TCP/IP stack and in making students familiar Advanced Computer Graphics I This course introduces students to portable game systems for a modern programming language. Prerequisite(s): CS 330, based technique, which allows programmers to fill in the details of the with writing portable socket based software. It prepares students for This course introduces students to algorithms that are essential programming and development, which is different from PC CS 355 MAT 258 motion or shape once the animator specifies certain basic information, programming multiplayer games in later semesters. Prerequisite(s): to creating photorealistic images in interactive simulations. Topics programming and development due to the embedded structure of such as key frames, paths, coordinate grids, or destination geometry. CS 180, CS 225 covered include an overview of modern GPU (graphics processor unit) Parallel Programming the machine. Students work with a very limited amount of memory and CS 380 Then, they learn a behavior-based technique, which generates motion architecture and the common graphics APIs used, including OpenGL This course presents an introduction to multi-threaded and CPU power. To overcome the system’s memory limitations, several that satisfies a set of rules, such as kinematics, physics, or other CS 261 and DirectX. Rendering techniques covered include texturing, distributed programming. The course covers some classical Artificial Intelligence for Games graphics techniques are used, such as tile based game objects and constraints. Prerequisite(s): CS 300, CG 130, MAT 300 Computer Networks II illumination models, transparency, shading algorithms, mapping problems and synchronization mechanisms, as well as modern This course introduces students to a wide range of concepts and backgrounds using color palettes. As for the CPU limitations, fixed point techniques (bump mapping, environment/reflection mapping, etc.), libraries that support parallel programming. The course also covers practical algorithms that are commonly used to solve game AI decimal is used instead of float numbers, along with asynchronous This class extends the TCP/IP protocols studied in CS 260 to wireless CS 487 and shadows. Students learn how to implement all algorithms by using distributed programming models and applications to video game problems. Case studies from real games are used to illustrate the operations. Several portable game system specific topics, such as devices. This course goes further in depth into some topics covered vertex and pixel shaders. Prerequisite(s): CS 250 programming. Prerequisite(s): CS 330 concepts. Students have a chance to work with and implement core managing multiple graphics engines simultaneously and handling Advanced Machine Learning in the introductory networks course, as well as additional subjects game AI algorithms. Topics covered include the game AI programmer the touch pad are discussed. Prerequisite(s): CS 250, GAM 250 This course focuses on the application of machine-learning of interest. Topics include TCP/IP related protocols (such as NAT, CS 315 CS 362 mindset, AI architecture (state machines, rule-based systems, goal- concepts in a human interactive virtual environment. Topics covered WAP, and DNS), physical media access (such as aloha, OFDM, and based systems, trigger systems, smart terrain, scripting, message CS 391 include learning processes, data collection, and efficient usage of WIDEBAND), wireless standards and protocols and network security. Low-Level Programming Operations Research passing, and debugging AI), movement, pathfinding, emergent large data. The course provides a comprehensive introduction to The curriculum covers additional topics based on the state of the This course introduces modern microprocessor architectures. Topic This course introduces the fundamental concepts and numerical Code Analysis and Optimization behavior, agent awareness, agent cooperation, terrain analysis, propositional logic, first order logic, search and exploration techniques, industry. Prerequisite(s): CS 260 areas include computer architecture, modern assembly languages, methods employed in the field of operations research. The course This course focuses on understanding the details for the computer, planning, and learning/adaptation. Prerequisite(s): CS 280 planning, psychological, neuroscience, and cognitive augmentation and writing assembly-language programs. Emphasis is placed focuses on methods in constraint-based optimization. Topics include compiler, and language, specifically how to apply these towards models. Prerequisite(s): CS 387 CS 271 on using assembly language to optimize high-level language linear programming, inventory modeling, and decision-making under practical problem of solving crashes and performance issues. The CS 381 programs. Prerequisite(s): CS 100, CS 225 uncertainty. Prerequisite(s): CS 230, MAT 225 or MAT 230, MAT emphasis is not only on knowing what and why, but also about taking Supervised Machine Learning CS 488 250 Introduction to Artificial Intelligence that knowledge and creating useful tools and techniques for solving This course covers fundamental machine learning algorithms CS 325 This course covers fundamental areas of Artificial Intelligence, these problems. Prerequisite(s): CS 280, CS 315 Introduction to Console Development and their implementation using supervised learning techniques. CS 365 including various search algorithms, game playing, constraint This course introduces students to the game development process Topics include classification and regression supervised learning User Interface and User Experience Design satisfaction problems, propositional and first-order logic, and planning. CS 399 on a gaming console platform. It covers both the technical features algorithms. Prerequisite(s): CS 225, CS 230 or CS 235, MAT This course presents fundamental topics in the field of human- Software Engineering The course will also explore practical skills relevant to implementation and design considerations of console development. Topics covered 150 or MAT 180 computer interface design. Topics covered in the course will help This course covers a wide range of topics in software engineering from Special Topics in Computer Science of AI techniques, practices, and design solutions. Prerequisite(s): include an overview of game console hardware and comparison students understand human capabilities, design principles, prototyping the practical standpoint. It encompasses project management issues The content of this course may change each time it is offered. It is for CS 330, MAT 258 with the PC environment, memory management, asynchronous techniques and evaluation methods for human-computer interfaces, as well as technical development principles and methods. Topics the purpose of offering a new or specialized course of interest to the data loading, graphics API, reading optical and motion sensor data, with special emphasis on natural user interfaces. The course will include system architecture, security, methodologies and notation, faculty and students that is not covered by the courses in the current optimization, and NAND data management. As students learn the guide the students towards an implementation of a novel user UML, object oriented analysis and design, requirements analysis, catalog. Permission of instructor required. Prerequisite(s): None interaction. Prerequisite(s): CS 280 implementation, verification, validation, maintenance, and software material, they work on a game project that takes advantage of the unique capabilities of gaming consoles. Prerequisite(s): CS 250, GAM 250 84 85 Department of Digital Arts CG 251 fully designed, modeled, posed, sculpted, and textured. They also CG 360 Department of Fine Arts ART 111 2D Vector Graphics and Animation demonstrate knowledge of environmental sculpting. Prerequisite(s): Lighting and Rendering Introduction to Ceramics CG 275 This course examines the principles and practices of 2D vector CG artists must develop strong lighting skills. This course looks at This course builds a foundation in ceramic arts. It provides the Computer Graphics Courses graphics and animation. It introduces students to industry-standard the subject through the world of film cinematography and covers the Art Courses opportunity to learn basic techniques of the ceramic process, software, output options, and production strategies for using vector CG 310 process of lighting both interior and exterior virtual environments. which include hand-building techniques, wheel throwing, and graphics in both graphic design and animation. The course gives Game Team Art Production I At the technical and artistic levels, students explore rendering glazing. Prerequisite(s): None CG 102 special consideration to critical thinking and refinement strategies This course consists of the production of art for a game team. techniques and strategies that efficiently produce a more convincing ART 101 2D Raster Graphics for Designers when modifying vector images. Students examine methods of using Students devise a production schedule at the beginning of the course. result. Prerequisite(s): FLM 201 or FLM 210, CG 275 Language of Drawing I ART 113 vector-based tools for creating web and broadcast animation; the Evaluation of the art production comes from a faculty member who This course introduces the software and basic interface customization This course explores the nature of drawing as a language skill and Ceramics: Introductory Wheel Throwing course concludes with a series of applied problems in 2D vector oversees the production milestones. Prerequisite(s): CG 275 CG 375 options and strategies in 2D raster graphics. Interface organization the use of drawing by production artists and animators. Topics include animation. Prerequisite(s): CG 201 Character Rigging Through exercises, demonstrations, and hands-on instruction this strategies, system components, bit depth, resolution, memory applied drawing goals, critical thinking skills, and best practices in introductory course focuses on beginning wheel-throwing techniques. CG 311 This course exposes students to rigging techniques. All students will management, and output strategies are covered. The course CG 275 drawing practice, drill, and play. Design principles, reference research, Topics include surface decoration, glazing and firing, form, balance, also explores techniques and critical thinking skills for digital Game Team Art Production II share models and texture sets and work on learning industry best and the design process are applied to a series of practical problems. Introduction to 3D Animation and other spatial concerns. Skills are developed through practice on painting. Prerequisite(s): ART 102 or ART 105 This course is a continuation of CG 310, consisting of the production practices for professional grade character rigs. Prerequisite(s): This course also explores drawing materials, drawing strategy, the potter’s wheel to produce simple forms such as cylinders, bowls, This course explores and exercises the concepts and techniques of of art for a game team. Students devise a production schedule CG 275 drawing sequence, and linear drawing methodology, practice, and and plates. Prerequisite(s): None CG 125 3D animation through a series of assignments applied to characters. at the beginning of the course. Evaluation of the art production theory. Credit may be received for ART 101 or ART 102, but not for The course emphasizes character development in the expression comes from a faculty member who oversees the production CG 376 both. Prerequisite(s): None Introduction to 3D Production for Designers ART 115 of personality, mood, thought, and attitude through motion and milestones. Prerequisite(s): CG 310 Advanced Character Rigging This course introduces game designers to the 3D production posing. Prerequisite(s): CG 225, ANI 151 Art and Technology This course focuses on advanced rigging techniques. Topics may ART 102 process. The course begins with the basics of interface organization This course provides an overview of art history from Paleolithic times CG 315 include biped rigs, quadruped rigs, and scripting. Prerequisite(s): Fundamentals of Visual Expression strategies, equipment options, and production elements. The class CG 300 through the modern day. The course examines classical art materials Texturing for 3D CG 375 also introduces techniques for , modeling, rigging, Students will be introduced to simple drawing techniques, constructed and methods and traces the technological advances of society and art. 3D Environment and Level Design This class focuses on how to generate efficient and accurate texture lighting, cameras, and animation. Prerequisite(s): ART 102 or ART linear perspective, visual design methodology, and drawing vocabulary It considers the interplay between art and technology and how they This course introduces students to the principles of 3D environment maps. Students explore techniques for generating landscape, CG 399 105 through lectures, studio assignments, and simple projects. Credit may have historically impacted society. Prerequisite(s): None design. Theatrical sets, architectural simulations, and level design architectural, objects, and character based textures. Topics include: Special Topics in Computer Graphics be received for ART 101 or ART 102, but not for both. Prerequisite(s): are considered. In order to provide students with a broader skill set, CG 130 clamped textures, tileable textures, advanced methods for generating The content of this course may change each time it is offered. It is for None this course also presents the mechanics of how to use other 3D ART 120 3D Computer Animation Production I normal maps, z-depth, displacement, and emissive type textures. the purpose of offering a new or specialized course of interest to the animation software, with an emphasis on the unique strengths of the Students will explore UV mapping, unwrapping, multi-layered ART 105 Language of Drawing II This course introduces students to the basic theories and techniques faculty or students that is not covered by the courses in the current package. Students explore the comparative strengths of different shaders, animated texturing methods, use of photo reference, This course introduces construction drawing as a method to create of 3D computer animation. The curriculum emphasizes standard catalog. Prerequisite(s): None Art Processes software packages and the impact that this has on workflow. The manipulation, compositing and other techniques to create complex the sensation of depth and volume in art. Particular attention is paid techniques, including polygonal and spline modeling, This course provides a basic working knowledge of the processes course emphasizes critical thinking skills and strategies for tool textures. Prerequisite(s): CG 201, CG 275 CG 403 to planar- and value-based strategies to add a convincing sense of texture map creation and application, keyframing, and animating selection. Prerequisite(s): CG 275 used in making art. Topics include the origins and techniques involving legitimacy and consistency in 2D art and animation. Prerequisite(s): through forward kinematics and inverse kinematics. Prerequisite(s): Advanced Environment Creation drawing, tone, color, composition and artistic process as well as a CG 330 ART 101 None This course focuses on the building techniques and theories behind simple overview of art history. Prerequisite(s): None CG 303 Hair and Cloth Simulation Hard Surface Modeling and Texturing 3D environment creation, including environment design, lighting, ART 125 CG 201 This course focuses on concepts and tools for the construction and texturing, shading, and rendering. Prerequisite(s): CG 300, CG 303 ART 110 Building on the knowledge and skills for modeling taught in CG simulation of hair and clothing models in 3D animation. Students Tone, Color and Composition I Introduction to Fundamentals of Visual Communication and 275, this course focuses on the process for optimized modeling and explore techniques for generating models suitable for simulation, and CG 405 This course introduces various methods for activating the picture This course introduces 2D computer graphics software and practices texturing of non-organic scene elements including architecture, props, the complexities inherent in simulating their behavior in the context of Design Process plane, manipulating the viewer’s visual experience, and visually for digital painting and production. Topics include transition from Advanced and vehicles. Students are also introduced to digital sculpting for hard animation. Topics may include: evaluating and interpreting reference Beginning with the physiology of perception, this course explores communicating complex ideas and moods. These methods are traditional to digital art, photo editing and manipulation, material This course focuses on the building techniques and theories behind surface models. Prerequisite(s): CG 275 material, using a simulator, using parameters to control behavior, the simple building blocks of visual communications and how the reinforced through the study and application of light, darkness, value, studies, critical thinking skills and techniques, conceptualization, and 3D biped or quadruped character creation, including anatomy, design, UV parameter assignment and texturing, detailing a model, fixing viewer understands and responds to shapes, symbols, and images. color-harmony systems, and compositional strategies. Credit may be illustration. Prerequisite(s): ANI 151, ART 120, ART 130 lighting, shading, and rendering. Prerequisite(s): CG 305 CG 305 simulation problems, and shading and lighting as it pertains to their The foundational skills of design process and problem-solving received for either ART 125 or ART 126, not both. Prerequisite(s): models. Prerequisite(s): CG 275 methodologies are explored to develop the student’s visual problem- None Digital Sculpture CG 410 CG 225 solving skills. Prerequisite(s): None Introduction to 3D Computer Graphics This course introduces an array of digital modeling, sculpting, and Effects Animation painting techniques with a set of industry-standard 3D and 2D tools. CG 350 ART 126 This course introduces students to 3D software and practices After a series of exercises, students learn the tools and work flow of Graphics for Games This course explores the technical and creative elements required Principles of Composition and Design for production. Topics include organization strategies, to rig and animate effects. Topics include animating particle effects, digital sculpting and enhance their knowledge of anatomy. As part This course examines the unique problems of creating graphics for This course continues to build on students’ abilities to draw by modeling, unwrapping, texture mapping, rigging, lighting, and fluids, and soft and rigid body dynamics. Students are required to of this class, students create a highly finished 3D character that is games, and it teaches effective production techniques for addressing exploring techniques for producing finished drawings, quick cameras. Prerequisite(s): ANI 101, ART 120, ART 130 integrate the various effects into a live action shot. Prerequisite(s): these issues. Prerequisite(s): CG 300 explanatory sketches, and rapid visualizations. Methods for use of CG 360, FLM 360

86 87 tone and color to convey mood and atmosphere are covered. Basic ART 201 form of the model is. All aspects of the drawing, including form, line, ART 240 ART 310 and imagination. It covers methods of observing, describing, and graphic design and typography are taught with particular emphasis on Life Drawing II silhouette, details, and most importantly, line of action, concentrate Introduction to Graphic Design and Typography Architectural Spaces, Design, and Lighting I organizing forms using various mediums, such as pencil, charcoal, interface design. Classical forms of compositional organization, such as on communicating visually what the model is doing and/or thinking. and color pencils. Prerequisite(s): None This course emphasizes drawing the human form from a structural This course will introduce fundamental visual design concepts, This course introduces students to the aesthetics and principles of 2D symmetry, asymmetry, golden mean, and figure ground relationships The course focuses on weight, depth, balance, tension, rhythm, and perspective. Strategies for visualizing anatomy are explored. These including composition and use of white space, identification and (floor plans and elevations) and 3D environment design. A survey of are also explored. Credit may be received for ART 125 or ART 126, flow. Prerequisite(s): BIO 150 or ART 110 or ART 150, ART 101, include identifying bony landmarks and constructing the form through use of classic type families, creation and use of layout and grid architectural styles from throughout the world is blended with concepts, ART 401 but not for both. Prerequisite(s): ART 101 or ART 102 ART 151 primitives and value. Additional topics include drawing the clothed construction, use of visual hierarchies, and effective usability such as emotion, mood, lighting, shadows, aesthetics, and more. The Conceptual Illustration and Visual Development figure and foreshortening. Prerequisite(s): ART 125, ART 151 strategies. Prerequisite(s): ART 125 or ART 126 course emphasizes learning the architectural vocabulary as well as This course explores the animation pre-production skills of conceptual ART 228 ART 130 the aesthetics of environmental and game-level design. Texturing, illustration and visual development. Students apply their knowledge of Tone, Color, and Composition II ART 210 Figurative Sculpture ART 251 spatial design, negative space, dramatic lighting, and other concepts drawing, storytelling, and composition to create speculative drawings that affect not only the psychology of level design but also gameplay This course builds upon the theories, techniques, and practices This course introduces the challenges of sculpting the human figure for animation. They review compositional systems, design process, Art Appreciation Character Design principles are covered. Students participate in numerous field trips to introduced in ART 125 while introducing the concepts of analysis from life. It utilizes traditional techniques to build an armature and and illustration techniques. Additionally, students explore means of This introduction to art provides students with a better understanding This course introduces the traditions of character design and the local examples of architecture in order to gain an understanding of and extrapolation in the creation of a visual reference library for complete a sculpture in clay for the purpose of exploring the human using drawing to visually explore story and character ideas from both of artistic influences on modern culture. Along with the history of basic structural strategies for creating animated characters. The architectural spaces and the field’s vocabulary. Prerequisite(s): None implementation in subsequent coursework. Prerequisite(s): ART form in 3D space. Emphasis is placed on gesture, proportion, and existing and original story materials. They also consider adaptation, art, students study the meanings, purposes, styles, elements, and course explores simplification gradients relative to human, animal, 125 anatomy, as well as on developing a strong sense of form and stylization, and visual variety. The course emphasizes professional principles of art and the various media used to create works of art. In volume. Prerequisite(s): ART 151, BIO 150 and inanimate object-based characters. It also considers issues of ART 350 applications, techniques, and standards of quality. The work completed helping students gain basic awareness, knowledge, and enjoyment costume, personality, and story interaction. The course emphasizes Storyboards in this course serves as pre-production design for PRJ 300, PRJ 350, ART 150 of the visual arts, the course provides the groundwork for further professional applications, techniques, and standards of quality. The ART 230 This course explores the animation pre-production skills of storyboard or ANI 300. Prerequisite(s): ART 300 Human Anatomy personal study in the arts. In turn, this influences the development of work completed in this course may serve as pre-production design their creativity. Prerequisite(s): None Painting art. Emphasis is placed on storytelling and cinematography to create This course explores the skeletal and muscular structures of the for PRJ 300, PRJ 350, or ANI 300. Prerequisite(s): ART 201, CG 201 ART 450 This course explores ideas and various techniques related to painting. both production and presentation storyboards. Drawing is applied as human body. Skeletal and muscular forms are identified from both The use of color and the representation of space is emphasized. a means to create story-flow, character development, mood, time, and Portfolio live models and anatomical references. Topics include terminology, ART 222 ART 300 Students explore masterworks, studio painting, and painting en plein place. Prerequisite(s): ART 201, ENG 116, FLM 115 This course explores elements of personal branding and professional structural arrangement, and kinetic function. The course gives special Ceramics: Hand Building air. Technical and social problems related to painting are explored Perspective, Backgrounds, and Layouts portfolio development. Emphasis is placed on visual continuity in the emphasis to adapting this knowledge to the needs of artists and This course builds upon hand-building techniques learned in using portraiture, still life, and environment/landscape. A portable field This course explores the animation pre-production skills of background ART 360 creation of traditional and digital art portfolios, web sites, demo reels, animators. Prerequisite(s): ART 101; Corequisite: ART 151 Introduction to Ceramics (ART 111). Surface texture techniques and easel and appropriate painting supplies will be required. The course and layout art. It emphasizes professional applications, techniques, and Architectural Spaces, Design, and Lighting II: and promotional items. The course also covers strategies for job basic mold-making will be explored, all while working in the certainty will culminate in a group show of student projects. Prerequisite(s): standards of quality. Students are guided through classical depth cue Period Styles interviews, contract negotiations, understanding business documents, ART 151 of 3D. Prerequisite(s): ART 111 ART 125 and perspective systems as they apply this knowledge to the creation and exhibiting at trade shows. Prerequisite(s): PRJ 350 or PRJ 352 This class builds on the foundational skills and knowledge from of animation backgrounds and layouts. Additionally, students explore Life Drawing I Architectural Spaces, Design, and Lighting I (ART 310), covering more means of using drawing to create elements such as camera lens This course introduces the challenges of drawing the human form and ART 223 ART 234 period styles. Additionally, students have opportunities to do more illusions, architectural space, theatrical sets, game visual design, matte applying lessons in anatomy to the figure. Life drawing for animation is Ceramics: Wheel Throwing Survey of Sequential Art hands-on creation of art, models, and textures relative to various painting, and surface texture. Prerequisite(s): ART 201, CG 201 Department of Life Science examined in this course by studying the skeletal structure, muscle form, This course focuses on building skills developed in Introduction to In this course, students will learn to explore and to exploit the power of periods. Students participate in a variety of field trips in order to gesture, and emotion when drawing a live model. Prerequisite(s): research and analyze architectural styles and then to build them in Ceramics (ART 111) to produce simple forms on the potter’s wheel such sequential images as a medium to craft stories beyond storyboarding, ART 301 ART 101 as cylinders, bowls, and plates. Prerequisite(s): ART 111 photography, and film. Through the formats of the graphic novel the computer lab. Prerequisite(s): ART 310 Biology Courses and related forms, students will tackle problems of character and Concept Art Resources events; their solutions will be limited only by their imaginations. The This course builds upon all art disciplines, primarily 2D related skills, ART 399 ART 200 ART 225 Animal Anatomy course will begin with a historical overview of sequential art and to prepare students for positions requiring the creation of concept art. Special Topics in Art BIO 150 3D Design and Sculpture will then examine storytelling through pictures, focusing on clarity Emphasis is placed on the importance of balancing speed of content This course introduces the major skeletal and muscular structures The content of this course may change each time it is offered. It is for Human Muscular, Skeletal, and Kinetic Anatomy This course introduces students to the principles of 3D design using and emotional impact. Students will examine contemporary styles generation with quality, as this is one of the most pressing and relevant of animals. Topics include terminology, structural arrangement, and the purpose of offering a new or specialized course of interest to the This course explores the skeletal and muscular structures of the human both traditional and digital tools. Students become acquainted with and conventions and will be required to draw from previous art challenges in this field. With this mindset, students are challenged to kinetic function. The course also considers standard locomotion cycles faculty or students that is not covered by the courses in the current body. Students learn to identify skeletal and muscular forms from additive, subtractive, and cast sculpture. They consider the basic experiences, while honing their skills in drawing, perspective, design, evaluate and understand new forms of character and environment and the relationship between humans and various animals. This course catalog. Prerequisite(s): None both live models and anatomical references. Additionally, students concepts of architectural space, interior design, landscape design, color, typography, writing, editing, and acting. Demonstrations of generation. Both theory and technique are heavily stressed during gives special emphasis to adapting this knowledge to the needs of consider terminology, structural arrangement, and kinetic function. surface interplay with light, lofted forms, and skinning systems. multimedia techniques and computer technology relative to this field this course, with the final tangible outcome being multiple portfolio ART 400 The course gives special emphasis to adapting this knowledge to the artists and animators. Prerequisite(s): ART 150 Students use modern polymer clays and build an animation pieces that demonstrate the individual’s abilities and unique style/ will also be introduced. Prerequisite(s): ART 125, ART 151 needs of artists and animators. Prerequisite(s): None; Concurrent maquette. Prerequisite(s): ART 201 interests. Prerequisite(s): ART 251, CG 201, CG 275 Drawing Fundamentals Course(s): None The development of strong drawing skills is of extreme importance ART 226 since they are essential tools for expressing ideas, particularly during Gesture Drawing for Animation the pre-production stages of an animation project. Therefore, this course presents the basic elements of drawing and graphic design In this course, the student is provided with significant time in front of in order to improve the student’s practical ability to draw with skill live moving models. The main purpose of drawing moving models is to describe what the model is doing as opposed to what the

88 89 Department of Game Software GAM 250 GAM 390 Department of Humanities and Communications Courses argumentative/persuasive essays. Assignments may also include other Project II Internship I types of writing, such as narrative, descriptive, and comparative essays. Design and Production In this course, students work to complete the projects they began in An internship is any carefully monitored work or service experience in Social Sciences Prerequisite(s): None GAM 200. Techniques are explored for iterating effectively, formal which an individual has intentional learning goals and reflects actively COM 150 testing, tracking progress, and integrating design, art, and audio into on what she or he is learning throughout the experience. It is usually Interpersonal and Work Communication ENG 116 Game Projects Courses a unified experience. This second semester focuses on production a professional activity under general supervision of an experienced College Success Courses This course provides an introduction to interpersonal and professional Storytelling to bring the project to the point where the target finds it professional and in a job situation, which places a high degree of communication. Particular attention is paid to verbal and nonverbal This course covers the principal elements of storytelling including engaging. Credit may be received for only one of: CSP 250, GAM responsibility on the student. Prerequisite(s): GAM 250 communication skills, small-group communication, and conflict theme, character, perspective, setting, plot, and dialogue. It emphasizes GAM 100 COL 101 250, GAM 255. Prerequisite(s): GAM 200 resolution. Prerequisite(s): ENG 110 or ENG 116 non-visual media such as short stories, novels, and plays, though Project Introduction GAM 400 College Life and Academic Skills visual media including film and video games may be discussed as well. Prerequisite(s): None This course focuses on basic software development, concept GAM 300 Project IV This course assists students in developing the classroom and COM 250 development, and team dynamics. The central focus of the course Project III In this course, students prepare their personal portfolio of projects communication skills necessary to succeed in both educational and Professional Communication ENG 120 is team development of a simple digital game or simulation. Industry This course is the first semester of a two- or three-semester project, in order to be ready for a professional job search. This can involve a professional situations. Prerequisite(s): None history and practices will also be explored. Prerequisite(s): None This course prepares students for the communication challenges that Research, Reasoning, and Writing which will be continued in GAM 350, and then in GAM 375 for a new project to demonstrate a particular professional skill, or taking a await them in the professional world. Topics covered may include COL 230 In this composition course, students practice advanced argumentative three-semester project. Students will work together on teams of previous project to a very high level of quality. Credit may be received professional networking strategies, career search materials, self- GAM 120 essay writing with a focus on research, critical analysis of the research, three or more to create an advanced real-time game or simulation. for only one of: CSP 400, GAM 400. Prerequisite(s): GAM 350 or College Success for Artists presentation and interview skills, and effective communication across Introduction to Digital Production Techniques are explored for creating high-performance teams, GAM 390 or CSP 350 thesis presentation, and defense. During the semester, students write This course introduces industry research, professional expectations, all levels and functions of the workplace. Prerequisite(s): None tuning development processes for specific projects, using advanced several research essays on various topics using both traditional and This course introduces the workflows, methodologies, and best and requisite levels of proficiency. The course helps identify strengths, discipline-based best practices, and applying specialized discipline- new information techniques. Prerequisite(s): ENG 110 practices for working within a modern digital game development GAM 450 skills, interests, and areas for growth and requires the creation of an based skills to game development. This first semester focuses on COM 351 environment. Topics may include game editors, components, basic Project IV academic plan. Prerequisite(s): PRJ 201 or PRJ 202 scripting, input processing, importing art and audio, level creation, and pre-production to ensure the technology, tools, design, art, audio, Gender and Communication ENG 150 source control. Credit may be received for only one of: GAM 120, GAM and team are ready for full production in the following semester. In this course, students prepare their personal portfolio of projects This course introduces the theory and vocabulary of gender studies Mythology Credit may be received for only one of: CSP 300, GAM 300, GAM in order to be ready for a professional job search. This can involve a COL 235 150, GAM 152. Prerequisite(s): DES 100, DES 101 and relevant socio-political movements such as the women’s This course studies from different world cultures. It provides 302. Prerequisite(s): GAM 250 or CSP 250, CS 280 or DES 301 new project to demonstrate a particular professional skill, or working College Success for Designers movement. It investigates how ideas about sex and gender and to complete a project they began in GAM 400. Credit may be received an in-depth discussion of the Hero’s Journey (a basic pattern that GAM 150 This course introduces industry research and professional identities as men, women, and sexual beings are influenced by and for only one of: CSP 450, GAM 450. Prerequisite(s): GAM 400 appears in many narratives) and its principal archetypes. It also studies Project I GAM 350 expectations, and helps identify student strengths, skills, and interests. manifested in communication behaviors and in the communication mythology across the arts and examines how essential it is to the This course also requires the creation of an academic plan focusing channels and messages that permeate society. Key themes include: This course focuses on the team creation of a simple digital two- Project III study of literature, drama, film and video games. Prerequisite(s): GAM 490 on skill development. Prerequisite(s): DES 200, GAM 200 or the fluidity of gender, the gendered body, gender in verbal and non- dimensional game or simulation. Techniques are introduced for In this course, students work to complete the projects they began ENG 110 or ENG 116 CSP 200 verbal communication in professional and non-professional settings, working effectively on a team, following a development process, Internship II in GAM 300. This second semester focuses on production to and gender-based power and authority. Prerequisite(s): COM 150 and using best practices in coding, design, communications, and bring the project to the point where the target audience finds it An internship is any carefully monitored work or service experience in ENG 230 team dynamics. Issues in game marketing and legal issues of game engaging. Furthermore, techniques are explored for creating effective which an individual has intentional learning goals and reflects actively COL 499 COM 399 development are discussed. Credit may be received for either GAM resumes, interviewing, and pursuing internships. The project may be on what she or he is learning throughout the experience. It is usually Career Search Preparation: Materials, Logistics, This course is a survey of speculative fiction (in literature, television, 150 or GAM 152, not both. Prerequisite(s): CS 120, GAM 100 continued for a third semester in GAM 375. Credit may be received a professional activity under general supervision of an experienced and Communication Special Topics in Communication film, and graphic novels) that moves beyond pure realism to include professional and in a job situation, which places a high degree of for only one of: CSP 350, GAM 350, GAM 352. Prerequisite(s): This is a capstone course for students to prepare their application The content of this course may change each time it is offered. It is for fantastic or imaginative elements and to present worlds that differ GAM 200 responsibility on the student. Prerequisite(s): GAM 390 GAM 300 materials and learn how to effectively search for an entry-level job the purpose of offering a new or specialized course of interest to the significantly from our own. Each semester, the course will focus Project II in their field. The goal of the course is for each student to have a faculty or students that is not covered by the courses in the current on one or more sub-genres which may include , This course is the first semester of a two-semester project, which will GAM 375 polished resume, cover letter, business card, and online/web presence catalog. Prerequisite(s): None fantasy, horror, magic realism, , , or be continued in GAM 250. Students will work together on teams of Project III by the end of the semester, as well as a search strategy for seeking cyberpunk. Prerequisite(s): ENG 110 or ENG 116 three or more to create a simple real-time two-dimensional game This course is the final semester of the three-semester project begun employment. Prerequisite(s): None or simulation. Techniques are explored for working effectively on in GAM 300 and continued in GAM 350. Techniques are explored for English Courses ENG 242 a team, following a development process, using discipline-based polishing design, art, and audio, creating effective marketing materials, Multicultural Literature best practices, and applying core discipline-based skills to game and highlighting individual contributions to the project. This semester This course explores what modernity and post-modernity have or development. This first semester focuses on pre-production to ensure focuses on post-production and shipping a highly polished final ENG 110 have not meant to American writers whose histories and cultures are the technology, tools, design, art, audio, and team are ready for full project. Prerequisite(s): GAM 350 Composition not European in origin but whose writings are steeped in European- production in the following semester. Credit may be received for only This course focuses on generating and discussing ideas for composition American literary traditions. The course explores the cultural hybridism one of: CSP 200, GAM 200, GAM 205. Prerequisite(s): GAM 120 and engages in all stages of the writing process, with emphasis on the of this literature as well as the unique visions of the world they have or GAM 150, CS 170 or CS 175 or DES 105, CS 230 or DES 260 development and application of critical thinking skills. The primary focus created. These funny, humorous, bitterly satirical, and downright of the course is developing the ability to construct, write, and revise serious (post)- modern are quintessentially American, yet

90 91 also unique and peculiar to these authors’ ethnic experiences. The atmosphere and engage in intensive reading of excellent writings, such as Carl Jung’s dream analysis, personality profiling per Law Courses with emphasis on the study of particular issues of social choice. The SOS 190 selected works also offer an opportunity to read or re-read well- most of which employ interdisciplinary, cross-genre approaches that Myers-Briggs, Gestalt psychology, and narrative architecture. course also provides a theoretical framework within which to spot and Introduction to Popular Culture established and newer American works of literature. Prerequisite(s): encompass painting, photography, and other visual art. Discussions of Prerequisite(s): ENG 110 analyze ethical issues in the media. Prerequisite(s): None This course surveys trends in popular culture and the debates about ENG 110, ENG 150 readings are followed by writing experiments designed to spark original LAW 115 how those trends affect the larger culture in general. The course will thinking, to develop facility with writing, and to enhance understanding ENG 420 Introduction to Intellectual Property and SOS 150 focus on a variety of popular media, which can include: music, video ENG 243 of the creative process. Students gain in-depth knowledge of the Cybertexts: Interactive Media and the Future of Society and Technology games, movies, television, and social networking. Topics for discussion possibilities of creative writing and apply this experience by writing Contracts Epic Literature Narrative This course draws on techniques and perspectives from the social may cover: the process of invention in popular culture; the relationship both short creative pieces and longer works. Prerequisite(s): ENG The animation and computer software industries are founded upon This course provides an introduction to the epic as a genre, including sciences, humanities, and cultural studies to explore technology between popular culture, intelligence and engagement; the nature 110 or ENG 116 Video games and other forms of interactive media are widely touted the principle of intellectual property. This course introduces students poetry, drama, and novels. Particular attention is paid to the theme of and change in the modern era. In particular, students examine how of celebrity; the function of simulacra; changes in narrative structure; as the future of both popular entertainment and narrative storytelling. to the social concepts and traditions that led to the idea of intellectual heroism and its many cultural manifestations. Prerequisite(s): ENG technology influences and is influenced by values and cultures in representation of race and gender, and more. Prerequisite(s): ENG If video games and other interactive media are developing into art property. It surveys the various international legal systems governing 110 or ENG 116, ENG 150 ENG 360 America and abroad. The course helps students recognize the range 110 or ENG 116 forms, then we can expect that these emerging narrative forms will intellectual property, giving special consideration to Title 17 and the of consequences that technology in general, and information and Gender Identity in Literature be able to accommodate genres of storytelling that have existed local statutes that govern copyrights, trademarks, and patents in the communication technology (ICT) in particular, have when shaped and SOS 399 ENG 245 This course introduces students to expressions and representations since time immemorial, including romance, comedy, tragedy and United States. Students learn fundamental issues surrounding this field, used by individuals, organizations, and society. Through readings, Introduction to Fiction Writing of gender/sexual identity in literary works, including poetry, fiction, epic. Yet the dynamics of nonlinear storytelling, the limits of current such as fair use, international relations, and economics. The course Special Topics in Social Sciences discussion, lectures, and written assignments, students become This course provides an introduction to the study and practice of fiction creative non-fiction, drama, and film. The course takes a historical video game technology, and the constraints of the marketplace do not also introduces students to a basic overview of contracts, including The content of this course may change each time it is offered. acquainted with current controversies related to the socio-cultural writing including characterization, plot, setting, and point of view. It and multicultural approach to the topic, covering key texts from seem conducive to expanding the narrative elements of interactive structure, traditions, and vocabulary. Prerequisite(s): None It is for the purpose of offering a new or specialized course dimensions of technology in the “digital era.” While the course presents selected works of short and long fiction. The course is an the past and the present by authors from different cultures and media. This course traces the boundaries between narratives and of interest to the faculty and students that is not covered by the examines the impact of technologies—including video gaming opportunity for students to practice their own creative writing skills. backgrounds. Prerequisite(s): ENG 116 or ENG 150 or ENG 230 games, and aims to identify areas of overlap that can lead to the courses in the current catalog. Permission of instructor required. and robotics—on the contemporary world, it also uses an historical They are required to write at least two short stories. Prerequisite(s): or ENG 242 or ENG 243 or ENG 245 or ENG 246 or ENG 250 development of new expressions of narrativity in interactive media. Prerequisite(s): None Media Courses approach to address some of the technological innovations that have ENG 110 or ENG 116 One central goal of the course is to grapple with the problem(s) posed most affected U.S. society in the past. The course considers how ENG 399 by interactive narrative. Assigned readings examine the difference technologies are developed and sustained, and how they interact with ENG 246 between traditional narrative texts and texts that require a higher MED 210 Special Topics in English degree of interactivity, collectively called cybertexts. The goal of the and affect our urban culture. Specific themes likely to be addressed Department of Mathematics American Ethnic Literatures The content of this course may change each time it is offered. It is for course is to identify what differences may exist, and to analyze the Race and Ethnicity in Media include technology’s impact on the private and public spheres; the This course covers prominent themes and techniques in American the purpose of offering a new or specialized course of interest to the possibilities for adapting traditional narrative into interactive media. This course explores the origins and evolution of racial and ethnic body and the self in cyberspace; and the criteria used to determine ethnic literatures such as Native, African, Asian, and Hispanic American faculty and students that is not covered by the courses in the current This class’s central innovation requires students to actively adapt an images in media. It pays special attention to the process of creating a technology’s success, failure, and danger. Prerequisite(s): None Mathematics Courses literatures. Modern texts are emphasized but pre- or early 20th century catalog. Permission of instructor required. Prerequisite(s): None element of traditional narrative into a cybertext. By the end of the new images in both traditional visual media such as film and television classics may also be included. Prerequisite(s): ENG 110 or ENG 116 class, students reach a conclusion, based on their reading and course and newer interactive media. Prerequisite(s): ENG 110 or ENG 116 SOS 180 ENG 400 work, as to whether cybertexts can effectively encompass traditional Race & Gender in Twenty-First Century America MAT 100 ENG 250 PSY 399 Creative Writing for Game Design narrative genres, and if not, whether this is due to limitations of the This course takes a close look at current debates on race, gender, and Precalculus with Linear Algebra and Geometry The Graphic Novel form, or the limitations of technology. Prerequisite(s): ENG 110 or Special Topics in Psychology ethnicity in American society. It begins with an overview of definitions This course presents fundamentals of college algebra and This course focuses on the narrative elements of creative writing. ENG 150 This course provides an introduction to the study of graphic novels, a Exercises generate thinking and hone students’ basic storytelling The content of this course may change each time it is offered. It is for of race, gender, and ethnicity, exploring what they have meant in trigonometry, with an introduction to concepts in 2D geometry and unique field of inquiry encompassing many world cultures and drawing talents, including characterization, exposition, plot, conflict, back-story, the purpose of offering a new or specialized course of interest to the the past and what they mean now. Then the course examines the linear algebra. Topics include: polynomial, rational, trigonometric, ENG 440 on many disciplines. Students will read, discuss, and analyze many dialogue, and appropriate use of language. Students learn how to faculty and students that is not covered by the courses in the current intersections between race, gender, and ethnicity, asking the following exponential and logarithmic functions as well as their inverses; analytic different types of graphic novels, such as stand-alone, serial, and use symbols to design a story and how to manipulate the symbols Advanced Fiction Writing catalog. Permission of instructor required. Prerequisite(s): None questions: How do race and ethnicity differ, and how are they related? trigonometry, trigonometric identities, the unit circle, and trigonometric adaptive books. Prerequisite(s): ENG 110 or ENG 116 to create character, plot, message, and interactivity. Students are This course builds upon the concepts and skills taught in previous What difference does race make? How are race and gender related? functions of a real variable; introduction to linear systems, basics of encouraged to access their own genius, culture, and life experience writing courses. This course offers students the opportunity to further Where does sexual orientation fit into the discourse on gender, and linear transformations in 2D; vectors, parametric lines, dot product, ENG 315 in the development of their stories. Prerequisite(s): ENG 150 or develop their fiction-writing skills by engaging in intensive writing Social Sciences Courses how does it fit into discussions on race and ethnicity? Current debates and projections in 2D. Prerequisite(s): None Scriptwriting ENG 110 and regular critique of their peers’ creative work. The emphasis is on race, gender, and ethnicity were highlighted by the 2008 election of the first African-American president and the ever-growing prominence MAT 105 This course covers the fundamentals of concept development, on refining narrative writing skills and developing individual style of women in the highest levels of American politics. Does this mean dramatic structure, and writing for a visual medium. It leads to the and voice. Students write three full-length short stories and read SOS 115 Introductory Probability and Statistics ENG 410 that we have entered a post-racial era? Where exactly do we stand completion of at least one original preproduction script in screenplay contemporary fiction by established authors not discussed in previous Media and Ethics: A Social Science Perspective This course presents fundamentals of probability and statistics on women and gender-related issues? What about the place of GLBT format. Prerequisite(s): ENG 116 or ENG 245 courses. Prerequisite(s): ENG 245 or ENG 315 or ENG 340 without calculus. Topics include: data representation, population In this class, students learn to design stories with symbolic language. This course guides students in the ethical assessment of both issues in the public domain? This course explores these themes and mean, variance, and standard deviation, finite probabilities, events, Exercises help students apply and understand character design the processes and outcomes of social decision-making. After topics. Prerequisite(s): ENG 110 ENG 340 conditional and marginal probability, discrete random variables, and development, archetypes, conflict, plot patterns, back-story, an introduction to basic ethical theories, students acquire an binomial distribution, normal distribution, sampling distributions Creative Writing Across the Arts dialogue, exposition, premise, and the psychological dynamics understanding of the structure of social institutions and the process for mean and variance, estimation of means, confidence intervals, of human choice. Students also learn how to manipulate symbols through which one makes social choices. Central to the analysis is a This course focuses on the generation of creative writing in multiple hypothesis testing, inference, and chi-square tests. Prerequisite(s): in images by drawing from a variety of theoretical models, study of ethics as a criterion for assessment of social decision-making genres and media, including poetry, fiction, creative non-fiction, and None graphic novels. Students study and practice writing in a workshop

92 93 MAT 120 substantial part of the course begins with abstract vector spaces frequency response and transfer functions, periodic signals and MAT 350 MAT 354 Mathematics of Music and Sound MAT 200 and the study of linear independence and bases. Further topics Fourier series, discrete Fourier transform and fast Fourier transform, Advanced Curves and Surfaces Discrete and Computational Geometry This course explores the mathematical foundations of music and Calculus and Analytic Geometry II may include orthogonality, change of basis, general theory of comb and string filters, Z-transform and convolution. Credit may be This course is a continuation of MAT 300 with topics taken from Topics covered in this course include convex hulls, triangulations, Art sound. Topics include scale systems, just and tempered intervals, This course builds on the introduction to calculus in MAT150. Topics linear transformations, and eigenvalues and eigenvectors. Other received for MAT 320 or MAT 220 but not both. Prerequisite(s): the theory and applications of curves and surfaces. The course Gallery theorems, Voronoi diagrams, Delaunay graphs, Minkowski oscillations and trigonometry, sound waves, and basic discrete in integration include applications of the integral in physics and topics may include applications to least-squares approximations MAT 200 treats some of the material from MAT 300 in more detail, like the sums, path finding, arrangements, duality, and possibly randomized mathematics. Prerequisite(s): None geometry and techniques of integration. The course also covers and Fourier transforms, differential equations, and computer mathematical foundations for non-uniform rational B-spline (NURBS) algorithms, time permitting. Throughout the course, students explore sequences and series of real numbers, power series and Taylor graphics. Prerequisite(s): MAT 200 or MAT 230 MAT 321 curves and surfaces, knot insertion, and subdivision. Other topics may various data structures and algorithms. The analysis of these series, and calculus of transcendental functions. Further topics may MAT 140 Mathematics of Digital Signal Processing II include basic differential geometry of curves and surfaces, tensor algorithms, focusing specifically on the mathematics that arises in include a basic introduction to concepts in multivariable and vector MAT 256 product surfaces, and multivariate splines. Prerequisite(s): MAT 300 their development and analysis is discussed. Although CS 330 is Linear Algebra and Geometry This course continues to explore the mathematical foundations calculus. Credit may be received for MAT 200 or MAT 230, but not Introduction to Differential Equations of digital signal processing, with applications to digital audio not a prerequisite, it is recommended. Prerequisite(s): MAT 250, The two main themes throughout the course are vector geometry for both. Prerequisite(s): MAT 150 or MAT 180 This course introduces the basic theory and applications of first and programming. Topics include: Review of digital signals, Z-transforms MAT 351 MAT 258 and linear transformations. Topics from vector geometry include second-order linear differential equations. The course emphasizes and convolution, filter types, applications of fast Fourier transform, Quaternions, Interpolation and Animation vector arithmetic, dot product, cross product, and representations MAT 220 specific techniques such as the solutions to exact and separable switching signals on and off, windowing, spectrograms, aliasing, digital MAT 355 of lines and planes in three-space. Linear transformations covered This course gives an introduction to several mathematical topics of Mathematics of Digital Sound Processing equations, power series solutions, special functions and the Laplace to analog conversion, Nyquist Theorem, filter design, Butterworth foundational importance to abstract algebra, and in particular the Graph Theory include rotations, reflections, shears and projections. Students study transform. Applications include RLC circuits and elementary dynamical filters, reverb, and the phase vocoder. Prerequisite(s): MAT 320 This course explores further topics in the mathematical foundations of algebra of quaternions. Topics covered may include: operations, This course provides an introduction to the basic theorems and the matrix representations of linear transformations along with their systems, and the physics of the second order harmonic oscillator derivations. The curriculum also presents affine geometry and affine music and sound, with emphasis on digital signal processing. Topics groups, rings, fields, vector spaces, algebras, complex numbers, algorithms of graph theory. Topics include graph isomorphism, equation. Prerequisite(s): MAT 200 or MAT 230 MAT 340 transformations along with connections to computer graphics. This include: Digital signals and sampling, spectral analysis and synthesis, quaternions, curves over the quaternionic space, interpolation connectedness, Euler tours, Hamiltonian cycles, and matrix course also includes a review of relevant algebra and trigonometry discrete fourier transforms, FFT, convolution, filtering, wave equation, Probability and Statistics techniques, splines, octonions, and Clifford algebras. Prerequisite(s): representation. Further topics may include spanning trees, coloring MAT 258 concepts. Credit may be received for either MAT 100 or MAT 140, but Bessel functions, sound synthesis and physical modeling. Credit may This course is an introduction to basic probability and statistics with an MAT 300 algorithms, planarity algorithms, and search algorithms. Applications not both. Prerequisite(s): None be received for MAT 220 or MAT 320 but not for both. Prerequisite(s): Discrete Mathematics eye toward computer science and artificial intelligence. Basic topics may include network flows, graphical enumeration, and embedding MAT 200 or MAT 230 This course gives an introduction to several mathematical topics from probability theory include sample spaces, random variables, MAT 352 of graphs in surfaces. Prerequisite(s): MAT 250, MAT 258 of foundational importance in the mathematical and computer continuous and discrete probability density functions, mean and Wavelets MAT 150 MAT 356 MAT 225 sciences. Typically starting with propositional and first order logic, variance, expectation, and conditional probability. Basic topics Calculus and Analytic Geometry I This course presents the foundations of wavelets as a method of Advanced Differential Equations the course considers applications to methods of mathematical proof from statistics include binomial, Poisson, chi-square, and normal representing and approximating functions. It discusses background This course introduces the calculus of functions of a single real variable. Calculus and Analytic Geometry III and reasoning. Further topics include basic set theory, number theory, distributions; confidence intervals; and the Central Limit Theorem. material in complex linear algebra and Fourier analysis. Basic material This course covers the advanced theory and applications of ordinary The main topics include limits, differentiation, and integration. Limits This course extends the basic ideas of calculus to the context of enumeration, recurrence relations, mathematical induction, generating Further topics may include fuzzy sets and fuzzy logic. Prerequisite(s): on the discrete and continuous wavelet transforms forms the core differential equations. The first course in differential equations focused include the graphical and intuitive computation of limits, algebraic functions of several variables and vector-valued functions. Topics functions, and basic probability. Other topics may include graph theory, MAT 200 or MAT 230, MAT 258 subject matter. This includes the Haar transform, and multi-resolution on basic prototypes, such as exact and separable equations and the properties of limits, and continuity of functions. Differentiation topics include partial derivatives, tangent planes, and Lagrange multipliers. asymptotic analysis, and finite automata. Prerequisite(s): MAT 200 analysis. Other topics may include subdivision curves and surfaces, second-degree harmonic oscillator equation. This course builds upon include techniques of differentiation, optimization, and applications The study of curves in two- and three space focuses on curvature, or MAT 230 MAT 345 and B-spline wavelets. Applications to computer graphics may include these ideas with a greater degree of generality and theory. Topics to graphing. Integration includes Riemann sums, the definite integral, torsion, and the TNB-frame. Topics in vector analysis include multiple Introduction to Data Science image editing, compression, surface reconstruction from contours, and include qualitative theory, dynamical systems, calculus of variations, anti-derivatives, and the Fundamental Theorem of Calculus. Credit may integrals, vector fields, Green’s Theorem, the Divergence Theorem MAT 300 and applications to classical mechanics. Further topics may include This course presents a variety of computational tools for modeling fast methods of solving 3D simulation problems. Prerequisite(s): be received for MAT 150 or MAT 180, but not for both. Prerequisite(s): and Stokes’ Theorem. Additionally, the course may cover the basics chaotic systems and cellular automata. With this overview, students will Curves and Surfaces and understanding complex data. Topics include manipulating data, MAT 250, MAT 258 None of differential equations. Prerequisite(s): MAT 200 or MAT 230 be prepared to study the specific applications of differential equations This course is an introduction to parameterized polynomial curves exploratory data analysis, statistical inference, spam filters and naïve to the modeling of problems in physics, engineering, and computer and surfaces with a view toward applications in computer graphics. Bayes, neural networks, and machine learning algorithms such as MAT 353 MAT 230 science. Prerequisite(s): MAT 250, MAT 256 MAT 180 It discusses both the algebraic and constructive aspects of these linear regression, k-nearest neighbors, and k-means. The course Differential Geometry Vector Calculus I Vector Calculus II topics. Algebraic aspects include vector spaces of functions, will focus on both understanding the mathematics underlying the This course presents an introduction to differential geometry, MAT 357 This course extends the standard calculus of one-variable functions to This course is a continuation of MAT 180. Topics covered include special polynomial and piecewise polynomial bases, polynomial computational methods and gaining hands-on experience in the with emphasis on curves and surfaces in three-space. It includes Numerical Analysis multi-variable vector-valued functions. Vector calculus is used in many differential operators on vector fields, multiple integrals, line interpolation, and polar forms. Constructive aspects include the de application of these techniques to real datasets. Prerequisite(s): background material on the differentiability of multivariable functions. branches of physics, engineering, and science, with applications that integrals, general change of variable formulas, Jacobi matrix, Casteljau algorithm and the de Boor algorithm. Other topics may MAT 140, MAT 258 Topics covered include parameterized curves and surfaces in three- This course covers the numerical techniques arising in many areas of include dynamics, fluid mechanics, electromagnetism, and the study surface integrals, and various applications. The course also include an introduction to parametric surfaces and multivariate space and their associated first and second fundamental forms, computer science and applied mathematics. Such techniques provide of curves and surfaces. Topics covered include limits, continuity, and covers the theorems of Green, Gauss, and Stokes. Credit splines. Prerequisite(s): MAT 250, MAT 258 MAT 346 Gaussian curvature, the Gauss map, and an introduction to the intrinsic essential tools for obtaining approximate solutions to non-linear differentiability of functions of several variables, partial derivatives, may be received for MAT 200 or MAT 230, but not for both. Predictive Modeling geometry of surfaces. Other topics may include an introduction to equations arising from the construction of mathematical models of real- Prerequisite(s): MAT 180 MAT 320 world phenomena. Topics of study include root finding, interpolation, extrema of multi-variable functions, vector fields, gradient, divergence, This course focuses on the conceptual understanding of a core set of differentiable manifolds, Riemannian geometry, and the curvature approximation of functions, cubic splines, integration, and differential curl, Laplacian, and applications. Credit maybe received for either MAT Mathematics of Digital Signal Processing I practical and effective statistical methods for modeling and analyzing tensor. Prerequisite(s): MAT 300 MAT 250 equations. Further topics may include stability, iterative methods for 150 or MAT 180, but not both. Prerequisite(s): MAT 140 This course explores the mathematical foundations of digital signal complex data, and applies them to solve real world problems. Topics solving systems of equations, eigenvalue approximation, and the fast Linear Algebra processing, with applications to digital audio programming. Topics include linear and logistic regression, linear models for classification, Fourier transform. Prerequisite(s): MAT 250, MAT 258 This course presents the mathematical foundations of linear algebra, include: digital signals, sampling and quantization, complex numbers deep learning and neural networks, support vector machines and which includes a review of basic matrix algebra and linear systems and phasors, complex functions, feedforward filters, feedback filters, kernel methods, unsupervised methods, classification trees, boosting, of equations as well as basics of linear transformations in Euclidean and random forests. Prerequisite(s): MAT 250, MAT 340 spaces, determinants, and the Gauss-Jordan Algorithm. The more 94 95 MAT 359 MAT 364 MAT 410 Department of Physics PHY 250L PHY 300 Computational Algebraic Geometry Combinatorial Game Theory Introductory Analysis II Waves, Optics, and Thermodynamics Lab Advanced Mechanics This course introduces computational algebra as a tool to study the Combinatorial Game Theory studies finite, two-player games in which A continuation of MAT 400, this course emphasizes the formal This course presents the concepts of PHY 250 in the laboratory. This course covers the physics behind more complex mechanical geometry of curves and surfaces in affine and projective space. The there are no ties. Techniques from logic combinatorics and set theory treatment of the theory of integration of functions of a real variable. Physics Courses The experiments allow students to experience the physical laws interactions as well as the numerical techniques required to approximate central objects of study are affine varieties and polynomial ideals, are used to prove various properties of such games. Typical games It reexamines the Riemann integral and the Fundamental theorem involving oscillations, waves, sound, interference, lift, drag, heat, the systems for simulations. A thorough analysis of mechanical systems and the algebra-geometry dictionary captures relations between include Domineering, Hackenbush, and Nim. The analysis of such of calculus as well as the theory of the Stieltjes and Lebesgue optics, and entropy. Extended error analysis and statistics are taught through energy analysis provides the basis for the understanding of these two objects. The precise methods of studying polynomial ideals games can also be used to study other more complex games like Dots integral and their applications in probability and Fourier analysis. PHY 115 and required in experimental reports. Prerequisite(s): None; linear and rotational systems. The combination of theoretical physics make use of monomial orderings, Grobner bases, and the Buchberger and Boxes, and Go. Topics covered in this course include Conway’s The course concludes with a discussion of the topology of R^n, and Introduction to Applied Math and Physics Concurrent Course(s): PHY 250 and numerical methods provide students with the background for algorithm. Students have opportunities to program parts of these theory of numbers as games, impartial and partizan games, winning the differentiability and integrability of functions of several variables, simulating physical systems with limited computational power. Topics algorithms and to use software packages to illustrate key concepts. strategies, outcome classes and algebra of games. Prerequisite(s): including the theorems of Green and Stokes and the divergence We live in a world governed by physical laws. As a result we have PHY 270 covered include Lagrangian Dynamics, Hamilton’s Equations, dynamics become accustomed to objects’ motions being in accordance with Further topics may include resultants, Zariski closure of algebraic MAT 258 theorem. Prerequisite(s): MAT 400 Electricity and Magnetism of rigid bodies, motion in non-inertial reference frames, the use of the sets, intersections of curves and surfaces, and multivariate polynomial these laws. This course examines the basic physics and mathematics inertia tensor, collision resolution, and numerical techniques including This calculus-based course presents the basic concepts of splines. Prerequisite(s): MAT 300 MAT 365 MAT 450 governing natural phenomena, such as light, weight, inertia, friction, methods of approximation. Prerequisite(s): MAT 200 or MAT 230, electromagnetism, including electric fields, magnetic fields, momentum, and thrust as a practical introduction to applied math CS 250, MAT 250, PHY 250 Introduction to Topology Abstract Algebra I electromagnetic forces, DC and AC circuits, and Maxwell’s MAT 361 and physics. Students explore geometry, trigonometry for cyclical This course introduces topology and its applications. Topics covered This course provides an introduction to the foundations of abstract equations. Prerequisite(s): PHY 250 motions, and physical equations of motion for bodies moving under PHY 320 Introduction to Number Theory and include topological spaces, quotient and product spaces, metric algebra. The fundamental objects of study are groups, rings, and fields. the influence of forces. With these tools, students develop a broader Cryptography and normed spaces, connectedness, compactness, and separation The student builds on previous courses in algebra, particularly linear understanding of the impact of mathematics and physics on their daily PHY 270L Acoustics I This course is an introduction to elementary number theory and axioms. Further topics may include basic algebraic topology, fixed algebra, with an even greater emphasis here on proofs. The study of lives. Prerequisite(s): None Electricity and Magnetism Lab This course uses fundamental physics to explore topics related to point theorems, theory of knots, and applications to kinematics, game groups is an ideal starting point, with few axioms but a rich landscape sound and vibration. The simple harmonic oscillator and the generic cryptography. Among the essential tools of number theory that are This course presents the concepts of PHY 270 in the laboratory. The theory, and computer graphics. Prerequisite(s): MAT 250, MAT 258 of examples and theorems, including matrix groups, homomorphism PHY 116 wave equation will be used to derive acoustic wave equations in covered, are divisibility and congruence, Euler’s function, Fermat’s experiments allow students to experience the physical laws involving theorems, group actions, symmetry, and quotient groups. This course three dimensions. Solutions to the acoustic wave equations will be little theorem, Euler’s formula, the Chinese remainder theorem, Physics of Music and Sound electric fields, electric potential, electric current, electric charge, MAT 366 extends these ideas to the study of rings and fields. Topics in ring explored. Prerequisite(s): PHY 250 powers modulo m, kth roots modulo m, primitive roots and indices, This is an algebra based physics course that builds upon basic capacitance, current, resistance, inductance, circuits, and magnetism. theory include polynomial rings and ideals in rings. The course also and quadratic reciprocity. These tools are then used in cryptography, Combinatorics mechanics to examine the physics of music and sound, including Error analysis and statistics are taught and required in experimental covers fields, their construction from rings, finite fields, basic theory of PHY 321 where the course discusses encryption schemes, the role of prime This course covers the fundamental techniques and algorithms interactions with human sensation and perception. Prerequisite(s): reports. Prerequisite(s): None; Concurrent Course(s): PHY 270 equations, and Galois theory. Prerequisite(s): MAT 250, MAT 258 numbers, security and factorization, the DES algorithm, public key of counting. Topics include combinations, permutations, lists and PHY 115 Acoustics II encryption, and various other topics, as time allows. Prerequisite(s): strings, distributions, Stirling numbers, partitions, rearrangements and PHY 290 This course uses the tools of physics to explore sound generation, MAT 250, MAT 258 MAT 460 PHY 200 derangements, the principle of inclusion and exclusion, generating Modern Physics propagation, and detection. Particular attention is given to methods functions, and recursion. The course may include further topics such Abstract Algebra II Motion Dynamics used by humans in each of these areas. Prerequisite(s): PHY 320 The wake of modern physics has given rise to massive technological MAT 362 as the Polya-Redfield method, partially ordered sets, enumeration This course builds on the foundations established in MAT 450. It This calculus-based course presents the fundamental principles of advancements that have changed our daily lives. This course covers Fuzzy Sets and Logic problems from graph theory, Ramsey’s Theorem, block designs, extends the fundamental objects of groups, rings, and fields to include PHY 399 mechanics, including kinematics, Newtonian dynamics, work and many of the modern issues within the field, with an emphasis placed codes, difference sets, finite geometries, Latin squares and Hadamard modules over rings and algebras. The course gives the basic ideas This course introduces the basic theory of fuzzy sets and fuzzy logic energy, momentum, and rotational motion. Prerequisite(s): MAT on the problem-solving nature of physics. The class is a calculus- Special Topics in Physics matrices. Prerequisite(s): MAT 258 of linear algebra a more rigorous treatment and extends scalars to and explores some of their applications. Topics covered include 150 or MAT 180 based scientific examination of topics from general relativity and The content of this course may change each time it is offered. elements in a commutative ring. In this context, students study the classical sets and their operations, fuzzy sets and their operations, quantum mechanics through nuclear physics, high energy physics It is for the purpose of offering a new or specialized course MAT 399 general theory of vector spaces and similarity of transformations. PHY 200L membership functions, fuzzy relations, fuzzification/ defuzzification, and astrophysics. Prerequisite(s): MAT 200 or MAT 230, PHY of interest to the faculty and students that is not covered by the The curriculum also discusses non-commutative algebras and rings, classical logic, multi-valued logic, fuzzy logic, fuzzy reasoning, Special Topics in Mathematics Motion Dynamics Laboratory 250 or PHY 270, PHY 200 courses in the current catalog. Permission of Instructor required. emphasizing examples, such as quaternion algebras. Further topics fuzzy arithmetic, classical groups, and fuzz groups. Students will The content of this course may change each time it is offered. It is for This course presents the concepts of PHY 200 in the laboratory. Prerequisite(s): None may include non-associative rings and algebras, Galois theory, exact also explore a number of applications, including approximate the purpose of offering a new or specialized course of interest to the The experiments allow the student to experience the laws of basic PHY 290L reasoning, fuzzy control, fuzzy behavior, and interaction in computer sequences, and homology. Prerequisite(s): MAT 400 faculty and students that is not covered by the courses in the current physics involving linear motion, force, gravitation, conservation of Modern Physics Lab games. Prerequisite(s): MAT 250, MAT 258 catalog. Requirement: Permission of instructor. Prerequisite(s): None energy, conservation of momentum, collisions, rotational motion, and springs. Error analysis and data reduction techniques are taught and This course presents the concepts of PHY 290 in the laboratory. The experiments allow students to experience the discoveries MAT 363 MAT 400 required in experimental reports. Prerequisite(s): None; Concurrent Partial Differential Equations and Fluid Course(s): PHY 200 of the last 100 years. The Michelson-Morley interferometer, the Introductory Analysis I photoelectric effect, the electron’s charge to mass ratio, the Franck- Dynamics This course introduces the foundations of real analysis by means of a PHY 250 Hertz experiments, electron diffraction and the thermal band-gap. This course explores partial differential equations (PDEs) and fluid rigorous reexamination of the topics covered in elementary calculus. Waves, Optics, and Thermodynamics Error analysis and statistics are taught and required in experimental dynamics. Topics covered in this class include Fourier series, Fourier The course starts with the topology of the real line and proceeds reports. Prerequisite(s): None; Concurrent Course(s): PHY 290 transforms, classification of PDEs, Poisson’s equation, heat equation, to a formal examination of limits, continuity, and differentiability. The This calculus-based course presents the fundamentals of wave equation, and introductory topics of fluid dynamics. Solution course also covers the convergence of sequences and series of real fluid dynamics, oscillations, waves, geometric optics, and methods of initial and boundary value problems of various types will numbers and the uniform convergence of sequences of real valued thermodynamics. Prerequisite(s): MAT 200 or MAT 230, be investigated. Numerical methods, such as finite difference, finite functions. Prerequisite(s): MAT 250 PHY 200 volume, and finite element will be studied. Prerequisite(s): MAT 220 96 or MAT 250 or MAT 256, MAT 200 97 ADMISSIONS APPLYING TO DIGIPEN

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