DigiPen Institute of Technology Europe-Bilbao Viewbook

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DIGIPEN INSTITUTE OF TECHNOLOGY

S TA R T H E R E . G O A N Y W H E R E .


#IDARB, 007: Everything or Nothing, 007: Quantum of Solace, 007: The World Is Not Enough, 1080° Avalanche,

1942: Joint Strike, 4x4 Evo 2, 50 Cent: Bulletproof, Adventure Time: Explore the Dungeon Because I Don’t Know!,

Aegis Wing, Æon Flux, Age of Empires III: The Asian Dynasties, Age of Empires Online, Age of Immortals, Agents

of Mayhem, Alan Wake, Alice: Madness Returns, Alien Versus Predator 2, Aliens: Armageddon, Aliens: Colonial

Marines, Alpha Protocol, Always Sometimes Monsters, American Civil War: America’s Army 3, America’s Army:

Proving Grounds, AND 1 Streetball, Animal Crossing: New Leaf, Anthem, APB: All Points Bulletin, Apex Legends,

Archangel, Arkadian Warriors, Army of Two: 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, Band

Hero, Banjo-Kazooie: Nuts & Bolts, Baseball Blast!, Batman 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, Bejeweled 3, Bejeweled Twist, Bejeweled: Classic, Ben 10: Alien Force - Vilgax Attacks, Ben 10: Ultimate

Alien - Cosmic Destruction, Betty Bad, Bionic Commando: Elite Forces, BIONICLE Heroes, BioShock, BioShock

Infinite, Birthday Party Bash, BIT.TRIP Presents… Runner 2: Future Legend of Rhythm Alien, Blacklight: Retribution,

Blacklight: Tango Down, BloodRayne, BloodRayne 2, BloodRayne: Betrayal, Borderlands, Borderlands: The Pre-

Sequel!, Breach, Britney Spears: American Dream, Brooktown High, Brütal Legend, Bulletstorm, Bully, Call of Duty,

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

WHAT WILL YOU CREATE?

Ops III, Call of Duty: Black Ops 4, Call of Duty: Finest Hour, Call of Duty: Ghosts, Call of Duty: Infinite Warfare, Call America: Super Soldier, Captain Toad: Treasure Tracker, Carcassonne, Carnival Games, Carnival Games: Wild West XL, Centipede, Charlie and the Chocolate Factory, Charlotte’s Web, Charm Girls Club Pajama Party, Charm Girls CLUE Classic, Codename: Kids Next Door - Operation V.I.D.E.O.G.A.M.E., Combat Elite: WWII Paratroopers, Combat

Our graduates have been credited on more than 1,000 commercial 3D, Cars, Cars 2, Cars: Mater-National Championship, Cars: Race-O-Rama, Cartoon Network: Punch Time Explosion game titles, including these and Club: My Perfect Prom, City of Villains, Civilization: Call to Power, Clive Barker’s Undying, Close Quarters Conflict, many others. of Duty: Modern Warfare 2, Call of Duty: Modern Warfare 3, Call of Duty: World at War, Call of Duty: WWII, Captain

Task Force 121, Command & Conquer 3: Tiberium Wars, Command & Conquer: Red Alert 3, Command & Conquer:

Rivals, Command & Conquer: Tiberium Alliances, Company of Heroes, Condemned 2: Bloodshot, Condemned:

Criminal Origins, Conduit 2, Conker: Live & Reloaded, Constantine, Contra 4, Contract J.A.C.K., Coraline, Corpse

of Discovery, Cosmic Colony, Costume Quest 2, Counter-Strike: Global Offensive, Counter-Strike: Source, Crackdown

2, Crackdown 3, Crash Bandicoot: N. Sane Trilogy, Crazy Plant Shop, Crimson Skies, Crimson: Steam Pirates,

Cruise Ship Tycoon, Crushed Baseball, Crystalis, CSI: Crime Scene Investigation - Deadly Intent, CSI: Crime Scene

Investigation - Fatal Conspiracy, D.N.A., Damnation, Daniel X: The Ultimate Power, Dark Age of Camelot: Epic

Edition, Dark Manor, Dark Void, Darksiders, Darksiders II, Darkwatch, Dawn of Fantasy, Days Gone, DC Universe

Online, Dead Rising 2, Dead Rising 3, Dead Rising 4, Deadliest Catch: Alaskan Storm, Deadliest Warrior: The Game,

Deadpool, Death Jr., Death Jr. II: Root of Evil, Death Tank, Deer Hunter 2018, Defense Grid 2, Defense Grid: The

Awakening, Delta Force: Task Force Dagger, Demigod, Descent II, Destiny, Destiny 2, Destroy All Humans! Big

Willy Unleashed, Destroy All Humans! Path of the Furon, Diablo III: Reaper of Souls, Diana Fortune in the Lost

Temple of Gold, Digimon Racing, Digimon Rumble Arena 2, Diner Dash, Dino Frontier, Disney Epic Mickey, Disney

Epic Mickey 2: The Power of Two, Disney Friends, Disney Infinity, Disney Pirates of the Caribbean: At World’s End,

Disney Princess: My Fairytale Adventure, Disney’s Atlantis: The Lost Empire - Search for the Journal, Disney’s Cory

in the House, Distance, Divekick: Addition Edition, DJ Hero 2, Doki-Doki Universe, Disney Infinity: Marvel Super

Heroes, Donkey Kong Country Returns, Donkey Kong Country: Tropical Freeze, Dota 2, Double Dragon Neon,

Dragon Age: Inquisition, Dragon Age: Legends, Dragon Age: Origins, Dragon Warrior VII, Drawn to Life, Drawn

to Life: The Next Chapter, Drawn: Dark Flight, Drawn: The Painted Tower, Drawn: Trail of Shadows, DreamWorks


Super Star Kartz, DreamWorks Vultron VR Chronicles, Drug Wars, DuckTales: Remastered, Dungeon Siege II,

Dungeon Siege III, Dungeons & Dragons Online: Eberron Unlimited, Dungeons & Dragons: Dragonshard, Dust

514, Dying Light: Enhanced Edition, Earthfall, Eco, Elliot Quest, Empire Earth, Empires: Dawn of the Modern World,

Eragon, ESPN NHL 2K5, EVE Online, Evil Dead: Regeneration, Evolve, Evolve: Hunter’s Quest, Excitebike 64, Eye

for Design, F.3.A.R., F.E.A.R. 2: Project Origin, F.E.A.R.: First Encounter Assault Recon, Fable II, Fable II: Pub Games,

Fable III, Fallout 3, Fallout 4, Fallout 76, Fallout Shelter, Fallout: New Vegas, Family Game Night 4: The Game Show,

Fantastic Four: Rise of the Silver Surfer, Far Cry 3, Far Cry 3: Blood Dragon, Far Cry 4, Far Cry 5, Far Cry: Instincts,

Far Cry: Primal, FarmVille, FarmVille 2, Fat Princess: Adventures, Fate, Fiction Fixers: Adventures in Wonderland,

Fiction Fixers: The Curse of Oz, FIFA 16, FIFA 18, FIFA Street, FIFA Street 2, Fight Club, Fight Night Round 3, Final

Fantasy XIV: A Real Reborn, Final Fantasy XV, Final Fantasy XV: A New Empire, Firefall, Flower, Flower Paradise,

Fortnite, Forza Horizon, Forza Horizon 2, Forza Horizon 3, Forza Horizon 4, Forza Motorsport, Forza Motorsport

2, Forza Motorsport 3, Forza Motorsport 4, Forza Motorsport 5, Forza Motorsport 6, Forza Motorsport 7, Foster’s

Home for Imaginary Friends, Four Sided Fantasy, Front Mission Evolved, Frozen: Free Fall - Snowball Fight, Fugitive

Hunter: War on Terror, Full Spectrum Warrior, Fuse, Fusion: Genesis, Fusion: Sentient, Future Cop: L.A.P.D., Future

Force Company Commander, G.I. Joe: The Rise of Cobra, Galactic Civilizations II: Dark Avatar, Galactic Civilizations

II: Twilight of the Arnor, Galak-Z: The Dimensional, Game of Thrones, Garage, Gardens of Time, Gears of War,

Gears of War 2, Gears of War 3, Gears of War 4, Gears of War: Judgement, Gears of War: Ultimate Edition,

Ghostbusters: The Video Game, Giant Cop: Justince Above All, Giants: Citizen Kabuto, Gigantic, Glyph, God of

War, Godzilla: Save the Earth, Godzilla: Unleashed, GoldenEye: Rogue Agent, Goosebumps: The Game, Gotham

City Imposters, Grand Theft Auto III, Grand Theft Auto IV, Grand Theft Auto V, Grand Theft Auto: San Andreas,

Grand Theft Auto: Vice City, Green Lantern: Rise of the Manhunters, Greg Hastings Paintball 2, Grey Goo, Guardians

of Middle-earth, Guild Wars, Guild Wars 2, Guitar Hero 5, Guitar Hero: Metallica, Guitar Hero: Warriors of Rock,

Guitar Hero: World Tour, Gun, Gunman Chronicles, Guns Up!, Gyrostarr, Half-Life, Half-Life 2, Half-Life 2: Episode

One, Half-Life 2: Episode Two, Half-Life: Counter-Strike, Halo 2, Halo 3, Halo 3: ODST, Halo 4, Halo 5: Guardians,

Halo Wars, Halo Wars 2, Halo: Reach, Halo: Spartan Assault, Halo: Spartan Strike, Halo: The Master Chief Collection,

Harry Potter and the Prisoner of Azkaban, Headlander, Hearthstone: Heroes of Warcraft, Hello Neighbor, Heroes

of Dragon Age, Heroes of the Storm, Hexic 2, Hidden Expedition: Amazon, Hob, Hot Wheels: Slot Car Racing, Hot

Wheels: Williams F1 - Team Racer, Hovercraft: Battle Arena, Hunted: The Demon’s Forge, Hybrid, Ice Age: Village,

Immortal Cities: Children of the Nile, Impossible Creatures, Incrediball: The Seven Sapphires, Indiana Jones and the

Staff of Kings, Infamous, Infamous 2, Infamous: Second Son, Infinite Crisis, Infinity Blade, Infinity Blade II, Injustice

2, Injustice: Gods Among Us, Insanely Twisted Shadow Planet, Iron Brigade, Iron Man, Iron Man 2, Jade Empire,

Jak and Daxter: The Lost Frontier, Jaws Revenge, Jeopardy!, Journey, Justice League Heroes, Kameo: Elements

of Power, Kelly Slater’s Pro Surfer, Killer Instinct, Killing Floor 2, Killing Floor: Incursion, Killzone 2, Kinect Adventures!,

Kinect Rush: A Disney Pixar Adventure, Kinect Sports, Kinect Sports: Season Two, Kinect Star Wars, Kinect: Disneyland

Adventures, Kinectimals, Kingdom Come: Deliverance, Kingdoms of Amalur: Reckoning, King’s Quest, Knockout

Kings 2002, Kuros, Lair, Laserlife, Law & Order: Legacies, LawBreakers, League of Legends, Left 4 Dead, Left 4

Dead 2, LEGO Ninjago: Shadow of Ronin, LEGO Rock Band, LEGO Star Wars II: The Original Trilogy, LEGO Star

Wars: The Video Game, LEGO Universe, Lemony Snicket’s A Series of Unfortunate Events, Line Rider 2: Unbound,

Lips: Number One Hits, Lips: Party Classics, Lock’s Quest, Looney Tunes: Cartoon Conductor, Lord of Ultima, Lost

Planet 3, Luigi’s Mansion: Dark Moon, Mad Max, Madagascar: Escape 2 Africa, Madden NFL 25, Mafia III, MAG,

Magic: The Gathering Online, Major League Baseball 2K6, Mall Tycoon 3, Man of Steel, Manhunt, Mario + Rabbids:

Kingdom Battle, Mario and Donkey Kong: Minis on the Move, Mario Kart 7, Mario Kart 8, Mario Strikers Charged,

Mario vs. Donkey Kong, Mario vs. Donkey Kong 2: March of the Minis, Mario vs. Donkey Kong: Mini-Land Mayhem!,

Mario vs. Donkey Kong: Minis March Again!, Mario vs. Donkey Kong: Tipping Stars, Marvel Super Hero Squad

Online, Marvel Utimate Alliance, Marvel vs. Capcom: Origins, Marvel: Avengers Alliance, Marvel’s Guardians of

the Galaxy: The Telltale Series, Marvel’s Spider-Man, Mass Effect, Mass Effect 2, Massive Chalice, Max Payne 3,


MDK2, Medal of Honor: European Assault, Medal of Honor: Frontline, Medal of Honor: Vanguard, Medal of

Honor: Warfighter, Medieval Conquest, Mega Man: Legacy Collection, Mekazoo, Mercenaries 2: World in Flames,

Mercenaries: Playground of Destruction, Metal Gear Solid HD Collection, Metroid Prime 2: Echoes, Metroid Prime 3:

Corruption, Metroid Prime Hunters, Metroid Prime: Federation Force, Microsoft Flight, Microsoft Solitaire Collection,

Middle Manager of Justice, Middle-earth: Shadow of Mordor, Middle-earth: Shadow of War, Midnight Club 3:

DUB Edition, Midnight Club II, Midnight Club: Los Angeles, Midway Arcade, Military Madness: Nectaris, Minecraft,

Minecraft: Story Mode, Mini Mario & Friends: amiibo Challenge, Minority Report: Everybody Runs, Mission: Impossible,

MLB Slugfest 20-04, Modern Combat 4: Zero Hour, Modern Combat: Versus, Monday Night Combat, Monster

Lab, Monsters vs. Aliens, Mortal Kombat, Mortal Kombat 11, Mortal Kombat vs. DC Universe, Mortal Kombat X, Mortal

Kombat: Arcade Kollection, Moss, Mr. Shifty, Murdered: Soul Suspect, MX Superfly Featuring Ricky Carmichael,

MX vs. ATV: Alive, MX vs. ATV: Reflex, MX vs. ATV: Untamed, Mystery Case Files: Dire Grove, Mystery Case Files:

Escape from Ravenhearst, Nancy Drew Dossier: Lights, Camera, Curses!, Nancy Drew Dossier: Resorting to Danger!,

Nancy Drew: Alibi in Ashes, Nancy Drew: Labyrinth of Lies, Nancy Drew: The Silent Spy, Nancy Drew: Tomb of the

Lost Queen, NARC, Naruto: Rise of a Ninja, NASCAR 06: Total Team Control, NBA 2K17, NBA 2K18, NBA Ballers:

Phenom, Necropolis, Need for Speed: Hot Pursuit 2, Nelson Tethers: Puzzle Agent, Nerf N-Strike Elite, Never Alone,

Neverwinter, Neverwinter Nights, Neverwinter Nights 2, NFL Street 3, NHL 2K9, NHL SuperCard 2K17, Nicki Minaj:

The Empire, Nike+ Kinect Training, Opus Magnum, Ori and the Blind Forest, Over the Hedge: Hammy Goes Nuts!,

Overwatch, Oxenfree, Pac-Man World Rally, Pac-Match Party, Panzer General: Allied Assault, Paragon, Peggle,

Peggle 2, Percy Jackson and the Olympians: The Lightning Thief, Perfect Dark Zero, Pet Pals: New Leash on

Life, Phineas and Ferb: Across the 2nd Dimension, Pillars of Eternity, Pillars of Eternity II: Deadfire, Pirates of the

Caribbean: Aegir’s Fire, Pirates of 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 Puzzle League, Portal, Portal 2, Prey, Prince of Persia:

Revelations, Prince of Persia: The Two Thrones, Prince of Persia: Warrior Within, Project Gotham Racing 3, Project

Gotham Racing 4, Project Spark, Project: Snowblind, Prototype, Prototype 2, Punch Club, Punch-Out!!, Puzzle Agent

2, Quantum Break, Quantum Conundrum, Rage 2, Rails Across America, Rampage: 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 Miami, Rebel Galaxy, ReCore,

Red Dead Redemption, Red Dead Redemption 2, Red Dead Revolver, Red Faction: 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, Resistance: Fall of Man, Resistance: Retribution, Ridge

Racer 64, Ridge Racer DS, RIFT, Rise & Fall: Civilizations at War, Rise of Nations: Gold Edition, Rise of Nations:

Thrones & Patriots, Rise of the Tomb Raider, Rising Storm 2: Vietnam, Risk: Factions, Road Rash: Jailbreak, RoadKill,

Robert Ludlum’s The Bourne Conspiracy, Robo Recall, RoboBlitz, Robot Alchemic Drive, Rochard, Rock Band 3,

Rock Band 4, Rocket Fox, Rocket League, RooGoo, Run Like Hell, Ryse: Son of Rome, Saints Row, Saints Row 2,

Saints Row IV, Saints Row: Gat Out of Hell, Saints Row: The Third, Samurai Jack: The Shadow of Aku, Saw, Saw II:

Flesh & Blood, Scene It? Box Office Smash, Scene It? Comedy Movies, School Tycoon, Scooby-Doo! First Frights,

Scramble with Friends, Scribblenauts, Scribblenauts Unlimited, Scribblenauts Unmasked: A DC Comics Adventure,

SeaBlade, Secret Agent Clank, Shadow Complex, Shadow of the Colossus, Shadow of the Tomb Raider, Shadow

Ops: Red Mercury, Shadowrun Returns, Shadowrun: Dragonfall, Shadowrun: Hong Kong, Shank 2, Shantae: Half-

Genie Hero, Shrek SuperSlam, Shrek the Third, Shrek-N-Roll, Silent Hill: Book of Memories, Singularity, Six Flags

Fun Park, Ski Resort Extreme, Ski Resort Tycoon, Skullgirls, Skylanders: Imaginators, Sly 3: Honor Among Thieves,

Sly Cooper: Thieves in Time, Smuggler’s Run, Smuggler’s Run 2: Hostile Territory, Snipperclips: Cut it Out, Together!,

Snoopy vs. the Red Baron, SOCOM 3: U.S. Navy SEALs, SOCOM 4: U.S. Navy SEALs, SOCOM: U.S. Navy SEALs,

SOCOM: U.S. Navy SEALs - Combined Assault, Soldier of Fortune II: Double Helix, Sonic Boom: Fire & Ice, Sonic

Boom: Shattered Crystal, Sorcery, Soul Fjord, South Park: Let’s Go Tower Defense Play!, South Park: Tenorman’s


Review, Space Siege, Space Tyrant, Spec Ops: The Line, Speed Racer: The Videogame, Spider-Man, Spider-

Man 2, Spider-Man 3, Spider-Man: Friend or Foe, SpongeBob SquarePants Featuring Nicktoons: Globs of Doom,

SpongeBob’s Truth or Square, Spore Creatures, Sports Champions, Sprung, Spryo: Season of Ice, Spyborgs, Spyro:

Enter the Dragonfly, Star Thief, Star Trek: D·A·C, Star Trek: Starfleet Command - Orion Pirates, Star Wars: Battlefront,

Star Wars: Battlefront II, Star Wars: Empire at War, Star Wars: Jedi Knight - Jedi Academy, Star Wars: Jedi Knight

II - Jedi Outcast, Star Wars: Knights of the Old Republic, Star Wars: Knights of the Old Republic II - The Sith Lords,

Star Wars: The Force Unleased II, Star Wars: The Old Republic, Star Wars: Uprising, StarCraft II: Heart of the Swarm,

StarCraft II: Legacy of the Void, Stargate: Resistance, Starscend, State of Decay, State of Decay 2, Stranglehold,

Street Fighter: 30th Anniversary Collection, Street Hoops, Stuart Little 2, Sunset Overdrive, Super Mario Maker for

Nintendo 3DS, Super Mario Strikers, Super Mario Sunshine, Super Scribblenauts, Super Smash Bros. Brawl, Super

Street Fighter II Turbo HD Remix, Super Time Force, Superbrothers: Sword & Sworcery EP, Superman Returns,

Supreme Commander 2, Syphon Filter: Combat Ops, Syphon Filter: Dark Mirror, Syphon Filter: Logan’s Shadow,

Tacoma, Takedown: Red Sabre, Tales From the Borderlands, Tales of Monkey Island, Tangled, Teenage Mutant

Ninja Turtles: Danger of the Ooze, Terminator 3: Rise of the Machines, Test Drive: Off-Road - Wide Open, Tetris

Blitz, Tharsis, That’s So Raven: Psychic on the Scene, The Baconing, The Banner Saga 3, The Bigs, The Cave, The

Dark Knight Rises, The Elder Scrolls Online, The Elder Scrolls V: Skyrim, The Evil Within, The Incredible Hulk, The

Journeyman Project: Pegasus Prime, The Last of Us, The Last of Us: Left Behind, The Legend of Zelda: Breath of

the Wild, The Legend of Zelda: Collector’s Edition, The Legend of Zelda: Majora’s Mask, The Legend of Zelda:

Ocarina of Time, The Legend of Zelda: Skyward Sword, The Long Dark, The Lord of the Rings: Conquest, The Lord

of the Rings: Tactics, The Lord of the Rings: The Fellowship of the Ring, The Lord of the Rings: The Two Towers,

The Lord of the Rings: War in the North, The Matrix Online, The Misadventures of P.B. Winterbottom, The Oregon

Trail: American Settler, The Outfit, The Powerpuff Girls: Mojo Jojo A-Go-Go, The Princess and the Frog, The Saboteur,

The Simpsons Game, The Sims 2, The Sims 3: Pets, The Sims 4, The Sims: Bustin’ Out, The Sly Collection, The in the City, The Walking Dead, The Walking Dead: Season Two, The Wolf Among Us, The X-Files: Resist or Serve,

...AND MANY, Sopranos: Road to Respect, The Suffering: Ties That Bind, The Unfinished MANY Swan, The Unmaking, The Urbz: Sims MORE! Throne Together, Tiger Woods PGA Tour Online, Titan Quest, Titanfall, Titanfall 2, TNA iMPACT!, Tom Clancy’s

Ghost Recon, Tom Clancy’s Ghost Recon 2: 2011 - Final Assault, Tom Clancy’s Ghost Recon: Advanced Warfigher,

For more game titles crediting DigiPen graduates, Tom Clancy’s Ghost Recon: Commander, Tom Clancy’s Rainbow Six: visit: Lockdown, Tom Clancy’s Splinter Cell, Tom digipen.edu/about/alumni-success

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 Wasteland, 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, TRON RUN/r, True Crime: New York City, Turning

Point: Fall of Liberty, Turok, Twisted Metal, Twisted Metal 4, Twisted Metal III, Ultimate Spider-Man, Uncharted 4:

A Thief’s End, Uncharted: Golden Abyss, Uncharted: The Lost Legacy, Uncharted: The Nathan Drake Collection,

Unit 13, Universal Monsters Online, Universe at War: Earth Assault, Unreal Championship 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, We Happy Few, Weapon of Choice, Westward III: Gold Rush, Westward IV:

All Aboard, Wheelman, Where the Wild Wild Things Are, Wildfire, WildStar, Williams Arcade Classics, Wolfenstein,

Wordament, Wordament Snap Attack, 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, Zoo Tycoon 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 video game development — preparing students like you for the kind of lifelong work that challenges the mind and excites the imagination.

We Are Dragons

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 level 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. 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?

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

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About Us

Immersion

Inspiration

Readiness

Community

We believe in the power of learning by doing. We engage students in applied, project-based learning with collaborative in-studio experiences starting in year one.

Our experienced faculty and passionate students motivate and encourage one another to challenge what’s possible, explore the limits of technology, and strive for personal excellence.

Our programs result in career-ready graduates. Top companies in technology and gaming recognize DigiPen as an incubator of talent that produces creative and capable employees who thrive in team environments, know how to navigate challenges, and solve problems.

Our team approach to project-based learning, combined with a welcoming and inclusive campus culture, fosters a supportive environment for passionate students to share ideas, motivate one another, and bring their visions to life.

DigiPen Institute of Technology

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OFFERED AT THE EUROPE-BILBAO CAMPUS COMPUTER SCIENCE

TABLE OF CONTENTS

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

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Visit Us on Campus

• BFA in Digital Art and Animation

20 The Bilbao Region 24 Bilbao a Center of Innovation 26 Student Achievements 38 Campus Highlights

ADDITIONAL DEGREE PROGRAMS OFFERED AT THE DIGIPEN US CAMPUS

• BS in Computer Engineering • 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 • BA in Game Design • BA in Music and Sound Design • MFA in Digital Arts

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About Us

40 ACADEMICS 44

Choosing Your Path

46

Computer Science

60

Art, Music, and Design Degrees

62

Digital Art and Animation

64

Topics Covered

76

Summer Workshop

78

Undergraduate Course Descriptions

DigiPen Institute of Technology

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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 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 computer animation. Soon after, DigiPen partnered with Nintendo of America to establish 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 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 RealTime Interactive Simulation) that would prepare students for the unique challenges of creating professional 3D game and simulation software. DigiPen relocated its campus to Redmond, Washington, in 1998 and opened its doors as DigiPen Institute of Technology.

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About Us

30 Years of Academic Excellence DigiPen Institute of Technology

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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 science specializations. Today, DigiPen offers nine bachelor’s degree programs and two master’s programs at its Redmond campus.

THE 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 North America, 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, Bungie, and Disney.

DIGIPEN TIMELINE 1988

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Our graduates have shipped more than 1,000 commercial games.

1998

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About Us

Top: Claude Comair (1989), Bottom-left: DigiPen Singapore, Bottom-right: DigiPen Europe-Bilbao

Claude Comair founds DigiPen in Vancouver, Canada.

DigiPen accepts first students to video game programming and 3D computer animation diploma programs. DigiPen Institute of Technology opens its campus in Redmond, Washington, and begins offering the world’s first bachelor’s degree in video game development (Bachelor of Science in Real-Time Interactive Simulation).

2008

2010

2011

2018

DigiPen opens its first international campus in Singapore.

DigiPen relocates to a new, larger campus in Redmond, Washington.

DigiPen opens its second international campus in Bilbao, Spain.

DigiPen celebrates its 30th anniversary.

DigiPen Institute of Technology

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GLOB AL CAM PU S E S

ABOUT US

DIGIPEN AROUND THE WORLD In addition to our main U.S. campus, DigiPen operates at two international campuses in Singapore and Bilbao, Spain. We also offer DigiPen programs to students at other international colleges and universities through a series of educational partnerships.

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

DIGIPEN INSTITUTE OF TECHNOLOGY SINGAPORE Location: Singapore Student Population: 959** Student-to-Faculty Ratio: 16:1

Redmond, Washington U.S.A Daegu, South Korea

Bilbao, Spain

DIGIPEN INSTITUTE OF TECHNOLOGY EUROPE-BILBAO Location: Bilbao, Spain Student Population: 200** Student-to-Faculty Ratio: 13:1

Bangkok, Thailand

**2018-2019 academic year Singapore

E D U CAT IONAL PART NE RS HIPS

KEIMYUNG UNIVERSITY Location: Daegu, South Korea THAMMASAT UNIVERSITY Location: Bangkok, Thailand

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About Us

DigiPen Institute of Technology

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JOBS, CULTURE, AND RECREATION

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

A Place to Grow and Thrive

It is the site of a focused urban redevelopment project that has brought creative industries to Bilbao through sustainable, environmentallyconscious 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. 20

About Us

Courtesy of Bilbao Town Hall

DigiPen Institute of Technology

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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 cuttingedge high-tech business sectors in key areas. Thriving business sectors include startups and established businesses in ICT, Creative and Cultural Industries and Advanced Services. 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.

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About Us

Courtesy of Bilbao Town Hall

DigiPen Institute of Technology

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Earning a degree at DigiPen can set your career in motion and equip you with the essential knowledge and skills for any number of exciting career paths in games, technology, animation, and more. These are just a few of the many DigiPen graduates who are making a big impact out in the industry. Learn more: digipen.edu/about/alumni-success

More than 400 companies have hired DigiPen graduates.

Companies like:

ALUMNI SUCCESS

343 Industries Activision Amazon Apple ArenaNet Blizzard

Entertainment Booz Allen Hamilton Bungie DreamWorks Interactive Electronic Arts

Epic Games Facebook Funko Google Lockheed Martin Corporation

Microsoft

Salesforce

Valve

Monolith Productions

Sony Interactive Entertainment SpaceX Turn 10 Studios Ubisoft

Walt Disney Imagineering

Nintendo of America Respawn Entertainment Riot Games

Wizards of the Coast MANY OTHERS

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,

RED UBISOFTWarner Bros. Interactive Entertainment, Intel, Nintendo of America, Google, McGraw ZEPPELIN ROCKSTAR GAMES Treyarch, Apple, Zynga, UndeadCD Labs,PROJEKT Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, 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, Rockstar Games, Valve, Wizards of the Coast, 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, 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,

Borja Portugal Marina Bordona Uxue García Hans 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 Karl Games, VisualOrav Concepts, Epic Games, Infinity Ward, Lockheed Martin Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force, Autodesk, Nokia Respawn Software, Teledyne, Bally Technologies, Electronic Arts, Havok, Raytheon, Ubisoft, Qualcomm, Turn10 Studios, 2K Games, 343 Industries, Title: Generalist Programmer Title: Technologies, Junior Gameplay AnimatorEntertainment, Unity, Blizzard Entertainment, thatgamecompany, Gearbox Title: Producer Assistant Title: Junior Gameplay Programmer Class: 2019 2019 Class: 2019 Games, Confetti Interactive, U.S. Navy, Microsoft, Bungie, Facebook, Walt Class: Disney2018 Imagineering, F5 Networks, Valve, Sierra Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Naughty Dog, Sucker Punch Productions, Glu Mobile, Kabam,Class: DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the Coast, Rockstar

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, Blizzard Entertainment, 2K Games, 343 Industries, Walt Disney Imagineering, F5 Networks, Valve,helped Sierrayou Entertainment, LucasArts, Infospace, ArenaNet, Leap Motion, Naughty Dog, Sucker Productions, Glu Mobile, Kabam, DreamWorks Interactive, Bungie, Booz Allen Hamilton, Wizards of the DigiPen’s Bachelor of Computer Science in RTIS is unique. IFacebook, have How has your DigiPen education build your professional Before entering DigiPen,Punch I didn’t really know how the DigiPen gave me a solid foundation in programming video games. Not only did ICoast, Rockstar, always wanted to work on big projects, but I didn’t know I could do it

career?

animation world worked. DigiPen helped us learn every develop the knowledge of how to make code work, but I also developed the ability SpaceX, Confetti Interactive, U.S. Navy, Microsoft, Riotcourses Games, Treyarch, right after graduating. The highly specialized combined with Apple, Zynga, Undead Labs, Disney Interactive Studios, Activision, Salesforce.com, Xbox Game Studios, Warner Bros. Interactive Entertainment, Intel, Nintendo of America, Google, McGraw Hill Education, PopCap Games, Funko, Crystal Dynamics, BioWare, Amazon, 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

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

“Do it yourself” mantra behind DigiPen’s educational model were It wasn’t the subjects but rather the whole DigiPen It gave usNokia a general understanding ofRespawn how things are comes to becoming a great thatgamecompany, programmer. Another important part ofSoftware, working in the Insomniac Games,the Midway Amusement Games, Visual Concepts, Epic Games, Infinity Ward, Lockheed Martinthemselves Corporation, Xbox Game Studios, Monolith Productions, SpaceX, U.S. Air Force,game. Autodesk, Technologies, Entertainment, Unity, Blizzard Entertainment, Gearbox 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

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

Technologies, Electronic Havok, Raytheon, Ubisoft, Qualcomm, Turn10 Studios, 2K Games, 343 Industries, Walt Disney Imagineering, F5 Networks, Valve, Sierra Entertainment,projects LucasArts, Infospace, Productions, Glu Mobile, Kabam, DreamWorks Bungie, which hasArts, been 1.5 years working on an AAA title, I have been able to a professional world. NoFacebook, problem seems unsolvable anymore, nor during our years there.ArenaNet, Leap Motion, Naughty Dog, Sucker ourPunch yearly game projects at DigiPen. Furthermore, the process of making a Interactive, game from scratch and working together with other programmers and artists helped me Booz Allen Hamilton, Wizards of the Coast, Rockstar Games, Confetti Interactive, U.S. Navy, Microsoft, Riot Zynga, Undead alone. There willGames, always beTreyarch, a team that IApple, can count on the same way Labs, Disney Interactive Studios, Activision, Salesforce.com, Sony Interactive Entertainment, Warner Bros. Interactive Entertainment, Intel, Nintendo of America, Intel, McGraw Hill Education, improve my communication and organizational skills. Once I entered the industry, 2 4 25 they can count on me. realized Technologies, that much of the professional work I was doing was like whatBlizzard I did at Entertainment, 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,I Nokia Respawn Entertainment, Unity, 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


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 Are Amazing

AWARDS & HONORS 26

Student Achievements

DigiPen Student Artwork Mario Aizpurua

DigiPen Institute of Technology

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DigiPen student games showcased at PAX West

STUDENT ANIMATIONS 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 the Seattle International Film Festival since 2014.

Our student films have earned 201 awards and 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, E3 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, more than any other school in the world.

Our students have won 154 awards and honorable 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

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Student Achievements

DigiPen Institute of Technology

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AWARD-WINNING STUDENT GAMES

Nitronic Rush (continued) Finalist (Best Sound/Music Award), hóPlay 2012

DigiPen student games have won more than 150 awards and honors in national and international competitions.

Finalist (Best Design Award), hóPlay 2012 Honorable Mention, Student Showcase, IGF 2012

Back to Life Finalist, Best Student Game, Gamelab Barcelona 2019 Base Invaders

PAX 10 Selection, Penny Arcade Expo 2014 A Flipping Good Time

Finalist, Student Showcase, IGF 2007

PAX 10 Selection, Penny Arcade Expo 2011

Finalist, Slamdance 2007

Official Selection, Extra Credits Innovation Award, LOGIN 2011

Be Good Honorable Mention, Student Showcase, IGF 2012 Bontãgo Winner, Innovation in Game Design, IGF 2004 Finalist, Open Category, IGF 2004 Chained Gold Winner, Games for Good, International Serious Play Awards 2014 Invited Presenter at the Sense of Wonder Night, Tokyo Game Show 2014 Close Your Eyes Finalist, IndieCade 2014 Commando Attack Sub Student Showcase Winner, IGF 2002 Crazy Cross Student Showcase Winner, IGF 2003 Deity Grand Prize Winner, Independent Propeller Awards 2012 PAX 10 Selection, Penny Arcade Expo 2012 Douse Invited Presenter at the Sense of Wonder Night, Tokyo Game Show 2012 Dreamside Maroon

The Fourth Wall Finalist, Indie Game Challenge 2012 Honorable Mention, Independent Propeller Awards 2012 GEAR Non-Professional Grand Prize Winner, Indie Game Challenge 2010

GenJox Student Showcase Winner, IGF 2001 girl, i see right thru u Bronze Winner, Games for Good (Student), Serious Play Awards 2015 Gooh Finalist, Best Student Game, Gamelab Barcelona 2019 Guardian of the Gears Finalist, Best Student Game, IGF 2018 Finalist, E3 College Game Competition 2017 Igneous Finalist, Student Showcase, IGF 2010 Jera Selected, Indie Prize London 2019

Empyreal Nocturne Finalist, Student Showcase, IGF 2008

Finalist (Best Design), Independent Propeller Awards 2012

Finalist, Three Headed Monkey Awards 2019 Finalist, Best Basque Game (FS Play), Fun and Serious Game Festival 2018 Finalist, Best Student Game (BBK Talents), Fun and Serious Game Festival 2018 Finalist, Best Student Game, The Game Awards 2018

Nous Best Narrative Award, Brazilian International Game Festival 2012 Finalist, Student Showcase, IGF 2012 Orblitz Student Showcase Winner, IGF 2006

Finalist (Best Audio), Independent Propeller Awards 2012 Lurking

Penny Blue Finds a Clue

Winner, Best Student Game, IGF China 2014

Finalist, Best Student Game, IGF 2018

Winner, Excellence in Technology (Professional Category), IGF China 2014

Official Selection, IndieCade 2017

Finalist, Gamer’s Voice Award, SXSW Gaming Awards 2015 Invited Presenter at the Sense of Wonder Night, Tokyo Game Show 2014

Finalist, Indie Game Challenge 2010

Finalist, Student Showcase, IGF China 2015

Leshy Finalist (Technical Excellence), Independent Propeller Awards 2012

Honorable Mention, Independent Propeller Awards 2012

Winner, Best University Game, Gamelab Barcelona 2018

Winner, Best Student Game, IGF China 2015

Finalist, Best Student Game, Gamelab Barcelona 2019

Finalist, Student Showcase, IGF China 2014

Honorable Mention, IGF 2010

Honorable Mention, Technical Excellence (Professional Category), IGF 2012

Kogarashi

Finalist, Indie Game Challenge 2010

Finalist, Student Showcase, IGF 2010 Dungeon Delvers

30

Flickers

Perspective Finalist, Technical Excellence (Professional Category), IGF 2013 Finalist, Best Gameplay, Brazilian International Game Festival 2012 Finalist, Best Original Idea Award, hóPlay 2012

Mall Monster

Finalist, Playability Award, hóPlay 2012

Student Showcase Winner, IGF 2003 Matrix Attack Student Showcase Winner, IGF 2001 Meaning Finalist, Best Student Game, The Game Awards 2017 Moodieval Times Winner, Best Student Game, Gamelab Barcelona 2019 Narbacular Drop

Pixi Excellent Student Winner, IGF China 2011 Finalist, Student Showcase, IGF 2012 Finalist, Student Showcase, IGF China 2011 Rock Station Student Showcase Winner, IGF 2005 Rumble Box

Student Showcase Winner, IGF 2006

Physics Award, Slamdance 2006

Finalist, Slamdance 2006

Finalist, Slamdance 2006

Nitronic Rush Technical Excellence Winner, Independent Propeller Awards 2012 Gamer’s Choice Award, Indie Game Challenge 2012 Winner (Playability Award), hóPlay 2012 Winner, Best Independent Game Award, Fun & Serious Games Festival 2012 Finalist (Grand Prize), Independent Propeller Awards 2012

Finalist, Innovation in Game Design (Professional Category), IGF 2006 RumbleTV Winner, E3 College Game Competition 2015 Sand Garden Selection, alt.ctrl.GDC (Game Developers Conference) 2017 Scavenger Hunt Student Showcase Winner, IGF 2005

Finalist (Best Audio), Independent Propeller Awards 2012

Audience Award, Slamdance 2005

Finalist, Indie Game Challenge 2012

Finalist, Slamdance 2005

Sea of Chaos Student Showcase Winner, IGF 2006 Skywolf Finalist, Best Student Game, Gamelab Barcelona 2019 Solace Finalist, Student Showcase, IGF 2011 Finalist, Indie Game Challenge 2011 PAX 10 Selection, Penny Arcade Expo 2010 Finalist, IndieCade 2010 Honorable Mention, Independent Propellor Awards 2012 Solstice Winner, Kinect Award, hóPlay 2012 Invited Presenter at the Sense of Wonder Night, Tokyo Game Show 2011 Honorable Mention, Independent Propeller Awards 2012 Somnus Finalist, E3 College Game Competition 2016 Sowlar Finalist, IndieCade 2009 Striker Air Hockey Selection, alt.ctrl.GDC (Game Developers Conference) 2018 StoneHeart Finalist, Best Basque Video Game, AzPlay International Festival of Independent Games 2016 Finalist, Best Student Game, Fun & Serious Game Festival 2016 Finalist, Gamelab Barcelona 2016 SubRay Winner, Intel Developer Showcase Award, Intel Buzz Workshop 2014 Finalist, Indie Game Contest, Strasbourg European Fantastic Film Festival 2014 Subsonic Finalist, Indie Game Challenge 2011 Sunder Winner, Audience Choice Award, IndieCade 2014

Synaesthete Winner, Best Student Game, IGF 2008 Finalist, Student Showcase, IGF 2008 Finalist, Excellence in Visual Arts (Professional Category), IGF 2008 Tag: The Power of Paint Winner, Best Student Game, IGF 2009 Finalist, Student Showcase, IGF 2009 PAX 10 Selection, Penny Arcade Expo 2009 T.H.U.G.S. Student Showcase Winner, IGF 2002 Toblo Winner, Best Student Game, IGF 2007 Best Game on the Go Winner, Intel Games Demo 2006 Audience Award, Northwest Games Festival 2006 Finalist, Student Showcase, IGF 2007 Finalist, Design Innovation Award (Professional Category), IGF 2007 Finalist, Slamdance 2007 Twisted Finalist, Best Student Game, Gamelab Barcelona 2013 Valence Student Showcase Winner, IGF 2003 Vektor Space Student Showcase Winner, IGF 2003 Void Excellence in Technology (Professional Category), China IGF 2011 Winner, Best Student Game, IGF China 2011 Finalist, Student Showcase, IGF China 2011 Wahkan Finalist, Best Student Game, BIG Festival 2019 Finalist, Three Headed Monkey Awards 2019 Finalist, Best Basque Game (FS Play), Fun and Serious Game Festival 2018 Finalist, Best University Game, Gamelab Barcelona 2018

Official Selection, IndieCade 2014 Super Space ____ Finalist, Excellence in Design (Professional Category), IGF 2013 Finalist, IndieCade 2012

MANY MORE digipen.edu/about/student-achievements 31


AWARD-WINNING STUDENT FILMS

Deadly Delivery (continued)

Short films created by DigiPen Institute of Technology students have won numerous animation awards and appeared at major film festivals around the world.

Galaxy Girl (continued) Animex Awards 2018

Blue Plum Animation Festival 2016

Donosskino Short Film Festival 2016

Athens Animfest 2018

Columbia Gorge International Film Festival 2016

Skepto Film Festival 2015

Cardiff Animation Festival 2018

New Animation & Cartoon International Film Festival 2016

ENFOQUE International Film Festival 2018

San Francisco Frozen Film Festival 2016

Etude 25 Percent Jury Award, Student Short Film, Lady Filmmakers Festival 2018 Award of Merit Special Mention: Women Filmmakers (Student), Accolade Global Film Competition 2018 Finalist, PSICURT Festival de Curtmetratges 2019 Overmountain Animation Festival 2018 Female Filmmakers Fuse Film Festival 2018 Florida Animation Festival 2018 Orlando Film Festival 2018 Palm Springs International Animation Festival 2018 The Saint Francis College Women’s Film Festival 2018 Athens Animfest 2018 Zinebi International Festival of Documentary and Short Film Bilbao 2018 Cortoons Festival Grandia 2018 Emerge Microcinema 2017 Día Mundial de la Animación - Madrid 2017 Adija Winner, Best Student Animation, DRAWTASTIC 2018 Best 3D Heartwarming Animated Short, Palm Springs International Animation Festival 2017 Silver Remi Award in College Level Productions, WorldfestHouston International Film and Video Festival 2017 Award for Merit, Accolade Global Film Competition 2016 Golden Eagle Award for Student Animation, CINE 2016 Best Animation, International Family Film Festival 2016 Best Animation, Lady Filmmakers Festival 2016 Best Animated Short Film, The Short Film Awards (SOFIES) 2016 Finalist, International Student Film Contest, Animaze Montreal International Animation Film Festival 2017 Finalist, University Category, TimeLine Film Festival 2017 Children’s International Film Festival Seattle 2018

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Adija (continued) Blue Plum Animation Festival 2017 Seattle International Film Festival 2017

Arpeggio (continued) Animakom FEST - Bilbao International Animation Community Festival 2017

Best 2D Animation, Florida Animation Festival 2019

Orlando Film Festival 2018

Best Animation Short Film, Pollino International Film Fest 2018

Red Rock Film Festival 2018

Semi-Finalist, Best Student Animation, DRAWTASTIC 2018

Seattle International Film Festival 2018

Athens Animfest 2018

MORE

Anim!Arte - International Student Animation Festival of Brazil 2018

Animex - International Short Animations 2017

Award of Excellence, Anim8 Student Film Festival 2018

Zinebi 58 - International Festival of Documentary and Short Film of Bilbao 2017 Mecal Pro International Short and Animation Film Festival 2017

Best of Student Award, Overmountain Animation Festival 2018 Finalist, Best Animated Film, Oregon Short Film Festival 2019

Torrelavega International Film Festival 2017

Finalist, Animation, Carmarthen Bay Film Festival 2019

LGBTQ Shorts Film Festival 2019

Seattle International Film Festival 2017

Miami 4 Social Change Youth Film Festival 2019

Burbank International Film Festival 2017

Finalist, Student Competition, Columbus International Film Festival 2019

Seattle Transmedia & Independent Film Festival 2019

Palm Springs International Animation Festival 2017

Florida Animation Festival 2019

Donosskino Short Film Festival 2017

Orlando Film Festival 2016 MORE Ad Lib Finalist, Animation Shorts, Living Skies Student Film Festival 2019

FilmOut San Diego LGBTQ ShortFest 2019

Bait & Switch

LGBT Los Angeles Film Festival 2019

Blue Plum Animation Festival 2015

L-DUB Film Festival 2019

Columbia Gorge International Film Festival 2015

All Iron Animakom Festival: Bilbao International Animation Community Festival 2018 Skepto International Film Festival 2018 Athens Animfest 2018 Anna Semi-Finalist, Student Competition Short, Columbus International Film Festival 2019

Portland Film Festival 2015 Beneath the Night Sea

Strapless Student Film Festival 2019 InShort Film Festival 2018 Overmountain Animation Festival 2018 Universal Kids Film Festival 2018 Arpeggio Best of Student Award, Blue Plum Animation Festival 2017

Animation Dingle Festival 2017

Cardiff Independent Film Festival 2017

Athens Animfest 2017

Athens Animfest 2017

Blue Plum Animation Festival 2016

Columbia Gorge International Film Festival 2014

Columbia Gorge International Film Festival 2016

Kino Film Festival 2019

Thurrock International Film Festival 2014 Core Finalist, Blue Plum Animation Festival 2016 Finalist, Summa3D 2016 Dead End Athens Animfest 2018 Leiden International Short Film Experience 2018 Deadly Delivery Finalist, Plymouth Film Festival 2016

Licence to Krill

The Global Youth Film Festival 2019

Anim!Arte Festival 2018

Athens Animfest 2019

Children’s Animation Competition, La Guarimba International Film Festival 2018

Imagination Lunchbox International Children’s Film Festival 2019 International Choreographic Festival of Blois 2019

MORE

Red Rock Film Festival 2015

Athens Animfest 2019

Portland Film Festival 2014

Columbia Gorge International Film Festival 2014

Cinemira-Budapest International Children’s Film Festival 2019

SIGGRAPH Asia Animation Theater 2014

FAD Festival: Film-Art-Dance on Screen 2019

InShort Film Festival 2018

Columbia Gorge International Film Festival 2015

Palm Springs International ShortFest 2014

Kino Short Film Festival 2018 REA Award of Merit for Women Filmmakers, Best Short Film Festival 2016

ENFOQUE International Film Festival 2019

Blue Plum Animation Festival 2014

Kino Film Festival 2019

Best of Student Award, Blue Plum Animation Festival 2014

Finalist, Summa3D 2016

FIAFest International Festival 2019

Blue Plum Animation Festival 2015

Level 1457 LAST

Rakshama

Los Angeles International Student Film Festival 2014

Best Animation, DAFNE 2014

Cat Fight

Orientation Center for the Unseen (continued)

Finalist, Summa3D 2016

Ming Most Uplifting Film, Imagination Lunchbox International Children’s Film Festival 2019 Finalist, Marin County International Festival of Short Film & Video 2019 Seattle International Film Festival 2019 VAFI & RAFI - International Children and Youth Animation Film Festival 2019

Galaxy Girl Award of Merit Special Mention, Animation (Student), Accolade Global Film Competition 2018 Best Student CGI/3D, Florida Animation Festival 2018 Audience Choice Award: Animations by Student Animators, Overmountain Animation Festival 2018

New Animation & Cartoon International Film Festival 2016 Super Secret Blue Plum Animation Festival 2014 Columbia Gorge International Film Festival 2014 LA International Film Festival 2014 Seattle International Film Festival 2014

ZLÍN International Festival for Children and Youth 2019

InShort Film Festival 2018

Animation Dingle Festival 2018

Columbia Gorge International Film Festival 2016

Cinemira-Budapest International Children’s Film Festival 2019

Finalist, International Science-Fiction Short Film, NanoCon International Science-Fiction Film Festival 2018

Animation Chico 2018

Blue Plum Animation Festival 2016

Portland Film Festival 2014

Athens Animfest 2019

Anim!Arte - International Student Animation Festival of Brazil 2018

Trinity Film Festival 2015 Steak to the Heart

Kino Film Festival 2019

Finalist, Animation, Marin County International Festival of Short Film & Video 2018

Children’s Film Festival Seattle 2019

Star

Animation Dingle Festival 2019 MO Finalist, Summa3D 2016 Orientation Center for the Unseen Award of Merit Special Mention, Best Shorts Competition 2016 2D OR NOT 2D Animation Festival 2016

Tacoma Film Festival 2014 Traverse City Film Festival 2014 Tumbleweed Film Festival 2014 Sushi Mischief Blue Plum Animation Festival 2014 Columbia Gorge International Film Festival 2014 Portland Film Festival 2014

digipen.edu/about/student-achievements 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 Stav Hinenzon - Gold winner

2013

2009

George Boden - Gold winner

Talon Ireland - Platinum winner

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

Aaron McDaniel - Gold winner

Raymond Davidson - Gold winner

2018

2017 John C. Myres - Platinum winner Stav Hinenzon - Gold winner

2012

Andrea Rieck - Gold winner

Khalil Moutrie - Platinum winner

Kaleb Nekumanesh - Gold winner

Ryan Cassell - Gold winner

Samson Jinks - Gold winner

Samuel Dassler - Gold winner

Shiloh Roberts - Gold winner 2016 Alexandra Lucas - Platinum winner Harrison Barton - Platinum winner Izzy Abdus-Sabur - Platinum winner

2011

Adam Goga - Gold winner Hamza Hutchinson - Gold winner Joanna Leung - Gold winner Evan Liddell - Gold winner Tom Lopes - Gold winner

Erik Foss - Platinum winner

Cullen McElroy - Gold winner

David Kanigal - Honorable Mention

Michael McElroy - Gold winner

2010

Michael Van Zant - Gold winner

Ben Vandergrift - Platinum winner

Viet Nhi Tran - Gold winner

Zachary Barth - Gold winner

Kiera Schroeder - Gold winner

Ryan Durand - Gold winner

Christopher Rosario - Gold winner

Patrick Hayes - Gold winner

Chris Beagle - Gold winner

Zabir Hogue - Gold winner

2015

Ryan Durand - Gold winner

Sean Hunter - Gold winner

Patrick O’leary - Gold winner Jay Parsell - Gold winner Kwan Peng - Gold winner Kirk Sexton - Gold winner Michael Susetyo - Gold winner

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

John Douseau - Gold winner

Founder of Undead Labs

Wayne Walker - Gold winner

Perng Kwan - Gold winner

Brenda Challender - Gold winner

Jeff Strain

Patrick Walker - Gold winner

Alexandra Lucas - Platinum winner

2014

For me, all other things being equal, the DigiPen applicant goes straight to the top of the pile, because they’re usually smarter. They’re usually taught better in terms of things that really matter — not just in the game development world, but in the software development world, period.”

2008

Nicholas Rotondo - Gold winner Allan Ryan - Gold winner Chris Tallman - Gold winner

Nicole Maiorano - Gold winner 34

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“The DigiPen Dragon is courageous, intelligent, innovative, magical, and creative, just like our students.” – Marshall Traverse, Dean of Students

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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.

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Our Campus

DigiPen Institute of Technology

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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.

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Academics

DigiPen Institute of Technology

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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 Dean of Faculty

DR. ERIK MOHRMANN 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.

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Academics

DigiPen Institute of Technology

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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 the best decision for you!

• Computer Science • Art

digipen.edu/academics

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Academics

DigiPen Institute of Technology

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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

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Academics / Computer Science

DigiPen Institute of Technology

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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

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Academics / Computer Science

Hamstag Team. 3D Game: “KOGARASHI” DigiPen Institute of Technology

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TOPICS COVERED

CAREER OUTLOOK

Students in the BS in Computer Science in RealTime Interactive Simulation program learn how to:

• Possible position titles include: Computer Scientist, Software Engineer, Software

Program a variety of simulations and game software in core programming languages like C++. Create robust artificial intelligence algorithms to serve as the cognitive processes for computer-controlled objects.

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. Development Engineer in Test, Software Analyst, Computer Programmer, Gameplay Programmer, Engine Programmer, Physics Programmer, Graphics Programmer, Networking Programmer, Artificial Intelligence Programmer, User Interface Programmer, Tools Programmer, Web Developer, and Game Scripter.

• After several years of experience in the industry, graduates may obtain titles such as: Lead Engineer, Lead Developer, Development Manager, Principal Engineer, Technical Director, and Chief Technology Officer.

• This degree program also includes secondary training that can contribute directly 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 internet programming to multi-user software environments.

ADMISSIONS INFO

Implement efficient graphical user interfaces (GUIs), including the management of windows, menus, and dialogue boxes.

The BS in Computer Science in Real-Time Interactive Simulation program produces some of the most capable software developers in the industry, but applicants don’t necessarily need any prior programming experience to be successful. The ideal candidate will have strong math, science, and problem-solving abilities and have completed math through precalculus 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.

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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

1 MAT 140 Linear Algebra and Geometry CS 100 Computer Environment CS 120 High-Level Programming I: The C Programming Language ENG 110 Composition COL 101 College Life and Academic Skills GAM 100 Project Introduction

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YEAR TWO

YEAR FOUR

YEAR THREE

2

3

4

5

6

7

8

MAT 150 OR MAT 180 Calculus and Analytic Geometry I or Vector Calculus I

MAT 200 OR MAT 230 Calculus and Analytic Geometry II or Vector Calculus II

MAT 250 Linear Algebra

MAT 258 Discrete Mathematics

MATH ELECTIVE Any MAT course numbered 200 or higher

MATH ELECTIVE Any MAT course numbered 200 or higher

ENGLISH ELECTIVE Any ENG course of three credits or more

CS 170 High-Level Programming II: The C++ Programming Language

CS 180 Operating Systems I: Man-Machine Interface

PHY 200 Motion Dynamics

PHY 250 Waves, Optics, and Thermodynamics

CS 315 Low-Level Programming

PHY 200L Motion Dynamics Lab

COMPUTER SCIENCE ELECTIVE Any CS course numbered 200 or higher

CS 230 Game Implementation Techniques

CS 200 Computer Graphics I

CS 260 Computer Networks I: Interprocess Communication

COMPUTER SCIENCE ELECTIVE Any CS course numbered 200 or higher ENGLISH ELECTIVE Any ENG course of three credits or more

COMPUTER SCIENCE ELECTIVE Any CS course numbered 200 or higher

ART AND MUS ELECTIVE Select one: ANI 125, ART 105, FLM 115, FLM 151, FLM 152, or MUS 115

HSS ELECTIVE Any HIS, PSY, or SOS course of three credits or more

GAM 375 Project III

GAM 400 Project IV

COM 150 Interpersonal and Work Communication GAM 150 Project I

CS 225 Advanced C/C++ GAM 200 Project II

CS 250 Computer Graphics II CS 280 Data Structures GAM 250 Project II

CS 300 Advanced Computer Graphics I CS 330 Algorithm Analysis GAM 300 Project III

CS 350 Advanced Computer Graphics II COMPUTER SCIENCE ELECTIVE Any CS course numbered 200 or higher CG 130 3D Computer Animation Production I GAM 350 Project III

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DigiPen’s innovative and unique degree programs provide a resonant environment for understanding and exploring the cuttingedge 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 teambased approach to interactive digital media productions enables and inspires DigiPen graduates to push the scientific and artistic frontiers at the unique intersection of technology, art, and entertainment.” Prasanna Ghali Program Director

PRASANNA GHALI PROGRAM DIRECTOR

Since Prasanna Ghali joined DigiPen in 1994, he has been instrumental in developing and implementing DigiPen’s computer graphics and game software development curriculum. Between 1998 and 2002, he was the Vice President of Engineering at Nintendo Software Technology (NST). 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, Nintendo 64, 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 game engine 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.

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Academics / Computer Science

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AWA R D-WIN N IN G ST UDEN T GA ME

DigiPen graduates are great hires, because they arrive with tactical skills that let them hit the ground running in game development.” Shannon Loftis General Manager of Xbox Entertainment Studios, Microsoft

DigiPen Student Game: “Moodieval Times”

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DigiPen Institute of Technology

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DIG IPEN ST UDEN T GA ME

DIG IPEN ST UDEN T GA ME

DigiPen Student Game: “SKYWOLF”

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Academics / Computer Science

DigiPen Student Game: “JERA”

DigiPen Institute of Technology

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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

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Academics / Art, Music, and Design

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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

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Academics / Art, Music, and Design

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TOPICS COVERED

CAREER OUTLOOK

Students who successfully complete the BFA in Digital Art and Animation program possess the following:

• Possible job titles include: 2D Animator, 3D Animator, Props and Environment

Extensive production experience, in both 2D and 3D animation, as well as an area of greater focus that enables you to target a specific sector of the industry according to your interests and abilities. Excellent drawing skills, including a mastery of perspective, shading, drawing from observation, figure drawing, value, color, and composition.

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. Modeler, Texture Artist, Character Modeler, Character Rigger, Character Animator, 3D Lighting and Camera Designer, Level Designer, UI Designer, Technical Artist, Visual Effects Artist, Producer, Project Manager, Compositor, Simulation and Effects Animator, Storyboard Artist, Maquette Sculptor, Web Designer, Art Instructor, Illustrator, Concept Artist, and Character Designer.

ADMISSIONS INFO Candidates for the BFA in Digital Art and Animation program should have a foundation in drawing and art concepts and be open to constructive feedback on their work. Candidates must provide an art portfolio and should have experience 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.

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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

1

YEAR FOUR

YEAR THREE

2

3

4

5

6

7

8

ANI 101 Animation Basics I

ANI 151 Animation Basics II

ART 201 Life Drawing II

COL 230 College Success for Artists

GENERAL EDUCATION ELECTIVE Any ENG, LAW, HIS, SOS, PSY, or MAT elective

ART 120 Language of Drawing II

CG 201 Introduction to 2D Computer Graphics

ART 251 Character Design

DIGITAL ART AND ANIMATION ELECTIVE 300 level or higher: ART, ANI, FLM, or CG

ART 401 Conceptual Illustration and Visual Development

ART 101 The Language of Drawing I

DIGITAL ART AND ANIMATION ELECTIVE 300 level or higher: ART, ANI, FLM, or CG

ART 130 Tone, Color, and Composition II

DIGITAL ART AND ANIMATION ELECTIVE 300 level or higher: ART, ANI, FLM, or CG

ART 450 Portfolio

ART 125 Tone, Color, and Composition I

FLM 201 OR FLM 210 Cinematography or Cinematography for Visual Effects

OPEN ELECTIVE An elective of the student’s choice from any department at DigiPen

ART 115 Art and Technology

ART 151 Life Drawing I

ENG 116 Storytelling COL 101 College Life and Academic Skills

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YEAR TWO

ART 150 Human Anatomy PRJ 101 The Basics of Production

CG 225 Introduction to 3D Computer Graphics FLM 115 History of Film and Animation PRJ 201 OR PRJ 202 2D Animation Production or Game Art Project I

ART 300 Perspective, Backgrounds, and Layouts ART 350 Storyboards CG 275 Introduction to 3D Animation PRJ 251 OR PRJ 252 2D Animation Production or Game Art Project I

ART 200 Animal Anatomy CG 300 3D Environment and Level Design PRJ 300 3D Production Pipeline

PHYSICS ELECTIVE Any three-credit Physics course

CS 115 Introduction to Scripting and Programming

ENGLISH ELECTIVE Any ENG elective 150 level or higher

COM 250 Professional Communication

PRJ 400 OR PRJ 402 Cinematic Production or Game Art Project II

PRJ 350 OR PRJ 352 Cinematic Production or Game Art Project II

SOS 115 Media and Ethics: A Social Science Perspective LAW 115 Introduction to Intellectual Property and Contracts PRJ 450 Career Preparation

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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 Renaissance. 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 changing field for over 30 years, but the mission of its BFA program has remained constant: to marry the rich artistic traditions of the past with the boundless possibilities of the digital age.” Jazno Francoeur Program Director

JAZNO FRANCOEUR PROGRAM DIRECTOR

Mr. Francoeur’s career began in 1990, when he interned at the Walt Disney Feature Animation studio in Orlando, Florida. Upon graduating from Kansas City Art Institute in 1992, he began 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 King, Beauty and the Beast, The Emperor’s New Groove, and The Hunchback of Notre Dame, as well as the Aladdin video game for Sega 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.

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Academics / Art, Music, and Design

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DIG IPEN ST UDEN T GA ME

“Over the years we’ve been in business, we’ve come to believe the best way to learn how to make games is to see how real players react when they’re put in front of real games. To see that process being replicated inside an academic institution was really exciting. Our company today is stronger than it’s ever been, thanks, in part, to our DigiPen graduates.” Robin Walker Developer and Creator of Team Fortress, Valve Corporation

DigiPen Student Game: “FAstfood” Bilbao Campus

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AWA R D-WI N N I N G ST UDEN T A N IMAT IO N

AWA R D-WI N N I N G ST UDEN T A N IMAT IO N

25 PERCENT Shortfilm

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Academics / Art, Music, and Design

Aintzane Arribas DigiPen Student Game. ART

DigiPen Institute of Technology

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DIG IPEN ST UDENT A RT WORK Different students for games and shortfilm

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Academics / Art, Music, and Design

Different students for games and shortfilm

DigiPen Institute of Technology

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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 * Workshops do not fall within the scope of ACCSC accreditation.

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Academics / Youth Programs

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UNDERGRADUATE COURSE DESCRIPTIONS DigiPen strives for the highest standards of academic excellence and regularly reviews its programs for rigor and continued relevance to industry. As such, courses and curricula are subject to change. For more information, download the latest course catalog at: digipen.edu/academics/course-catalog

FLM 201

FLM 399

PRJ 201

Cinematography

Special Topics in Film

2D Animation Production

This course explores camera composition, lighting, and editing techniques through a series of cinematic projects. Topics include 2D and 3D camera moves, film and script analysis, storytelling conventions, choreography, and staging. Prerequisite(s): FLM 115

The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Prerequisite(s): None

This course is the first semester of a two-semester traditional animation project. Work is completed in small teams with a special emphasis on physicality. Additional topics include research, visual development, and production pipeline management. Prerequisite(s): ART 120, ART 130, ANI 151, PRJ 101

Cinematography for Visual Effects

Internship Courses

PRJ 202

This course focuses on the technical aspects of cinematography including understanding how cameras work, how images are captured and processed, computer graphics theory, and image analysis. Prerequisite(s): FLM 115

INT 390

FLM 210

Department of Animation and Production Animation Courses

ANI 201

ANI 450

Stop Motion Animation

Advanced Animation Portfolio

A variety of stop-motion methods will be explored in this course. Topics include object animation, clay animation, and armature-building techniques. Prerequisite(s): ANI 151

This course requires students to further extend their portfolio work, principally polishing and refining elements that will align them well for current industry needs. With a generous selection of assignment opportunities to be explored, students will gain advanced instruction on more focused acting, physicality and creature animation. This course will provide students with an ideal opportunity to improve an area of their portfolio work that will better represent animated body mechanics and acting skills. Prerequisite(s): ANI 350, CG 300, PRJ 350

ANI 300 ANI 101

Animation Basics I This course introduces the principles of animation through a variety of animation techniques. Topics include motion research and analysis, effective timing, spacing, volume control, stagecraft, and choreography. Weekly screenings of classic animation are held, followed by in-class critiques. Prerequisite(s): None ANI 125

Acting for Animation An animator’s ability to express attitude, thought, and emotion through a character’s body language is a fundamental skill necessary for success. Therefore, this course focuses on presenting tools and techniques for translating thoughts and feelings into specific gestures and actions. The course introduces students to the history of acting in theater, animation, and film. Students explore the basic fundamentals and differences of acting for the stage, film, and animation through a series of acting exercises and problems. Special emphasis is given to classical method acting. Prerequisite(s): None ANI 151

Animation Basics II This course explores concepts and techniques of traditional animation. Motion and posing is explored through character development, which includes the expression of personality, mood, thought, and attitude. Emphasis is placed on the refinement of drawings, subtlety of movement, and creativity. Prerequisite(s): ANI 101

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3D Character Animation I This course explores 3D character animation techniques of performance, physicality, and weight using basic rigs provided by the instructor. Special attention is given to thumbnailing key poses, video research, and stagecraft. Prerequisite(s): ANI 151, CG 275 ANI 350

Film Courses

3D Character Animation II This 3D animation course explores acting through the medium of the human voice, including narration, expressive reading, diction, lipsynchronization techniques, and vocal refinement. Prerequisite(s): ANI 300 ANI 399

Special Topics in Animation The content of this course may change each time it’s offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. Prerequisite(s): None ANI 400

Cinematic Animation This course is a culmination of the student’s ability to use animation as a storytelling medium. It also provides an opportunity for the student to demonstrate his or her personal artistic growth. Each student works to complete a short piece of cinematic animation. Working independently or in small groups with the instructor’s approval, students may use either 2D or 3D tools. Prerequisite(s): FLM 275 or MUS 115, ANI 350, ART 401

FLM 115

History of Film and Animation This course examines the more than 100-year history of film and animation. Beginning with the scientific and technical advances that made these media technologies possible, students explore every major movement and genre as well as their impact on society. The course gives students critical vocabulary required for explaining story, animation, and cinematic techniques. Prerequisite(s): None FLM 151

Visual Language and Film Analysis Animation is ultimately filmmaking, and animators should learn from the many classics on how to effectively bring various film production elements together. Students review several films and study how the relationships between scripts, cameras, lighting, sets, production design, sound, acting, costumes, props, directing, and production lead to successful visual stories. They also examine the fundamental theories underlying visual storytelling. Understanding the creative processes utilized by these influential filmmakers provides insight into how students may improve their own animations. Prerequisite(s): None

FLM 215

Visual Effects Analysis and Process This course explores the history of visual effects in film and how the craft has developed in terms of technology and processes. Students also examine the fundamental production pipeline for the planning and execution of visual effects. Prerequisite(s): FLM 151 FLM 250

Digital Post-Production The last step of any animation project involves the assembly of various production elements ranging from rendered files to sound effects. This is also the stage where the visual effects artists add the effects seen in today’s movies. This course teaches the fundamental skills these artists use in post-production. Effective editing skills are the primary outcome of the course. Students will also cover the planning, execution, and addition of special effects to animation. Prerequisite(s): FLM 151

Internship I An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student.Permission of instructor required. Prerequisite(s): None INT 450

Internship II An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student.Permission of instructor required. Prerequisite(s): None

FLM 350

Compositing I This course introduces students to two key areas of compositing -- image preparation (e.g., rotoscoping, blue/green screen, masks, wire removal) and compositing software (layer-based, node-based). Students apply this knowledge to basic 2D compositing, as well as motion tracking and color correction. Prerequisite(s): CG 201, FLM 210, FLM 215 FLM 360

Compositing II This advanced compositing course focuses on the integration of 3D elements into live action footage. Concepts covered include image stabilization, lighting, green screen setup and shooting, match moving, camera tracking, and body tracking. Prerequisite(s): CG 275, FLM 350

Projects Courses PRJ 101

The Basics of Production This course investigates production pipelines adopted by schools and companies. Topics include career opportunities, best practices and methodologies, efficient workflows, and basic navigation of common industry software. Projects range from small individual assignments to a limited team-based project within a game engine. Prerequisite(s): ART 101, ART 125, ANI 101

Game Art Project I This course is the first semester of a two-semester project that focuses on the creation of a simple real-time game or simulation with 2D graphics. Artists work on cross-discipline teams of three or more members. Topics include visual design, game art pipeline, essential development practices, fundamentals of team dynamics, and task prioritization methods. Prerequisite(s): ART 120, ART 130, ANI 151, PRJ 101 PRJ 251

2D Animation Production This course is the second semester of a two-semester traditional animation project. Work is completed in small teams with a special emphasis on production quality. Topics include cleanup, scanning, coloring, raster and vector-based software, and production pipeline management. Prerequisite(s): PRJ 201 PRJ 252

Game Art Project I This course is the second semester of a two-semester project and focuses on the creation of a simple real-time game or simulation with 2D graphics. Topics include art polish, visual consistency, formal playtesting, game pacing, and game balance. Prerequisite(s): PRJ 202 PRJ 300

3D Production Pipeline This course introduces a limited 3D production pipeline through a one-semester individual project. A range of artistic disciplines will be covered, including modeling, texturing, rendering, rigging, and animation. Storyboards and designs for characters, environments, and assets are provided. Prerequisite(s): CG 275, PRJ 251 OR PRJ 252 PRJ 350

Cinematic Production This course is the first semester of a two-semester sequence on the production of a short 2D or 3D film. The course focuses on concept, pre-production, and asset creation in a team environment. 79


Topics include effective presentations, managing scope, and team dynamics. Prerequisite(s): ART 300, CG 300, PRJ 300, ENG 116, ART 350 PRJ 352

Department of Computer Science

CS 120

Computer Science Courses

This course serves as a foundation for all high-level programming courses and projects by introducing control flow through statement grouping, decision making, case selection, and procedure iteration as well as basic data types. Additionally, this course addresses the lexical convention, syntax notation, and semantics of the C programming language. Prerequisite(s): None

Game Art Project II This course is the first semester of a two-semester team production of a game. Topics include advanced art pipeline, game engine rendering, visual consistency, and advanced testing techniques. Prerequisite(s): ART 300, CG 300, PRJ 300, ENG 116, ART 350 PRJ 400

Cinematic Production This course is the second semester of a two-semester sequence on the production of a short 2D or 3D film. With pre-production completed, the sequence continues with final animation, rendering, and post-production. Commercial art direction, quality control, production deadlines, team dynamics, and technical challenges are addressed. Prerequisite(s): ART 350, ENG 116, PRJ 350 PRJ 402

Game Art Project II This course is the second semester of a two-semester team production of a game. Topics include advanced art pipeline, game engine rendering, visual appeal and consistency, user interface design, animation polish, and advanced testing techniques. Prerequisite(s): PRJ 352 PRJ 450

Career Preparation This course focuses on building portfolios and reels in preparation for the professional world. Emphasis is placed on professional practices, methodologies, and presentation. Prerequisite(s): PRJ 400 or PRJ 402 or INT 390 PRJ 452

Senior Game Art Project II In this course, students work to complete the projects they began in PRJ 402, or begin a new project to demonstrate a particular professional skill. Prerequisite(s): PRJ 402

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CS 100

Computer Environment This course provides a detailed examination of the fundamental elements on which computers are based. Topics include number systems and computation, electricity and basic circuits, logic circuits, memory, computer architecture, and operating systems. Operational code and assembly languages are discussed and then implemented on a hardware platform, such as a personal computer or an autonomous vehicle. Prerequisite(s): None CS 115

Introduction to Scripting and Programming This course introduces programming environments to students who are not experienced programmers. This course covers simple logic, programming flow, and the use of variables. It introduces students to the history of programming and the basic vocabulary of the programming industry. The course culminates in a series of handson exercises using this knowledge to solve problems. At his or her discretion, the instructor may cover special topics in programming or scripting. Credit may be received for CS 115 or for CS 120, but not for both. Prerequisite(s): None

High-Level Programming I: The C Programming Language

CS 165

Programming Foundations This course expands on basic programming skills through an exploration of object-oriented programming techniques. Topics may include classes, inheritance, interfaces, polymorphism, and data structures.Credit may be received for only one of: CS 165, CS 170. Prerequisite(s): CS 116 CS 170

High-Level Programming II: The C++ Programming Language This course introduces the C++ language with particular emphasis on its object-oriented features. Topics include stylistic and usage differences between C and C++, namespaces, function and operator overloading, classes, inheritance, templates, and fundamental STL components. Prerequisite(s): CS 120 CS 174

CS 116

Audio Scripting

Introduction to Computer Technology and Programming

This course covers concepts and implementation strategies for using a high-level scripting language to achieve complex audio behavior in game development. Topics include principles of analog and digital audio, psychoacoustics, and programming. Prerequisite(s): CS 116 or CS 120

This course introduces programming environments to students who are not enrolled in a science degree program at DigiPen. The course provides students with an introductory overview of the fundamental elements on which computers are based, including basic computer hardware systems, operations, and structures. An introduction to basic programming includes simple logic, programming flow, loops, variables, and arrays. Conditionals, evaluations, and other control structures are also included. The instructor may cover special topics in programming or scripting and may focus on currently popular scripting languages in the video game industry. Prerequisite(s): None

CS 175

Scripting Languages This course covers the concepts and implementation strategies for using high-level scripting languages in game development. Students will focus on object-oriented programming, high-level English-like structure, speed of development, and ease of use. The course includes a survey of commercial languages, as well as proprietary scripting languages from industry applications. Students will examine the process of conceptualizing a syntax for a gamebased scripting language and examine how such a language is compiled and interpreted by a game engine. Using the syntax they have created, they will create a number of scripts that could be

used in a game. Additionally, the course will cover such relevant topics as data-driven technology, modular coding, function calls, and procedures. Prerequisite(s): CS 116 or CS 120 CS 176

Advanced Scripting This course presents game implementation techniques and game architecture in a scripting language environment. Students investigate concepts of game architecture, such as game-system component separation and game flow while learning about essential elements such as the game state manager, input/output handler, and frame rate controller. Students learn how to create several different types of classic games in a variety of scripting languages most commonly used for professional games, learning the specific syntax and approaches of each language in the process. As part of their implementation, students learn how to use the specific graphics, audio interface, physics and math APIs found in the scripting environments used. Students survey concepts in space partitioning, particle systems, map editors and other elements so that they are capable of creating working prototypes of 2D games. Prerequisite(s): CS 170 or CS 175 CS 180

Operating Systems I: Man-Machine Interface This course presents an overview of modern operating systems as implemented on personal computers. It presents an overview of what an operating system is and does, with emphasis on the following topics: organization and design, process management, threading, interprocess communication, process synchronization, and memory management. Prerequisite(s): CS 100 or CS 101, CS 170 CS 185

C++ for Designers This course introduces the C++ language with particular emphasis on its object-oriented features. Topics covered include differences between scripting languages and C++, data types, namespaces, classes, inheritance, polymorphism, templates, and fundamental STL components. Credit may be received for CS 170 or CS 185, but not for both. Prerequisite(s): CS 176 CS 200

Computer Graphics I This course presents fundamental mathematical elements, data structures, and algorithms useful for animating and viewing 2D primitives. The course aims to fulfill two objectives. The first objective is to provide students with a sufficient mathematical and algorithmic background to design and implement 2D graphics applications. The second objective is to prepare students with the knowledge required for writing 3D graphics applications. The first half of the course deals with scan-conversion algorithms for rasterizing 2D primitives such as

lines, circles, ellipses, triangles, and arbitrary polygons. The second half of the course is concerned with the viewing and animation of these 2D primitives. The course covers topics such as interpolation techniques, transformations, culling, clipping, animation techniques, and the 2D viewing pipeline. Prerequisite(s): CS 170, MAT 140 CS 211

Introduction to Databases This course provides a broad overview of database systems. It presents the fundamentals, practices, and applications of computer databases. Topics include database architectures, data modeling, design schemes, transaction processing, and database implementation. Prerequisite(s): CS 170 CS 212

Advanced Databases This course will cover advanced database topics with particular emphasis on the large-scale database systems used by modern applications. Data mining and data warehousing will be explored with emphasis on search and analysis. Non-relational databases will also be covered in detail. Prerequisite(s): CS 211 CS 225

Advanced C/C++ This course builds on the foundation created in the first two high-level programming courses (CS 120 and CS 170). It presents advanced topics of the C/C++ programming language in greater detail. Such topics include advanced pointer manipulation, utilizing multi-dimensional arrays, complex declarations, and standard library functions. Advanced C++ topics include class and function templates, operator overloading, multiple inheritance, runtime type information, the standard template library, and performance issues. Prerequisite(s): CS 170 CS 230

Game Implementation Techniques This presents game implementation techniques and engine architecture. Students investigate foundational concepts of game architecture, such as game-system component separation and game flow, while learning about essential elements such as the game state manager, input/output handler, and frame rate controller. This course introduces Windows programming, state machines, and collision detection algorithms, which students will integrate into their own remakes of classic games. As part of their implementation, students create and expand their own collision, vector, and matrix libraries, enabling them to incorporate basic physics engines. Students survey concepts in space partitioning, particle systems, map editors, and other elements as a bridge to more advanced concepts in implementation techniques and engine architecture. Prerequisite(s): CS 120; Concurrent Course(s): CS 170

CS 245

Introduction to Interactive Sound Synthesis This course explores dynamic sound synthesis, 3D-directional auditory effects, and sonic ambience to real-time simulations and video games. The subjects include mixing audio and modulating dry recorded sounds using wave table synthesis. Students learn how to create collision sounds using additive synthesis, wind effects using subtractive synthesis, natural sounds using granular synthesis and physical modeling, ambiences using layering and spectral filtering, 3D spatialized surround sound panning, inter-aural time difference, inter-aural intensity difference, and Head Related Transforms (HRTFS). Students also study algorithms and techniques for real-time multithreaded programming and synthesized sound integration for game engines. Prerequisite(s): MAT 100 or MAT 140, CS 170, CS 180, PHY 200 CS 246

Advanced Sound Synthesis This course covers the basic building blocks that go into making a sound engine. Topics may include: audio file formats, sound card architecture, low level sound APIs, high level sound APIs, streaming audio, mixing, digital filters and effects, 3D audio, audio spectra and the Fast Fourier Transform. Prerequisite(s): CS 245 CS 250

Computer Graphics II This course examines the mathematical elements and algorithms used in the design and development of real-time 3D computer graphics applications, such as games, cockpit simulators, and architectural walk-throughs. 3D computer graphics involve drawing pictures of 3D objects, usually on a 2D screen. This process of generating a 2D image of a 3D graphics application can be described as a series of distinct operations performed on a set of input data. Each operation generates results for the successive one. This process is called the graphics rendering pipeline, and it is the core of real-time computer graphics. The graphics pipeline can be conceptualized as consisting of three stages: application, transformation, and rasterization. The course begins by introducing the 3D graphics pipeline. The application stage is examined from the viewpoint of the representation, modeling, and animation of 3D objects. Topics include user interaction, camera animation techniques, simulation of dynamic objects, and collision detection techniques. Next, the course examines the process of mapping 3D graphic objects from model-space to viewport coordinates. The transformation stage implements this process. Finally, the conversion of a geometric primitive in viewport coordinates into a 2D image is studied. The rasterization stage implements this final process. Prerequisite(s): CS 200

81


CS 251

CS 272

CS 330

Introduction to Computer Graphics

Reinforcement Machine Learning

Algorithm Analysis

This course provides a high-level overview of 3D computer graphics. It is intended for game designers and artists to enable them to understand the fundamental components of graphics engines and their applications in real-time simulation and video game software. Course topics include graphics pipeline architecture, 3D transformation operations, viewing and projection, lighting and shading models, surface detail techniques, shadow algorithms, hidden object culling and removal techniques, 3D object modeling, and animation and physically-based motion control. The popular graphics programming languages (GDI plus, OpenGL, DirectX) and shader programming are also discussed in the course. Prerequisite(s): CS 170

This course covers the fundamentals of goal-directed machine learning using reinforcement learning principles. Decision-making frameworks based on exploitation and exploration are covered. The course also covers single- and multiple-state space approximations using regularand linear-function approximation techniques. Prerequisite(s): CS 271, MAT 258

This course provides students with an introduction to the analysis of algorithms, specifically proving their correctness and making a statement about their efficiency. Topics for discussion may include loop invariants, strong mathematical induction and recursion, asymptotic notation, recurrence relations, and generating functions. Students examine examples of algorithm analysis from searching and sorting algorithms. Prerequisite(s): MAT 200 or MAT 230, CS 225, CS 280

CS 260

Computer Networks I: Interprocess Communication This course introduces the hierarchical network communication in a distributed computing environment. Course topics cover network technologies, architecture, and protocols. The curriculum gives specific emphasis to the TCP/IP stack and in making students familiar with writing portable socket based software. It prepares students for programming multiplayer games in later semesters. Prerequisite(s): CS 180, CS 225 CS 261

Computer Networks II This class extends the TCP/IP protocols studied in CS 260 to wireless devices. This course goes further in depth into some topics covered in the introductory networks course, as well as additional subjects of interest. Topics include TCP/IP related protocols (such as NAT, WAP, and DNS), physical media access (such as aloha, OFDM, and WIDEBAND), wireless standards and protocols and network security. The curriculum covers additional topics based on the state of the industry. Prerequisite(s): CS 260 CS 271

Supervised Machine Learning This course covers fundamental machine learning algorithms and their implementation using supervised learning techniques. Topics include classification and regression supervised learning algorithms. Prerequisite(s): CS 225, CS 230 or CS 235, MAT 150 or MAT 180

82

CS 280

Data Structures This course introduces classical abstract data types (ADT) in computer science. ADTs provide the hierarchical views of data organization used in programming. Among the topics covered are the algorithms and primitives of the data structures for arrays, linked lists, stacks, queues, trees, hash tables, and graphs. In addition, the course provides an introduction to algorithm complexity and notation. Prerequisite(s): CS 225 CS 300

Advanced Computer Graphics I This course introduces students to algorithms that are essential to creating photorealistic images in interactive simulations. Topics covered include an overview of modern GPU (graphics processor unit) architecture and the common graphics APIs used, including OpenGL and DirectX. Rendering techniques covered include texturing, illumination models, transparency, shading algorithms, mapping techniques (bump mapping, environment/reflection mapping, etc.), and shadows. Students learn how to implement all algorithms by using vertex and pixel shaders. Prerequisite(s): CS 250

CS 350

Advanced Computer Graphics II This course deals with the efficient representation and processing of complex 3D scenes in order to avoid bottlenecks in the use of the CPU and the GPU. Specific topics include a variety of spatial data structures (binary space-partitioning trees, octrees, kd-trees, and grid data structures), several object-culling methods (occlusion, viewport, and portal), and finally the construction and uses of bounding volumes and their hierarchies for collision detection and related geometric operations. Prerequisite(s): CS 300 CS 355

Parallel Programming This course presents an introduction to multi-threaded and distributed programming. The course covers some classical problems and synchronization mechanisms, as well as modern libraries that support parallel programming. The course also covers distributed programming models and applications to video game programming. Prerequisite(s): CS 330

CS 315

CS 362

Low-Level Programming

Operations Research

This course introduces modern microprocessor architectures. Topic areas include computer architecture, modern assembly languages, and writing assembly-language programs. Emphasis is placed on using assembly language to optimize high-level language programs. Prerequisite(s): CS 100, CS 225

This course introduces the fundamental concepts and numerical methods employed in the field of operations research. The course focuses on methods in constraint-based optimization. Topics include linear programming, inventory modeling, and decision-making under uncertainty. Prerequisite(s): CS 230, MAT 225 or MAT 230, MAT 250

CS 325

User Interface and User Experience Design

CS 365

This course presents fundamental topics in the field of humancomputer interface design. Topics covered in the course will help students understand human capabilities, design principles, prototyping techniques and evaluation methods for human-computer interfaces, with special emphasis on natural user interfaces. The course will guide the students towards an implementation of a novel user interaction. Prerequisite(s): CS 280

This course covers a wide range of topics in software engineering from the practical standpoint. It encompasses project management issues as well as technical development principles and methods. Topics include system architecture, security, methodologies and notation, UML, object oriented analysis and design, requirements analysis, implementation, verification, validation, maintenance, and software

Software Engineering

engineering standards. Risk management and iterative design receive special emphasis. Student teams apply acquired knowledge to a substantial project. Prerequisite(s): CS 225 CS 370

Computer Imaging This course introduces image-processing methods and applications relevant to the development of real-time interactive simulations. The course covers fundamental concepts in image representation, image filtering, frequency domain processing, and image-based rendering methods. Topics include image serialization, 2D filtering, Fourier transforms, noise modeling, and high dynamic-range imaging. Prerequisite(s): CS 280 CS 375

Compilers and Interpreters This course presents fundamental topics in the field of compiler construction. Topics covered in the course will help students understand and implement a compiler for a high-level programming language. The course will guide the students towards an in-depth understanding of compilation techniques and runtime implementation for a modern programming language. Prerequisite(s): CS 330, MAT 258 CS 380

Artificial Intelligence for Games This course introduces students to a wide range of concepts and practical algorithms that are commonly used to solve game AI problems. Case studies from real games are used to illustrate the concepts. Students have a chance to work with and implement core game AI algorithms. Topics covered include the game AI programmer mindset, AI architecture (state machines, rule-based systems, goalbased systems, trigger systems, smart terrain, scripting, message passing, and debugging AI), movement, pathfinding, emergent behavior, agent awareness, agent cooperation, terrain analysis, planning, and learning/adaptation. Prerequisite(s): CS 280 CS 381

Introduction to Artificial Intelligence This course covers fundamental areas of Artificial Intelligence, including various search algorithms, game playing, constraint satisfaction problems, propositional and first-order logic, and planning. The course will also explore practical skills relevant to implementation of AI techniques, practices, and design solutions. Prerequisite(s): CS 330, MAT 258

CS 385

CS 420

Machine Learning

Graphics File Format and Data Compression Techniques

This course introduces a wide range of machine learning techniques. The topics include early machine learning algorithms like genetic algorithms, classifier systems, neural networks, and various clustering algorithms. Then, the course explores probabilistic algorithms like Bayesian networks, hidden Markov models, and Monte Carlo methods. Prerequisite(s): CS 381 CS 387

Unsupervised Machine Learning This course explores unsupervised machine learning. Topics include clustering, dimensionality reduction, Gaussian mixture models, randomized optimization, covariance estimation, unsupervised neural networks, and reduction of problem space. Prerequisite(s): CS 272, MAT 340 CS 388

Introduction to Portable Game System Development This course introduces students to portable game systems programming and development, which is different from PC programming and development due to the embedded structure of the machine. Students work with a very limited amount of memory and CPU power. To overcome the system’s memory limitations, several graphics techniques are used, such as tile based game objects and backgrounds using color palettes. As for the CPU limitations, fixed point decimal is used instead of float numbers, along with asynchronous operations. Several portable game system specific topics, such as managing multiple graphics engines simultaneously and handling the touch pad are discussed. Prerequisite(s): CS 250, GAM 250 CS 391

Code Analysis and Optimization This course focuses on understanding the details for the computer, compiler, and language, specifically how to apply these towards practical problem of solving crashes and performance issues. The emphasis is not only on knowing what and why, but also about taking that knowledge and creating useful tools and techniques for solving these problems. Prerequisite(s): CS 280, CS 315 CS 399

Special Topics in Computer Science The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Permission of instructor required. Prerequisite(s): None

This course covers data compression techniques for still images and multimedia. Students learn the theory behind data compression and how it is used in specific formats. Methods covered include run-length encoding, Huffman coding, dictionary compression, transforms, and wavelet methods. Students learn these techniques by examining various popular graphic file formats such as BMP, JPEG, DXTn, and MPEG. Prerequisite(s): CS 250, CS 280 CS 460

Advanced Animation and Modeling 3D animation and modeling play significant roles in computer simulation and video game software. Game developers need to have a comprehensive understanding of these techniques. This course introduces algorithms for specifying and generating motion for graphical objects. It addresses practical issues, surveys accessible techniques, and provides straightforward implementations for controlling 3D moving entities with different characteristics. The class covers two broad categories. Students will first learn an interpolationbased technique, which allows programmers to fill in the details of the motion or shape once the animator specifies certain basic information, such as key frames, paths, coordinate grids, or destination geometry. Then, they learn a behavior-based technique, which generates motion that satisfies a set of rules, such as kinematics, physics, or other constraints. Prerequisite(s): CS 300, CG 130, MAT 300 CS 487

Advanced Machine Learning This course focuses on the application of machine-learning concepts in a human interactive virtual environment. Topics covered include learning processes, data collection, and efficient usage of large data. The course provides a comprehensive introduction to propositional logic, first order logic, search and exploration techniques, planning, psychological, neuroscience, and cognitive augmentation models. Prerequisite(s): CS 387 CS 488

Introduction to Console Development This course introduces students to the game development process on a gaming console platform. It covers both the technical features and design considerations of console development. Topics covered include an overview of game console hardware and comparison with the PC environment, memory management, asynchronous data loading, graphics API, reading optical and motion sensor data, optimization, and NAND data management. As students learn the material, they work on a game project that takes advantage of the unique capabilities of gaming consoles. Prerequisite(s): CS 250, GAM 250

83


Department of Digital Arts Computer Graphics Courses CG 102

2D Raster Graphics for Designers This course introduces the software and basic interface customization options and strategies in 2D raster graphics. Interface organization strategies, system components, bit depth, resolution, memory management, and output strategies are covered. The course also explores techniques and critical thinking skills for digital painting. Prerequisite(s): ART 102 or ART 105 CG 125

Introduction to 3D Production for Designers This course introduces game designers to the 3D production process. The course begins with the basics of interface organization strategies, equipment options, and production elements. The class also introduces techniques for texture mapping, modeling, rigging, lighting, cameras, and animation. Prerequisite(s): ART 102 or ART 105 CG 130

3D Computer Animation Production I This course introduces students to the basic theories and techniques of 3D computer animation. The curriculum emphasizes standard 3D modeling techniques, including polygonal and spline modeling, texture map creation and application, keyframing, and animating through forward kinematics and inverse kinematics. Prerequisite(s): None CG 201

Introduction to 2D Computer Graphics This course introduces 2D computer graphics software and practices for digital painting and production. Topics include transition from traditional to digital art, photo editing and manipulation, material studies, critical thinking skills and techniques, conceptualization, and illustration. Prerequisite(s): ANI 151, ART 120, ART 130 CG 225

Introduction to 3D Computer Graphics This course introduces students to 3D software and practices for production. Topics include organization strategies, modeling, unwrapping, texture mapping, rigging, lighting, and cameras. Prerequisite(s): ANI 101, ART 120, ART 130 84

CG 251

2D Vector Graphics and Animation This course examines the principles and practices of 2D vector graphics and animation. It introduces students to industry-standard software, output options, and production strategies for using vector graphics in both graphic design and animation. The course gives special consideration to critical thinking and refinement strategies when modifying vector images. Students examine methods of using vector-based tools for creating web and broadcast animation; the course concludes with a series of applied problems in 2D vector animation. Prerequisite(s): CG 201 CG 275

Introduction to 3D Animation This course explores and exercises the concepts and techniques of 3D animation through a series of assignments applied to characters. The course emphasizes character development in the expression of personality, mood, thought, and attitude through motion and posing. Prerequisite(s): CG 225, ANI 151 CG 300

3D Environment and Level Design This course introduces students to the principles of 3D environment design. Theatrical sets, architectural simulations, and level design are considered. In order to provide students with a broader skill set, this course also presents the mechanics of how to use other 3D animation software, with an emphasis on the unique strengths of the package. Students explore the comparative strengths of different software packages and the impact that this has on workflow. The course emphasizes critical thinking skills and strategies for tool selection. Prerequisite(s): CG 275 CG 303

Hard Surface Modeling and Texturing Building on the knowledge and skills for modeling taught in CG 275, this course focuses on the process for optimized modeling and texturing of non-organic scene elements including architecture, props, and vehicles. Students are also introduced to digital sculpting for hard surface models. Prerequisite(s): CG 275 CG 305

Digital Sculpture This course introduces an array of digital modeling, sculpting, and painting techniques with a set of industry-standard 3D and 2D tools. After a series of exercises, students learn the tools and work flow of digital sculpting and enhance their knowledge of anatomy. As part of this class, students create a highly finished 3D character that is

fully designed, modeled, posed, sculpted, and textured. They also demonstrate knowledge of environmental sculpting. Prerequisite(s): CG 275 CG 310

Game Team Art Production I This course consists of the production of art for a game team. Students devise a production schedule at the beginning of the course. Evaluation of the art production comes from a faculty member who oversees the production milestones. Prerequisite(s): CG 275 CG 311

Game Team Art Production II This course is a continuation of CG 310, consisting of the production of art for a game team. Students devise a production schedule at the beginning of the course. Evaluation of the art production comes from a faculty member who oversees the production milestones. Prerequisite(s): CG 310 CG 315

Texturing for 3D This class focuses on how to generate efficient and accurate texture maps. Students explore techniques for generating landscape, architectural, objects, and character based textures. Topics include: clamped textures, tileable textures, advanced methods for generating normal maps, z-depth, displacement, and emissive type textures. Students will explore UV mapping, unwrapping, multi-layered shaders, animated texturing methods, use of photo reference, manipulation, compositing and other techniques to create complex textures. Prerequisite(s): CG 201, CG 275 CG 330

Hair and Cloth Simulation This course focuses on concepts and tools for the construction and simulation of hair and clothing models in 3D animation. Students explore techniques for generating models suitable for simulation, and the complexities inherent in simulating their behavior in the context of animation. Topics may include: evaluating and interpreting reference material, using a simulator, using parameters to control behavior, UV parameter assignment and texturing, detailing a model, fixing simulation problems, and shading and lighting as it pertains to their models. Prerequisite(s): CG 275 CG 350

Graphics for Games This course examines the unique problems of creating graphics for games, and it teaches effective production techniques for addressing these issues. Prerequisite(s): CG 300

CG 360

Lighting and Rendering CG artists must develop strong lighting skills. This course looks at the subject through the world of film cinematography and covers the process of lighting both interior and exterior virtual environments. At the technical and artistic levels, students explore rendering techniques and strategies that efficiently produce a more convincing result. Prerequisite(s): FLM 201 or FLM 210, CG 275 CG 375

Character Rigging This course exposes students to rigging techniques. All students will share models and texture sets and work on learning industry best practices for professional grade character rigs. Prerequisite(s): CG 275 CG 376

Advanced Character Rigging This course focuses on advanced rigging techniques. Topics may include biped rigs, quadruped rigs, and scripting. Prerequisite(s): CG 375 CG 399

Special Topics in Computer Graphics The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. Prerequisite(s): None CG 403

Advanced Environment Creation This course focuses on the building techniques and theories behind 3D environment creation, including environment design, lighting, texturing, shading, and rendering. Prerequisite(s): CG 300, CG 303 CG 405

Advanced Character Creation This course focuses on the building techniques and theories behind 3D biped or quadruped character creation, including anatomy, design, lighting, shading, and rendering. Prerequisite(s): CG 305 CG 410

Effects Animation This course explores the technical and creative elements required to rig and animate effects. Topics include animating particle effects, fluids, and soft and rigid body dynamics. Students are required to integrate the various effects into a live action shot. Prerequisite(s): CG 360, FLM 360

Department of Fine Arts

ART 111

Art Courses

This course builds a foundation in ceramic arts. It provides the opportunity to learn basic techniques of the ceramic process, which include hand-building techniques, wheel throwing, and glazing. Prerequisite(s): None

Introduction to Ceramics

ART 101

Language of Drawing I

ART 113

This course explores the nature of drawing as a language skill and the use of drawing by production artists and animators. Topics include applied drawing goals, critical thinking skills, and best practices in drawing practice, drill, and play. Design principles, reference research, and the design process are applied to a series of practical problems. This course also explores drawing materials, drawing strategy, drawing sequence, and linear drawing methodology, practice, and theory. Credit may be received for ART 101 or ART 102, but not for both. Prerequisite(s): None

Through exercises, demonstrations, and hands-on instruction this introductory course focuses on beginning wheel-throwing techniques. Topics include surface decoration, glazing and firing, form, balance, and other spatial concerns. Skills are developed through practice on the potter’s wheel to produce simple forms such as cylinders, bowls, and plates. Prerequisite(s): None

ART 102

Fundamentals of Visual Expression Students will be introduced to simple drawing techniques, constructed linear perspective, visual design methodology, and drawing vocabulary through lectures, studio assignments, and simple projects. Credit may be received for ART 101 or ART 102, but not for both. Prerequisite(s): None ART 105

Art Processes This course provides a basic working knowledge of the processes used in making art. Topics include the origins and techniques involving drawing, tone, color, composition and artistic process as well as a simple overview of art history. Prerequisite(s): None ART 110

Fundamentals of Visual Communication and Design Process Beginning with the physiology of perception, this course explores the simple building blocks of visual communications and how the viewer understands and responds to shapes, symbols, and images. The foundational skills of design process and problem-solving methodologies are explored to develop the student’s visual problemsolving skills. Prerequisite(s): None

Ceramics: Introductory Wheel Throwing

ART 115

Art and Technology This course provides an overview of art history from Paleolithic times through the modern day. The course examines classical art materials and methods and traces the technological advances of society and art. It considers the interplay between art and technology and how they have historically impacted society. Prerequisite(s): None ART 120

Language of Drawing II This course introduces construction drawing as a method to create the sensation of depth and volume in art. Particular attention is paid to planar- and value-based strategies to add a convincing sense of legitimacy and consistency in 2D art and animation. Prerequisite(s): ART 101 ART 125

Tone, Color and Composition I This course introduces various methods for activating the picture plane, manipulating the viewer’s visual experience, and visually communicating complex ideas and moods. These methods are reinforced through the study and application of light, darkness, value, color-harmony systems, and compositional strategies. Credit may be received for either ART 125 or ART 126, not both. Prerequisite(s): None ART 126

Principles of Composition and Design This course continues to build on students’ abilities to draw by exploring techniques for producing finished drawings, quick explanatory sketches, and rapid visualizations. Methods for use of 85


tone and color to convey mood and atmosphere are covered. Basic graphic design and typography are taught with particular emphasis on interface design. Classical forms of compositional organization, such as symmetry, asymmetry, golden mean, and figure ground relationships are also explored. Credit may be received for ART 125 or ART 126, but not for both. Prerequisite(s): ART 101 or ART 102 ART 130

ART 201

Life Drawing II This course emphasizes drawing the human form from a structural perspective. Strategies for visualizing anatomy are explored. These include identifying bony landmarks and constructing the form through primitives and value. Additional topics include drawing the clothed figure and foreshortening. Prerequisite(s): ART 125, ART 151

Tone, Color, and Composition II

ART 210

This course builds upon the theories, techniques, and practices introduced in ART 125 while introducing the concepts of analysis and extrapolation in the creation of a visual reference library for implementation in subsequent coursework. Prerequisite(s): ART 125

Art Appreciation

ART 150

Human Anatomy This course explores the skeletal and muscular structures of the human body. Skeletal and muscular forms are identified from both live models and anatomical references. Topics include terminology, structural arrangement, and kinetic function. The course gives special emphasis to adapting this knowledge to the needs of artists and animators. Prerequisite(s): ART 101; Corequisite: ART 151

This introduction to art provides students with a better understanding of artistic influences on modern culture. Along with the history of art, students study the meanings, purposes, styles, elements, and principles of art and the various media used to create works of art. In helping students gain basic awareness, knowledge, and enjoyment of the visual arts, the course provides the groundwork for further personal study in the arts. In turn, this influences the development of their creativity. Prerequisite(s): None

ART 228

Figurative Sculpture This course introduces the challenges of sculpting the human figure from life. It utilizes traditional techniques to build an armature and complete a sculpture in clay for the purpose of exploring the human form in 3D space. Emphasis is placed on gesture, proportion, and anatomy, as well as on developing a strong sense of form and volume. Prerequisite(s): ART 151, BIO 150 ART 230

Painting

This course builds upon hand-building techniques learned in Introduction to Ceramics (ART 111). Surface texture techniques and basic mold-making will be explored, all while working in the certainty of 3D. Prerequisite(s): ART 111

This course explores ideas and various techniques related to painting. The use of color and the representation of space is emphasized. Students explore masterworks, studio painting, and painting en plein air. Technical and social problems related to painting are explored using portraiture, still life, and environment/landscape. A portable field easel and appropriate painting supplies will be required. The course will culminate in a group show of student projects. Prerequisite(s): ART 125

This course introduces the challenges of drawing the human form and applying lessons in anatomy to the figure. Life drawing for animation is examined in this course by studying the skeletal structure, muscle form, gesture, and emotion when drawing a live model. Prerequisite(s): ART 101

ART 223

ART 234

ART 200

ART 225

ART 151

ART 222

Ceramics: Hand Building

Life Drawing I

Animal Anatomy This course introduces the major skeletal and muscular structures of animals. Topics include terminology, structural arrangement, and kinetic function. The course also considers standard locomotion cycles and the relationship between humans and various animals. This course gives special emphasis to adapting this knowledge to the needs of artists and animators. Prerequisite(s): ART 150

Ceramics: Wheel Throwing

Survey of Sequential Art

This course focuses on building skills developed in Introduction to Ceramics (ART 111) to produce simple forms on the potter’s wheel such as cylinders, bowls, and plates. Prerequisite(s): ART 111

In this course, students will learn to explore and to exploit the power of sequential images as a medium to craft stories beyond storyboarding, photography, and film. Through the formats of the graphic novel and related forms, students will tackle problems of character and events; their solutions will be limited only by their imaginations. The course will begin with a historical overview of sequential art and will then examine storytelling through pictures, focusing on clarity and emotional impact. Students will examine contemporary styles and conventions and will be required to draw from previous art experiences, while honing their skills in drawing, perspective, design, color, typography, writing, editing, and acting. Demonstrations of multimedia techniques and computer technology relative to this field will also be introduced. Prerequisite(s): ART 125, ART 151

3D Design and Sculpture This course introduces students to the principles of 3D design using both traditional and digital tools. Students become acquainted with additive, subtractive, and cast sculpture. They consider the basic concepts of architectural space, interior design, landscape design, surface interplay with light, lofted forms, and skinning systems. Students use modern polymer clays and build an animation maquette. Prerequisite(s): ART 201 ART 226

Gesture Drawing for Animation In this course, the student is provided with significant time in front of live moving models. The main purpose of drawing moving models is to describe what the model is doing as opposed to what the 86

form of the model is. All aspects of the drawing, including form, line, silhouette, details, and most importantly, line of action, concentrate on communicating visually what the model is doing and/or thinking. The course focuses on weight, depth, balance, tension, rhythm, and flow. Prerequisite(s): BIO 150 or ART 110 or ART 150, ART 101, ART 151

ART 240

ART 310

Introduction to Graphic Design and Typography

Architectural Spaces, Design, and Lighting I

This course will introduce fundamental visual design concepts, including composition and use of white space, identification and use of classic type families, creation and use of layout and grid construction, use of visual hierarchies, and effective usability strategies. Prerequisite(s): ART 125 or ART 126

This course introduces students to the aesthetics and principles of 2D (floor plans and elevations) and 3D environment design. A survey of architectural styles from throughout the world is blended with concepts, such as emotion, mood, lighting, shadows, aesthetics, and more. The course emphasizes learning the architectural vocabulary as well as the aesthetics of environmental and game-level design. Texturing, spatial design, negative space, dramatic lighting, and other concepts that affect not only the psychology of level design but also gameplay principles are covered. Students participate in numerous field trips to local examples of architecture in order to gain an understanding of architectural spaces and the field’s vocabulary. Prerequisite(s): None

ART 251

Character Design This course introduces the traditions of character design and the basic structural strategies for creating animated characters. The course explores simplification gradients relative to human, animal, and inanimate object-based characters. It also considers issues of costume, personality, and story interaction. The course emphasizes professional applications, techniques, and standards of quality. The work completed in this course may serve as pre-production design for PRJ 300, PRJ 350, or ANI 300. Prerequisite(s): ART 201, CG 201 ART 300

Perspective, Backgrounds, and Layouts This course explores the animation pre-production skills of background and layout art. It emphasizes professional applications, techniques, and standards of quality. Students are guided through classical depth cue and perspective systems as they apply this knowledge to the creation of animation backgrounds and layouts. Additionally, students explore means of using drawing to create elements such as camera lens illusions, architectural space, theatrical sets, game visual design, matte painting, and surface texture. Prerequisite(s): ART 201, CG 201 ART 301

Concept Art Resources This course builds upon all art disciplines, primarily 2D related skills, to prepare students for positions requiring the creation of concept art. Emphasis is placed on the importance of balancing speed of content generation with quality, as this is one of the most pressing and relevant challenges in this field. With this mindset, students are challenged to evaluate and understand new forms of character and environment generation. Both theory and technique are heavily stressed during this course, with the final tangible outcome being multiple portfolio pieces that demonstrate the individual’s abilities and unique style/ interests. Prerequisite(s): ART 251, CG 201, CG 275

ART 350

Storyboards This course explores the animation pre-production skills of storyboard art. Emphasis is placed on storytelling and cinematography to create both production and presentation storyboards. Drawing is applied as a means to create story-flow, character development, mood, time, and place. Prerequisite(s): ART 201, ENG 116, FLM 115 ART 360

Architectural Spaces, Design, and Lighting II: Period Styles This class builds on the foundational skills and knowledge from Architectural Spaces, Design, and Lighting I (ART 310), covering more period styles. Additionally, students have opportunities to do more hands-on creation of art, models, and textures relative to various periods. Students participate in a variety of field trips in order to research and analyze architectural styles and then to build them in the computer lab. Prerequisite(s): ART 310 ART 399

Special Topics in Art The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. Prerequisite(s): None ART 400

Drawing Fundamentals The development of strong drawing skills is of extreme importance since they are essential tools for expressing ideas, particularly during the pre-production stages of an animation project. Therefore, this course presents the basic elements of drawing and graphic design in order to improve the student’s practical ability to draw with skill

and imagination. It covers methods of observing, describing, and organizing forms using various mediums, such as pencil, charcoal, and color pencils. Prerequisite(s): None ART 401

Conceptual Illustration and Visual Development This course explores the animation pre-production skills of conceptual illustration and visual development. Students apply their knowledge of drawing, storytelling, and composition to create speculative drawings for animation. They review compositional systems, design process, and illustration techniques. Additionally, students explore means of using drawing to visually explore story and character ideas from both existing and original story materials. They also consider adaptation, stylization, and visual variety. The course emphasizes professional applications, techniques, and standards of quality. The work completed in this course serves as pre-production design for PRJ 300, PRJ 350, or ANI 300. Prerequisite(s): ART 300 ART 450

Portfolio This course explores elements of personal branding and professional portfolio development. Emphasis is placed on visual continuity in the creation of traditional and digital art portfolios, web sites, demo reels, and promotional items. The course also covers strategies for job interviews, contract negotiations, understanding business documents, and exhibiting at trade shows. Prerequisite(s): PRJ 350 or PRJ 352

Department of Life Science Biology Courses BIO 150

Human Muscular, Skeletal, and Kinetic Anatomy This course explores the skeletal and muscular structures of the human body. Students learn to identify skeletal and muscular forms from both live models and anatomical references. Additionally, students consider terminology, structural arrangement, and kinetic function. The course gives special emphasis to adapting this knowledge to the needs of artists and animators. Prerequisite(s): None; Concurrent Course(s): None

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Department of Game Software Design and Production Game Projects Courses GAM 100

GAM 250

GAM 390

Project II

Internship I

In this course, students work to complete the projects they began in GAM 200. Techniques are explored for iterating effectively, formal testing, tracking progress, and integrating design, art, and audio into a unified experience. This second semester focuses on production to bring the project to the point where the target audience finds it engaging. Credit may be received for only one of: CSP 250, GAM 250, GAM 255. Prerequisite(s): GAM 200

An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Prerequisite(s): GAM 250

Project Introduction This course focuses on basic software development, concept development, and team dynamics. The central focus of the course is team development of a simple digital game or simulation. Industry history and practices will also be explored. Prerequisite(s): None GAM 120

Introduction to Digital Production This course introduces the workflows, methodologies, and best practices for working within a modern digital game development environment. Topics may include game editors, components, basic scripting, input processing, importing art and audio, level creation, and source control. Credit may be received for only one of: GAM 120, GAM 150, GAM 152. Prerequisite(s): DES 100, DES 101

GAM 300

Project III This course is the first semester of a two- or three-semester project, which will be continued in GAM 350, and then in GAM 375 for a three-semester project. Students will work together on teams of three or more to create an advanced real-time game or simulation. Techniques are explored for creating high-performance teams, tuning development processes for specific projects, using advanced discipline-based best practices, and applying specialized disciplinebased skills to game development. This first semester focuses on pre-production to ensure the technology, tools, design, art, audio, and team are ready for full production in the following semester. Credit may be received for only one of: CSP 300, GAM 300, GAM 302. Prerequisite(s): GAM 250 or CSP 250, CS 280 or DES 301

GAM 150

Project I This course focuses on the team creation of a simple digital twodimensional game or simulation. Techniques are introduced for working effectively on a team, following a development process, and using best practices in coding, design, communications, and team dynamics. Issues in game marketing and legal issues of game development are discussed. Credit may be received for either GAM 150 or GAM 152, not both. Prerequisite(s): CS 120, GAM 100 GAM 200

Project II This course is the first semester of a two-semester project, which will be continued in GAM 250. Students will work together on teams of three or more to create a simple real-time two-dimensional game or simulation. Techniques are explored for working effectively on a team, following a development process, using discipline-based best practices, and applying core discipline-based skills to game development. This first semester focuses on pre-production to ensure the technology, tools, design, art, audio, and team are ready for full production in the following semester. Credit may be received for only one of: CSP 200, GAM 200, GAM 205. Prerequisite(s): GAM 120 or GAM 150, CS 170 or CS 175 or DES 105, CS 230 or DES 260

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GAM 350

Project III In this course, students work to complete the projects they began in GAM 300. This second semester focuses on production to bring the project to the point where the target audience finds it engaging. Furthermore, techniques are explored for creating effective resumes, interviewing, and pursuing internships. The project may be continued for a third semester in GAM 375. Credit may be received for only one of: CSP 350, GAM 350, GAM 352. Prerequisite(s): GAM 300 GAM 375

Project III This course is the final semester of the three-semester project begun in GAM 300 and continued in GAM 350. Techniques are explored for polishing design, art, and audio, creating effective marketing materials, and highlighting individual contributions to the project. This semester focuses on post-production and shipping a highly polished final project. Prerequisite(s): GAM 350

Department of Humanities and Social Sciences College Success Courses COL 101

GAM 400

College Life and Academic Skills

Project IV

This course assists students in developing the classroom and communication skills necessary to succeed in both educational and professional situations. Prerequisite(s): None

In this course, students prepare their personal portfolio of projects in order to be ready for a professional job search. This can involve a new project to demonstrate a particular professional skill, or taking a previous project to a very high level of quality. Credit may be received for only one of: CSP 400, GAM 400. Prerequisite(s): GAM 350 or GAM 390 or CSP 350 GAM 450

Project IV In this course, students prepare their personal portfolio of projects in order to be ready for a professional job search. This can involve a new project to demonstrate a particular professional skill, or working to complete a project they began in GAM 400. Credit may be received for only one of: CSP 450, GAM 450. Prerequisite(s): GAM 400 GAM 490

Internship II An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Prerequisite(s): GAM 390

COL 230

College Success for Artists This course introduces industry research, professional expectations, and requisite levels of proficiency. The course helps identify strengths, skills, interests, and areas for growth and requires the creation of an academic plan. Prerequisite(s): PRJ 201 or PRJ 202 COL 235

College Success for Designers This course introduces industry research and professional expectations, and helps identify student strengths, skills, and interests. This course also requires the creation of an academic plan focusing on skill development. Prerequisite(s): DES 200, GAM 200 or CSP 200

Communications Courses COM 150

Interpersonal and Work Communication This course provides an introduction to interpersonal and professional communication. Particular attention is paid to verbal and nonverbal communication skills, small-group communication, and conflict resolution. Prerequisite(s): ENG 110 or ENG 116 COM 250

Professional Communication This course prepares students for the communication challenges that await them in the professional world. Topics covered may include professional networking strategies, career search materials, selfpresentation and interview skills, and effective communication across all levels and functions of the workplace. Prerequisite(s): None COM 351

This is a capstone course for students to prepare their application materials and learn how to effectively search for an entry-level job in their field. The goal of the course is for each student to have a polished resume, cover letter, business card, and online/web presence by the end of the semester, as well as a search strategy for seeking employment. Prerequisite(s): None

ENG 116

Storytelling This course covers the principal elements of storytelling including theme, character, perspective, setting, plot, and dialogue. It emphasizes non-visual media such as short stories, novels, and plays, though visual media including film and video games may be discussed as well. Prerequisite(s): None ENG 120

Research, Reasoning, and Writing In this composition course, students practice advanced argumentative essay writing with a focus on research, critical analysis of the research, thesis presentation, and defense. During the semester, students write several research essays on various topics using both traditional and new information techniques. Prerequisite(s): ENG 110

Gender and Communication

ENG 150

This course introduces the theory and vocabulary of gender studies and relevant socio-political movements such as the women’s movement. It investigates how ideas about sex and gender and identities as men, women, and sexual beings are influenced by and manifested in communication behaviors and in the communication channels and messages that permeate society. Key themes include: the fluidity of gender, the gendered body, gender in verbal and nonverbal communication in professional and non-professional settings, and gender-based power and authority. Prerequisite(s): COM 150

Mythology

COL 499

Career Search Preparation: Materials, Logistics, and Communication

argumentative/persuasive essays. Assignments may also include other types of writing, such as narrative, descriptive, and comparative essays. Prerequisite(s): None

COM 399

Special Topics in Communication The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty or students that is not covered by the courses in the current catalog. Prerequisite(s): None

English Courses ENG 110

Composition This course focuses on generating and discussing ideas for composition and engages in all stages of the writing process, with emphasis on the development and application of critical thinking skills. The primary focus of the course is developing the ability to construct, write, and revise

This course studies myths from different world cultures. It provides an in-depth discussion of the Hero’s Journey (a basic pattern that appears in many narratives) and its principal archetypes. It also studies mythology across the arts and examines how essential it is to the study of literature, drama, film and video games. Prerequisite(s): ENG 110 or ENG 116 ENG 230

Speculative Fiction This course is a survey of speculative fiction (in literature, television, film, and graphic novels) that moves beyond pure realism to include fantastic or imaginative elements and to present worlds that differ significantly from our own. Each semester, the course will focus on one or more sub-genres which may include science fiction, fantasy, horror, magic realism, alternate history, steampunk, or cyberpunk. Prerequisite(s): ENG 110 or ENG 116 ENG 242

Multicultural Literature This course explores what modernity and post-modernity have or have not meant to American writers whose histories and cultures are not European in origin but whose writings are steeped in EuropeanAmerican literary traditions. The course explores the cultural hybridism of this literature as well as the unique visions of the world they have created. These funny, humorous, bitterly satirical, and downright serious (post)- modern fantasies are quintessentially American, yet 89


also unique and peculiar to these authors’ ethnic experiences. The selected works also offer an opportunity to read or re-read wellestablished and newer American works of literature. Prerequisite(s): ENG 110, ENG 150 ENG 243

Epic Literature This course provides an introduction to the epic as a genre, including poetry, drama, and novels. Particular attention is paid to the theme of heroism and its many cultural manifestations. Prerequisite(s): ENG 110 or ENG 116, ENG 150 ENG 245

Introduction to Fiction Writing This course provides an introduction to the study and practice of fiction writing including characterization, plot, setting, and point of view. It presents selected works of short and long fiction. The course is an opportunity for students to practice their own creative writing skills. They are required to write at least two short stories. Prerequisite(s): ENG 110 or ENG 116

atmosphere and engage in intensive reading of excellent writings, most of which employ interdisciplinary, cross-genre approaches that encompass painting, photography, and other visual art. Discussions of readings are followed by writing experiments designed to spark original thinking, to develop facility with writing, and to enhance understanding of the creative process. Students gain in-depth knowledge of the possibilities of creative writing and apply this experience by writing both short creative pieces and longer works. Prerequisite(s): ENG 110 or ENG 116 ENG 360

Gender Identity in Literature This course introduces students to expressions and representations of gender/sexual identity in literary works, including poetry, fiction, creative non-fiction, drama, and film. The course takes a historical and multicultural approach to the topic, covering key texts from the past and the present by authors from different cultures and backgrounds. Prerequisite(s): ENG 116 or ENG 150 or ENG 230 or ENG 242 or ENG 243 or ENG 245 or ENG 246 or ENG 250 ENG 399

ENG 246

American Ethnic Literatures This course covers prominent themes and techniques in American ethnic literatures such as Native, African, Asian, and Hispanic American literatures. Modern texts are emphasized but pre- or early 20th century classics may also be included. Prerequisite(s): ENG 110 or ENG 116 ENG 250

The Graphic Novel This course provides an introduction to the study of graphic novels, a unique field of inquiry encompassing many world cultures and drawing on many disciplines. Students will read, discuss, and analyze many different types of graphic novels, such as stand-alone, serial, and adaptive books. Prerequisite(s): ENG 110 or ENG 116 ENG 315

Scriptwriting This course covers the fundamentals of concept development, dramatic structure, and writing for a visual medium. It leads to the completion of at least one original preproduction script in screenplay format. Prerequisite(s): ENG 116 or ENG 245 ENG 340

Creative Writing Across the Arts This course focuses on the generation of creative writing in multiple genres and media, including poetry, fiction, creative non-fiction, and graphic novels. Students study and practice writing in a workshop 90

Special Topics in English The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Permission of instructor required. Prerequisite(s): None ENG 400

Creative Writing for Game Design This course focuses on the narrative elements of creative writing. Exercises generate thinking and hone students’ basic storytelling talents, including characterization, exposition, plot, conflict, back-story, dialogue, and appropriate use of language. Students learn how to use symbols to design a story and how to manipulate the symbols to create character, plot, message, and interactivity. Students are encouraged to access their own genius, culture, and life experience in the development of their stories. Prerequisite(s): ENG 150 or ENG 110 ENG 410

Interactive Storytelling In this class, students learn to design stories with symbolic language. Exercises help students apply and understand character design and development, archetypes, conflict, plot patterns, back-story, dialogue, exposition, premise, and the psychological dynamics of human choice. Students also learn how to manipulate symbols in images by drawing from a variety of theoretical models,

such as Carl Jung’s dream analysis, personality profiling per Myers-Briggs, Gestalt psychology, and narrative architecture. Prerequisite(s): ENG 110 ENG 420

Cybertexts: Interactive Media and the Future of Narrative Video games and other forms of interactive media are widely touted as the future of both popular entertainment and narrative storytelling. If video games and other interactive media are developing into art forms, then we can expect that these emerging narrative forms will be able to accommodate genres of storytelling that have existed since time immemorial, including romance, comedy, tragedy and epic. Yet the dynamics of nonlinear storytelling, the limits of current video game technology, and the constraints of the marketplace do not seem conducive to expanding the narrative elements of interactive media. This course traces the boundaries between narratives and games, and aims to identify areas of overlap that can lead to the development of new expressions of narrativity in interactive media. One central goal of the course is to grapple with the problem(s) posed by interactive narrative. Assigned readings examine the difference between traditional narrative texts and texts that require a higher degree of interactivity, collectively called cybertexts. The goal of the course is to identify what differences may exist, and to analyze the possibilities for adapting traditional narrative into interactive media. This class’s central innovation requires students to actively adapt an element of traditional narrative into a cybertext. By the end of the class, students reach a conclusion, based on their reading and course work, as to whether cybertexts can effectively encompass traditional narrative genres, and if not, whether this is due to limitations of the form, or the limitations of technology. Prerequisite(s): ENG 110 or ENG 150 ENG 440

Advanced Fiction Writing This course builds upon the concepts and skills taught in previous writing courses. This course offers students the opportunity to further develop their fiction-writing skills by engaging in intensive writing and regular critique of their peers’ creative work. The emphasis is on refining narrative writing skills and developing individual style and voice. Students write three full-length short stories and read contemporary fiction by established authors not discussed in previous courses. Prerequisite(s): ENG 245 or ENG 315 or ENG 340

Law Courses LAW 115

Introduction to Intellectual Property and Contracts The animation and computer software industries are founded upon the principle of intellectual property. This course introduces students to the social concepts and traditions that led to the idea of intellectual property. It surveys the various international legal systems governing intellectual property, giving special consideration to Title 17 and the local statutes that govern copyrights, trademarks, and patents in the United States. Students learn fundamental issues surrounding this field, such as fair use, international relations, and economics. The course also introduces students to a basic overview of contracts, including structure, traditions, and vocabulary. Prerequisite(s): None

Media Courses MED 210

Race and Ethnicity in Media This course explores the origins and evolution of racial and ethnic images in media. It pays special attention to the process of creating new images in both traditional visual media such as film and television and newer interactive media. Prerequisite(s): ENG 110 or ENG 116 PSY 399

Special Topics in Psychology The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Permission of instructor required. Prerequisite(s): None

Social Sciences Courses SOS 115

Media and Ethics: A Social Science Perspective This course guides students in the ethical assessment of both the processes and outcomes of social decision-making. After an introduction to basic ethical theories, students acquire an understanding of the structure of social institutions and the process through which one makes social choices. Central to the analysis is a study of ethics as a criterion for assessment of social decision-making

with emphasis on the study of particular issues of social choice. The course also provides a theoretical framework within which to spot and analyze ethical issues in the media. Prerequisite(s): None SOS 150

Society and Technology This course draws on techniques and perspectives from the social sciences, humanities, and cultural studies to explore technology and change in the modern era. In particular, students examine how technology influences and is influenced by values and cultures in America and abroad. The course helps students recognize the range of consequences that technology in general, and information and communication technology (ICT) in particular, have when shaped and used by individuals, organizations, and society. Through readings, discussion, lectures, and written assignments, students become acquainted with current controversies related to the socio-cultural dimensions of technology in the “digital era.” While the course examines the impact of technologies—including video gaming and robotics—on the contemporary world, it also uses an historical approach to address some of the technological innovations that have most affected U.S. society in the past. The course considers how technologies are developed and sustained, and how they interact with and affect our urban culture. Specific themes likely to be addressed include technology’s impact on the private and public spheres; the body and the self in cyberspace; and the criteria used to determine a technology’s success, failure, and danger. Prerequisite(s): None

SOS 190

Introduction to Popular Culture This course surveys trends in popular culture and the debates about how those trends affect the larger culture in general. The course will focus on a variety of popular media, which can include: music, video games, movies, television, and social networking. Topics for discussion may cover: the process of invention in popular culture; the relationship between popular culture, intelligence and engagement; the nature of celebrity; the function of simulacra; changes in narrative structure; representation of race and gender, and more. Prerequisite(s): ENG 110 or ENG 116 SOS 399

Special Topics in Social Sciences The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Permission of instructor required. Prerequisite(s): None

Department of Mathematics Mathematics Courses

SOS 180

Race & Gender in Twenty-First Century America This course takes a close look at current debates on race, gender, and ethnicity in American society. It begins with an overview of definitions of race, gender, and ethnicity, exploring what they have meant in the past and what they mean now. Then the course examines the intersections between race, gender, and ethnicity, asking the following questions: How do race and ethnicity differ, and how are they related? What difference does race make? How are race and gender related? Where does sexual orientation fit into the discourse on gender, and how does it fit into discussions on race and ethnicity? Current debates on race, gender, and ethnicity were highlighted by the 2008 election of the first African-American president and the ever-growing prominence of women in the highest levels of American politics. Does this mean that we have entered a post-racial era? Where exactly do we stand on women and gender-related issues? What about the place of GLBT issues in the public domain? This course explores these themes and topics. Prerequisite(s): ENG 110

MAT 100

Precalculus with Linear Algebra and Geometry This course presents fundamentals of college algebra and trigonometry, with an introduction to concepts in 2D geometry and linear algebra. Topics include: polynomial, rational, trigonometric, exponential and logarithmic functions as well as their inverses; analytic trigonometry, trigonometric identities, the unit circle, and trigonometric functions of a real variable; introduction to linear systems, basics of linear transformations in 2D; vectors, parametric lines, dot product, and projections in 2D. Prerequisite(s): None MAT 105

Introductory Probability and Statistics This course presents fundamentals of probability and statistics without calculus. Topics include: data representation, population mean, variance, and standard deviation, finite probabilities, events, conditional and marginal probability, discrete random variables, binomial distribution, normal distribution, sampling distributions for mean and variance, estimation of means, confidence intervals, hypothesis testing, inference, and chi-square tests. Prerequisite(s): None 91


MAT 120

Mathematics of Music and Sound This course explores the mathematical foundations of music and sound. Topics include scale systems, just and tempered intervals, oscillations and trigonometry, sound waves, and basic discrete mathematics. Prerequisite(s): None MAT 140

Linear Algebra and Geometry The two main themes throughout the course are vector geometry and linear transformations. Topics from vector geometry include vector arithmetic, dot product, cross product, and representations of lines and planes in three-space. Linear transformations covered include rotations, reflections, shears and projections. Students study the matrix representations of linear transformations along with their derivations. The curriculum also presents affine geometry and affine transformations along with connections to computer graphics. This course also includes a review of relevant algebra and trigonometry concepts. Credit may be received for either MAT 100 or MAT 140, but not both. Prerequisite(s): None MAT 150

MAT 200

Calculus and Analytic Geometry II This course builds on the introduction to calculus in MAT150. Topics in integration include applications of the integral in physics and geometry and techniques of integration. The course also covers sequences and series of real numbers, power series and Taylor series, and calculus of transcendental functions. Further topics may include a basic introduction to concepts in multivariable and vector calculus. Credit may be received for MAT 200 or MAT 230, but not for both. Prerequisite(s): MAT 150 or MAT 180 MAT 220

Mathematics of Digital Sound Processing This course explores further topics in the mathematical foundations of music and sound, with emphasis on digital signal processing. Topics include: Digital signals and sampling, spectral analysis and synthesis, discrete fourier transforms, FFT, convolution, filtering, wave equation, Bessel functions, sound synthesis and physical modeling. Credit may be received for MAT 220 or MAT 320 but not for both. Prerequisite(s): MAT 200 or MAT 230

Calculus and Analytic Geometry I

MAT 225

This course introduces the calculus of functions of a single real variable. The main topics include limits, differentiation, and integration. Limits include the graphical and intuitive computation of limits, algebraic properties of limits, and continuity of functions. Differentiation topics include techniques of differentiation, optimization, and applications to graphing. Integration includes Riemann sums, the definite integral, anti-derivatives, and the Fundamental Theorem of Calculus. Credit may be received for MAT 150 or MAT 180, but not for both. Prerequisite(s): None

This course extends the basic ideas of calculus to the context of functions of several variables and vector-valued functions. Topics include partial derivatives, tangent planes, and Lagrange multipliers. The study of curves in two- and three space focuses on curvature, torsion, and the TNB-frame. Topics in vector analysis include multiple integrals, vector fields, Green’s Theorem, the Divergence Theorem and Stokes’ Theorem. Additionally, the course may cover the basics of differential equations. Prerequisite(s): MAT 200 or MAT 230

Calculus and Analytic Geometry III

MAT 180

MAT 230

Vector Calculus I

Vector Calculus II

This course extends the standard calculus of one-variable functions to multi-variable vector-valued functions. Vector calculus is used in many branches of physics, engineering, and science, with applications that include dynamics, fluid mechanics, electromagnetism, and the study of curves and surfaces. Topics covered include limits, continuity, and differentiability of functions of several variables, partial derivatives, extrema of multi-variable functions, vector fields, gradient, divergence, curl, Laplacian, and applications. Credit maybe received for either MAT 150 or MAT 180, but not both. Prerequisite(s): MAT 140

This course is a continuation of MAT 180. Topics covered include differential operators on vector fields, multiple integrals, line integrals, general change of variable formulas, Jacobi matrix, surface integrals, and various applications. The course also covers the theorems of Green, Gauss, and Stokes. Credit may be received for MAT 200 or MAT 230, but not for both. Prerequisite(s): MAT 180 MAT 250

Linear Algebra

92

This course presents the mathematical foundations of linear algebra, which includes a review of basic matrix algebra and linear systems of equations as well as basics of linear transformations in Euclidean spaces, determinants, and the Gauss-Jordan Algorithm. The more

substantial part of the course begins with abstract vector spaces and the study of linear independence and bases. Further topics may include orthogonality, change of basis, general theory of linear transformations, and eigenvalues and eigenvectors. Other topics may include applications to least-squares approximations and Fourier transforms, differential equations, and computer graphics. Prerequisite(s): MAT 200 or MAT 230 MAT 256

Introduction to Differential Equations This course introduces the basic theory and applications of first and second-order linear differential equations. The course emphasizes specific techniques such as the solutions to exact and separable equations, power series solutions, special functions and the Laplace transform. Applications include RLC circuits and elementary dynamical systems, and the physics of the second order harmonic oscillator equation. Prerequisite(s): MAT 200 or MAT 230 MAT 258

Discrete Mathematics This course gives an introduction to several mathematical topics of foundational importance in the mathematical and computer sciences. Typically starting with propositional and first order logic, the course considers applications to methods of mathematical proof and reasoning. Further topics include basic set theory, number theory, enumeration, recurrence relations, mathematical induction, generating functions, and basic probability. Other topics may include graph theory, asymptotic analysis, and finite automata. Prerequisite(s): MAT 200 or MAT 230 MAT 300

Curves and Surfaces This course is an introduction to parameterized polynomial curves and surfaces with a view toward applications in computer graphics. It discusses both the algebraic and constructive aspects of these topics. Algebraic aspects include vector spaces of functions, special polynomial and piecewise polynomial bases, polynomial interpolation, and polar forms. Constructive aspects include the de Casteljau algorithm and the de Boor algorithm. Other topics may include an introduction to parametric surfaces and multivariate splines. Prerequisite(s): MAT 250, MAT 258 MAT 320

Mathematics of Digital Signal Processing I This course explores the mathematical foundations of digital signal processing, with applications to digital audio programming. Topics include: digital signals, sampling and quantization, complex numbers and phasors, complex functions, feedforward filters, feedback filters,

frequency response and transfer functions, periodic signals and Fourier series, discrete Fourier transform and fast Fourier transform, comb and string filters, Z-transform and convolution. Credit may be received for MAT 320 or MAT 220 but not both. Prerequisite(s): MAT 200 MAT 321

Mathematics of Digital Signal Processing II This course continues to explore the mathematical foundations of digital signal processing, with applications to digital audio programming. Topics include: Review of digital signals, Z-transforms and convolution, filter types, applications of fast Fourier transform, switching signals on and off, windowing, spectrograms, aliasing, digital to analog conversion, Nyquist Theorem, filter design, Butterworth filters, reverb, and the phase vocoder. Prerequisite(s): MAT 320 MAT 340

Probability and Statistics This course is an introduction to basic probability and statistics with an eye toward computer science and artificial intelligence. Basic topics from probability theory include sample spaces, random variables, continuous and discrete probability density functions, mean and variance, expectation, and conditional probability. Basic topics from statistics include binomial, Poisson, chi-square, and normal distributions; confidence intervals; and the Central Limit Theorem. Further topics may include fuzzy sets and fuzzy logic. Prerequisite(s): MAT 200 or MAT 230, MAT 258 MAT 345

Introduction to Data Science This course presents a variety of computational tools for modeling and understanding complex data. Topics include manipulating data, exploratory data analysis, statistical inference, spam filters and naïve Bayes, neural networks, and machine learning algorithms such as linear regression, k-nearest neighbors, and k-means. The course will focus on both understanding the mathematics underlying the computational methods and gaining hands-on experience in the application of these techniques to real datasets. Prerequisite(s): MAT 140, MAT 258 MAT 346

Predictive Modeling This course focuses on the conceptual understanding of a core set of practical and effective statistical methods for modeling and analyzing complex data, and applies them to solve real world problems. Topics include linear and logistic regression, linear models for classification, deep learning and neural networks, support vector machines and kernel methods, unsupervised methods, classification trees, boosting, and random forests. Prerequisite(s): MAT 250, MAT 340

MAT 350

MAT 354

Advanced Curves and Surfaces

Discrete and Computational Geometry

This course is a continuation of MAT 300 with topics taken from the theory and applications of curves and surfaces. The course treats some of the material from MAT 300 in more detail, like the mathematical foundations for non-uniform rational B-spline (NURBS) curves and surfaces, knot insertion, and subdivision. Other topics may include basic differential geometry of curves and surfaces, tensor product surfaces, and multivariate splines. Prerequisite(s): MAT 300

Topics covered in this course include convex hulls, triangulations, Art Gallery theorems, Voronoi diagrams, Delaunay graphs, Minkowski sums, path finding, arrangements, duality, and possibly randomized algorithms, time permitting. Throughout the course, students explore various data structures and algorithms. The analysis of these algorithms, focusing specifically on the mathematics that arises in their development and analysis is discussed. Although CS 330 is not a prerequisite, it is recommended. Prerequisite(s): MAT 250, MAT 258

MAT 351

Quaternions, Interpolation and Animation This course gives an introduction to several mathematical topics of foundational importance to abstract algebra, and in particular the algebra of quaternions. Topics covered may include: operations, groups, rings, fields, vector spaces, algebras, complex numbers, quaternions, curves over the quaternionic space, interpolation techniques, splines, octonions, and Clifford algebras. Prerequisite(s): MAT 300 MAT 352

Wavelets This course presents the foundations of wavelets as a method of representing and approximating functions. It discusses background material in complex linear algebra and Fourier analysis. Basic material on the discrete and continuous wavelet transforms forms the core subject matter. This includes the Haar transform, and multi-resolution analysis. Other topics may include subdivision curves and surfaces, and B-spline wavelets. Applications to computer graphics may include image editing, compression, surface reconstruction from contours, and fast methods of solving 3D simulation problems. Prerequisite(s): MAT 250, MAT 258 MAT 353

Differential Geometry This course presents an introduction to differential geometry, with emphasis on curves and surfaces in three-space. It includes background material on the differentiability of multivariable functions. Topics covered include parameterized curves and surfaces in threespace and their associated first and second fundamental forms, Gaussian curvature, the Gauss map, and an introduction to the intrinsic geometry of surfaces. Other topics may include an introduction to differentiable manifolds, Riemannian geometry, and the curvature tensor. Prerequisite(s): MAT 300

MAT 355

Graph Theory This course provides an introduction to the basic theorems and algorithms of graph theory. Topics include graph isomorphism, connectedness, Euler tours, Hamiltonian cycles, and matrix representation. Further topics may include spanning trees, coloring algorithms, planarity algorithms, and search algorithms. Applications may include network flows, graphical enumeration, and embedding of graphs in surfaces. Prerequisite(s): MAT 250, MAT 258 MAT 356

Advanced Differential Equations This course covers the advanced theory and applications of ordinary differential equations. The first course in differential equations focused on basic prototypes, such as exact and separable equations and the second-degree harmonic oscillator equation. This course builds upon these ideas with a greater degree of generality and theory. Topics include qualitative theory, dynamical systems, calculus of variations, and applications to classical mechanics. Further topics may include chaotic systems and cellular automata. With this overview, students will be prepared to study the specific applications of differential equations to the modeling of problems in physics, engineering, and computer science. Prerequisite(s): MAT 250, MAT 256 MAT 357

Numerical Analysis This course covers the numerical techniques arising in many areas of computer science and applied mathematics. Such techniques provide essential tools for obtaining approximate solutions to non-linear equations arising from the construction of mathematical models of realworld phenomena. Topics of study include root finding, interpolation, approximation of functions, cubic splines, integration, and differential equations. Further topics may include stability, iterative methods for solving systems of equations, eigenvalue approximation, and the fast Fourier transform. Prerequisite(s): MAT 250, MAT 258

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MAT 359

MAT 364

MAT 410

Computational Algebraic Geometry

Combinatorial Game Theory

Introductory Analysis II

This course introduces computational algebra as a tool to study the geometry of curves and surfaces in affine and projective space. The central objects of study are affine varieties and polynomial ideals, and the algebra-geometry dictionary captures relations between these two objects. The precise methods of studying polynomial ideals make use of monomial orderings, Grobner bases, and the Buchberger algorithm. Students have opportunities to program parts of these algorithms and to use software packages to illustrate key concepts. Further topics may include resultants, Zariski closure of algebraic sets, intersections of curves and surfaces, and multivariate polynomial splines. Prerequisite(s): MAT 300

Combinatorial Game Theory studies finite, two-player games in which there are no ties. Techniques from logic combinatorics and set theory are used to prove various properties of such games. Typical games include Domineering, Hackenbush, and Nim. The analysis of such games can also be used to study other more complex games like Dots and Boxes, and Go. Topics covered in this course include Conway’s theory of numbers as games, impartial and partizan games, winning strategies, outcome classes and algebra of games. Prerequisite(s): MAT 258

A continuation of MAT 400, this course emphasizes the formal treatment of the theory of integration of functions of a real variable. It reexamines the Riemann integral and the Fundamental theorem of calculus as well as the theory of the Stieltjes and Lebesgue integral and their applications in probability and Fourier analysis. The course concludes with a discussion of the topology of R^n, and the differentiability and integrability of functions of several variables, including the theorems of Green and Stokes and the divergence theorem. Prerequisite(s): MAT 400

MAT 365

MAT 450

Introduction to Topology

Abstract Algebra I

This course introduces topology and its applications. Topics covered include topological spaces, quotient and product spaces, metric and normed spaces, connectedness, compactness, and separation axioms. Further topics may include basic algebraic topology, fixed point theorems, theory of knots, and applications to kinematics, game theory, and computer graphics. Prerequisite(s): MAT 250, MAT 258

This course provides an introduction to the foundations of abstract algebra. The fundamental objects of study are groups, rings, and fields. The student builds on previous courses in algebra, particularly linear algebra, with an even greater emphasis here on proofs. The study of groups is an ideal starting point, with few axioms but a rich landscape of examples and theorems, including matrix groups, homomorphism theorems, group actions, symmetry, and quotient groups. This course extends these ideas to the study of rings and fields. Topics in ring theory include polynomial rings and ideals in rings. The course also covers fields, their construction from rings, finite fields, basic theory of equations, and Galois theory. Prerequisite(s): MAT 250, MAT 258

MAT 361

Introduction to Number Theory and Cryptography This course is an introduction to elementary number theory and cryptography. Among the essential tools of number theory that are covered, are divisibility and congruence, Euler’s function, Fermat’s little theorem, Euler’s formula, the Chinese remainder theorem, powers modulo m, kth roots modulo m, primitive roots and indices, and quadratic reciprocity. These tools are then used in cryptography, where the course discusses encryption schemes, the role of prime numbers, security and factorization, the DES algorithm, public key encryption, and various other topics, as time allows. Prerequisite(s): MAT 250, MAT 258 MAT 362

Fuzzy Sets and Logic This course introduces the basic theory of fuzzy sets and fuzzy logic and explores some of their applications. Topics covered include classical sets and their operations, fuzzy sets and their operations, membership functions, fuzzy relations, fuzzification/ defuzzification, classical logic, multi-valued logic, fuzzy logic, fuzzy reasoning, fuzzy arithmetic, classical groups, and fuzz groups. Students will also explore a number of applications, including approximate reasoning, fuzzy control, fuzzy behavior, and interaction in computer games. Prerequisite(s): MAT 250, MAT 258 MAT 363

Partial Differential Equations and Fluid Dynamics

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This course explores partial differential equations (PDEs) and fluid dynamics. Topics covered in this class include Fourier series, Fourier transforms, classification of PDEs, Poisson’s equation, heat equation, wave equation, and introductory topics of fluid dynamics. Solution methods of initial and boundary value problems of various types will be investigated. Numerical methods, such as finite difference, finite volume, and finite element will be studied. Prerequisite(s): MAT 220 or MAT 250 or MAT 256, MAT 200

MAT 366

Combinatorics This course covers the fundamental techniques and algorithms of counting. Topics include combinations, permutations, lists and strings, distributions, Stirling numbers, partitions, rearrangements and derangements, the principle of inclusion and exclusion, generating functions, and recursion. The course may include further topics such as the Polya-Redfield method, partially ordered sets, enumeration problems from graph theory, Ramsey’s Theorem, block designs, codes, difference sets, finite geometries, Latin squares and Hadamard matrices. Prerequisite(s): MAT 258 MAT 399

Special Topics in Mathematics The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Requirement: Permission of instructor. Prerequisite(s): None MAT 400

Introductory Analysis I This course introduces the foundations of real analysis by means of a rigorous reexamination of the topics covered in elementary calculus. The course starts with the topology of the real line and proceeds to a formal examination of limits, continuity, and differentiability. The course also covers the convergence of sequences and series of real numbers and the uniform convergence of sequences of real valued functions. Prerequisite(s): MAT 250

MAT 460

Abstract Algebra II This course builds on the foundations established in MAT 450. It extends the fundamental objects of groups, rings, and fields to include modules over rings and algebras. The course gives the basic ideas of linear algebra a more rigorous treatment and extends scalars to elements in a commutative ring. In this context, students study the general theory of vector spaces and similarity of transformations. The curriculum also discusses non-commutative algebras and rings, emphasizing examples, such as quaternion algebras. Further topics may include non-associative rings and algebras, Galois theory, exact sequences, and homology. Prerequisite(s): MAT 400

Department of Physics Physics Courses PHY 115

Introduction to Applied Math and Physics We live in a world governed by physical laws. As a result we have become accustomed to objects’ motions being in accordance with these laws. This course examines the basic physics and mathematics governing natural phenomena, such as light, weight, inertia, friction, momentum, and thrust as a practical introduction to applied math and physics. Students explore geometry, trigonometry for cyclical motions, and physical equations of motion for bodies moving under the influence of forces. With these tools, students develop a broader understanding of the impact of mathematics and physics on their daily lives. Prerequisite(s): None PHY 116

Physics of Music and Sound This is an algebra based physics course that builds upon basic mechanics to examine the physics of music and sound, including interactions with human sensation and perception. Prerequisite(s): PHY 115 PHY 200

Motion Dynamics This calculus-based course presents the fundamental principles of mechanics, including kinematics, Newtonian dynamics, work and energy, momentum, and rotational motion. Prerequisite(s): MAT 150 or MAT 180 PHY 200L

Motion Dynamics Laboratory This course presents the concepts of PHY 200 in the laboratory. The experiments allow the student to experience the laws of basic physics involving linear motion, force, gravitation, conservation of energy, conservation of momentum, collisions, rotational motion, and springs. Error analysis and data reduction techniques are taught and required in experimental reports. Prerequisite(s): None; Concurrent Course(s): PHY 200 PHY 250

Waves, Optics, and Thermodynamics This calculus-based course presents the fundamentals of fluid dynamics, oscillations, waves, geometric optics, and thermodynamics. Prerequisite(s): MAT 200 or MAT 230, PHY 200

PHY 250L

PHY 300

Waves, Optics, and Thermodynamics Lab

Advanced Mechanics

This course presents the concepts of PHY 250 in the laboratory. The experiments allow students to experience the physical laws involving oscillations, waves, sound, interference, lift, drag, heat, optics, and entropy. Extended error analysis and statistics are taught and required in experimental reports. Prerequisite(s): None; Concurrent Course(s): PHY 250

This course covers the physics behind more complex mechanical interactions as well as the numerical techniques required to approximate the systems for simulations. A thorough analysis of mechanical systems through energy analysis provides the basis for the understanding of linear and rotational systems. The combination of theoretical physics and numerical methods provide students with the background for simulating physical systems with limited computational power. Topics covered include Lagrangian Dynamics, Hamilton’s Equations, dynamics of rigid bodies, motion in non-inertial reference frames, the use of the inertia tensor, collision resolution, and numerical techniques including methods of approximation. Prerequisite(s): MAT 200 or MAT 230, CS 250, MAT 250, PHY 250

PHY 270

Electricity and Magnetism This calculus-based course presents the basic concepts of electromagnetism, including electric fields, magnetic fields, electromagnetic forces, DC and AC circuits, and Maxwell’s equations. Prerequisite(s): PHY 250 PHY 270L

Electricity and Magnetism Lab This course presents the concepts of PHY 270 in the laboratory. The experiments allow students to experience the physical laws involving electric fields, electric potential, electric current, electric charge, capacitance, current, resistance, inductance, circuits, and magnetism. Error analysis and statistics are taught and required in experimental reports. Prerequisite(s): None; Concurrent Course(s): PHY 270 PHY 290

Modern Physics The wake of modern physics has given rise to massive technological advancements that have changed our daily lives. This course covers many of the modern issues within the field, with an emphasis placed on the problem-solving nature of physics. The class is a calculusbased scientific examination of topics from general relativity and quantum mechanics through nuclear physics, high energy physics and astrophysics. Prerequisite(s): MAT 200 or MAT 230, PHY 250 or PHY 270, PHY 200

PHY 320

Acoustics I This course uses fundamental physics to explore topics related to sound and vibration. The simple harmonic oscillator and the generic wave equation will be used to derive acoustic wave equations in three dimensions. Solutions to the acoustic wave equations will be explored. Prerequisite(s): PHY 250 PHY 321

Acoustics II This course uses the tools of physics to explore sound generation, propagation, and detection. Particular attention is given to methods used by humans in each of these areas. Prerequisite(s): PHY 320 PHY 399

Special Topics in Physics The content of this course may change each time it is offered. It is for the purpose of offering a new or specialized course of interest to the faculty and students that is not covered by the courses in the current catalog. Permission of Instructor required. Prerequisite(s): None

PHY 290L

Modern Physics Lab This course presents the concepts of PHY 290 in the laboratory. The experiments allow students to experience the discoveries of the last 100 years. The Michelson-Morley interferometer, the photoelectric effect, the electron’s charge to mass ratio, the FranckHertz experiments, electron diffraction and the thermal band-gap. Error analysis and statistics are taught and required in experimental reports. Prerequisite(s): None; Concurrent Course(s): PHY 290

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