Professional Documents
Culture Documents
Fs Univ Campus Catalog 2012
Fs Univ Campus Catalog 2012
Fs Univ Campus Catalog 2012
Vo l u m e X X I I I , E d i t i o n 2 , 0 9 / 2 0 1 2
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Table of Contents
INTRODUCTION
M IS SION E DUC AT ION A L P HIL OSOP H Y HIS T OR Y 04 04 05 06 08 09 10 13 14 16 17 18 20 21 22 24 25 26 27
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Table of Contents
DEGREE PROGRAMS
COMPUTER ANIMATION
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
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290 295 296 298 301 302 304 306 308 308 309 3 10 3 17 3 18 3 19
GRAPHIC DESIGN
30 39 40
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
MUSIC BUSINESS 46 55 56
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
RECORDING ARTS
62 71 72
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
ENTERTAINMENT BUSINESS
RECORDING ENGINEERING 80 89 90
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Associate of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
ENTERTAINMENT BUSINESS
Master of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
SHOW PRODUCTION
96 105 106
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
FILM
Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
GAME ART
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
GAME DESIGN
Master of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
282 284
GAME DEVELOPMENT
Bachelor of Science Degree Program Introduction & Areas of Focus Overview & Objective Course Descriptions & Credit Hours
Internship
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Introduction
Introduction
MISSION
EDUCATIONAL PHILOSOPHY
People from around the world come to Full Sail to pursue their educational goals, and they share one thing in common a passion for creative careers in the entertainment and media industry. Full Sails mission is to provide students with an innovative style of education, delivered by a staff of dedicated individuals, that addresses the career opportunities available in an ever-growing, constantly evolving industry. We do this by developing unique curricula that combine elements of creativity, art, business and life skills, technical prowess, and academic achievement. Our education is delivered via immersive teaching methods, both in Full Sails real-world production studios and classrooms, as well as through our online learning environment. Every one of our degree programs is designed to provide students with knowledge and real-world experience that will help them realize their career goals in the entertainment and media industry.
Empower our students through an active relationship with the entertainment and media industry
Full Sail is dedicated to serving the needs and careers of our students and graduates by actively engaging the companies that make up the entertainment and media industry, both in the United States and around the world. At Full Sail, every degree program goes through ongoing assessment and evolution, ensuring that students receive an education that is current and relevant. This is accomplished through industry feedback and insight, and the specic guidance of groups of entertainment and media professionals who make up Program Advisory Committees for each of our degrees. In addition, our commitment to a close relationship with the industry allows employers to easily recruit qualied talent, and also allows our Career Development Department to promote our graduates to the widest possible audience.
Connect students with educators and industry guests who inspire and challenge
The core of Full Sail is our staff, many of whom bring years of industry credentials and educational experience to our campus. Because many of our educators and guests are active in the professional community through conventions, industry afliations, and professional projects, they are able to inspire students with current knowledge that speaks to how entertainment and media companies create exceptional professional product.
FU L L S A I L U N I V E R SITY
I N TR O D U CTI O N
1994
1996
3 Graduate credits on
Graduate credits on
Top Grossing World Tour 96
TODAY
2012
Reunion Tour
Kiss
2005
History
SOME HIGHL IGH T S
Since Full Sails inception in 1979, over 36,800 graduates have prepared for careers in the entertainment and media industry. The following features some of the highlights of Full Sails history as well as that of our graduates. In 1980, Full Sail moved from its original home in Dayton, Ohio to Orlando, Florida. During the six years that followed, new audio courses were added to the original recording arts offering until, in 1986, the Recording Arts Comprehensive Program was introduced. In 1988, a new curriculum with a focus on the visual arts was born the Video and Film Production Comprehensive Program. In July 1989, Full Sail moved into its current home in Winter Park, Florida (a suburb of Orlando) which has since expanded into a 110+ studio multimedia campus. August 1990 marked a milestone in history when Full Sail received accreditation allowing students to earn Specialized Associates Degrees upon successful completion of the curricula in the Recording Arts and/or Film and Video Production Programs. A third Specialized
Our
1995
Graduate credit on
1991
GRAMMY WINNING
First
1996
Nirvanas Nevermind
#1 Album (Billboard 200)
Graduate credit on
Braveheart
Graduate
8 Graduate credits
Top Grossing Film of All Time OSCAR Winner for Best Picture
2007
Titanic
March 1998 witnessed the introduction of the Game Design Specialized Associates Degree as well as the Show Production & Touring Specialized Associates Degree. In January of that same year, Full Sail achieved additional accreditation and licensing enabling students to earn Associate of Science Degrees in Recording Arts, Film and Video Production, and Digital Media. In February of 1999, a new accredited program was introduced the Computer Animation Associate of Science Degree. Additionally, the Game Design and Show Production & Touring Programs were modied and approved to be offered as Associate of Science Degrees. In November 2003, Full Sail offered its rst Bachelors Degree the Entertainment Business Bachelor of Science Degree Program. In addition, the Game Development Degree Program was revised and expanded to become a Bachelor of Science Degree Program. Another milestone was achieved in August 2005 when three of Full Sails Associate of Science Degrees were revised and expanded to become Bachelor of Science Degrees Computer Animation, Digital Arts & Design (formerly Digital Media), and Film. In April of 2006, the Entertainment Business Bachelors Degree Program changed focus slightly and was renamed Music Business.
In June 2007, Full Sail launched its rst Master of Science Degree in Entertainment Business, and in July 2007, Full Sail launched a new Associate of Science Degree in Graphic Design. October 2007 was a historic month, with the introduction of Full Sails rst online degree program an online version of the schools existing Entertainment Business Master of Science Degree Program. The launch of this rst online degree was years in the making and saw the school build a proprietary online learning platform from the ground up. In December 2007, Full Sail launched a new on-campus degree program the Game Art Bachelor of Science Degree designed to meet the growing demand for game-specic artists. In January 2008, Full Sail launched two additional online degree programs the Education Media Design & Technology Master of Science Degree and the Entertainment Business Bachelor of Science Degree, and a new on-campus degree program the Web Design & Development Bachelor of Science Degree. In March 2008, Full Sail was granted University status and became known as Full Sail University. Since then, the school has continued to expand its online and campus degree offerings into new elds, including Game Design, Internet Marketing, Graphic Design, and more, while also revising and expanding its agship
Throughout the world, Full Sail graduates are employed in music recording, lm production, video production, animation, sound design, web development, concert sound, concert lighting, postproduction, game design, music, interactive title development, graphic design, virtual reality and simulation, entertainment companies, and worldwide corporations. Hundreds of media businesses have been built and GRAMMY, Emmy, Addy, and Recording Industry Association of America (Gold and Platinum Records) awards have been earned by numerous alumni. In addition, 2005 marked the rst graduate to ever be nominated for an OSCAR. 2002
2008 & 2011 Full Sail University named School/College of the Year by the Florida Association of Postsecondary Schools & Colleges (FAPSC)
2009 Full Sail University celebrates its 30th Anniversary & inaugural Hall of Fame Inductees
EST.
Associates Degree in Digital Media was launched in March 1995 this addition marked Full Sails entrance into training for the vast, emerging eld of interactive media.
WINNING
Graduate
Most Outstanding Technical Team
EMMY-
1998
Graduate credit on
nominated projects
111
2006
1979
6
1989 Full Sail moves into its current home in Winter Park, Florida
1990
Graduate credit on
1987
Graduate credit on
1989-1991 For three years in succession, Full Sail wins the prestigious TEC Award ( Technical Excellence and Creativity) for Best Recording School/ Program, presented annually by Mix Magazine
OSCAR Nomination
2003
First Graduate
Recording Arts and Show Production programs to be offered as Bachelor of Science Degrees.
2005-2007
Graduate credit on
Saw 2,3,4
Graduate Directs
1995
Graduate credit on
2004 Full Sails website is awarded a National Gold ADDY in the Flash Website category H I STO RY
13 27
29
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Campus Landmarks
1. Full Sail Live 2. Full Sail Live 2 3. Education Administration 4. The HangR - Campus Store 5. Admissions & Financial Aid 6. Dubbing Stage 7. Studios A & B 8. The Virtual Set 9. Digital Arts & Graphic Design Facilities 10. Soundstages 1A, 1B, & 1C 11. Park/Walkway 12. FSNET Message Center 13. Full Sail Studios Gateway 14. Live Venue 15. Game Studios & Recording Studios 16. Entertainment/Music Business Center 17. The Backlot 18. Game Development Building 19. Mix Palace 20. Water Tower 21. Media Center 22. Soundstages & Labs 23. Web Design & Development Building 24. Film Center 25. 3D Arts Center 26. Distribution Center 27. Career Development 28. Full Sail Live 3 29. Business Ofce
FU L L S A I L U N I V E R SITY
CA M PU S & FA CI LI TI ES
HP z600 Labs
These labs features 24 powerful Hewlett-Packard workstations running professional software packages such as Adobe Creative Suite 5 Design Premium (including Photoshop and After Effects), 3D Studio Max, Unreal, Sound Forge, and Acid Pro. Students in this lab create a wide variety of digital art projects, including 2D and 3D graphics, digital audio and video, web design, digital publishing, motion graphics, and interactive application development.
Cintiq Lab
This lab features 24 Cintiq monitors for the use of students in a number of courses in the Digital Arts & Design program. By using the Cintiq monitors in conjunction with their laptops, students are able to perform a variety of tasks, including digital painting and photo retouching.
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The Backlot
Full Sails professional Hollywood-style Backlot is comprised of multiple outdoor locations designed to expand students storytelling capabilities, giving them exibility and creative range for student projects. The Backlot features such iconic locations as the Seattle Fish Market, New Orleans French Quarter, and New York Citys brownstones, as well as general locations like a gas station, multiple urban and suburban storefronts, and even a studio water tower.
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The Soundstages
Full Sails 10 soundstages are professionally equipped for lm and digital production and are complemented by working scenic/carpentry shops, prop areas, and lighting and grip departments.
Lighting/Grip Equipment
The lighting and grip department features a full complement of equipment for soundstage and location shoots, including Matthews and American Grip lighting/grip equipment, HMI Daylight instruments, and Mole-Richardson, Arri, and LTM quartz lighting packages. Additional grip equipment includes 14 extendable Chapman Nike cranes, and Super Pee-Wee dollys and dolly track systems.
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Studio C
Another 72-Channel, 144-input Amek 908i console resides in this room. Designed by the legendary Rupert Neve, this console is a technical marvel. Out tted like Studios A and B, with multiple recording and processing options, this room allows students to learn signal ow and automation in an environment that is the equal of many professional recording studios. Record to and playback from Apple Logic Pro or Pro Tools on Mac Pro workstations with Apogee DA16x and AD16x converters.
Studio D
Studio D is home to another SSL SL9000J recording console, a longtime industry standard for large format console technology. Out tted like Studios A and B with multiple recording and processing options, this room allows students to learn the operation of the console and its automation system. Record to and play back from Apple Logic Pro or Pro Tools on Mac Pro workstations with Apogee DA16x and AD16x converters.
Studio A
A network of several professionally designed recording areas, Studio A is a world-class recording facility built around a 72-channel, 144+ input Amek 9098i console with Supertrue 4 automation and Recall. This studio is equipped with a networked Avid Pro Tools|HD digital audio workstation, and a Studer A827 analog multitrack machine. Studio A is also home to an extensive collection of signal processing equipment from TC Electronic, Lexicon, Tube-Tech, dbx, and others.
Suites 1 and 2
Suites 1 and 2 provide students with a professional production environment built around fully featured 36-channel, 80-input Audient ASP8024 analog consoles. The consoles will also feature 24-track routing and 14 auxiliary buses, making these suites idea for overdubbing, mixing, recall, and computer automations.
Studio B
Studio B is another of Full Sails exceptional recording facilities, featuring an 80-channel, 160-input Solid State Logic (SSL) SL9000J console with Total Recall and the Ultimation moving fader automation system. Boasting a Studer A827 analog multi-track recorder and a networked 48-input Avid Pro Tools HD digital audio workstation, Studio B is capable of more than 100 tracks of recording.
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Virtual Set
This unique lab allows students to combine live footage with virtual sets previously created in a 3D application, all while working in real time with Sony HD video cameras, a Telemetrics camera control system, Ultimatte digital keying/compositing system, and Final Cut Pro.
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3D Arts Center
The 3D Arts Center provides a creative environment for Full Sails visual artists and animators. With traditional art studios and labs that feature powerful computer workstations, this building allows students to develop their animation projects in an inspirational and welcoming environment. The collaborative atmosphere is ideal for artists to work together on projects, trade animation tips, or simply build relationships with like-minded people. In addition, the walls of the 3D Arts Center are covered with student-created artwork and sculptures, as well as framed examples of professional projects created by Full Sail graduates.
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Degree
Programs
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D EG R EE PR O G R A M S
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Areas of Focus
Fine Arts Modeling Animation Effects Final Project/ Demo Reel Creation
Animation
Bachelor of Science Degree Program
It hasnt been that long since animation meant teams of artists working long hours to make individual 2D cels. For most of the 20th century, that was the way animated shows and features were made. But the 21st century has seen computers become essential tools for animators, with increased processing power and more sophisticated software combining to move the bulk of animation from the cel to the CPU. Whether for animated shows and feature lms, video games, or as special effects in live-action lms, computer animation is an integral part of the way artists get their vision onto screens. To become one of those artists, youll need to understand the art, the techniques, and the technology that professional animators use to bring their creations to life. Youll start that process in the creative and collaborative environment of our 3D Arts Center. In this atmosphere, youll learn the tools of the trade that youll need to become a 21st century 3D Artist.
Graduates of this degree may apply to continue their education with the:
Computer
Game Design
Media Design
CAMPUS PROGRAM
ONLINE PROGRAM
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Areas of Focus
SCULPTING
life
DRAWING
3Dmodeling
BASICS
texturing
LIGHTING
TEC HNI Q UE
craft
curves
SURFACES
art t
TRADITIONAL
MODELING
anatomical
concepts
Fine Arts
The journey of becoming successful in the computer animation industry starts with building a foundation in traditional art. Our curriculum is built on the skills, concepts, and techniques that will enable students to understand and appreciate the holistic approach artists must use in the animation process. Using traditional mediums such as graphite, color pencil, and clay you will learn how to manipulate the elements of art to create designs that work in the threedimensional world. Hands-on exercises in illustration, color theory, character development, life drawing, and sculpting will help you produce believable characters and compositionally sound environments.
Modeling
Creating believable models is an essential element of computer animation. With three courses devoted solely to modeling, youll gradually develop the strategies and skills needed to use computer modeling tools efciently. After getting a foundation in surface creation, 3D modeling basics, trimming and blending, and curves and surfaces, youll move on to advanced modeling techniques production modeling, surface ow, anatomical modeling utilizing the same realworld workow as professional animators.
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Areas of Focus
storyBOARDING
2D 3D
TECHNIQUES
character MOTION
Animation
Bringing computer models to life is the goal of the animation process, and the curriculum at Full Sail teaches you the tools and techniques youll need to do just that. First, youll learn basic animation skills and the fundamentals of powerful software packages like Autodesk Maya and Adobe Photoshop. Then youll build on those basics with 2D and 3D techniques like character motion, body language, and character rigging as you use all your artistic skills together with technology to make your creations move.
LANGUAGE
body
RIGGING
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character
|
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Areas of Focus
dynamics
Effects
EFFECTS
PARTICLE
lighting effects
CAMERA
Its one thing to build a model and make it move; its something else to make it look real (or unreal, if thats what youre shooting for). The next phase is to add natural phenomena to make the scene realistic, including elements of snow, sleet, smoke, or dust using particles and dynamic simulation to give your creation added realism. Then youll polish it into a nished product by integrating computer-generated elements into live-action lm footage, seamlessly creating the illusion of reality.
realistic
MOVEMENT ACTIONS
In a dedicated Demo Reel Creation course, your teachers will re-evaluate the art and animation youve created throughout your classes, and help you gear your portfolio to the area of the industry youre most interested in pursuing. The reel will show off your technical prociency in such areas as character modeling, animation, texturing, and special effects, offering a well-rounded demonstration of your talents to help launch your career.
texturing
effects
SPECIAL
character MODELING
demo REEL
PROFESSIONAL
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Overview
The Computer Animation Bachelor of Science Degree Program at Full Sail is centered on realworld production processes. From storyboarding, sketching, and modeling to character animation, special effects, and nal compositing, the Computer Animation degree program at Full Sail takes you through the entire production pipeline. Our program starts by getting you familiar with the art concepts behind animation; drawing, sculpting, and other traditional forms of expression are essential parts of getting your art onto the computer. Youll also learn the basic principles behind computer-generated models, characters, animation, and visual effects. Then youll put those principles to use just like animation pros do when developing lms, TV shows, commercials, and games. By using the same hardware and software as professional animation studios, youll gain the skills youll need to hit the ground running when you embark on your career. To highlight these skills, youll nish your education by creating a demo reel that showcases your best work. Learning the essential art and technology elements of this eld is just one part of the Computer Animation program. Youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the animation industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of 3D computer character animation and visual effects needed to qualify for entry-level, industry positions as scene builders, character designers, technical directors, motion animators, visual effects animators, lighters, and renderers. Besides the programs strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related elds. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
COMPUTER ANIMATION
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Computer Animation
PROGRAM CORE
Code CGA 221 CGA 121 CGA 461 CGA 233 CGA 342 CGA 441 CGA 241 CGA 353 CGA 131 CGA 101 CGA 102 CGA 112 DIG 1301 CGA 371 CGA 482 CGA 471 CGA 472 CGA 473 CGA 351 CGA 352 Course 2D Animation 3D Foundations Animation Production Character Animation Character Design and Creation Character Rigging Compositing Fundamentals Compositing and Scene Finishing Fundamentals of Animation Fundamentals of Art I Fundamentals of Art II Methods of Design Model Creation Motion Capture Portfolio Assembly Portfolio Content Creation I Portfolio Content Creation II Portfolio Content Creation III Portfolio Preproduction Production Modeling
Course Descriptions
Program Core
CGA 221 Credit Hours 4.00 4.00 4.00 7.00 4.00 7.00 4.00 7.00 3.00 3.00 3.00 4.00 4.00 3.00 4.00 4.00 3.00 3.00 7.00 4.00 Totals: 32.00 Totals: 108.00 CGA 271 GRA 1161 DIG 2031 CGA 366 CGA 442 Rigging Basics Shading and Lighting Software Technology Visual Development Visual Effects 3.00 4.00 4.00 4.00 7.00 CGA 461 CGA 342 CGA 241
2D Animation
The 2D Animation Course develops students appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subjects volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students skills as computer animators and enhances their creative ability.
Animation Production
The Animation Production Course develops students ability to plan, coordinate, and study assets, using traditional methods to demonstrate their learned strengths as a 3D artist. Working from photograph and video reference, students explore and develop characters, environments, vehicles, rigs, and animation ideas. Successful completion of this course arms students with the knowledge of how to use good reference and artistic studies to create production blueprints.
Compositing Fundamentals
The Compositing Fundamentals Course focuses on the seamless integration of computergenerated elements with real-world, live-action video footage. Students are introduced to compositing and integration techniques commonly utilized by film and video professionals in current production pipelines. Students learn how to accurately reconstruct and composite computer-generated elements to properly match a high definition film or video source, while presenting them the opportunity of working in a node-based compositing environment.
GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140 SPC 1606 Course Art History* College Mathematics
Course Outline
Art Direction Set Design Character Design Storyboards Animatics Total credit hours Course length 7.00 4 weeks
Course Outline
Character Design NURBS Modeling Sub Division Surface Modeling Surface Flow and Anatomy Painting Character Textures Generating Textures for Characters Character Rendering Total credit hours Course length 4.00 4 weeks
Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Animation Fundamentals Principles of Animation Timing Charts Character Animation Advanced Character Principles Clean Up Character Personality Total credit hours Course length 4.00 4 weeks
Course Outline
Matte Creation Techniques Photoshop Fundamentals 3D Card Systems and Camera Mapping Lighting and Rendering Node-based Compositing Total credit hours Course length 4.00 4 weeks
English Composition I* Ethics and Psychology Fundamentals of Physics Geometry and Measurement Interpersonal Communications Public Speaking*
CGA 233
Character Animation
The Character Animation Course continues to strengthen students animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the characters emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations. CGA 441
CGA 353
140 84
Character Rigging
The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal structures to character models. Students learn the techniques involved with the creation of a character setup, developing character rigs and skeletal structures used in the character animation pipeline. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the details of the characters setup.
CGA 121
3D Foundations
* This specific course is offered online. Please see course description for details.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Computer Animation Bachelor of Science Degree Program.
Course Outline
Introduction to Operating Systems Introduction to Digital Imagery Photoshop Interface and Tools
Course Outline
Animation Fundamentals to Complex Movement Scene Composition and Staging Entertainment Analysis Acting Theory, Development, and Techniques Group Participation and Critique Total credit hours Course length 7.00 4 weeks
Course Outline
Biped Skeleton Rig Design Inverse Kinematics Control Muscle and Skin Deformation Mathematical Expressions Set Driven Key Controls Scripted Controls Alternative Skeleton Set Up Techniques Total credit hours Course length 7.00 4 weeks
Course Outline
Node-based Compositing Color Theory and Practice 3D Camera Tracking (Matchmoving) Rendering Methods and Practices Proper Integration Techniques Total credit hours Course length 7.00 4 weeks
CHARACTER RIGGING
CHARACTER ANIMATION
Digital Concept Art Introduction to the Maya Interface Working in the 3D World
17
18
21
Geometry and Surface Types Working with Objects and Components Total credit hours Course length 4.00 4 weeks
VISUAL EFFECTS
PORTFOLIO PREPRODUCTION
PORTFOLIO ASSEMBLY
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Course Descriptions
Program Core
CGA 131 CGA 102 DIG 1301 CGA 482 CGA 472 CGA 351 CGA 271 DIG 2031
Fundamentals of Animation
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.
Fundamentals of Art II
The Fundamentals of Art II Course further prepares students for the virtual world by having them observe, touch, and create in the real world. This course continues instruction in beginning life drawing, plant and animal study, character development, and sculpture. This course suggests that real-world observation and touch is invaluable in the planning of 3D computer generated people, places, and things.
Model Creation
The Model Creation Course explores the beginning of the computer animation process by creating hard surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.
Portfolio Assembly
The Portfolio Assembly Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a students content is reviewed in an effort to help the student determine the best material for showcasing their talents as a computer animation artist.
Portfolio Preproduction
The Portfolio Preproduction Course develops students ability to plan, coordinate, and study assets, using traditional methods to demonstrate their learned strengths as a 3D artist. Working from photograph and video reference, students explore and develop characters, environments, vehicles, rigs, and animation ideas. Successful completion of this course arms students with the knowledge of how to use good reference and artistic studies to create production blueprints.
Rigging Basics
The Rigging Basics Course develops the students ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.
Software Technology
The Software Technology Course advances students understanding of industryrelated tools available in the market. Students will be exposed to 2D and 3D software tools from various software manufacturers. The areas of interest include a look at different workflow ideas, as well as proper tool use and function in the industry.
Course Outline
Life Drawing Animal and Environment Observation Character Development Sculpting Total credit hours Course length 3.00 4 weeks
Course Outline
Syntax Basics Customizing the Interface Custom Script Files Troubleshooting Techniques Total credit hours Course length 3.00 4 weeks
Course Outline
2D Software 3D Software Work Flow Industry Use Total credit hours Course length 4.00 4 weeks
Course Outline
Surface Creation Methods Building Strategies 3D Modeling Basics Curves and Surfaces Surface Continuity Trimming and Blending Modeling Optimization Total credit hours Course length 4.00 4 weeks
Course Outline
Content Review and Assembly Audio Assembly Demo Reel Output Demo Reel Review Package Presentation Development Total credit hours Course length 4.00 4 weeks
Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 3.00 4 weeks
Course Outline
Art Direction Set Design Character Design Storyboards Animatics Total credit hours Course length 7.00 4 weeks
Course Outline
Keyframe Animation Motion Timing and Analysis Dope Sheet and Action Graphs Hierarchical Animation Camera and Light Positional Animation Animation Rendering Total credit hours Course length 3.00 4 weeks
GRA 1161
CGA 366
CGA 112
Visual Development
The Visual Development Course provides students with continued knowledge of texture painting, lighting and rendering, and effects. Students will continue to develop texturing skills reviewing real-world visual reference, and study of lighting as it applies to mood and rendering.
Methods of Design
The Methods of Design Course focuses on the extensive and complex ideas and implications of basic design. Students in this course are trained to intellectually connect artistic intention and compositional conclusion. Students also plan, organize, and control hands-on projects using various media, while they use gained knowledge to design environments and simple characters.
CGA 471
CGA 371
CGA 101
Motion Capture
The Motion Capture Course teaches students techniques to digitize motion, edit sequences, and develop an understanding of simulated motion. Students gain an understanding of motion capture setup and shooting, data tracking, and skeleton retargeting, as well as animation correction and enhancement. This course gives students a deeper understanding of film and game motion capture pipelines.
Production Modeling
The Production Modeling Course develops students understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.
Fundamentals of Art I
The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.
Course Outline
UV Editor and Painting Techniques Observational surface studies Generating Mood using light Enhancement of digital content Total credit hours Course length 4.00 4 weeks
Course Outline
Critical Thinking Elements and Principles of 3D Aspects and Elements of Time Narrative and Non-narrative Architecture and Scenery Character Design and Development Total credit hours Course length 4.00 4 weeks
Course Outline
Textures and Shaders Image Manipulation Reflection and Refraction Lighting Strategies Highlights and Shadows Rendering and Raytracing Optimization
Course Outline
Advanced Modeling Techniques Production Modeling Geometry Parameterization Anatomical Modeling Surface Flow Total credit hours Course length 4.00 4 weeks
Course Outline
Object Observation Textures and Lighting Color Theory Composition and Space Total credit hours Course length 3.00 4 weeks
Course Outline
Motion Data Shoot Data Tracking Skeleton Retargeting Application and Simulation Total credit hours Course length 3.00 4 weeks
Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 4.00 4 weeks
Course Outline
Production Techniques Time Management and Professional Behavior Managing Assets through Art Direction Reference Based Asset Creation Advanced Lighting and Rendering Total credit hours Course length 3.00 4 weeks
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
CGA 442
General Education
ART 2006 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140
Visual Effects
The Visual Effects Course trains students to model, animate, render, and assemble computer-generated effects. Through research, observation, and evaluation, students develop techniques for simulating environmental and dynamic forces of nature. In this course, students use art and technology to recreate natural phenomenon and other elements found in nature to generate additional realism to a scene. In addition, a study of dynamic interaction of geometry, secondary motion effects, and rendering techniques assists students in the creation of photorealistic effect elements.
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Interpersonal Communications
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks
Course Outline
Rigid Bodies Particles Softbody Cloth/Hair Fur/Fluids Total credit hours Course length 7.00 4 weeks
Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks
Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks
Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
SPC 1606
Public Speaking*
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Entertainment
Full Sails Creative Writing for Entertainment Bachelor of Fine Arts degree program immerses students in the skills theyll need to become those professionals. Following the evolution of a story from the brainstorming process to its implementation across a variety of media platforms, students will not only learn how to write compelling content for lm, television, websites, video games, and social media, but also how to market themselves and their work within the industry.
Graduates of this degree may apply to continue their education with the:
Game Design
Media Design
CAMPUS PROGRAM
ONLINE PROGRAM
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CR EATI V E W R I TI N G
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Areas of Focus
Storytelling
BRAINSTORMING
While there are many different ways to tell a story, the fundamental concepts behind good storytelling are consistent. Through a series of writing workshops and exercises, youll rene the way in which you brainstorm ideas and translate your thoughts into effective stories. Youll learn how to communicate moods, emotions, ideas, sounds, and scenery through visual props, as well as through the use of storyboarding software, as you examine different authorial choices and literary techniques and devices. Youll also learn about the characteristics of a good story and explore how these elements play across formats such as television, lm, video games, and more.
storyboards
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Areas of Focus
Research
Theres no better way to develop the tools you need to craft a story or written concept than by learning from the work of the great storytellers of the past. As a student in the Creative Writing degree program, youll research the techniques and conventions of writing for a variety of genres and channels, including childrens entertainment, comedy, tragedy, horror, mystery, suspense, science ction, and fantasy. Youll also learn techniques to develop your observational skills and work toward becoming an effective interviewer, and then apply these abilities to your own creative works.
artist
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Areas of Focus
Marketing/Pitching
Successful writers dont nd work solely based on the merits of their work; being able to market yourself as a creative entity can be a huge factor in helping you share your talents with the world. In this program, youll study the various channels of publishing and distribution that exist in the industry today, such as e-books, audio books, digital readers, and other platforms that deliver content to audiences on a global scale. Youll also learn about the process of joining unions, nding a good agent, and obtaining sound legal advice. Throughout the program, youll also be working to assemble your own creative writing digital portfolio, comprised of your writing, artwork, and media including spec scripts, screenplays, animation concepts, game prospectuses, storyboards, blog links, and more. As you prepare to enter into the industry, youll be equipped with a self-promotional tool that can help assist you in nding work as a writer.
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Overview
As new distribution channels for media emerge in the entertainment industry, there is increasing demand for creative writers who can extend a compelling story across multiple platforms. Full Sail Universitys Creative Writing for Entertainment Bachelor of Fine Arts degree program provides students the opportunity to not only perfect their story-writing abilities, but also allows them to understand and implement the transmedia approach that is necessary in todays entertainment industry. Whether the nal delivery channel is a movie theater, television screen, computer monitor, game console, website, or mobile device, youll learn to develop compelling and well-crafted stories that will captivate consumers on multiple platforms. A growing collection of digital tools is available to todays writers, and the Creative Writing bachelors degree program teaches the most effective way to utilize those tools. Youll explore a multitude of publishing and distribution methods along with the relevant legal and ethical issues. In addition, youll further develop leadership, project management, and research skills, sharpen your technical prowess, conduct and utilize industry research, and explore the marketing processes related to your creative works. Most importantly, youll write and workshop your writing in a variety of formats and genres, building a strong portfolio of original pieces. The degree program helps equip you with the knowledge and tools necessary to be a successful creative writing professional in the fast-paced world of the entertainment industry. To help you move toward your desired career, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
The objective of the Creative Writing for Entertainment Bachelor of Fine Arts degree program is to provide students with a focused knowledge and clear understanding of visual storytelling, narrative structures, multimedia terms and genres, character creation and development, screenwriting and storyboarding, script analysis, criticism, and editing for a variety of niches and distribution methods in the entertainment media industry. The program is designed to equip students with editorial skills, enhance their ability to create compelling stories and writing elements, and enable them to pursue careers in creative writing. The Creative Writing for Entertainment Bachelor of Fine Arts degree program will also further strengthen students leadership, project management, and research skills necessary for the development and execution of creative writing projects. Completion of the program will enable graduates to take full advantage of todays high demand for creative writers and prepare them for professional creative writing career in the eld of entertainment.
CREATIVE WRITING
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Course Descriptions
Program Core
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 ENC 1102 PSC 1030 GEN 251 ECW 3111 ECW 3211 ECW 3311 Totals: Course Art History* Behavioral Science College Mathematics
ECW 3721 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 44.00
ECW 3831
ECW 4953
ECW 2841
Childrens Entertainment
The Childrens Entertainment Course introduces students to writing for childrens content. The course provides an overview of classic children literature and film and places it within the context of writing for television, film, web, games, and animation. Students also explore different avenues of childrens transmedia entertainment.
Fundamentals of Physical Science* Historical Archetypes & Mythology Literary Genre I: Comedy and Tragedy Literary Genre II: Horror, Mystery and Suspense Literary Genre III: Science Fiction and Fantasy
Course Outline
Classic Childrens Literature Childrens Television & Film Childrens Interactive Media Childrens Transmedia Entertainment Total credit hours Course length ECW 1223 4.00 4 weeks
Course Outline
Legal Issues in Publication Copyrights Unions Networking Marketing Total credit hours Course length ECW 4653 4.00 4 weeks
Course Outline
Historical Accuracy Historical Fictionalization Environmental Immersion World Creation Total credit hours Course length DGL 101 4.00 4 weeks
Course Outline
Culmination of Work Workshop I, II, III, IV Projects Self-Promotion Tool Living Digital Document Final Digital Portfolio Project Total credit hours Course length ECW 1715 4.00 4 weeks
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Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce software programs and web tools that will prepare students with digital skills for online learning. In addition, students will also learn the professional demands of their chosen fields and create plans that will help guide them to successful completion of their Program. Students will use various tools to complete their roadmap projects, conduct Internet research, collaborate with other students, and communicate with instructors.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Course Outline
Brainstorming Self-Motivation Journaling Organization Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Mac OS and the FSO Learning Platform Connecting Your Passion to Your Chosen Industry Planning for Your Goals and Collaborating with Peers Collaborating with Peers Total credit hours Course length 4.00 4 weeks
Course Outline
Research Methods and Techniques Observational Skills Effective Interviewing Application to Creative Works Total credit hours Course length 4.00 4 weeks
Course Outline
Design
10
11
12
13
TRANSMEDIA WRITING
Professional Writing for the Internet Social Network Persona Multimedia Files
16
19
21
4.00 4 weeks
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Course Descriptions
Program Core
ECW 3520 ECW 2743 ECW 4711 ECW 2351 ECW 1410 ECW 4220 ECW 4320
General Education
ART 2007
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
Course Outline
Canonical Literature Contemporary Literature Literary Theory and Practice Transmedia Writing Total credit hours Course length 4.00 4 weeks
Course Outline
Game Outline/Bibling Scripted Cut Scenes Descriptive Flavor Text Branching Dialogue Collaborative Composition Total credit hours Course length ECW 2123 4.00 4 weeks
Course Outline
Overcoming Writers Block Objectivity and Analysis Editing and Formatting Practices Spotting Dialogue and Character Development Issues Total credit hours Course length ECW 2955 4.00 4 weeks
Course Outline
Visual Building Blocks Storytelling Techniques Visual Translation Communicating Emotions Total credit hours Course length 4.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks
Course Outline
Ancient Civilizations Puzzles and Codes Religious Symbols Secret Societies Total credit hours Course length ECW 3651 4.00 4 weeks
Course Outline
Comedy Drama Documentary-Style TV
Course Outline
History of Animation and Comics Character Development Narrative Structure & Planning 4.00 4 weeks Storyboarding Scriptwriting Total credit hours Course length ECW 4420 4.00 4 weeks
ECW 3953
ECW 4101
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
Scriptwriting Techniques
The Scriptwriting Techniques Course introduces students to basic scriptwriting formatting for television and film. Students in this course become proficient in Final Draft, the industry-standard software for screen and film writing, while also exploring the basic elements of plot, character, dialogue, and structure.
Transmedia Writing
The Transmedia Writing Course examines the full range of media landscape and charts the progress of a story across multiple platforms. Television shows are often no longer an isolated experience, and the storyline frequently continues after the credits roll each week. Driven by the audiences appetite for more, this cross-platform approach provides a strategic marketing plan and solid entertainment.
Course Outline
History of Publishing Digital Publishing Future of Publishing Distribution Methods Total credit hours Course length 4.00 4 weeks
Course Outline
Final Draft Software Outlining Structure Character Building Total credit hours Course length 4.00 4 weeks
Course Outline
Mobile Media Storytelling Game Storylines Film Scripts Web Series Total credit hours Course length 4.00 4 weeks
Course Outline
Online Tie-Ins Social Networking Streaming Scenes Mobile Devices & Emerging Platforms Total credit hours Course length 4.00 4 weeks
Course Outline
Format Structure Dialogue Story Collaboration Total credit hours Course length 4.00 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Games & Interactive Play Plot / Narrative Outline Descriptive / Flavor Text Demographics Marketing
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
General Education
MGF 1213 ENC 1101 PSC 1030
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
GEN 251
ECW 3111
ECW 3311
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length ENC 1102 4.00 4 weeks
Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks
Course Outline
History of Comedy and Tragedy Character Psychology in Comedy and Tragedy Modern Genres Narrative Structure of Comedy and Drama Writing Comedy, Drama, and Romance Total credit hours Course length ECW 3211 4.00 4 weeks
Course Outline
The Golden Age of Science Fiction and Fantasy From Myth to Tolkien New Worlds and Peoples, Old Problems Speculative Fiction On-Screen Sci-Fi Stories in Sci-Fi Media Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Archetypes, Culture and Myths Archetypes Influence on Culture Contemporary Western Myths and Archetypes Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Total credit hours Course length 4.00 4 weeks
Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks
Course Outline
Clues, Red Herrings, and Reveals Building Dramatic Tension Monster and Creative Character Development Classic Short Fiction Suspense On-Screen Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Arts
With the advance of technology, creative possibilities have become limitless; art is no longer bound by medium or space. Digital art and design has leapt off the printed page and developments in technology are constantly changing the way people communicate and relate to art, presenting designers with new skills to master.
& Design
Though the tools of art and design have evolved with technology, one thing remains intact a designers passion to create. So whether its motion graphics for a TV show or commercial, a storyboard for a magazine, a corporate re-branding, a website, a marketing campaign, or any of hundreds of other design projects, the design process requires the ability to merge technical and aesthetic elements and create something new and exciting. By emphasizing both of these areas, the Digital Arts & Design program at Full Sail will prepare you to be at the forefront of this evolving industry.
Graduates of this degree may apply to continue their education with the:
Digital
Game Design
Media Design
CAMPUS PROGRAM
ONLINE PROGRAM
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IMAGERY
color
As you explore the world of print and 2D design, youll gain a stronger appreciation for the products people use every day, because they all come from the creative spark of a designer. And throughout the Digital Arts & Design program, youll build a dynamic and varied portfolio that represents your accomplishments in the world of design.
E N V I R O N M E N TA L
Print & 2D
Printed images and design are a fundamental part of the world around us. Walk into any restaurant, clothing store, trade show, music event, theater, airport, or even a subway station, and youll see that design lls almost any space in the world. At Full Sail, youll take an in-depth look at this major component of the design industry, made up of marketing collateral, publishing, environmental design, product design, and much more.
marketing
C O L L AT E R A L
PUBLISHING
product DESIGN
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Areas of Focus
Motion Graphics
Today, the printed page has come alive, and motion graphics are fast becoming the way digital artists and designers communicate with an audience. Films, music videos, websites, advertising, corporate meetings, and live events all utilize the capabilities of motion graphics. During the program, youll learn how to render these same digital elements and pair them with sound to create design that moves. Our curriculum tasks you with creating complex motion graphics, helping you learn to create projects on par with industry standards.
DESIGN
T H AT
moves
websites
ADVERTISING
films
music
VIDEOS
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Areas of Focus
communication
INNOV ATIVE
art
FUNCTION
ARTIST
multimedia
Portfolio Development
The key to starting your career lies in your portfolio. Employers want to see what you can do, and your portfolio is a chance to showcase your best work. By the time youve reached the end of the Digital Arts & Design program, youll have assembled a wide range of art and design projects from which you can gather your best work. Your instructors will work with you to pull that work together into a comprehensive digital portfolio that will give you the best chance to enter the design eld of your choice. Whether you want to work as a graphic artist at an elite ad agency or a package designer at a smaller studio, a broadcast designer at a local television station or a freelance multimedia artist, its your talent, your work, and the quality of its presentation that will help get you in the door.
Interactive Design
Interactive media, a relatively new area of design, has evolved into one of the most innovative and thought-provoking vehicles for communication. The Internet has changed the way people gather and disperse information, advertise, and entertain; Full Sails Digital Arts & Design program teaches the technical skills required to benet from this important advancement in design. In our powerful computer labs and virtual set, youll wrap your mind around this marriage of art and function as you learn to create websites, interactive presentations, and other design projects that challenge the capabilities of todays technology.
digital
PORTFOLIO
CREA CREATION
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Overview
Full Sails Digital Arts & Design Bachelor of Science Degree Program is specically designed to pair art and technology, inspiring both sides of your brain, to help bring your ideas to life. Throughout the curriculum, youll explore the entire design process from concept to creation, presentation to implementation. In our studios and labs, youll learn the ins and outs of the current hardware and software used by professionals in the design world. As you master these concepts, youll be challenged to think about design in a new way rst understanding the intended audience for a project, then using that knowledge to direct the design of your message. Youll do that across a wide spectrum of design projects including 2D and 3D art, motion graphics, video game content, digital publishing, typography and page layout, digital video, web design, and more. Learning the essential art and technology elements of this eld is just one part of the Digital Arts & Design program. Youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the design industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of digital production needed to qualify for entry-level, industry positions as graphic designers, interactive media designers, web designers, digital image processors, digital media authors, digital video effects operators, game artists, and various other positions in digital media production. Additional skills you acquire in digital video production and sound design will broaden your opportunities for a variety of positions in the industry. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
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Course Descriptions
Program Core
DGT 331 Credit Hours 3.00 3.00 3.00 4.00 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 3.00 4.00 Totals: 32.00 Totals: 113.00 DGT 461 DGT 493 DGT 494 DIG 4950 DGT 351 DGT 321 DGT 232 Motion Graphics Project Personal Identity Project I Personal Identity Project II Portfolio Creation Production Management Studio Maintenance Typography and Page Layout 4.00 4.00 4.00 4.00 4.00 3.00 3.00 DGT 431 DGT 441 GRD 124
3D Animation
The 3D Animation Course leads students through the methods and techniques of animating virtual objects and environments using industryleading software and hardware. In this course, students are introduced to the principles of animating three-dimensional computer graphics. The rendered 3D animation sequences can be further used to enhance students web, CD-ROM, and DVD design projects.
3D Project
In this course, students are introduced to the principles of producing a three-dimensional computer graphics project. Students explore the methods and techniques of preproduction and production using industry-leading software and hardware. The rendered 3D project can be further used to enhance students design projects, including their final project.
Color Theory
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options will be reviewed. In this course, students will also explore color calibration, both with software and hardware tools.
Course Outline
Rendering and Special Effects Animation Principles
Course Outline
Introduction and Overview of Preproduction Techniques Use of Motion Graphics with 3D Material Creation and Modification Production of 3D Project
Course Outline
Color Theory in Principle Applied Color Theory Psychology of Color Color Calibration Total credit hours Course length 3.00 4 weeks
GENERAL EDUCATION
Code ART 2006 MGF 1213 DEP 2004 ENC 1101 MTG 1205 VIC 2003 MMC 2000 COM 2041 Course Art History College Mathematics Developmental Psychology English Composition I* Geometry and Measurement History of Visual Communications Media and Society* Psychology of Human Interaction Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Advanced Motion Graphics Tools Design and Critique Advanced Movement and Composition Advanced Special Effects 3.00 4 weeks Total credit hours Course length 4.00 4 weeks
Particle Systems, Space Warps, and Simulation 3D Character Setup and Animation Total credit hours Course length 3.00 4 weeks
Integrating 3D Project with Video Technology Total credit hours Course length
DGT 311
GRD 254
3D Arts
The 3D Arts Course introduces students to the principles of three-dimensional computer graphics and design. Students in this course explore the methods and techniques of modeling and texturing using industry-leading software and hardware. The rendered 3D models can be further used to enhance the students web, CD-ROM, and DVD design projects.
DGT 241
Corporate Branding
GRD 273
Client Relations
The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real-world client/designer business scenarios.
145 84
The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students will be exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market will be explored. Students will create their own Corporate Brand portfolio.
Course Outline
Introduction and Overview of 3D Software
7
Course Outline
Understanding Corporate Branding Great Branding Campaigns The Branding Process Corporate Branding Project Total credit hours Course length 3.00 4 weeks
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Object Creation and Modification Material Creation and Modification 3D Lighting Concepts and Application Rendering and Special Effects Total credit hours Course length 3.00 4 weeks
Course Outline
Advanced Graphics Tools Advanced Design and Color Layout and Composition Digital Imaging and Manipulation Special Effects Total credit hours Course length 4.00 4 weeks
ART HISTORY
Course Outline
The Business Process The Client Relationship Gaining the Clients Trust Client Relationship Workshop Total credit hours Course length 3.00 4 weeks
DIGITAL PUBLISHING
ENGLISH COMPOSITION I
DIGITAL STORYTELLING
COLOR THEORY
10
13
DIGITAL VIDEO
DIGITAL PHOTOGRAPHY
3D ARTS
3D ANIMATION
CLIENT RELATIONS
CORPORATE BRANDING
16
17
18
19
20
21
DIGITAL STUDIO INTERACTIVE MEDIA DESIGN & USABILITY GRAPHIC WEB DESIGN
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Course Descriptions
Program Core
GRD 167 DGT 112 GRD 162 DGT 117 DGT 252 DGT 262 DGT 273 DGT 272
Critique Structures
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.
Digital Photography
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.
Digital Storytelling
The Digital Storytelling Course leads students through the methods and techniques of creating personal digital content using the Apple iLife Suite. In this course, students are asked to explore this powerful suite of tools to create many pieces of personal expression, including Podcasts, movies, and websites. The design concepts reinforced in this course show that they could be used across all types of media.
Digital Video
The Digital Video Course is a preliminary production course for the Digital Arts & Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
Course Outline
Storytelling Media Types Design and Production Total credit hours Course length 4.00 4 weeks
Course Outline
Principles of Aesthetics Applied Aesthetics Student Critiques Guided Discussion Critique Portfolio Total credit hours Course length 4.00 4 weeks
Course Outline
Computer Graphics Tools Design and Color Layout and Composition Digital Imaging and Manipulation Total credit hours Course length 4.00 4 weeks
Course Outline
iPhoto and iWeb iMovie and Garage Band iDVD and iTunes iLife Project Total credit hours Course length 3.00 4 weeks
Course Outline
Editing Techniques Production Workflow Editing with Final Cut Pro Total credit hours Course length 4.00 4 weeks
Course Outline
Taking Great Digital Photos Editing for Impact Photo Manipulation Digital Photography Project Total credit hours Course length 4.00 4 weeks
Course Outline
Graphic Optimization HTML Dreamweaver Content Integration
Course Outline
Production Process User Patterns 4.00 4 weeks UI Design and Usability Patterns Project Documentation Methodologies Total credit hours Course length 3.00 4 weeks
DGT 463
DGT 275
DGT 345
ART 1201
GRD 244
Digital Studio
As they have been creating digital content throughout the program, this course offers students an opportunity for a one-on-one portfolio review. The Digital Studio Course introduces students to the process of being art directed as they receive feedback and suggestions for improvement of their work. Students work on their pieces after their critique and have a final review in preparation for the creation of their final portfolio.
Digital Publishing
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.
The Digital Video Project Course is the primary video production course in the Digital Arts & Design program. In this course, students are responsible for the storytelling, sound design, imaging, and editing of a personal video project. This course also emphasizes the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
Flash Media
The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.
PL A 2412
DGT 341
Motion Graphics
The Motion Graphics Course trains students in basic techniques of motion graphics creation through the use of software programs utilized by design and animation companies worldwide. This course emphasizes design from a problem-solving point of view, and continues the production timeline and graphical requirements of a multimedia project by demonstrating the manipulation of digital images in a studio environment. In this course, students gain a thorough understanding of input/output techniques, special effects, image compositing, and motion graphics.
Course Outline
Preproduction Sound Design Design and Production Editing Mastering to DVD Total credit hours Course length 4.00 4 weeks
Course Outline
Audio Basics Audio Design and Structure Assembly and Testing with Authoring Programs Mastering to CD/DVD Format Total credit hours Course length 4.00 4 weeks
Course Outline
Individual Content Review Studio Time I Studio Time II Final Content Review Total credit hours Course length 4.00 4 weeks
Course Outline
Flash Authoring Environment Drawing Tools Flash Animation Techniques Optimizing and Publishing Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Visual Thinking Drawing Workshop, Color and Value, Perspective Elements and Composition of Art and Graphics Cartooning, Animation, and Storyboarding Total credit hours Course length 4.00 4 weeks
Course Outline
Digital Publishing Cycle Digital Pre-press Concepts and Techniques Design and Production of Online Documents Interactive Online Documents Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law Total credit hours Course length 3.00 4 weeks
Course Outline
Motion Graphics Tools Design and Color Movement and Composition Special Effects Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
DGT 461 DGT 494 DGT 351 DGT 232
General Education
ART 2006 DEP 2004 MTG 1205 VIC 2003
Production Management
The Production Management Course mirrors the professional graphic art industry workflow model. Students work to define the scope of their final project, the range of assets needed to complete it, the technology required to assemble the final project into an executable format, and the time required to get all the work done. By the end of the course, students develop an intimate knowledge of standard industry project management practices.
Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
Developmental Psychology
The Developmental Psychology Course course is designed to examine the ways in which the basic elements of psychological development serve to either enhance or detract from personal growth. Students will explore both current and historical theory to give them the broadest possible framework with which to enhance their understanding of identity development and expression.
Course Outline
Layout and Composition Digital Imaging and Manipulation Special Effects Computer Graphics Project Total credit hours Course length 4.00 4 weeks
Course Outline
Fundamentals of Project Management Learning MS Project Creating a Plan for Success Asset Management Total credit hours Course length 4.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks
Course Outline
Paradigms Proactive and Reactive Behavior Efficacy, Shadow, Shame Cognitive Dissonance Imagination and Conscience Time Management Perception and Communication
Course Outline
Fundamentals of Typography Typography and the Page The Page as Design Press Considerations Total credit hours Course length 3.00 4 weeks
Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons 4.00 4 weeks Quadrilaterals Similar Triangles and the Pythagorean Theorem
Course Outline
Concept of Personal Branding Psychological Implications of the Personal Identity Applied Personal Branding
Course Outline
Art as a Communication Tool Human Interfaces Historical References Artist Tools Future Applications and Implications Total credit hours Course length 4.00 4 weeks
DGT 493
Branding for Multimedia Preproduction Personal Branding Project Total credit hours Course length 4.00 4 weeks
DGT 321
Studio Maintenance
The Studio Maintenance Course leads the student through the methods and techniques of building and maintaining a digital studio. In this course, students are introduced to the principles of working with asset management, file structures and version control to ensure client files are archived for output correctly. The knowledge gained can be used to enhance the students ability to work in an industry that has differing levels of technology employed.
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
ENC 1101
English Composition I*
Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks
DIG 4950
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Portfolio Creation
The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Digital Arts & Design Program as they develop a professional portfolio. This course gives students the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.
Course Outline
Types of Asset Management Types of Version Control Integrating Proper File Structure Overview of Media Buying Techniques Total credit hours Course length 3.00 4 weeks
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Concept of Personal Branding Psychological Implications of the Personal Identity Applied Personal Branding Branding for Multimedia Preproduction Personal Branding Project Total credit hours Course length 4.00 4 weeks
Course Outline
Portfolio Design Fundamentals Asset Creation Portfolio Assembly Portfolio Review Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
General Education
MMC 2000
Course Outline
Understanding Media Representation and Research Advertising and Ethics Censorship and Media Theory Globalization Total credit hours Course length 4.00 4 weeks
COM 2041
Course Outline
Teams and Teamwork Communication Power Decision-making Leadership Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Communication Leadership & Management Marketing & Distribution Finance & Accounting Law & Contracts Networking Final Project
Entertainment
Bachelor of Science Degree Program
Artists, lmmakers, musicians they dont work alone. There are teams of talented people operating behind the scenes to help develop, market, and distribute the albums, lms, and games people enjoy every day. At Full Sail, we understand that there is a unique group of passionate people who want to take on those management roles in the entertainment world whether its at a recording studio, on a lm set, in a graphic design house, or even on the road with a band.
Business
Most of our students start as consumers of the media they love, and our goal with the Entertainment Business Bachelors Degree Program is to help them translate that love into the essential skills needed to begin a career in the business side of the entertainment world. Whether you want to take a position in the marketing division of an entertainment company, become an agent or manager for up-andcoming talent, or any of a multitude of other career paths, this program offers a thorough business curriculum with a focus on how those concepts apply specically to the entertainment eld.
Graduates of this degree may apply to continue their education with the:
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Areas of Focus
management
LEADERSHIP
PLANNING
Communication
In the entertainment industry, being able to communicate your ideas effectively in person is as vital as any business outline youll put down on paper. Thats why the Entertainment Business program features specialized communication classes where youll learn the nuances of communicating in a professional environment. This practical instruction includes such essentials as negotiating contracts and deals, pitching ideas, and working with talent. Other highlights include the use of new communication technologies and learning how to create a professional identity that best reects the skills you have to offer.
skills
team-
BUILDING
professional
N E G O T I AT I N G
CONTRACTS
deals
A great business idea is nothing without a strong personality guiding it from concept to completion. With that in mind, youll constantly be honing your leadership skills throughout the Entertainment Business program. Youll learn effective management approaches by examining real-world case studies. And, with management courses teaching the fundamental concepts of effective team building, youll learn rsthand the different traits that inspire the best in fellow employees. Implementing all of these ideas, youll take the role of leader in various projects all while learning the planning and management skills that youll use throughout your career.
IDENTITY
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Areas of Focus
marketing
C A M PA I G N S
management
Marketing & Distribution
Business isnt just about great products and ideas, its also about getting those products and ideas into the hands and minds of consumers. In our specialized marketing courses youll learn how to promote and distribute creations throughout the global entertainment marketplace. Youll be responsible for creating a marketing campaign for a company based in the industry youre interested in entering. Youll choose your area of focus, and then follow through with the entire distribution and promotion plan for a project, following the industrys workow processes in a way designed to teach you how to identify and connect with your target market.
FINANCIAL
distribute
PROMOTE
intellectual
P RO P ERTY
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Areas of Focus
target markets
Networking
Entertainment Business management will present nine networking workshops throughout the undergraduate business programs to provide students with the necessary networking skills for future success. The sessions cover topics like goal setting, professional etiquette, professional communication and establishing a personal brand. Students will create important networking pieces like business cards, resumes and online portfolios.
EXPLORIN G EXPLORING
BUSINESS
PROPOSALS
Final Project
Your last months in the Entertainment Business program will nd you bringing together the many aspects of your education to develop strategic plans for real-world business scenarios. Youll engage in proper research methodologies to explore your target market, differentiate yourself from competitors, and dene a unique niche within your chosen eld. The culmination of this research is a detailed activity that will cover the key elements of an entertainment business, giving you a practical representation of your skills to show to potential employers. In addition, if you choose to follow an entrepreneurial route after graduation, your background and training will equip you to develop and pursue a formal business plan.
research
METHODS
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Overview
In the Entertainment Business Bachelor of Science Degree Program, youll make your way through a challenging curriculum that combines essential business and management skills like strategic planning, event management, leadership, nance, and entrepreneurship with entertainment-specic courses like Artist Management, Intellectual Property, and Entertainment Business Models. Courses also focus on developing both your personal and professional skills, and the project-based environment recreates the same kinds of professional scenarios youll encounter in todays business world. At the end of the program, youll be tasked with leveraging your knowledge and experience to analyze a business scenario related to your career goals and interests and develop managerial and entrepreneurial strategies to address it. This unique marriage of business and entertainment topics is designed to give you the full range of knowledge youll need to begin a career within an existing entertainment company or to get your own entrepreneurial idea off the ground. In addition to business-specic skills, youll also have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the entertainment industry. To help you make that transition, we also have a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of essential business and management skills, further enhancing your ability to succeed in entertainment business in a variety of elds including lm, music, digital media, broadcasting and gaming. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life-long learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
ENTERTAINMENT BUSINESS
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Entertainment Business
Bachelor of Science Degree Program
PROGRAM CORE
Code MUB 481 ENTB 4211 ACG 3223 ENTB 253 ENTB 251 MUM 4309 DGL 101 ENTB 4485 MMC 4258 ENTB 410 ENTB 2713 ENTB 376 ENTB 280 ENTB 1001 MAN 2020 MKT 210 BUL 4621 ENTB 3013 MAR 3111 ENTB 3623 ENTB 4525 ENTB 4913 Totals: Course Artist Management Audience Metrics Business Accounting Business Ethics and Social Responsibility Business Law Business Technology and E-Commerce Digital Literacy Entertainment Business Models Entertainment Media Distribution Event Management Excel and Data Reporting Intellectual Property International Business Introduction to the Entertainment Industry Introduction to Management Introduction to Marketing Music Business Law and Contract Negotiations Principles of Business Finance Principles of Digital Marketing Principles of Entrepreneurship Professional Selling Strategic Business Management
Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 4.00 4.00 2.50 4.00 3.00 4.00 3.00 4.00 4.00 3.00 4.00 2.50 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 82.00
* This specific course is offered online. Please see course description for details.
MUB 481 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 3.50 3.50 4.00
ACG 3223
ENTB 251
DGL 101
Code CLP 1006 MGF 1213 ENC 1101 ENC 1102 PCS 1030 ECO 2005 STA 2026 MAN 3151 HUM 1505 COM 3109 Totals:
Course Behavioral Science College Mathematics English Composition I* English Composition II* Fundamentals of Physical Science* Introduction to Economics Introduction to Statistics Leadership and Organizational Behavior Popular Culture in Media Professional Communication and Presentation
Artist Management
The Artist Management Course explores the career path of the manager. This position plays a significant role in the entertainment business community and in the career of the artist/band. Course topics include: the artist/ manager relationship, launching an artists career, management contracts, development of an artists career path, and sustaining an artists career.
Business Accounting
The Business Accounting Course examines the accounting cycle and the preparation and interpretation of basic financial statements. Students learn the concept of profitability, principles of cost models and controls, and various operational planning techniques that are used to evaluate the performance of a company. The role of accountants in the entertainment industry is examined throughout the course. Students use real-world accounting software to apply concepts learned.
Business Law
The Business Law Course provides an overview of general business practices, including entity formation, insurance, taxes, and accounting. Students study the laws protecting intellectual property in relation to protecting their own work and legally incorporating the works of others. Students study the law and practices of contracts and negotiations. All concepts are explored through legal case studies and applied business projects.
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
Course Outline
Overview of the Artist Manager Developing the Artist/ Manager Relationship Launching the Artists Career The Management Contract
Course Outline
The Accounting Cycle Preparation of Basic Financial Statements Interpretation of Basic Financial Statements Cost Models and Cost Control Decision-Making and Operational Planning Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of Entertainment Industries Business Practices An Introduction to Intellectual Property Clearances and Licensing Contracts and Business Law Total credit hours Course length 4.00 4 weeks
Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks
4.00 39.00
121 80
Planning the Artists Career Making the Career Plan Work Career Maintenance and Control Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Audience Metrics
The Audience Metrics Course examines how companies in the entertainment industry use key measurements and data sources to make business decisions. Students assess how audience data is used for content development and media buying. Students also learn how companies collect, analyze, summarize, and interpret real-world data related to media.
Course Outline
Traditional Business Models Emerging Business Models The Role of Media Conglomerates Business Development Strategies Career Opportunities Based on Business Models Total credit hours Course length 3.00 4 weeks
Course Outline
Metrics in the Entertainment Industry Sources of Audience Metrics Audience Measurement Techniques Emerging Technologies in Audience Metrics Entertainment Industry Decision-Making Based on Metrics
INTRODUCTION TO MANAGEMENT
Course Outline
Ethics Historical and Current Event Case Studies Examination of Social Responsibility Business Issues Total credit hours Course length 2.50 4 weeks
Course Outline
Current Technology Platforms and Trends in the Industry Innovation and Adoption Models Quantifying Usage and Value Total credit hours Course length 3.00 4 weeks
INTRODUCTION TO STATISTICS
11
4.00 4 weeks
20
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
MMC 4258 ENTB 2713 ENTB 280 MAN 2020 MKT 210 BUL 4621 MAR 3111 ENTB 4525
International Business
The International Business Course addresses the complexity and the diversity of business practices in the international business marketplace. A variety of related topics are addressed, including: consumer differences across key international markets; international marketing strategies; economic policies; political and cultural environments and their effect on international business; the impact of geography on business transactions and distribution; and laws, treaties and international labor issues that affect international business.
Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining organizational structure within leadership and legal contexts, and further examine human resource principles. The course also contains an introduction to risk management principles and practices, provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.
Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of the entertainment business field. Students construct strategic plans in the selection and development of media products, and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
Professional Selling
The Professional Selling Course teaches students the importance of the business development and client relationship management roles in both large and small companies, which are critical to the success of a business. Students learn best practices in a professional sales environment and develop methods to overcome common hurdles in meeting sales objectives. Course topics include building the customer relationship, distinguishing types of sales, the relationship and differences between sales and marketing, and methods of sales forecasting and reporting. Students also learn how to deliver an effective sales presentation and explore the multitude of related career opportunities within the industry.
Course Outline
Formulas and Functions Tables and Charts Data Analysis Data Reporting Total credit hours Course length 3.00 4 weeks
Course Outline
Publishing and Distribution Principles and Terminology Publishing Companies Forms of Distribution Principles of Pricing Merchant Accounts and Credit Cards Royalty Structures and Collection Total credit hours Course length 4.00 4 weeks
Course Outline
International Business Consumer Marketing Strategies for International Business International Economics Political and Cultural International Environments Geographical Issues Legal Issues International Labor Issues Total credit hours Course length 2.50 4 weeks
Course Outline
Creating and Maintaining Organizational Structure in a Leadership vs. Legal Context Human Resource Principles Employee Benefit Programs and Taxes Local and National Labor Laws Risk Management Entertainment Business Management Case Studies Total credit hours Course length 4.00 4 weeks
Course Outline
Specific Legal Terminology Relating to the Music Business Industry Contract Writing and Negotiation Industry Contract Issues Lawyers, Business Managers, and Agents Total credit hours Course length 4.00 4 weeks
Course Outline
Digital Marketing Trends Role of Mobile Marketing Social Media Marketing Search Engine Optimization Total credit hours Course length 4.00 4 weeks
Course Outline
Marketing Principles and Terminology Advertising Competitive Tactics Marketing Plan Development Entertainment Licensing and Promotion Merchandising Public Relations Branding Total credit hours Course length 4.00 4 weeks
Course Outline
Role of the Sales Department Customer Buying Process Sales Proposals Leveraging Social Media in Sales Ethics in Selling Total credit hours Course length 4.00 4 weeks
ENTB 376
Intellectual Property
The Intellectual Property Course examines trade secrets, trademarks, patents, and copyrights in connection with methods of protecting creative works. Students explore acquisition, licensing, sale, and transfer of rights as they relate to music, digital media, animation, gaming, film, and show production. Rights and issues related to independent contractors and work-for-hire employees are also addressed.
ENTB 410
Event Management
The Event Management Course examines the business of event management, which has developed into a vital marketing tool for a variety of businesses. The many topics of study for event management include researching the product and company brand, identifying the target audience, creating an event concept, and developing a project management plan. This course covers the application of project management tools for successful event planning and management.
ENTB 1001
Principles of Entrepreneurship
The Principles of Entrepreneurship Course examines the role of entrepreneurs in the entertainment industry and their effect on the global economy. The behaviors and motivations of entrepreneurs are explored. Students learn the steps required to launch a start-up company. Other topics covered include types of business entities and tax implications, business licenses, competitive advantage, and operations. This course provides an examination of the challenges and benefits of choosing entrepreneurship as a career path.
ENTB 4913
Course Outline
Intellectual Property Rights Fair Use Acquisition, Licensing, Sale, and Transfer of Rights Independent Contractor vs. Work for Hire Total credit hours Course length 4.00 4 weeks
Course Outline
Financial Analysis Time Value of Money Debt vs. Equity Financing Budgeting and Forecasting Capital Budgeting Techniques Business Valuation Risk Management Personal Finance Total credit hours Course length
Course Outline
Role of the Entrepreneur The Entrepreneurial Mindset Case Studies in Entrepreneurship Entrepreneurship as a Career Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of Event Management Event Concept Design Project Plan Management and Development Target Audience Research Location Scouting and Logistics Technical Event Development Total credit hours Course length 4.00 4 weeks
Course Outline
Sectors of the Entertainment Industry Entertainment Business Terminology Business Models Prevalent in the Entertainment Industry Current Trends in the Entertainment Industry Careers in the Entertainment Industry Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Course Outline
Business Problem Analysis Strategic Management Decisions Total credit hours Course length 4.00 4 weeks
4.00 4 weeks
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Course Descriptions
General Education
CLP 1006
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
ENC 1101
PCS 1030
STA 2026
HUM 1505
COM 3109
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length MGF 1213 4.00 4 weeks
Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length 3.50 4 weeks
Course Outline
Popular Culture As Social Phenomena Approaches to Understanding Popular Culture Popular Culture and Media Technology Popular Culture and The Consumer/Audience Total credit hours Course length 4.00 4 weeks
Course Outline
Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content Audience Analysis Personal Image Presence and Image of Written Communication Presentation Strategies Technical Development of a Presentation Total credit hours Course length 4.00 4 weeks
ENC 1102
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
MAN 3151
ECO 2005
Introduction to Economics
The Introduction to Economics Course examines the principles of economics that influence decision-makers, both consumers and producers, within the global economic system. Students examine the features of and reasons for different economic systems throughout the world. Supply and demand, fiscal and monetary policies, and international trade benefits and costs are discussed. The course provides a solid understanding of economics and how economics affects the entertainment business industry.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks
Course Outline
Leadership Group Dynamics Motivating Building Effective Teams Decision-making Conflict Resolution
Course Outline
Supply and Demand Consumer Behavior International Economics Role of Government Monetary Policy Total credit hours Course length 4.00 4 weeks
3.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Advanced Business Training Entertainment Focus Capstone Project
Entertainment
Master of Science Degree Program
Entertainment has a wider reach than ever before just check your pockets for your smartphone, MP3 player, or handheld game system. The delivery options available today have broadened the ways we can enjoy media both at home or on the go. And as technology continues to open new avenues for the way we consume music, movies, games, and the web, the entertainment industry has become one of the most exciting elds for creative professionals.
Business
This evolution has also brought the need for a specic kind of talent to lead the next wave, which is why Full Sails Entertainment Business Masters program is designed to provide a higher level of real-world education to students who want to position themselves for leadership roles in the media landscape. As you cover advanced business courses related to media products and distribution, youll gain a focused understanding of the tools used by managers, leaders, organizers, and innovators who make the decisions that help drive the success of the industry.
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Areas of Focus
BUSINESS
THEORY
NETWORKING
SKILL
LEADERSHIP
development
skills
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N E G O T I AT I N G
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Areas of Focus
entertainment
INDUSTRY careers
Entertainment Focus
With decades of experience preparing graduates for careers in the entertainment industry, we have a unique perspective on the specic skills youll need to excel in the entertainment world. That experience has enabled us to craft a curriculum that focuses on the business needs of the media world, bridging its creative, technical, and commercial aspects. During your coursework, youll spend time studying the companies that are relevant to your eld of interest both from an artists and executives perspective and the daily work processes that go into making them thrive. More than just a focused curriculum, the program also features guest speakers from successful companies who talk about their experiences and relate them to your career goals.
artist
PERSPECTIVE
EXECUTIVE
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Areas of Focus
professional
DEVELOPMENT OPMEN
marketing DISTRIBUTION
Capstone Project
Your Masters program is highlighted by a business plan capstone project designed to showcase the skills youve learned throughout the program. Adhering to a standard industry format, youll create a detailed proposal for your own entertainment or media company covering all the nancial aspects that an investor would want to see. Your business plan will demonstrate that you know how to think and plan like a professional, including how to budget and control your nances, market and distribute your product, and plan for top organizational performance.
MULTIMEDIA
DIGIT DIGITAL
storyboarding
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Overview
Our Entertainment Business Master of Science Degree Program is an advanced exploration of the specic business and management skills you need to excel and lead in the entertainment world. This balanced and in-depth curriculum will take you through courses such as Executive Leadership, Advanced Entertainment Law, Entertainment Business Finance, Media Literacy and Research Methodologies, Business Storytelling and Brand Development, and Negotiation and Deal-Making as you expand your knowledge of the way the business world works. Through this specialized education, youll learn the strategies of top executives and apply those to exercises that develop your own leadership abilities. As a conclusion to the program, youll be responsible for a comprehensive capstone project a formal business plan which will require you to make practical use of important entertainment business concepts like project management, nancial planning, publishing and distribution, contract negotiation, branding and digital marketing. This well-rounded education will help to hone your leadership and business skills in preparation for entering or advancing through the entertainment industry. To help you make that transition, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of essential business skills necessary to be successful in a variety of entertainment business industries such as recording arts, show production and touring, digital media and web, game design and development, computer animation, and lm & television. The curriculum in this degree program encompasses courses that address media literacy, research methodologies, executive leadership skills, project and team management, entertainment business nance, negotiation techniques, product and artist management, entertainment law, media publishing, media distribution, digital marketing and business plan development. This program is designed to foster the development of highly trained individuals who want to develop careers in the business side of the entertainment eld. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the entertainment and media industry.
ENTERTAINMENT BUSINESS
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Entertainment Business
Master of Science Degree Program
PROGRAM CORE
Code BUL 5628 GEB 611 MAR 628 MAR 680 GEB 650 MMC 6256 MAN 629 EBM 691 EDM 601 MAN 6446 EBM 590 MAN 602 Course Advanced Entertainment Law Business Plan Development Business Storytelling and Brand Development Digital Marketing Entertainment Business Finance Entertainment Media Publishing and Distribution Executive Leadership Final Project: Business Plan Media Literacy and Research Methodologies* Negotiation and Deal-Making Product and Artist Management Project and Team Management Credit Hours 3.50 3.50 3.50 3.50 3.50 3.50 3.50 3.50 3.00 3.50 3.50 3.50
Course Descriptions
Program Core
BUL 5628 GEB 611 MAR 628 MAR 680
Digital Marketing
The Digital Marketing Course focuses on the development of effective marketing plans that promote entertainment within a dynamic digital environment. The course takes an integrated approach to digital marketing through a combination of hands-on exercises, case analysis, and current industry research. Students will explore how to coordinate marketing initiatives across online and offline channels and between Desktop and Mobile audiences. In addition to understanding the tools and techniques required to create a digital marketing plan, students will develop the skills to manage their own professional presence online.
Course Outline
Review of Business Concepts Development of Business Plan to Include: Research Report on the Chosen Industry Financial Plan Marketing Plan Management Plan Total credit hours Course length 3.50 4 weeks
Course Outline
Brand Development Overview Brand Development Principles and Techniques Brand Development Case Studies Construction of a Story Storytelling and Leadership Storytelling and Brand Personal Brand Identity Total credit hours Course length 3.50 4 weeks
Course Outline
Overview of Digital Media Digital Revenue Models Mobile Trends and Technologies Measurement and Analytics Search Engine Marketing Digital Advertising and Promotion Social Media and Customer Engagement Media Planning, Buying, and Campaign Management Total credit hours Course length 3.50 4 weeks
Course Outline
Totals: 41.50 Overview of Intellectual Property Principles Evolution of Entertainment Law Protection of Rights In the Digital Domain Role of Changing Technology
* This specific course is offered online. Please see course description for details.
41.5 48
Trends Affecting Entertainment Contracts Case Studies in Entertainment Law Total credit hours Course length 3.50 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
EXECUTIVE LEADERSHIP
10
11
12
DIGITAL MARKETING
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
GEB 650 MMC 6256 MAN 629 EBM 691 MAN 6446 EBM 590 MAN 602
Executive Leadership
This course examines the qualities necessary to be an executive leader in todays entertainment business field. Various industries are examined to ensure an understanding of a given industrys leadership styles and traits. Students explore effective decision-making processes, power and influence, mentoring, leading organizational change, and investing in and managing relationships to achieve business goals.
Course Outline
Executive Leadership Qualities Leaders in the Entertainment Business Field Personal Assessments Power and Influence Mentoring Leading in Change Executive Leadership Case Studies Total credit hours Course length 3.50 4 weeks
Course Outline
Finalize Startup Funding and Financial Pro Forma Executive Summary Development Completion of Written Business Plan Business Plan Presentation Total credit hours Course length 3.50 4 weeks
Course Outline
An Overview of Negotiation Techniques Deal-Making Structures and Outlines Self-awareness and Negotiation Skill Development Role-playing Negotiation Deal Memos and Contracts
Course Outline
Overview of Artist Management Strategic Artist Management Techniques Overview of Product Management Strategic Product Management The Integration of the Artists and the Media Product Current Issues Affecting Artist and Product Management Problem-solving Techniques for Artists Case Studies in Artist and Product Management Total credit hours Course length 3.50 4 weeks
Course Outline
Overview of Traditional Publishing and Distribution Methods Exploration of New Digital Publishing and Distribution Models Publishing and Distribution Case Studies Digital Rights Management Social Media and Piracy Issues Development of a Publishing/Distribution Plan Total credit hours Course length 3.50 4 weeks
Course Outline
Identifying Entertainment Business Opportunities Development of Financial Decision-making Strategies Financial Planning Funding Entertainment Business Plans and/or Projects Pro Forma Financial Projections Capital Funding and Management Operations Expense Management Personal Finance Total credit hours Course length 3.50 4 weeks
Course Outline
Section 1: Project Management Creating a Project Plan Project Plan Development and Execution Project Management Budget Management Section 2: Team Management Aligning Project Tasks with Team Talent Team Management Concepts and Theories Team Management Case Studies Managing Team Morale Managing Team Time Management Confronting Team Conflict Inspiring a Team Total credit hours Course length 3.50 4 week
EDM 601
Negotiation and Deal-Making Case Studies Total credit hours Course length 3.50 4 weeks
Course Outline
Media Research, Sampling, and Validity Online Research Databases and Tools APA Formatting and Citations Literature Review Research Proposals Media Project Formation Total credit hours Course length 3.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Preproduction Production Postproduction Final Project
Film
Bachelor of Science Degree Program
Filmmakers have always been on the cutting edge of technology. Incorporating color and sound were early milestones, and now CGI, virtual sets, and high-denition cameras are opening doors that were once unimaginable. Yet, even with all of the possibilities technology introduces to the creative process, our favorite lms would not exist if it werent for the people whose drive, passion, and creativity bring these ideas to life on the big screen. In the end, its about storytelling the desire to create something new and make it mean something to an audience. When you enter Full Sails Film Program, you join a unique group of people who understand and share that desire. From educators and guest lecturers whove been there, to students who share your love and passion for cinema, everyone shares a common goal learning to make great lms.
Graduates of this degree may apply to continue their education with the:
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Areas of Focus
create
STORYBOARDS
BUDGETING
SCHEDULING
planning
Preproduction
Long before a director yells Action!, teams of people have already spent months (or even years) planning, budgeting, and scheduling every detail of a production. Having a thorough understanding of preproduction a critical time in the lmmaking process is vital to creating a successful lm, and Full Sails curriculum starts you right at the beginning. Throughout the program, as you create multiple lm and video projects, youll get familiar with this process as you nalize scripts, prepare budgets and schedules, create storyboards, cast your productions, scout locations, and build sets. As you see how all of these important parts come together, youll learn how to use careful planning and preproduction to ensure a smooth and successful production before you even pick up a camera.
SCRIPTS
CASTING
finalize
SCOUTING
location
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Areas of Focus
studio o HDstudi
FULL
SET building
Production
filmmakers
TEAMof
Once the planning is nished, its time to get started. Production is the phase of a lm where the actors, crew, producers, and directors all work together to create what you see on-screen. It takes all kinds of people to make a lm set run smoothly from directors of photography to audio techs to production designers to second assistant directors to script supervisors and our Film curriculum is designed to give you experience with all of these different roles on real-world lm shoots. Through multiple productions in multiple styles using 35mm, 16mm, HD, and DV cameras, youll learn and cycle through various positions on a lm shoot as you work with other students to form a team of lmmakers.
tools GUIDANCE
training
To achieve your vision, you might need to build the world it lives in. Thats why we give you eight soundstages, a backlot, location grip trucks, and a full HD studio. No matter what story you want to tell, youll have the tools, the guidance, and the training to capture it.
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Areas of Focus
EDITING
rooms
AVID AVID
protools
mold REFINE
Postproduction
Its said that where a lm really comes to life is in the editing room. In postproduction, important decisions are made about the sequence, ow, and visual style of a lm. Scenes are cut and rearranged and the lm begins to take its nal shape. But the visuals are just one aspect of postproduction. This is where you mold and rene every aspect of your lm recording and editing additional dialogue, sound effects, and music, as well as creating digital visual effects that may be essential to the story, adding titles, and polishing every detail of your lm. Whatever you need to do to make your lm come together, youll have the tools at your disposal throughout your education multiple Avid editing labs, Apple Final Cut Pro editing workstations, Pro Tools audio workstations, and much more.
FLOW VISUAL
sequence
STYLE
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Areas of Focus
film SETS
filmmaking
PROCESS
Final Project
Through most of the Film program, youre learning, rening, experimenting, and guring out how to handle yourself on a real-world lm set, regardless of whether youre a production assistant or sitting in the directors chair. For your nal project, youll put all that experience and knowledge together to make a 35mm movie from scratch. Working with a crew made entirely of your classmates, you start with the script and proceed to work through the entire lmmaking process, starting with preproduction casting, budgeting, storyboarding, and more. Then your team moves on to production you can design and build your own set, go on location, or maybe shoot on our existing backlot with locations like New Orleans and Venice. After all the footage is shot, its time to head to the edit bays in Advanced Post-production class to put it all together and bring the story to life. The reward for this whole process is seeing your crews lm screened in a movie theater for an audience of classmates, family, and industry professionals. When its all done, youll have another valuable asset for your reel something that really shows off your capabilities. This whole process is something youll need to know well when you work in the industry, and youll get comfortable with it right here on campus.
REAL world
SCREENED
for an
audience
LIFE
FI LM
STORYTO
bring YOUR
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Overview
Our Film Bachelor of Science Degree Program is built around actual industry workow, so you learn your way around a set while youre in school. The Film curriculum will have you planning productions, writing scripts, creating storyboards, and learning how to shoot on a variety of cameras 16mm, 35mm, HD, and more and in a variety of styles. Youll build sets (and break them down) on spacious soundstages and shoot on our studio backlot, hold casting calls, work on the actors make-up, and create special effects to enhance your lms. Then, when the lm is in the can, youll edit, work on visual effects, polish the sound, and prepare the lm for viewing on the big screen. In addition to lm production, youll also learn photography, HD broadcast production, production budgeting, and lighting, as well as courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the lm industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of lm theory and craft needed to qualify for entry-level, industry positions as independent lmmakers, camera operators, production assistants, editors, sound designers, assistant directors, unit production managers, art directors, video editors, lighting technicians, directors assistants, dialogue editors, and a variety of other positions in the lm and video industry. This program will also help you develop team building skills necessary for the lm industry and instruct you in the professional presentation of lm projects. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
FILM
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Film
Code FLM 335 FLM 496 FLM 497 FLM 3457 FLM 3467 FLM 372 FIL 2771 FIL 2781 FLM 267 FLM 268 FLM 442 FLM 443 FLM 431 FLM 432 FLM 487 FLM 488 FLM 345 FLM 346 FIL 1034 PGY 1106 FLM 321 FLM 241 FLM 242
Course Descriptions
Program Core
FLM 335 Credit Hours 3.00 4.00 3.50 2.00 0.50 3.50 4.50 2.00 2.00 1.00 2.50 1.50 4.00 3.50 3.50 4.00 3.50 3.50 2.50 3.00 4.50 3.00 3.00 Totals: 32.00 Totals: 88.50 FLM 246 FLM 457 FLM 463 FLM 354 FLM 235 FLM 223 Makeup for Motion Pictures Post-production Producing Independent Film Production Design Sound for Film Storytelling* 2.00 4.00 5.00 2.50 3.50 3.50 FLM 497 FLM 3467 FIL 2771 Course Advanced Lighting Advanced Post-production I Advanced Post-production II Art Direction I Art Direction II Cinematography Digital Cinematography I Digital Cinematography II Directing I Directing II Documentary Filmmaking I Documentary Filmmaking II Film Production I Film Production II Final Project I Final Project II HD Production I HD Production II History of Motion Picture Arts Introduction to Digital Photography Introduction to Editing and Visual Effects Lighting I Lighting II
Advanced Lighting
The Advanced Lighting Course teaches lighting in a variety of mediums, including film, digital video, and high definition. Building upon the topics covered in the previous lighting course, students explore the concepts of analyzing a script, lighting for character movement, dramatic lighting of art direction, and the interpretation of lighting a scene. The dramatic nuances of scenes are then analyzed and enhanced by creating various lighting setups.
Advanced Post-production II
The Advanced Post-production II Course focuses on the finishing touches of a film. Students study visual effects such as compositing, motion tracking and graphics. These tools include digital mattes, painting tools, and 3D functionality. This is done on a high-end editing system where the final project will be assembled and readied for distribution. These systems allow for uncompressed video and film resolutions.
Art Direction II
In the Art Direction II Course, students facilitate designs during the pre production phase of the 16mm Film Production by completing set construction, applying scenic paint, acquiring set decoration and applying dressing. During the course of production, students act as the on-set art department.
Digital Cinematography I
The Digital Cinematography I Course introduces students to the art and operation of digital video cameras. The course provides in-depth and practical knowledge of the differences that digital cameras offer digital filmmakers by way of control over digital images during acquisition. Digital attributes such as RGB changes, scene profiling, gamma adjustment, and black pedestal control will be explored and evaluated.
Course Outline
Set Design Implementation Set Construction Scenic Paint Application Set Decoration Acquisition Set Dressing Application Total credit hours Course length 0.50 4 weeks
Course Outline
Course Outline
Common Digital Formats and Terms Digital Compared to Film Scene Profiling and Image Control Total credit hours Course length 4.50 4 weeks
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 CRW 2000 ENC 1101 SPC 2140 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* Creative Writing* English Composition I* Interpersonal Communications Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Software Introduction Visual Effects Compositing Motion Tracking Assemble Lab Projects 3.00 4 weeks Total credit hours Course length 3.50 4 weeks
Lighting for Video, Film, and High Definition Interpretation of Lighting a Scene Analyzing the Script Dramatic Lighting of Art Direction Lighting for Character Movement Total credit hours Course length
FLM 372
FIL 2781
Cinematography
The Cinematography Course introduces students to the art and operation of motion picture film cameras, by providing an in-depth overview of terminology, camera structure and camera operation. Students will apply what they are learning by shooting a short film during the course.
Digital Cinematography II
In the Digital Cinematography II Course, focuses on the digital video filmmaking techniques necessary for the creation of independent shorts. Students learn important concepts of cinematography, including how to operate cameras, direct, edit, record production sound, light, and fill all positions necessary to digital video production. In addition, students produce a short movie from concept to completion.
FLM 496
FLM 3457
Advanced Post-production I
This Advanced Post-production I Course focuses on completing a digital or film finish and using finishing tools such as color correction and basic effects. Advanced editing theory by Murch, Kuleshov, and others demonstrate methods of storytelling through the edit. Other techniques such as multi-camera editing and two stage workflows are covered as well. Students also go over the post-production process of taking the film from raw footage to final release.
Art Direction I
The Art Direction I Course teaches students, through lectures and handson experience, professional methods of implementing sets for film and digital video production. Students receive further instruction in production design and are trained to build, paint and add set dressing as they fabricate a film set from concept to completion for use in the 16mm Film Production Course.
120.5 80
Course Outline
Film Formats Film Stocks Exposure Composition Camera Movement Camera Crew Members Study Work of the Great Cinematographers Total credit hours Course length 3.50 4 weeks
Course Outline
Portfolio Proposal Shoot 1: Basic Camera and Lens Movement Shoot 2: Digitally Adjusted Acquisitions Portfolio Assembly and Assessment Total credit hours Course length 2.00 4 weeks
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Course Outline
Production Design Prototypes Color Theory and Scenic Paint Set Decoration and Props Set Construction Total credit hours Course length 2.00 4 weeks
Course Outline
Editing Theory
Workflow and Formats Editorial of Final Project Assistant Editor Duties Film and Digital Finishing Total credit hours Course length 4.00 4 weeks
POSTPRODUCTION
FINAL PROJECT I
FINAL PROJECT II
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
FLM 267 FLM 442 FLM 431 FLM 487 FLM 345 FIL 1034 FLM 321 FLM 242
Directing I
The Directing I Course focuses on the many aspects of directing. Students learn the responsibilities of the director through all phases of the filmmaking process (preproduction, production and post-production). The students will gain accurate knowledge in the areas of directing actors and understanding the actors language. Students also gain knowledge concerning all aspects of pre-visualization, composition and crew/set etiquette.
Documentary Filmmaking I
The Documentary Filmmaking I Course examines various techniques necessary to direct and produce documentary films. While course topics include directing, producing, preproduction, history, writing, genres, and interviews for documentary films, students also delve into the philosophy of ethics and research as it pertains to the preproduction and production of non-fiction story telling.
Film Production I
The Film Production I Course examines the film process from preproduction to production in the 16mm film medium. In this course, students become familiar with each of the positions involved in a professional production by participating in labs that give them handson experience. Subjects covered include directing, cinematography, shooting styles, lenses, audio for film, working with talent, lighting, and production management.
Final Project I
The Final Project I Course exposes students to various facets of advanced filmmaking as they prepare to make a 35mm narrative film. This course is supported by lectures including advanced cinematography, directing actors, advanced lighting and copyright. Practical application of skills in this course includes preproduction, script analysis, casting, location scouting, and production design.
HD Production I
In the HD Production I Course , students learn techniques and technologies required for creating live television productions using high definition cameras. Starting with basic camera principles and setups, students explore the details of ENG and EFP production and live multi-camera television studio production. This course also addresses directing, production audio, lighting, and all the positions necessary for television studio production.
Lighting II
The Lighting II Course builds upon the topics introduced in Lighting I and covers the basics of color correction and camera filtration using tungsten, fluorescent, and HMI sources. Students are challenged to apply their knowledge to produce original images. Special emphasis is placed on image analysis and using the script as the main guide for film lighting design.
Course Outline
Film Analysis/Types Composition/Shot Directing Actors The Rehearsal Process Pre-visualization/Forms The Directors Team History of Directing/Acting Total credit hours Course length 2.00 4 weeks
Course Outline
Genres and History Research, Writing, and Budgeting Interviewing and Field Production Ethics and Resources Total credit hours Course length 2.50 4 weeks
Course Outline
Film Production Process Directing and Producing Film Equipment Labs Total credit hours Course length 4.00 4 weeks
Course Outline
Preproduction Script Analysis Job Descriptions Directing Talent Intro to Cinematography Location Scout Music Rights Film Stocks & Latitude Lenses & Metering Art Direction Total credit hours Course length 3.50 4 weeks
Course Outline
Beauty Lighting Introduction to Color Correction Product Shots Lighting Strategies and Image Analysis Daytime Exterior Lighting Low-Budget Lighting Strategies Total credit hours Course length 3.00 4 weeks
Course Outline
Field and Studio Cameras The Control Room Television Crew Positions Live Directing Total credit hours Course length 3.50 4 weeks
Course Outline
The Birth of Movies The Golden Age of Silent Films Integration of Sound World War II: Decline of the Studio System The Documentary Foreign Films Close-up: Master Filmmaker Alfred Hitchcock The New Cinema of the 1960s The Hollywood Renaissance Final Exam Total credit hours Course length PGY 1106 2.50 4 weeks
Course Outline
Introduction to Editing Systems The Editor as a Storyteller Tempo, Mood, and Transitions Dialogue, Sound Effects, and Music Visual Effects Total credit hours Course length 4.50 4 weeks
FLM 443
FLM 432
Documentary Filmmaking II
The Documentary Filmmaking II Course begins with the production of a short documentary project for which preproduction was finished in DFM I. Students work on a group documentary project in crews with specific jobs including Unit Production Manager, Director, Director of Photography, Camera Operator, 1st Assistant Director, Script Supervisor, Audio Mixer, Boom Operator, and Editor. During production and post-production labs students and faculty review various phases of the process, and each group completes a finished documentary project. All students participate in every aspect of production and post-production.
Film Production II
In the Film Production II Course, students practically apply the concepts learned in Film Production I via hands on production experience.
FLM 346
HD Production II
In the HD Production II Course, students use the skills acquired in HD Production I to produce a live Television show. Students are responsible for all aspects of preproduction, field production, editing, graphics, and writing. Students then produce a television show that includes both live and pre-produced segments.
FLM 241
FLM 246
FLM 268
Lighting I
The preliminary lighting course for the Film Program, Lighting I emphasizes professional procedures and protocol relevant to the film industry. Students work with industrystandard lighting and grip equipment and are trained in the safe use of electricity and power distribution. This course also covers the basics of color correction and camera filtration using tungsten, fluorescent, and HMI sources.
Directing II
The Directing II Course focuses on application of the directors knowledge. Students also focus on shooting for the edit and motivating camera movement. Through workshops the students will combine all lab and lecture material together within a scene from scripts to be produced.
Course Outline
Film Production of Short 16mm Film Footage Critique Total credit hours Course length 3.50 4 weeks FLM 488
Final Project II
The Final Project II Course continues preproduction and art direction through the completion of principle photography. Students apply their knowledge in departments including grip/electric, camera, sound, and directorial. Subjects covered include 35mm camera systems, production sound and production management. Production locations are dependent upon the script and range from soundstages to various external, on-location sites.
Course Outline
Preproduction Field Production Studio Engineering Television Graphics Studio Production Total credit hours Course length 3.50 4 weeks
Course Outline
Understanding Basic Editing Understanding Scene Study Performance/Composition Implementing Pre-visualization/Paperwork Total credit hours Course length 1.00 4 weeks
Course Outline
Electricity & Distribution Systems Stands & Controlling Devices Tungsten Lights Three-Point Lighting Metering & Exposure Total credit hours Course length 3.00 4 weeks
Course Outline
Production Organization Shooting the Documentary Editing the Documentary Ethics and Resources Total credit hours Course length 1.50 4 weeks
Course Outline
Basic Makeup for Film Bald Caps, Facial Hair, Temporary Hair Color, Wigs History of Makeup and Stretch and Stipple Special Effects Airbrush, Fantasy Makeup Tattos and Tattoo Covering Total credit hours Course length 2.00 4 weeks
Course Outline
Advanced Camera and Camera Assistant Art Direction Ins and Outs of Film Magazines Intro to Arriflex Studio & Light Cameras Arriflex Studio & Light Cameras Jib and Crane Blocking Pre-light Production for Final Project Total credit hours Course length 4.00 4 weeks
Course Outline
Still Photography Visual Storytelling Digital Workflow Image Sharing Total credit hours Course length 3.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
FLM 457 FLM 354 FLM 223
General Education
ART 2007 MGF 1213 CRW 2000 SPC 2140
Post-production
Post-production is the second of three film post courses in the Film Program. The Postproduction course is intended to provide a greater understanding of the imaginative and technical side of editing. Students examine intermediate non-linear online editing techniques, including engineering, media management, and digital video effects, using footage from the Film Production course. Students then edit a short story that includes titles, music, and a finished edit.
Production Design
The Production Design Course focuses on the responsibilities of the production designer and his or her crew within the art department. This course introduces the principles of production design and addresses how they apply to a motion picture. The overall mood and visual appearance of a film is explored through the fundamentals of design. Subjects covered include script breakdown, storyboards, the effects of color, drafting, elevations, and set research. The course culminates in students designing a film set for use in the Film Production Course.
Storytelling*
The Storytelling Course uncovers the secrets behind the art, craft, and business of writing for film and television production, and fosters students to begin to think and work as a film author and to enhance scripts through the use of specific storytelling techniques. Students will utilize examples from movies, past and present, to examine a multitude of structural and stylistic techniques that can be applied to a variety of film or television projects.
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
Creative Writing*
The Creative Writing Course trains students to explore writing in a variety of genre forms. Building on the knowledge gained in English Composition, students in this course incorporate common literary devices and narrative structures into creative endeavors.
Interpersonal Communications
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.
Course Outline
Brainstorming Form and Function of Genre Narrative Structure and Causality Literary Devices Criticism and the Editing Process Final Revisions Total credit hours Course length 4.00 4 weeks
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities
Course Outline
Introduction to Editing Systems Computerized Editing Techniques Alternative Editing Choices Film Production Projects Total credit hours Course length 4.00 4 weeks
Course Outline
Structure and Outline Character Development Script Formatting: First Draft Rewriting: Second Draft Pitching an Idea: Final Draft Total credit hours Course length 3.50 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks
Course Outline
Script Breakdown Scene Design and Storyboards Drafting and Elevations Effects of Color Researching Total credit hours Course length 2.50 4 weeks
Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing
Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability
Behavioral Science
FLM 463
FLM 235
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
ENC 1101
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
4.00 4 weeks
SPC 1606
CGS 1000
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
The Role of the Producer Phases of Production & Pipeline Production Value Alternative Productions Music Video and Production Episodic & Reality Production Branding Commercial & Client Production Film Production Analysis Total credit hours Course length 5.00 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Fundamentals of Sound Microphones Location and Soundstage Recording Sound Equipment, Operation, and Crew Positions Recording Techniques Total credit hours Course length 3.50 4 weeks
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Art Creation
Game
Bachelor of Science Degree Program
Art
Game visuals have come a long way since the monotone pixels of Pong and Space Invaders . Looking at the video games of today, its obvious that each successive generation of hardware has opened the doors for more realistic gaming experiences. And with technology continually expanding the storytelling possibilities of the medium, the gaming industry now demands a specic kind of digital artist to dene the limits of whats capable on screen.
By focusing our training on the specic needs of the gaming industry, Full Sails Game Art Bachelor of Science Degree Program is designed to open the gaming world to you, helping you develop the skills to become part of a specialized group of artists. These artists help to create the next generation of video games, innovating in visuals as well as in gameplay, and helping to shape the future of one of the worlds fastest-growing forms of entertainment.
Graduates of this degree may apply to continue their education with the:
Game Design
Media Design
CAMPUS PROGRAM
ONLINE PROGRAM
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Areas of Focus
objects CHARACTERS
landscapes
LIGHTING
SHADI NG
Art Creation
After grasping the basics of computer art, its time to add the visual depth that denes great animation. Youll learn how to use lighting, shading, and texturing to breathe realistic qualities into your characters and how to combine those elements to create industry-ready, real-time graphics. Building on the essentials youve already learned, youll apply those skills on projects that will see you creating objects, characters, and landscapes for expansive and imaginative 3D game worlds.
texturing
VISUAL
depth
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Areas of Focus
Collaborative Development
After mastering the world of game art creation youll work together with students from Full Sails Game Development Degree Program to design and produce an original game project from start to nish. This collaborative environment will help you learn to deliver content on a deadline as well as how to work within guidelines set by a real-world production team. Youll storyboard and script with a team of programmers, and work with them to dene the visual qualities and requirements for the game. Then youll go to work using the skills and techniques learned throughout the program to develop the graphics and environments for a fully playable game. In addition to learning industry workow and how to operate in a team setting, this integrated project setting will allow you to see your graphics as part of a nal product and test how they hold up in a practical application. All of these factors give you the advantage of coming out of school as an artist who has already worked on a fully functional game.
team
Demo Reel
BUILDING
By the end of the Game Art program you will have amassed a wealth of content that shows an employer the comprehensive skills and artistic techniques youve mastered. During your nal months, youll collect all of these assets and put them together for your personal demo reel. In a dedicated Demo Reel Creation course, your instructors will re-evaluate what youve created throughout your classes, and help you gear your portfolio to the area of the industry youre most interested in pursuing. The reel will show off your artistic strengths and technical prociency in such areas as character modeling, animation, texturing, and special effects, offering a well-rounded demonstration of your talents to help launch your career.
STORYBOARD SCRIPTING
TEXTURING
special E FFE C T S
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Areas of Focus
3D
ANIMA ANIMATION
concepts
modeling
artistic
F UNDAM ENTAL S
Integration Modeling
Game content follows fundamental artistic guidelines even when youre working within the expanse of 3D digital graphics. The modeling foundations covered in the Game Art program will help you draw a parallel between traditional art and modeling techniques and todays leading digital art software the way characters, objects, and environments look and act in real life, and how you can capture that same realism when recreating them in the digital world. To further introduce you to the world of game graphics, the program also emphasizes the core 3D animation concepts that are essential to the industry. As you explore the latest game platforms, youll learn the strategies of professional modelers and discover how to create great looking content and optimize it to the standards of todays hardware. Its one thing to build a model and make it move, its something else to make it look real (or unreal, if that is what you are shooting for). The next phase is to take your 3D creations to the next level of realism by integrating them into live action footage. You will take all of your previous skills in 3D and use them in concert with tracking and compositing packages such as Syntheyes and Nuke to create a seamlessly integrated scene that puts your 3D work into a live action environment that has been lmed with moving cameras. You will polish the nal scene with Apple Color and Final Cut Pro to seamlessly create the illusion of reality.
O PTI M I Z AT I ON
CONTENT
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Overview
Full Sails Game Art Bachelors Degree Program is designed to develop artists well-versed in 3D asset creation for game development. With a focus on 3D content for consoles and computers, youll work your way through project-based classes that follow a clear progression from the basics of digital art creation up through the latest trends and tools. Along the way classes like Character Animation, Game Production, Production Modeling, Level Design, and Shading and Effects will help you gain the skills necessary to move and improve content through the production pipeline. Each of these specialized classes is based around the same workow processes found at professional gaming studios including such core concepts as animation, character modeling, lighting and shading, and texturing. Supporting these industry-specic foundations are classes focusing on the ne art aspects of game content development as well as courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the gaming industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of 3D computer environmental modeling, game textures, and character animation needed to qualify for entry-level positions in the game industry as game artists, scene builders, character designers, technical directors, motion animators, and animators. Besides the programs strong 3D computer graphics focus, you will build other skills in peripheral media and digital courses that will enhance your opportunities in related elds. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GAME ART
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Game Art
PROGRAM CORE
Code CGA 221 CGA 121 CGG 442 CGA 251 CGA 233 CGA 342 CGA 441 CGA 241 CGA 131 CGA 101 CGA 102 CGG 333 CGG 391 CGG 401 CGG 450 GDD 481 CGG 385 CGG 365 CGG 452 CGA 112 DIG 1301 CGA 371 CGA 482 Course
Course Descriptions
Program Core
CGA 221 Credit Hours 4.00 4.00 3.00 4.00 7.00 4.00 7.00 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 3.00 7.00 4.00 4.00 4.00 4.00 3.00 4.00
* These specific courses are offered online. Please see course description for details.
CGG 442
CGA 233
CGA 441
2D Animation
CGA 352 CGA 271 GRA 1161 CGG 432 Totals: Production Modeling Rigging Basics Shading and Lighting Texture Painting and Sculpting 4.00 3.00 4.00 3.00 109.00 The 2D Animation Course develops students appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subjects volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students skills as computer animators and enhances their creative ability.
Character Animation
The Character Animation Course continues to strengthen students animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the characters emotions and personality. In this course, students analyze methods for creating acting choices that are unique and interesting. Through group discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables each student to critique animated work with the intent of implementing what has been learned into future animations.
Character Rigging
The Character Rigging Course complements the Character Design and Creation course by training students to add skeletal controls to their character models. Students learn the techniques involved in developing character rigs and skeletal structures used in character animation. The ultimate goal of character rigging is to prepare a modeled character for motion without the animator needing to know the technical details of the characters setup.
2D Animation 3D Foundations Advanced Game Characters Art Creation for Games Character Animation Character Design and Creation Character Rigging Compositing Fundamentals Fundamentals of Animation Fundamentals of Art I Fundamentals of Art II Game Animation Game Portfolio I Game Portfolio II Game Portfolio III Game PreProduction Game Project Development Game Technologies Level Assembly & Lighting Methods of Design Model Creation Motion Capture Portfolio Assembly
Course Outline
Character Concept and Preproduction Character Creation Texture Painting High Polygon Sculpting Normal Map Generation Limits and Resource Management Total credit hours Course length 3.00 4 weeks
GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PPE 2110 PHY 1000 MTG 1205 SPC 2140 SPC 1606 Totals: Course Art History College Mathematics English Composition I* Ethics and Psychology Fundamentals of Physics Geometry and Measurement Interpersonal Communications* Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 32.00
Course Outline
Biped Skeleton Rig Design Inverse Kinematics Control Muscle and Skin Deformation Mathematical Expressions Set Driven Key Controls MEL Scripted Controls Alternative Skeleton Set Up Techniques Total credit hours Course length 7.00 4 weeks
Course Outline
Animation Fundamentals Principles of Animation Timing Charts Character Animation Advanced Character Principles Clean Up Character Personality Total credit hours Course length 4.00 4 weeks
Course Outline
Animation Fundamentals to Complex Movement Scene Composition and Staging Entertainment Analysis Acting Theory, Development, and Techniques Group Participation and Critique Total credit hours Course length 7.00 4 weeks
CGA 251
141 84
CGA 241
CGA 121
CGA 342
Compositing Fundamentals
The Compositing Fundamentals Course introduces students to beginning and intermediate compositing and integration techniques commonly utilized by film and video professionals. The course focuses on the seamless integration of computer-generated elements with real-world, live-action video footage. Students learn how to accurately reconstruct and composite computer generated elements to properly match a high definition film or video source while working in a nodebased compositing environment.
3D Foundations
The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Game Art Bachelor of Science Degree Program.
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Course Outline
Preproduction and Concept Modeling Techniques Reduction Techniques Effective UV Mapping Normal Map Generation Texture Painting in Photoshop Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Operating Systems Introduction to Digital Imagery Photoshop Interface and Tools Digital Concept Art Introduction to the Maya Interface Working in the 3D World
Course Outline
Character Design NURBS Modeling Sub Division Surface Modeling Surface Flow and Anatomy Painting Character Textures Generating Textures for Characters Character Rendering Total credit hours Course length 4.00 4 weeks
Course Outline
Matte Creation Techniques Photoshop Fundamentals 3D Card Systems and Camera Mapping Lighting and Rendering Node-based Compositing Total credit hours Course length 4.00 4 weeks
CHARACTER RIGGING
CHARACTER ANIMATION
17
18
GAME PORTFOLIO I
GAME PORTFOLIO II
PORTFOLIO ASSEMBLY
4.00 4 weeks
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Course Descriptions
Program Core
CGA 131 CGA 102 CGG 391 CGG 450 CGG 385 CGG 452 DIG 1301 CGA 482
Fundamentals of Animation
The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.
Fundamentals of Art II
The Fundamentals of Art II Course further prepares students for the virtual world by having them observe, touch, and create in the real world. This course continues instruction in beginning life drawing, plant and animal study, character development and sculpture. This course suggests that real-world observation and touch is invaluable in the planning of 3D computer generated people, places and things.
Game Portfolio I
The Game Portfolio I Course allows students to use the tools, techniques, and artistic skill developed through the Game Art foundation courses and apply it to the creation of portfolio and Game Project assets. Students will create assets in a production environment with a team of artists, programmers and producers to produce a computer game. They will also be tasked with creating portfolio quality material in order to demonstrate their competency and ability as 3D game artists.
Model Creation
The Model Creation Course explores the beginning of the computer animation process by creating hard-surface models from concept art to final computer-generated imagery. During an in-depth exploration of the NURBS modeling tool set, comparisons of the relative differences between polygon, NURBS, and subdivision surface definitions are made. Students will develop techniques and strategies for creation of efficient virtual surfaces.
Portfolio Assembly
The Portfolio Assembly Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a students content is reviewed in an effort to help the student determine the best material for showcasing his or her talent.
Course Outline
Life Drawing Animal and Environment Observation Character Development Sculpting Total credit hours Course length 3.00 4 weeks
Course Outline
Production Modeling Techniques Character Pipeline Environment Strategies Advanced Texture Creation Asset Management
Course Outline
Level Design Concepts Playability and Usability Space Planning Environmental Modeling Material Creation Player Interactions 4.00 4 weeks Total credit hours Course length 4.00 4 weeks
Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks
Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks
Course Outline
Surface Creation Methods Building Strategies 3D Modeling Basics Curves and Surfaces Surface Continuity Trimming and Blending Modeling Optimization Total credit hours Course length 4.00 4 weeks
Course Outline
Content Review and Assembly Audio Assembly Demo Reel Output Demo Reel Review Package Presentation Development Total credit hours Course length 4.00 4 weeks
Course Outline
Keyframe Animation Motion Timing and Analysis Dope Sheet and Action Graphs Hierarchical Animation Camera and Light Positional Animation Animation Rendering Total credit hours Course length 3.00 4 weeks
CGG 333
Game Animation
The Game Animation Course provides students with their first opportunity to produce animated sequences and cycles for game play. Students develop an overall understanding of animation as it applies to the game industry with a focus on game engine constraints and requirements. Students in this course pay special attention to character anatomy, rigging constraints, and reusability within all aspects of a game.
CGG 401
GDD 481
Game Portfolio II
The Game Portfolio II Course allows students to use the tools, techniques, and artistic skill developed through the Game Art foundation courses and apply it to the creation of portfolio and Game Project assets. Students will create assets in a production environment with a team of artists, programmers and producers to produce a computer game. They will also be tasked with creating portfolio quality material in order to demonstrate their competency and ability as 3D game artists.
Game Preproduction
In the Game Preproduction Course, students plan the genre and scope of their game project, including designing the gameplay, and determining technological issues. Students decide what features the game will have and exactly how they will be accomplished before assigning individual tasks and beginning production.
CGG 365
CGA 112
CGA 352
Game Technologies
The Game Technologies Course provides students with an understanding of building game assets for use in Mobile game development. Students develop models, textures, animations and effects with a focus of working within the limitations of mobile hardware. The course will focus on developing high quality game assets while using minimal resources as well as learning to solve technical problems through inventive game art techniques.
Methods of Design
The Methods of Design Course focuses on the extensive and complex ideas and implications of basic design to help students understand that design is deliberate, allowing them to intellectually connect artistic intention and compositional conclusion. In this course, students plan, organize, and control hands-on projects using various media. They also use gained knowledge to design environments and simple characters throughout the course.
Production Modeling
CGA 371
CGA 101
Motion Capture
The Motion Capture Course teaches students techniques to digitize motion, clean up and editing, and develop an understanding of simulated motion. Students will gain an understanding of motion capture set up and shooting, data tracking, skeleton retargeting, as well as animation correction and enhancement. Students will have deeper understanding of film and game motion capture pipelines.
Fundamentals of Art I
The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.
Course Outline
Character Anatomy Rigging Application of Animation Motion Analysis Timing Development Reusability and Blending Total credit hours Course length 4.00 4 weeks
Course Outline
Team Building Skills Planning Methodology Risk Assessment Skills Production Schedule Creation Total credit hours Course length 3.00 4 weeks
The Production Modeling Course develops students understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.
Course Outline
Project Management Portfolio Asset Creation Game Project Asset Creation Game Production Total credit hours Course length 4.00 4 weeks
Course Outline
Hardware Constraints Geometry Development Texturing techniques Animation techniques Geometry and Texture based effects Total credit hours Course length 4.00 4 weeks
Course Outline
Critical Thinking Elements and Principles of 3D Aspects and Elements of Time Narrative and Non-narrative Architecture and Scenery Character Design and Development Total credit hours Course length 4.00 4 weeks
Course Outline
Advanced Modeling Techniques Production Modeling Geometry Parameterization Anatomical Modeling Surface Flow Total credit hours Course length 4.00 4 weeks
Course Outline
Object Observation Textures and Lighting Color Theory Composition and Space Total credit hours Course length 3.00 4 weeks
Course Outline
Motion Data Shoot Data Tracking Skeleton Retargeting Application and Simulation Total credit hours Course length 3.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
CGA 271 CGG 432
General Education
ART 2006
Rigging Basics
The Rigging Basics Course develops the students ability to write scripts to improve the interaction between the animator and the software user interface. In this course, students learn how to create custom UI elements, understand programming structures, create functional script files, and have a stronger ability to troubleshoot.
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
ENC 1101
PHY 1000
MTG 1205
SPC 2140
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.
Course Outline
Syntax Basics Customizing the Interface Custom Script Files Troubleshooting Techniques Total credit hours Course length 3.00 4 weeks
Course Outline
Texture Creation for Games Hardware Shaders Normal Mapping Real Time Effects Total credit hours Course length 3.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks
Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks
Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks
GRA 1161
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
PPE 2110
SPC 1606
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target-audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Textures and Shaders Image Manipulation Reflection and Refraction Lighting Strategies Highlights and Shadows Rendering and Raytracing Optimization Total credit hours Course length 4.00 4 weeks
Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive and Demonstrative Speeches Speech Outlines Audience Surveys and Evaluation Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Team Leadership Project Management Design Game Capstone Project
Game Design
Master of Science Degree Program
Video games arent just great entertainment, theyre one of the most dynamic areas of the entertainment world, with successful games generating revenue that rivals some of the biggest lm and album releases. It takes the right kind of leaders to help manage the titles that innovate and inspire gamers, and keep the industry growing both creatively and nancially. Todays top game development houses thrive on the leadership of a great production staff to oversee their multi-million dollar titles, and Full Sails Game Design Master of Science Degree Program will help you become one of these creative decision makers. With curriculum based on the processes used at the most respected studios in the world, this Masters program is designed to prepare you to meet the design, leadership, and management needs of this creative industry.
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Areas of Focus
Team Leadership
Game development is an intensely collaborative process with designers, artists, animators, programmers, and audio specialists working together to produce high-quality assets based around a unied vision. As a game producer, being able to understand these different roles and help them work together efciently is the key to developing a creative and successful production environment. The Game Design Masters program puts you in a leadership role, as you learn to coordinate a large, diverse team and help them operate as an integrated unit. Dedicated classes help you develop strong leadership skills, teaching you to streamline a development process that supports the needs of both your team and the studio. The end result is a leadership approach thats both inspirational and productive.
Project Management
Video games are one of the most complex art forms in entertainment, bringing audio, visual, and tactile elements together in one interactive package. With so many different assets being created across multiple departments, effective organization and administration is essential to keeping a game on schedule and under budget. This Masters program covers the entire scope of a development cycle. After taking core classes in Asset Management, Production Methodologies, and Quality Assurance youll collaborate with artists and programmers and work with that team throughout production to delegate tasks, problem-solve, and hit milestones. Youll also learn the best practices of industry-standard project management, scheduling, and bug-tracking software that will keep your game on schedule while maintaining the quality of the product.
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Areas of Focus
Design
The classic games you grew up with started as just simple concepts ideas that were later brought to life by a dedicated team of designers, artists, and producers. Supporting innovative new concepts is one of the responsibilities of a producer at a game studio, and to produce successful products, youll need to understand the precise balance of story and gameplay that makes for a well-designed game. The curriculum in this specialized masters program teaches aspiring game producers the key elements of great design, and how to implement standards that best serve the needs of a project. Youll examine the foundations of design, and analyze the usability merits and aws inherent to the elements of a project. Ultimately, youll learn the craft of bringing all of the components of a game together resulting in a nely tuned experience.
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Areas of Focus
STUDIO B
3 CONSOLES, 2 RECORDING BOOTHS
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Overview
The curriculum in the Game Design Master of Science Degree Program is comprised of high-level game design and production courses that take you deep into the game development pipeline. Youll expand and advance your project and design skills through hands-on exercises in leadership, team management, game design, and marketing while you learn the skills youll need to advance your career in the game production industry. During the course of the program, you will be responsible for completing a design document, an academic capstone project, and a presentation. The Capstone Project is designed to help you develop the project management skills and team management skills youll need to succeed in the game development eld. In this project you will be paired with a group of undergraduate programmers and game artists to plan the genre and scope of a fully playable game. You will be acting as a Producer on this project, helping guide the team through the gameplay design, determining technological issues, as well as managing assets and the production timeline. This well-rounded education will help to hone your leadership, design, and project management skills in preparation for entering or advancing through the game industry. To help you make that transition, weve got a team of Career Development Professionals that will help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of game development necessary to be successful in qualifying for entrylevel design and production positions. Completion of this degree program will greatly enhance your ability to work in the fast-paced environment of a game studio in an entry-level production role. The curriculum in this program develops your executive leadership skills, project and team management abilities, and teaches the production methodologies, as well as the marketing and media relations concepts used by major game studios. In addition to technical prociency, a Full Sail education is designed to foster the development of highly trained individuals who want to develop careers in the game and entertainment industries. The training you receive in this program will provide you with the tools to help sustain a long and productive career in the game and entertainment industries.
GAME DESIGN
152
FU L L S A I L U N I V E R SITY
G A M E D ESI G N
153
Game Design
PROGRAM CORE
Code GDM 560 GDM 611 GDM 620 GDM 631 GDM 650 GDM 530 GDM 525 GDM 640 GDM 510 GDM 521 GDM 610 GDM 630 GDM 555 GDM 651 GDM 531 GDM 690 Totals: Course
Course Descriptions
Program Core
GDM 560 Credit Hours 4.00 1.00 4.00 1.00 4.00 4.00 4.00 3.00 4.00 4.00 3.00 4.00 4.00 1.00 1.00 3.00 49.00 GDM 620 GDM 631 GDM 650
Asset Management
Game Projects typically have thousands of assets that are created for each and every game. These can easily overwhelm most managers and cause problems in the game schedule. In this course students learn how to plan and organize their game assets from day one. This covers how to store assets, how to plan them in their schedule, and how to get them from one place to another, such as from the artist to the game itself. Students will also learn how to plan the localization of their games and assets for different regions.
Asset Management Game Capstone: Project I Game Capstone: Project Preproduction Game Capstone: Project Production I Game Capstone: Project Production II Game Production Tools Leadership and Team Dynamics Marketing and Media Relations Production Leadership Production Management Principles Production Methodologies Quality Assurance Research Design Thesis Defense Thesis Review Thesis: Presentation of Game Capstone
Course Outline
Asset Lists and Planning Storyboard and Concept Art Asset Workflow Theme Development Acceptance Requirements Localization Multiple SKUs Total credit hours Course length 4.00 4 weeks
Course Outline
Team Pitches Team Coordination Resource Allocation Asset Requirements Game Design Interface Design Total credit hours Course length 4.00 4 weeks
Course Outline
Task Tracking Milestone Acceptance Asset Tracking Defect Tracking Team Management Project Integration Presentation Preparation Total credit hours Course length 4.00 4 weeks
Course Outline
Task Tracking Milestone Acceptance Asset Tracking Defect Tracking Team Management Project Integration Presentation Preparation
49 48
GDM 611
1.00 4 weeks
PRODUCTION LEADERSHIP
RESEARCH DESIGN
QUALITY ASSURANCE
ASSET MANAGEMENT
10
11
12
Course Outline
Game Design Team Pitches Team Coordination
PRODUCTION METHODOLOGIES
THESIS DEFENSE
1.00 4 weeks
154
FU L L S A I L U N I V E R SITY
G A M E D ESI G N
155
Course Descriptions
Program Core
GDM 530 GDM 525 GDM 510 GDM 521 GDM 610 GDM 630 GDM 555 GDM 531
Production Leadership
The process of producing video games involves multiple highly technical team players and requires a specialized set of strategies for leading such a team. This course examines the theoretical basis for assessing team motivation and several effective approaches to influencing behavior and facilitating high performance for the individuals and the team as a whole. The students will be introduced to the scientific method and will develop critical thinking skills necessary for their thesis research and for the effective leadership of production teams.
Production Methodologies
The Production Methodologies Course examines the many different ways that managers can schedule, plan, and execute their projects. Students learn project management methods and software development methods and explore how these led to the basis of production methodologies. They also examine the different approaches to planning and executing projects, as well as learning which ones are more suited to the software and manufacturing fields.
Quality Assurance
Quality Assurance is an integral component of the game design process. The successful delivery of a game is dependent on the verification and validation of an effective quality assurance system. Topics in this course include function prototypes, test sets (which include defect testing and acceptance testing), and structural prototyping. Students develop a continuous process improvement program for their capstone project. The bug testing cycle and accepted bug testing software are also introduced. This course provides students with the skills to design and implement a testing program from the beginning of the development cycle to the end.
Research Design
The Research Design Course is a blend of academic and applied science, targeting core design principles through scholarly research methods and applied usability techniques. The first part of this course will allow the student to understand the core principles of applied research (validity). The second part of this course will allow the student to understand the core principles of applied design (usability). A human design approach will allow students to test commercial products and video games. Students will move past surface level references to game design mechanics, endeavoring to explore complex game mechanic constructs such as reward systems, timing, skills, rules, immersion, mental models, knowledge structures, and more.
Thesis Review
The Thesis Review Course prepares students to defend their thesis project and addresses necessary revisions of their final thesis drafts related to content, writing style, and spelling/grammar issues.
Course Outline
Preparation for Thesis Defense Thesis Draft Revisions Total credit hours Course length 1.00 4 weeks
Course Outline
Microsoft Project Project Tracking Project Budgeting Tracking Resources Microsoft Visio Workflow Tracking Asset and Source Control Installers Wiki Creation Bug Tracking Tools Total credit hours Course length 4.00 4 weeks
Course Outline
Power and Influence Communication Worker Motivation Research Methods Leader Traits and Skills Leadership Styles Situational Leadership Leadership Research and Theories
Course Outline
Production History Production for Manufacturing Production for Software Development Basic Production Methodologies Risk Management Strategies Software Integration Strategies Project Scope Lean and Agile Development Procurement Human Resources Total credit hours Course length 3.00 4 weeks
Course Outline
Leadership and Personality Co-Leadership Theory & Techniques Communication Theory Group Dynamics Teambuilding Techniques Performance Metrics Total credit hours Course length 4.00 4 weeks
Course Outline
Bug Tracking Plan Defect Determination Tracking Software Configuration Prototyping Game Testing Bug Tracking and Allocation Total credit hours Course length 4.00 4 weeks
Course Outline
Advanced Research Methods Advanced Design Constructs Validity Game Usability Efficiency Game Feel Total credit hours Course length 4.00 4 weeks
GDM 690
Course Outline
Creating a Project Plan Understanding Project Planning Software Project Plan Development and Execution Project Management and Budget Management Entertainment Leadership Portfolio Total credit hours Course length 4.00 4 weeks 4.00 4 weeks
Course Outline
Leadership Assessment Project Review Project Presentations Project Archival
GDM 640
GDM 651
Thesis Defense
Thesis Defense an in practicum course tied to students final step in the thesis process: defending their topic, paper, and findings to their thesis committee. Students are expected to be the expert on their research, to be able to support the conclusions theyve drawn, and to be able to speak to the merits and limitations of the research theyre offering to the industry. The students committees must approve them for the possibility to defend, and that approval hinges upon the quality of the thesis paper submitted.
Final Milestone Acceptance Task Closure Portfolio Closure Interviews Total credit hours Course length 3.00 4 weeks
Course Outline
Marketing Overview Game Media Game and IP Branding Matching Game and Markets ESRB Ratings Community and Forum Relations Reviews and Rankings Total credit hours Course length 3.00 4 weeks
Course Outline
Thesis Draft Submission Thesis Draft Revision Committee Draft Approval Thesis Defense Meeting Total credit hours Course length 1.00 4 weeks
156
FU L L S A I L U N I V E R SITY
G A M E D ESI G N
157
Areas of Focus
Programming Languages Interactive Development Architectures Projects
Game Development
Bachelor of Science Degree Program
Video games have evolved into much more than just simple entertainment. It only takes one look at successful games today to see that the level of sophistication involved in game development is continually advancing. Improvements in hardware and software mean that game developers now have the freedom to use that technology to create gameplay that draws players into these digital worlds. Learning to build those worlds and experiences is the challenge facing game developers today, and its what our Game Development Bachelor of Science Degree Program is all about. By taking you through the theory and design principles of games, then focusing the curriculum on programming and implementation, the program is designed to take you through the entire game development process and prepare you for a challenging and rewarding career making games.
Graduates of this degree may apply to continue their education with the:
Game Design
Entertainment Business
CAMPUS PROGRAM
ONLINE PROGRAM
158
G A M E D EV ELO PM EN T
159
Areas of Focus
keyALGORITHMS
Programming Languages
Programming is the language of video games the specic commands that control the what, how, and when of the game. To develop a game, you need to know how to speak this language and understand how to program to get the most out of the hardware or software at your disposal. Full Sails Game Development program covers the standard building blocks of programming languages as well as advanced programming concepts like data structures and key algorithms. The primary language youll use is C++, but well also expose you to Assembly, C, C#, and scripting tools you can use to create convincing and interesting game worlds. Your programming courses will start you off with the basics of computer programming and then slowly build your skillset by asking you to create a variety of small programs to test your understanding of different coding concepts.
data
S T R UC T UR E S
Interactive Development
The Unreal engine, the Crytek engine, the Doom engine, and the development tools associated with them these are the software tools that power many of the best-selling games of recent years. The development of these specialized, proprietary game engines and tools has become an important component at gaming studios where programmers and artists use them to build their levels and assemble a game. In the Game Development program, our specic tools classes cover such key concepts as geometry loaders, particle editors, level editors, and A.I. editors. Being able to develop tools speci c to your game engine ultimately allows asset developers and level designers to save programming time and do their jobs more effectively which in turn makes for better games.
G A M E D EV ELO PM EN T
game ENGINES
PROPRIET PROPRIETARY
160
FU L L S A I L U N I V E R SITY
161
Areas of Focus
preproduction
PROCESSES
hardware
software
S Y S T E MS
Architectures
Technology has expanded to allow developers to create games across a number of different platforms including cell phones, handheld game consoles, websites, and more. With so many options, understanding the unique components of each platform will make you better equipped as a developer. By learning the architecture of these hardware and software systems, youll better understand the preproduction processes, allowing you to plan your content around the architecture of the system before you actually jump in and start coding. In courses like Machine Architecture and Optimization, youll learn the capabilities of a variety of different systems as you gain the foundation needed to write effective and powerful applications for many different platforms.
U N IQ U E
components
ARCHITECTURE O P T I M I Z AT I O N
machine
162
FU L L S A I L U N I V E R SITY
G A M E D EV ELO PM EN T
163
Areas of Focus
GRAPHIC
audio
A S S ETS
A.I. ALGORITHMS
Projects
Many of your courses in the Game Development program will feature projects dedicated to helping you apply your new skills to a practical application whether its creating a program that tests your A.I. algorithms or your implementation of collisiondetection in a 3D world. Further projects include creating your own small games that use the concepts of Windows programming as well as fundamental tasks such as interface design and score keeping. As the culmination of your education, your nal project in the program will place you on a team where youll pitch your idea for a complete game. After getting approval, a dedicated support staff will act as the producers for your game working with you throughout the production to answer questions and help you gather your graphic and audio assets. Youll have the opportunity to team up with Game Art and Recording Arts students to work through every aspect of the development process, with the end result being a fully playable game that youve created from the ground up your ideas, your gameplay, your own interactive demo reel to show off to employers.
coding
CONCEPTS
G A M E D EV ELO PM EN T
165
Overview
Our Game Development curriculum is designed to give you the programming skills and game theory needed to excel in the world of game development. During the beginning of the program, youll be developing a foundation of programming skills and improving your grasp of the design concepts used to create content. Youll learn the details of a game development cycle from preproduction to nished product, and begin to create simple games that will help to develop your programming and design skills. Then youll move into more complex and detailed tasks in courses like DirectX, OpenGL, Machine Architecture, Optimization, and Software Architecture. Finally, youll focus all those skills on your nal group project a complete playable game that you design, develop, and produce from start to nish. Its all part of a complete game development education that will get you ready to face the demands of the professional game world. In addition to learning the game development process, youll have courses focusing on computer business applications, personal nance management, communication skills, and how to prepare yourself for that rst step into the gaming industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of game development useful in qualifying for entry-level, industry positions as game programmers, tool builders, network programmers, I/O programmers, collision detection developers, articial intelligence programmers, engine builders, and interface programmers. Completion of this degree program will greatly enhance your ability to create program code for 3D graphic display, multiplayer gaming, articially intelligent opponents, and real-time virtual environments. Additional skills at your disposal will include an understanding of the proper presentation of game docs as well as an understanding of the math and physics required to model a realistic game world. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GAME DEVELOPMENT
166
FU L L S A I L U N I V E R SITY
G A M E D EV ELO PM EN T
167
Game Development
PROGRAM CORE
Code GDD 245 CAP 4053 GDD 250 GDD 111 GDD 355 GDD 377 GDD 378 GDD 451 DIG 3628 GDD 482 GDD 481 GDD 490 GDD 493 GDD 495 GDD 461 GDD 463 GDD 367 GDD 291 GDD 472 COP 1000 COP 2334 COP 2335 GDD 470 GDD 127 Course 3D Content Creation Artificial Intellegence Data Structures Design Fundamentals DirectX Engine Development I Engine Development II Engine Development III Game Networking Game Planning and Architecture Game Preproduction Game Project I Game Project II Game Project III Machine Architecture I Machine Architecture II OpenGL Operating Systems Optimization Programming I
Course Descriptions
Program Core
GDD 245 Credit Hours 3.00 4.00 4.00 3.00 4.00 3.00 4.00 4.00 3.00 4.00 3.00 4.00 4.00 4.00 3.00 3.00 4.00 3.00 4.00 4.00 4.00 4.00 3.00 4.00 Totals: 32.00 Totals: 109.00 GDD 259 GDD 234 GDD 356 GDD 358 GDD 271 GDD 261 Software Engineering Structure of Game Design Structure of Game Production I Structure of Game Production II Windows Game Programming Windows Tools Programming 3.00 4.00 4.00 4.00 3.00 4.00 CAP 4053 GDD 250 GDD 111
3D Content Creation
The 3D Content Creation Course explores techniques used in the professional game industry to create and render content for stateof-the-art real time 3D games. Topics covered include geometry, lighting, shading, texturing, the rendering pipeline, the content creation pipeline, animation, and level editors. Student assignments include creating and animating content with a major 3D modeling software package, as well as using a level editor to create environments for use in a commercial game engine.
Articial Intelligence
In the Artificial Intelligence Course, students learn techniques for designing intelligent behaviors and creating lifelike behaviors in characters to be used in modern games in order to provide realism, and computer opponents that continue to challenge players even after repeated gameplay. Students learn how to give intelligence to computer characters, including techniques for searching, game-playing, decision making, and learning. Various techniques for modeling realistic behaviors are also studied.
Data Structures
The Data Structures Course provides students with a programmers arsenal of code and techniques by introducing a variety of ways to manage data and organize programs. Students are reintroduced to core C++ concepts, and extensively examine memory and algorithms dealing with arrays. More complex programming constructs are also explored by looking at the linear, dynamic types, such as Linked Lists, Stacks, Queues, and Heaps. Nonlinear dynamic methods such as Hash Tables, Graphs, and Trees are studied in both concept and implementation. The course also looks at software engineering and code organization for large-scale projects in C++, focusing on utilizing Polymorphism and object-based design patterns. The concept of data-driven design is studied through the various projects assigned during the course.
Design Fundamentals
The Design Fundamentals Course examines three documentation stages of game development: concept design, preliminary design, and final design production. Students will learn and implement two of these stages by crafting an original game idea with a team of peers. They will begin with a brief examination of common approaches to design and work towards turning game ideas and concepts into clarified gameplay components that can be effectively documented and implemented during production. They will then work through an interactive process of brainstorming, concept creation, interactive storytelling, level objective planning, user experience design, interactivity, and interface design to connect their ideas and document them accordingly. They will maintain the integrity and scope of their projects by reviewing, analyzing, and editing their composition along the way. Each team will showcase their completed design in a formal presentation on the final day of the course.
GENERAL EDUCATION
Code GEN 173 ENC 1101 PPE 2110 GEN 251 SPC 2140 GEN 242 GEN 262 SPC 1606 Course Calculus and Trigonometry English Composition I* Ethics and Psychology Historical Archetypes and Mythology Interpersonal Communications* Linear Algebra Physics Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Introduction to Real Time 3D Graphics Lighting and Shading Textures and Texturing Techniques Modeling Theory Real Time Animation Level Editors Exporting Rendering and Content Creation Pipelines Total credit hours Course length 3.00 4 weeks
Course Outline
Agent Architecture Knowledge Representation Problem-solving and Search Logical Deduction & Reasoning Genetic Algorithms Turn-based Game-playing Behavior-driven Intelligence Decision Making and Learning Total credit hours Course length 4.00 4 weeks
Course Outline
Program Memory Usage Arrays, Dynamic Arrays, and Array Algorithms Linked Lists and Linear Data Structures Hash Tables Trees Graphs The Standard Template Library Tools and Utilities Data Compression Techniques Data-driven Design
Course Outline
Brainstorming and Analysis Character and Story Development Interactivty, Interface, and Display Design Workshops and Editing Team Building and Project Planning Project Presentations Total credit hours Course length 3.00 4 weeks
Programming II
Programming III
141 84
These specific courses use the Florida Statewide Course Numbering System (SCNS).
4.00 4 weeks
PROGRAMMING II
PROGRAMMING III
LINEAR ALGEBRA
PHYSICS
10
11
17
GAME PROJECT I
GAME PROJECT II
This specific course uses the Florida Statewide Course Numbering System (SCNS).
168
FU L L S A I L U N I V E R SITY
G A M E D EV ELO PM EN T
169
Course Descriptions
Program Core
GDD 355 GDD 378 DIG 3628 GDD 481 GDD 493 GDD 461 GDD 367 GDD 291
DirectX
The DirectX Course covers the Microsoft DirectX API for the PC and the Xbox 360, which encompasses 2D and 3D graphical rendering and user input. The coursework in this class is mostly focused on the graphical portion of DirectX.
Engine Development II
The Engine Development II Course focuses on the rendering portion of a game engine. Students will learn about and implement an optimized rendering system. Lab implementations will use the DirectX API, but lectures will be presented in an API agnostic manner. The course will also cover some advanced rendering topics including post-processing, shadows, normal mapping and more.
Game Networking
The Game Networking Course will cover the techniques and technologies required to create network-enabled games. Students will learn basic networking principles, network protocols, game-specific networking techniques, and various APIs and encapsulation techniques. In addition to connection-oriented and connectionless communications methods, students will also learn various network architectures (including the client/server model and peer-to-peer model) and the standard Windows/Unix Sockets API in C/C++.
Game Preproduction
In the Game Preproduction Course, the students plan and pitch the genre and scope of their game, including the actual design, interactivity, theme, art style, and possible project issues. Students will decide on what features will be in the game and who will do what on the project. The students will also design out their story and the assets needed in their project and who will be working on them as well.
Game Project II
The Game Project II Course continues a four-week game development project that was begun in Game Project I. The emphasis on teamwork and project planning continue during this class along with two major milestones. Student assignments include maintenance of technical design documentation, implementation of game technology, preparation and presentations of their Alpha and Beta milestones, as well as continued work on game projects and integration of their assets towards their final milestone.
Machine Architecture I
This course emphasizes the relationship between high level programming languages and the hardware they compile and run upon. We take a closer look at how code actually runs on the processor in terms of clock cycles, the assembly produced, and the trade-offs between memory versus CPU overhead. Close attention is given to memory operations and bitwise manipulation. Time is also spent learning how to navigate around a commandline Unix-based environment as an introduction to a non-Windows based operating system.
OpenGL
In this course, students are instructed in the use of OpenGL , a high performance crossplatform real time 3D graphics library that is widely used in both the game and simulation industries. Beginning with the basic fixed pipeline functionality, including lighting, texture mapping, and other special effects, students progress to using programmable pipeline features for the highest performance and ultimate flexibility in graphics special effects. Advanced applications of matrices for 3D object and camera transformations are also covered within the context of OpenGL.
Operating Systems
In the Operating Systems Course, students learn the concepts of modern operating systems and how they impact the code we create. The students also learn how to construct multi-threaded applications that are critical for utilizing modern multi-core processors to their fullest extent. Students can use this knowledge to better design their code to efficiently use the operating systems and CPU hardware on almost any system that they need to use in their career. Various API for multithreading are examined after the concepts have been used with a more learning friendly API.
Course Outline
Introduction to DirectX and 2D Drawing Rendering 3D Geometry HLSL Shader Language Texturing Terrain and Mesh Loading 3D Lighting Models User Input with XInput and DirectInput Particles Total credit hours Course length 4.00 4 weeks
Course Outline
General Renderer implementation Deferred Shading Advanced Lighting Shadow Mapping Post-process Effects Matrix Hierarchies Sorting of render objects Total credit hours Course length 4.00 4 weeks
Course Outline
Team Building Skills Planning Methodology Design Creation Art/Theme Creation & Integration Total credit hours Course length 3.00 4 weeks
Course Outline
The Internet Protocol (IP) Transmission Control Protocol (TCP) Server Networking Networking Architectures User Datagram Protocol (UDP) DNS and IPv6 APIs and Frameworks Total credit hours Course length 3.00 4 weeks
Course Outline
Alpha Preparation Alpha Presentation Alpha Review Beta Preparation Beta Presentation Beta Review
Course Outline
Data Representation Von Neumann Architecture X86 Instructions Instructions Set Construction Cache Memory Virtual Memory Total credit hours Course length 4.00 4 weeks 3.00 4 weeks
Course Outline
Introduction to OpenGL Programming/ 3D Primitives and Projections 3D Transformations Lighting, Materials, Special Effects Basic Texture Mapping Vertex Arrays and VBOs Advanced Texture Mapping and Other Techniques Introduction to Shaders
Course Outline
Modern Operating Systems System Services System Programs Synchronization Methods Advantages of Threading CPU Scheduling Deadlock Avoidance Virtual Memory Total credit hours Course length 3.00 4 weeks
GDD 490
GDD 377
Game Project I
The Game Project I Course immerses students in a four-week game development project with heavy emphasis on teamwork and two milestones; Feature Fragment (s) one and two. Students will take their documentation created in previous classes and begin work on their project by coding their core gameplay and major features for their game by the end of the month.
Engine Development I
The Engine Development I Course is an introduction to the use of a pre-existing game engine and the development of supplementary components. This course emphasizes debugging, development of problem solving skills, reading and understanding pre-written code, requirements analysis, and working towards being a better software engineer upon graduation. To accomplish these goals students will work on important components of game engines as well as being tested on their knowledge of the material presented and programming fundamentals.
GDD 451
GDD 463
GDD 482
GDD 495
Machine Architecture II
An embedded computer system operates differently from a desktop or laptop machine. There is generally no operating system and the functionality requires closer interaction with the hardware. In this course, the students will investigate machine architecture with a particular focus on how the hardware architecture influences the way the software is designed and crafting code sequences that marry with the hardware to improve performance. The class will explore the embedded development with an emphasis on how the system impacts the software design and development methodologies.
Intermediate Vertex and Fragment Programs Cross-platform Rendering Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Advanced Game Production Continuous and Nightly Build Process Presentation and Milestone Acceptance Game Project Game Creation Total credit hours Course length 4.00 4 weeks
Course Outline
Game Object Management Memory Management Vector & Matrix Behaviors File Input & Output Multi Threading Scripting Total credit hours Course length 3.00 4 weeks
Course Outline
Collision Detection, Intersections, and Reaction Spatial Partitioning, Bounding Volume Hierarchies Scene organization, Occlusion Culling Particle and Rigid Body Physics Total credit hours Course length 4.00 4 weeks
Course Outline
Asset Planning Production Schedule Creation Risk Assessment Technology Planning Architecture Creation & Integration Team Building Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Embedded Hardware Systems (GBA) Visualization in an Embedded System Interrupt Service Routines Hardware Timers and their Use Input Processing in Embedded Systems Optimizing Code for a Target Processor Total credit hours Course length 3.00 4 weeks
Course Outline
Final Preparation Final Presentation Archive/Wrap-up Game Compliance Self-Analysis and Review Game Project Total credit hours Course length
This specific course uses the Florida Statewide Course Numbering System (SCNS).
170
FU L L S A I L U N I V E R SITY
171
Course Descriptions
Program Core
GDD 472 COP 2334 GDD 470 GDD 259 GDD 356 GDD 271 GDD 261
General Education
GEN 173
Optimization
The Optimization Course focuses on the techniques required for increasing the frame rate of video game applications. By examining the relationship between the CPU, GPU, and their architectures, students better understand how code and art affects their platform. Students are introduced to the process of detecting optimization bottlenecks and hotspots for the CPU, GPU, and other hardware resources. Students also explore methods used to solve common video game hotspots and bottlenecks. These methods increase performance through techniques that involve memory, multi-threading, shaders, drivers, and CPU/GPU processing.
Programming II
The Programming II Course continues teaching the C++ programming language, focusing on its object-oriented structure as a tool for creating games. Students in this course learn class-based C++ coding syntax as well as additional skills for designing and building programs. Students are also shown more advanced concepts such as data structures and key algorithms.
Software Engineering
The Software Engineering Course emphasizes good design practices, debugging, software testing, and team collaboration. Specific topics covered include requirements analysis, design documentation, design patterns, coding standards, common coding errors, debugging strategies, testing methods, test case design, and source control. To put these concepts into practice, the students work in small teams and port an existing game to an arcade platform. In short, skills that are indispensable to success to the game development industry, but that are often skipped in a traditional computer science curriculum.
Course Outline
Classes Linked Lists and Related Data Structures Class Operators and Friends Public Inheritance Number Bases, Recursion and Function Pointers Total credit hours Course length 4.00 4 weeks
Course Outline
Limits and Rates of Change Derivatives Application of Derivatives Integrals Application of Integrals Multi-variable Calculus Total credit hours Course length 4.00 4 weeks
Course Outline
Animation Classification and Techniques Morphing Articulated Animation Skin and Bones Animation Animation Playback System Animation Compression Techniques Importing and Exporting Animation Data
Course Outline
LCPU, GPU Bus Architecture CPU Detection and Optimization GPU Detection and Optimization Multi-threading Shading and Optimization Optimization Tools Total credit hours Course length 4.00 4 weeks
Course Outline
Code Conventions Source Version Control Debugging Practices Problem-solving Techniques Technical Documentation Solutions Research Pathways Large-scale Project Maintenance
Course Outline
Introduction to Game Production Game Production Methodologies Elements of Teamwork Schedule Creation and Documentation Game Project Total credit hours Course length 3.00 4 weeks 4.00 4 weeks
Course Outline
.NET and C# Forms Dialogs Control Layout GDI+ Coordinate Systems Controls XML Design-time
Course Outline
Intro to Windows Programming (Windows API) Graphics (Direct2D & DirectWrite) Input (Raw Input) Real-Time Programming & Multi-Threading Bitmaps (WIC)
COP 2335
Programming III
The Programming III Course finishes teaching the essentials of C++ and introduces some handy new items such as the Standard Template Library plus file input and output. During this time students are also able to review some critical topics from previous months such as debugging, dynamic memory, classes and linked lists. With the addition of persistent storage, parameterized types and preexisting code libraries, creating more complex projects is both easier and quicker, preparing the students for the larger applications developed in following courses.
ENC 1101
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
GDD 358
COP 1000
Programming I
This course teaches the C++ programming language as a foundation for creating games. Students will learn basic C++ coding syntax as well as fundamental skills such as designing and building programs.
GDD 127
GDD 234
Course Outline
Introduction to Programming Variables and Branches Loops and Arrays Strings and Functions Structures Pointers and Dynamic Memory Total credit hours Course length 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Debugging, Dynamic Memory and LL File I/O Rapid Application Development Class Hierarchies Templates and Algorithms Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Basic Game Structure Elements of Reusable Game Technology Game Logic and 2D Collision Detection Integrating Game Design and Programming Using Design Patterns to Build Scalable Architectures Developing Scripting Languages Introduction to Tile Maps
Course Outline
Project Overview Phases of Production Schedule Creation and Documentation Game Project Software Testing Techniques Presentation and Self-analysis Total credit hours Course length
Course Outline
Game Design Elements Interface Design Storytelling Game Usability Total credit hours Course length 4.00 4 weeks
4.00 4 weeks
4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
172
FU L L S A I L U N I V E R SITY
G A M E D EV ELO PM EN T
173
Course Descriptions
General Education
PPE 2110 GEN 251 SPC 2140 GEN 242 GEN 262 SPC 1606
Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.
Linear Algebra
The Linear Algebra Course is the second of two pure math courses in this program. The course starts with a quick review of selected topics in geometry, algebra II, and trigonometry. Students then build on that foundation for applications in collision detection and motion of objects. Vectors, matrices, and quaternion are introduced to control the way objects move and interact on screen using C++/DirectX, and students create libraries of code functions that can be used in future courses. This course is a prerequisite for the Physics, AI, Game Engine, DirectX, and OpenGL courses.
Physics
The Physics Course is about physics modeling and simulation, teaching students how to understand the world through physics in order to create physically realistic 3D graphics environments for game development. Real-world phenomena such as motion and collisions are described in terms of physical formulas, which can then be translated into computer code. The development of problem solving skills is emphasized. Students learn the techniques of identifying behaviors, breaking them down into component parts, and creating computer models to handle particular behaviors using DirectX/C++.
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Targetaudience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks
Course Outline
Vector Operations Matrix Operations Determinants 2D and 3D Transformations Planes and Lines in 3D Space
Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks
Course Outline
Particles Kinematics Particle Dynamics Numerical Methods (Euler, Verlet Integration, Velocity Verlet, RK4,Taylors Series Approximation, Midpoint Methods) Collision Detections Particles Dynamics Particle Collision Responses Rigid Body Kinematics Quaternion 4.00 4 weeks Rigid Body Dynamics Rigid Body Collision Responses Total credit hours Course length 4.00 4 weeks
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Archetypes, Culture and Myths Archetypes Influence on Culture Contemporary Western Myths and Archetypes Cultural Archetypes of Asia, Europe, and Latin America Cross Cultural Comparisons of World Archetypes and Myths to Western Culture Total credit hours Course length 4.00 4 weeks
Collision Detections Coordinate Systems and the Gram-Schmidt Algorithm Introduction to Vectors Calculus Quaternion Total credit hours Course length
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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G A M E D EV ELO PM EN T
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Areas of Focus
Digital Storytelling Design Fundamentals Branding/Identity Personal Identity Project
Graphic
Graphic design is everywhere. In almost every aspect of our lives, art is used to convey a message, and everything that we buy has some amount of design that goes into it. Whether its a t-shirt, magazine, billboard, website, or a company logo, we are constantly surrounded by visuals that tell a story or express an idea. The vision driving these images is one that shapes the world and the way that we see it.
Design
Associate of Science Degree Program
When you enter Full Sails Graphic Design program, you join the ranks of those who choose to spread their vision on a wider scale. Its about combining the beauty and wonder of art with the mechanics of design to deliver a clients message in a compelling way. Its about communicating a story through visual means. And regardless of how you choose to tell that story, youll be immersed in a world of creativity, where the only limitation is your own imagination.
Graduates of this degree may apply to continue their education with the:
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G R A PH I C D ESI G N
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Areas of Focus
design
IMAGES
design THEORY
Digital Storytelling
Art is about self-expression and aesthetic satisfaction. Design incorporates those elements, but its purpose is more direct to convey a clients message. To be able to do this effectively, youll need to have a rm grasp on how a story or message can be conveyed by images and design, a concept that has existed since arts beginnings. By studying arts historical context through selected monuments of design and architecture in the Western tradition and the effect they had on the civilizations that produced them, youll develop a better understanding of how to apply similar theories to aid you in delivering your message, whatever it may be. Youll combine this understanding with the software tools that allow you to easily produce personal digital content that communicates a story or theme whether its your own, a clients, or that of the entire world.
elements
COLOR
typography
DESIGN
delivering
MESSAGE
YOUR
Design Fundamentals
Having a healthy design vocabulary helps ensure that there are no barriers to your ability to take on projects and assignments. Thats why the Graphic Design program starts with key concepts that will inform all of your design work. Youll study the psychological impact and importance of color and learn to use typography as an effective design element. Youll also study the best logos and symbols in the eld of graphic design and explore their meaning and technique, all in preparation for creating a personalized logo that works. Youll also work to develop your skills with software applications that are used every day in the design world, such as Adobe Photoshop, Illustrator, and After Effects. The combination of design theory and knowledge of powerful software will give you the foundation you need to start creating great design.
DESIGN architecture
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software
F O U N D AT I O N
G R A PH I C D ESI G N
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Areas of Focus
BRAND
Branding/ Identity
A brand is more than just a logo; its a set of values that the public can believe in and associate with a name or company. From a designers perspective, it involves sitting down with a client and being able to offer up insight for every piece of collateral, package design, sponsorship, and event that youre involved in, explaining how each element supports the companys brand objectives. In the eyes of the client, youre no longer just doing contract work youre now a partner in their endeavors. Of course, aside from any design work, there are other important skills you need to learn to be able to relate to and communicate with a client, and we cover those topics too, as you gain experience with all aspects of the corporate branding process.
OBJECTIVES
elements of DESIGN
Personal Identity Project
Just as a companys brand is an essential component of its success, your own personal brand is just as crucial to the advancement of your career. The nal portion of the Graphic Design program will task you to complete a Personal Identity Project that will bring together all the disparate elements of design that form your personal brand. By creating a portfolio, youll collect your existing pieces of work into a professional, impressive cache that can turn an average job interview into a great one. And throughout the portfolio process, youll be exposed to a series of innovative personal brands in the industry, studying everything from the design of successful logos to the type of letterhead used in documents. In the end, youll use all this knowledge to pull together a powerful and unique expression of your identity.
brand E L EM E NT S
advancem ent
CAREER
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Overview
Our Graphic Design curriculum gives you experience that can prepare you for a career in the eld of design. Youll create projects for assignments where no two submissions are alike from print publishing to package design to interface design and more. Along the way, your projects will be documented in a design diary, logging both instructor feedback on various assignments and your own notes indicating what was done to improve the work. This will become a valuable reference tool for the programs nal project, when youll assemble all youve learned along the way to put together a piece of work that will be the highlight of a diverse and stylized portfolio. In addition to art and design skills, youll also have courses in real-world topics like corporate branding and identity, client relations, and how to give and receive work critique, as well as courses focusing on communication skills, art history, and how to prepare yourself for that rst step into the design industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of graphic arts production needed to qualify for entry-level, industry positions as graphic designers, media designers, web designers, digital image processors, art directors and various other positions in graphic arts production. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
GRAPHIC DESIGN
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Graphic Design
PROGRAM CORE
Code DGT 241 GRD 273 GRD 124 GRD 254 GRD 167 ART 1201 DGT 112 GRD 162 GRD 244 DGT 117 DGT 252 DGT 262 DGT 275 DGT 273 GRD 293 GRD 294 PLA 2412 GRD 156 GRD 282 DGT 232 Totals: Course
Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 3.00 3.00 3.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 4.00 4.00 3.00 3.00 3.00 3.00 72.00
* This specific course is offered online. Please see course description for details.
DGT 241
GRD 124
GRD 167
DGT 112
Advanced Computer Graphics Client Relations Color Theory Corporate Branding Critique Structures Design and Art Theory Designing Computer Graphics Digital Photography Digital Publishing Digital Storytelling Digital Video Editing Digital Video Flash Media Graphic Web Design Graphics Personal Identity Project I Graphics Personal Identity Project II Intellectual Property and Law Logos and Symbols* Portfolio Creation Typography and Page Layout
Color Theory
The Color Theory Course exposes the student to the theories and application of color, as it relates to both print and screen. Historical and geographical perspectives will be discussed. Methods and techniques of the use of color to create impact, combined with the necessary color correction for the many delivery options are reviewed. In this course, students also explore color calibration, both with software and hardware tools.
Critique Structures
The Critique Structures Course examines the process of evaluating and describing digital and traditional pieces. Students participate in an in-depth discussion of looking and experiencing art and design content done by artists, graphics professionals, and students of many genres. The examination of how well the pieces accomplish their design, value, complexity, and aesthetics are discussed. The students will critique a number of works in this course, both individually and in groups.
88 52
Course Outline
Advanced Graphics Tools Advanced Design and Color Layout and Composition Digital Imaging and Manipulation Special Effects Total credit hours Course length 4.00 4 weeks
Course Outline
Color Theory in Principle Applied Color Theory Psychology of Color Color Calibration Total credit hours Course length 3.00 4 weeks
Course Outline
Principles of Aesthetics Applied Aesthetics Student Critiques Guided Discussion Critique Portfolio Total credit hours Course length 4.00 4 weeks
Course Outline
Computer Graphics Tools Design and Color Layout and Composition Digital Imaging and Manipulation Total credit hours Course length 4.00 4 weeks
GRD 254
GRD 162
These specific courses use the Florida Statewide Course Numbering System (SCNS).
GRD 273
Corporate Branding
The Corporate Branding Course builds upon the concepts learned in the prior courses, and focuses on what makes an effective brand. Students are exposed to many of the best-known brands and their impact on our world. Concepts of branding and how to use it effectively in the corporate market are explored. Students will create their own Corporate Brand portfolio.
Client Relations
The Client Relations Course introduces students to normal business practices and how to navigate them, providing an understanding of how the complex client/designer relationship is critical for success. Students are exposed to many techniques for gaining and keeping the trust of the client. Concepts of negotiation and how to use it effectively in business are explored. Students participate in groups simulating real-world client/designer business scenarios.
4 5 6 7
ART 1201
Digital Photography
The Digital Photography Course builds upon the concepts learned in the prior courses, especially composition and aesthetics. Students will be exposed to many of the best photographers work and will learn advanced techniques for taking digital photographs, editing and presenting them, and managing meta-data/files with industry leading software. In this course, students are asked to shoot and present their work in various delivery platforms. The design concepts reinforced in this course can be used across all types of media.
Course Outline
Understanding Corporate Branding Great Branding Campaigns The Branding Process Corporate Branding Project Total credit hours Course length 3.00 4 weeks
Course Outline
Introduction to Visual Thinking Drawing Workshop, Color and Value, Perspective Elements and Composition of Art and Graphics Cartooning, Animation, and Storyboarding Total credit hours Course length 4.00 4 weeks
Course Outline
Taking Great Digital Photos Editing for Impact Photo Manipulation Digital Photography Project Total credit hours Course length 4.00 4 weeks
Course Outline
The Business Process The Client Relationship Gaining the Clients Trust Client Relationship Workshop Total credit hours Course length 3.00 4 weeks
ART HISTORY
DIGITAL PHOTOGRAPHY
ENGLISH COMPOSITION I
DIGITAL STORYTELLING
11
13
DIGITAL PUBLISHING
CORPORATE BRANDING
CLIENT RELATIONS
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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FU L L S A I L U N I V E R SITY
G R A PH I C D ESI G N
185
Course Descriptions
Program Core
GRD 244 DGT 252 DGT 275 GRD 293 PL A 2412 GRD 282
General Education
ART 2006 DEP 2004
Digital Publishing
The Digital Publishing Course mirrors the professional graphic art industry workflow model. Students work in teams with a lead designer, designers, production artists, an illustrator, and a digital pre-press artist, cycling through the responsibilities for each project. For the duration of the course, each student gains team-publishing experience using Adobe Acrobat in a document review cycle with a client. Students have the opportunity to produce a CD/DVD cover and sleeve, a poster, a magazine cover and 16-page signature, a brochure, and an e-book.
Digital Video
The Digital Video Course is a preliminary production course for the Graphic Design program. In this course, students are introduced to the primary concepts of storytelling, sound design, imaging, and editing. This course also introduces students to the production model, media types (text, image, and sound), and the technologies of multimedia architectures.
Flash Media
The Flash Media Course focuses on the creation of engaging interactive content for the Internet utilizing Adobe Flash, an industry-standard Web authoring software package. In addition to learning the key elements of the Flash interface, students explore how to create and edit rich media for deployment on the Web. Optimization and publishing techniques for audio, video, and animation will be addressed to ensure smooth performance within the Web environment.
Portfolio Creation
The Portfolio Creation Course prepares students for presenting their work to the professional graphic arts industry. Students work with existing assets they have created during the Graphic Design Program as they develop a professional portfolio. Students have the opportunity to create signature pieces to help them represent their skill level to the industry. For the duration of the course, students individually polish both their graphics and the look of their portfolio in order to succeed when being interviewed for a position in the industry.
Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
Developmental Psychology
The Developmental Psychology Course course is designed to examine the ways in which the basic elements of psychological development serve to either enhance or detract from personal growth. Students will explore both current and historical theory to give them the broadest possible framework with which to enhance their understanding of identity development and expression.
Course Outline
Storytelling Media Types Design and Production Total credit hours Course length 4.00 4 weeks
Course Outline
Flash Authoring Environment Drawing Tools Flash Animation Techniques Optimizing and Publishing Total credit hours Course length 4.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length 4.00 4 weeks
Course Outline
Paradigms Proactive and Reactive Behavior Efficacy, Shadow, Shame Cognitive Dissonance Imagination and Conscience Time Management Perception and Communication
Course Outline
Digital Publishing Cycle Digital Pre-press Concepts and Techniques Design and Production of Online Documents Interactive Online Documents Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law
Course Outline
Portfolio Design Fundamentals Asset Creation Portfolio Assembly Portfolio Review Total credit hours Course length 3.00 4 weeks
Course Outline
Concepts of Personal Branding Applied Personal Branding Preproduction Personal Brand Production Total credit hours Course length 4.00 4 weeks
DGT 262
3.00 4 weeks
MGF 1213
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
4.00 4 weeks
DGT 232
DGT 117
Digital Storytelling
The Digital Storytelling Course leads the student through the methods and techniques of creating personal digital content using the Apple iLife Suite. In this course, students are asked to explore this powerful suite of tools to create many pieces of personal expression, including Podcasts, movies and websites. The design concepts reinforced in this course show that they could be used across all types of media.
GRD 156
ENC 1101
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Course Outline
Editing Techniques Production Workflow Editing with Final Cut Pro Total credit hours Course length 4.00 4 weeks
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models
Course Outline
iPhoto and iWeb iMovie and Garage Band iDVD and iTunes iLife Project Total credit hours Course length 3.00 4 weeks
Course Outline
Graphic Optimization HTML Dreamweaver Content Integration Total credit hours Course length 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness 4.00 4 weeks Total credit hours Course length 4.00 4 weeks
Course Outline
The Graphic Display of Information Exploration of Symbols and their Meaning Creating a Logo that Works Logos and Symbols Project
Course Outline
Fundamentals of Typography Typography and the Page The Page as Design Press Considerations 3.00 4 weeks Total credit hours Course length 3.00 4 weeks
Course Outline
Concepts of Personal Branding Applied Personal Branding Preproduction Personal Brand Production Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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G R A PH I C D ESI G N
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Areas of Focus
Law Management Marketing Distribution
Music
Bachelor of Science Degree Program
The music business has undergone some seismic shifts in the past few years, but one thing hasnt changed: it takes an army of talented and wellprepared people working behind the scenes to get artists the attention they deserve. That army needs to be equipped to provide their clients with the logistical assistance, nancial arrangements, and promotional prowess they need to maximize the impact of their artistic creations.
Business
Of course, the music business world goes far beyond just number crunching. The Music Business curriculum at Full Sail dives into the jobs, skills, and talents needed to be part of the team that gets music heard the tour managers, label employees, promoters, producers, merchandisers, lawyers, publishers, and, yes, accountants that help to keep the wheels of commerce turning so artists and their fans can connect on stage, online, on TV, on mobile phones, on the radio, and all over the world.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
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CAMPUS * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS
ONLINE
ONLINE PROGRAM
M U SI C BU SI N ESS
189
Areas of Focus
contract
N EG O TI ATI O N S
Law
Contracts in the music business can range from a letter of agreement to an inches-thick document, but regardless of their size, youll need to have an understanding of how to protect your (or your clients) interests. Youll learn how best to do this in courses that examine subjects like music business law and contract negotiations, copyright protection, and more. Youll also explore the many different areas of the business in which legal knowledge is important, from the rules that guide agents, managers, and attorneys to the art of negotiating a sweetheart deal.
COPYRIGHT
PROTECTION
Management
strategic
PLANNING
As either a studio manager or an industry executive, an in-depth knowledge of the protocol, etiquette, and professionalism youll need to thrive in the music business is essential. Skills like effective communication, strategic planning, and an understanding of the various structures in the music business are all learned in the Music Business Bachelors program, helping you to understand how to successfully nurture a clients career or even navigate your own way to the top of the corporate ladder.
communication
S K I LL S
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M U SI C BU SI N ESS
191
Areas of Focus
DISTRIBUTION
Marketing
effective
marketing
plan
A N A LYSIS LYSIS
successful
PROMOTI ON ON
Finding and connecting an artist with an audience is one of the main reasons the music business exists. Whether youre an artist looking for exposure or a record company trying to provide it, the Music Business curriculum will teach you how to analyze and predict customer behavior and then turn that analysis into a marketing plan. Youll learn how to effectively use publicity, merchandising, retail promotions, touring, trade shows, online outlets, and other marketing tools to get music in front of the right people, as a step towards growing and energizing an artists fan base.
artist
CONNECTION
AUDIENCE
Distribution
Like a tree falling in a forest, the best music in the world can remain unheard if nobody ever gets a chance to listen. Next to successful promotion, effective distribution is the best way to give as many people as possible that chance. Whether overseeing the production of a physical product and getting that product into traditional retail channels, or pursuing the expanding opportunities afforded by online outlets, youll develop a keen understanding of the various distribution methods vital to a successful career in the music business.
promotions
shows
TRAD E
PUBLICITY
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m e r c h a n d is in g
M U SI C BU SI N ESS
193
Areas of Focus
structure
Networking
Music Business management will present nine networking workshops throughout the undergraduate business programs to provide students with the necessary networking skills for future success. The sessions cover topics like goal setting, professional etiquette, professional communication and establishing a personal brand. Students will create important networking pieces like business cards, resumes and online portfolios.
SONG
research
personal BRAND
market
Critical Listening
Students develop their ability to listen to music with the critical ear of a music industry professional, learning to discuss the aesthetic and technical elements of live and recorded music with a variety of music business professionals, from engineers to artists. They learn to differentiate and identify by sound various instruments and mixing techniques. Students learn how to optimize the listening experience, explore song structure, and evaluate and discuss music at a professional level.
marketing
PLANS
professional
Final Project
Your nal project is your chance to prove youre prepared to take all the knowledge youve gained throughout the Music Business Bachelors program and combine it with the drive, imagination, and love for music that brought you to Full Sail in the rst place. Youll be responsible for analyzing a real-world music business scenario and working through all the details and components necessary to make it successful from researching the current market conditions and commercial viability, to identifying your sources of funding and investment strategy, to creating a marketing plan and accounting for distribution.
etiquette
music
evaluation
M U SI C BU SI N ESS
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FU L L S A I L U N I V E R SITY
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Overview
Although every job in the music business is unique, they all need to work in harmony to maximize an artists potential. This real world approach is at the heart of Full Sails Music Business Bachelor of Science Degree program, which will assist you with in-depth knowledge of multiple aspects of the business to include the need for music business professionals working with major record labels, lm, TV, sports media, video game developers, online streaming sites, advertising agencies and more. To be an effective player in the music business, its not just important to be good at what you do, but also to be well-versed in the many different roles within the industry. For example, a bands publicist may not need to book a tour, but being aware of how and why that tour is routed a certain way is invaluable knowledge when it comes to forming a media strategy. By teaching you about the many different roles in the business, the Music Business curriculum allows you to not only focus on what you do best, but also to ensure that your contributions to the big picture are as effective as possible. Youll learn these roles through courses in musicspecic business subjects like Artist Management, Music Copyright and Publishing, Concert Management and Publicity, and Record Label Development, as well as general business concepts like marketing, distribution, and law. After youve absorbed all the necessary knowledge from these varied courses, the Music Business Bachelor of Science Degree program culminates in a nal project in which you analyze a music business company problem and develop managerial and entrepreneurial strategies to address it. In addition to business-specic topics, youll also have courses focusing on communication skills, business statistics, professional presentation, and how to prepare yourself for that rst step into the music business industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
The goal is to provide the student with the focused knowledge and understanding of essential business and management skills, further enhancing the students ability to become a successful music business professional in a variety of elds, including recording, artist management, concert management, music publishing, music marketing, music supervision, merchandising, distribution, and e-commerce. Completion of the Music Business Bachelor of Science Degree provides graduates with a portfolio of realworld projects to further careers as entrepreneurs and leaders in the music industry, and for entrylevel business positions with record labels, music publishers, artist management rms, concert promoters and music technology companies.
MUSIC BUSINESS
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FU L L S A I L U N I V E R SITY
M U SI C BU SI N ESS
197
Music Business
PROGRAM CORE
Code MUB 481 ACG 3223 ENTB 251 MUM 4309 MUB 461 MUB 2513 DGL 101 ENTB 2713 MAN 2020 MKT 210 BUL 4621 MUB 131 MUM 3733 MUM 3308 MUM 4305 REC 2051 MUB 4361 MUB 4715 ENTB 3013 ENTB 3623 MUB 343 ENTB 4913 Totals: Course Artist Management Business Accounting Business Law
Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 4.00 4.00 4.00 3.00 4.00 4.00 4.00 3.00
MUB 481
ENTB 251
MUB 461
MUB 2513
Artist Management
The Artist Management Course explores the career path of the manager. This position plays a significant role in the entertainment business community and in the career of the artist/band. Course topics include: the artist/ manager relationship, launching an artists career, management contracts, development of an artists career path, and sustaining an artists career.
Business Law
The Business Law Course provides an overview of general business practices, including entity formation, insurance, taxes, and accounting. Students study the laws protecting intellectual property in relation to protecting their own work and legally incorporating the works of others. Students study the law and practices of contracts and negotiations. All concepts are explored through legal case studies and applied business projects.
Business Technology and E-Commerce Concert Management and Publicity Critical Listening for Music Professionals Digital Literacy Excel and Data Reporting Introduction to Management Introduction to Marketing Music Business Law and Contract Negotiations Music Business Management Music Business Marketing Music Copyright and Publishing Music Distribution Music History* Music Merchandising and Retail Promotions Music Supervision Principles of Business Finance Principles of Entrepreneurship Record Label Development Strategic Business Management
Course Outline
Overview of the Artist Manager Developing the Artist/ Manager Relationship Launching the Artists Career The Management Contract
4.00 4.00 4.00 4.00 4.00 4.00 3.00 4.00 2.50 4.00 4.00 4.00 4.00 4.00 83.50
Course Outline
Overview of Entertainment Industries Business Practices An Introduction to Intellectual Property Clearances and Licensing Contracts and Business Law Total credit hours Course length 4.00 4 weeks 4.00 4 weeks
Course Outline
Concert Promotion Basics Examination of the Touring Team for the Artist/Band Working with the Local Team Touring Production Manager Booking Staff and Equipment Public Safety Guidelines and Issues Preparing the Show for the Road Daily Scheduling and Management of the Schedule Contract Riders Vendor Contracts Total credit hours Course length 4.00 4 weeks
Course Outline
Basics of Music: Pitch, Rhythm, Melody, Harmony, Texture, Form, Dynamics Optimizing the Listening Experience Identification of Musical Instruments and Variations Mix Elements and Techniques Past and Current Trends and Sounds in Popular Music Total credit hours Course length DGL 101 4.00 4 weeks
122.5 80
Planning the Artists Career Making the Career Plan Work Career Maintenance and Control Total credit hours Course length
MUM 4309
* This specific course is offered online. Please see course description for details.
These specific courses use the Florida Statewide Course Numbering System (SCNS).
ACG 3223
Business Accounting
The Business Accounting Course examines the accounting cycle and the preparation and interpretation of basic financial statements. Students learn the concept of profitability, principles of cost models and controls, and various operational planning techniques that are used to evaluate the performance of a company. The role of accountants in the entertainment industry is examined throughout the course. Students use real-world accounting software to apply concepts learned.
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
Course Outline
The Accounting Cycle
Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers
Course Outline
Current Technology Platforms and Trends in the Industry Innovation and Adoption Models Quantifying Usage and Value Total credit hours Course length 3.00 4 weeks
Preparation of Basic Financial Statements Interpretation of Basic Financial Statements Cost Models and Cost Control Decision-Making and Operational Planning Total credit hours Course length 4.00 4 weeks
12
PRINCIPLES OF ENTREPRENEURSHIP BUSINESS ACCOUNTING MUSIC COPYRIGHT & PUBLISHING LEADERSHIP & ORGANIZATIONAL BEHAVIOR
18
PRINCIPLES OF BUSINESS FINANCE RECORD LABEL DEVELOPMENT MUSIC MERCHANDISING & RETAIL PROMOTIONS
20
4.00 4 weeks
16
17
19
MUSIC BUSINESS LAW & CONTRACT NEGOTIATIONS PROFESSIONAL COMMUNICATION & PRESENTATION
This specific course uses the Florida Statewide Course Numbering System (SCNS).
198
FU L L S A I L U N I V E R SITY
M U SI C BU SI N ESS
199
Course Descriptions
Program Core
ENTB 2713 MKT 210 BUL 4621 MUM 3733 MUM 3308 MUM 4305 MUB 4361 MUB 4715
Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of the entertainment business field. Students construct strategic plans in the selection and development of media products, and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
Music Distribution
The Music Distribution Course Course focuses on the distribution process and the various distribution channels available in the music business industry. This course addresses various distribution components, such as the types of distribution deals currently available in the industry, the examination of the different types of distributors, and the influence of the Internet as a distribution channel. In addition, this course examines the exploitation of a music product for optimal monetization, and the new business models for creating revenue streams.
Music Supervision
Students learn how to serve as a creative liaison between the music industry and the visual media industries, including film, television, video games, and advertising. Students develop their ability to determine the musical vision, tone, and style that best suit a given multimedia project. They learn to identify, secure and supervise music-related talent, including composers, songwriters, recording artists, musicians and producers, and to effectively communicate and negotiate with talent representation to obtain necessary clearances.
Course Outline
Formulas and Functions Tables and Charts Data Analysis Data Reporting Total credit hours Course length 3.00 4 weeks
Course Outline
Marketing Plan Research & Development Branding Advertising Public Relations Social Media Integrated Marketing Communications
Course Outline
Historical Overview of the Music Publishing Industry Music Publishing Overview and Concepts Copyright Law Copyright Requirements and Regulations Copyright Protection Copyright and Digital Technology Royalties Total credit hours Course length 4.00 4 weeks
Course Outline
Specific Legal Terminology Relating to the Music Business Industry Contract Writing and Negotiation Industry Contract Issues Lawyers, Business Managers, and Agents Total credit hours Course length 4.00 4 weeks
Course Outline
Distribution Fundamentals Distribution Deal Types Funding a Music Project Licensing Income Interpersonal Sales Techniques Direct Response Infomercials Internet Distribution & Promotion Social E-Commerce in Music Business Total credit hours Course length 3.00 4 weeks
Course Outline
Role and Responsibilities of the Music Supervisor Trends and Players in the Visual Media Industries Identification of Musical Vision, Tone, and Style of a Project Securing Legal Rights of Recordings Working Within an Established Budget to Deliver Music Elements Total credit hours Course length 4.00 4 weeks
Course Outline
Marketing Principles and Terminology Advertising Competitive Tactics Marketing Plan Development
Course Outline
Product Assessment Merchandise Design Trademark Protection Pricing and Cost Analysis Types of Retail Outlets Direct Marketing and Non-store Sales Internet Distribution Live Productions and Music Merchandising Total credit hours Course length 2.50 4 weeks
MAN 2020
Entertainment Licensing and Promotion Merchandising Public Relations Branding Total credit hours Course length 4.00 4 weeks
Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining organizational structure within leadership and legal contexts, and further examine human resource principles. The course also contains an introduction to risk management principles and practices, provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.
4.00 4 weeks
MUB 131
REC 2051
Music History*
The American music industry has generated hits and new style combinations through every decade. The Music History Course surveys this rich evolution from its roots through modern times, through sound and video, while examining each musical styles respective sociological and technological precedents.
Course Outline
Creating and Maintaining Organizational Structure in a Leadership vs. Legal Context Human Resource Principles Employee Benefit Programs and Taxes Local and National Labor Laws Risk Management Entertainment Business Management Case Studies Total credit hours Course length 4.00 4 weeks
Course Outline
Distribution Fundamentals Distribution Deal Types Funding a Music Project Licensing Income Interpersonal Sales Techniques Direct Response Infomercials Internet Distribution & Promotion Social E-Commerce in Music Business Total credit hours Course length 4.00 4 weeks
Course Outline
Folk and Country Music Blues, Soul Gospel, and Jazz Popular Music of America 1850-1995 Total credit hours Course length 4.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
200
FU L L S A I L U N I V E R SITY
M U SI C BU SI N ESS
201
Course Descriptions
Program Core
ENTB 3013 MUB 343
General Education
CLP 1006
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
ENC 1101
PSC 1030
STA 2026
HUM 1505
COM 3109
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.
Course Outline
The Major Label Overview The Independent Label Overview The Role of A&R Art Department Business Affairs Legal Department Marketing Department Promotions Department Publicity Sales
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Financial Analysis Time Value of Money Debt vs. Equity Financing Budgeting and Forecasting Capital Budgeting Techniques Business Valuation Risk Management Personal Finance Total credit hours Course length 4.00 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks MGF 1213 4.00 4 weeks
Course Outline
Force and Motion Energy and Mechanics Electricity and Magnetism Solids and Fluids Transmission of Sound Behavior of Light Physical Theories and Mathematical Formulas Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length 3.50 4 weeks
Course Outline
Popular Culture As Social Phenomena Approaches to Understanding Popular Culture Popular Culture and Media Technology Popular Culture and The Consumer/Audience Total credit hours Course length 4.00 4 weeks
Course Outline
Modes of Written and Oral Presentation Generating Ideas, Identifying Purpose, and Developing Content Audience Analysis Personal Image Presence and Image of Written Communication Presentation Strategies Technical Development of a Presentation Total credit hours Course length 4.00 4 weeks
ENC 1102
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
MAN 3151
ENTB 3623
ENTB 4913
Principles of Entrepreneurship
The Principles of Entrepreneurship Course examines the role of entrepreneurs in the entertainment industry and their effect on the global economy. The behaviors and motivations of entrepreneurs are explored. Students learn the steps required to launch a start-up company. Other topics covered include types of business entities and tax implications, business licenses, competitive advantage, and operations. This course provides an examination of the challenges and benefits of choosing entrepreneurship as a career path.
ECO 2005
Introduction to Economics
The Introduction to Economics Course examines the principles of economics that influence decision-makers, both consumers and producers, within the global economic system. Students examine the features of and reasons for different economic systems throughout the world. Supply and demand, fiscal and monetary policies, and international trade benefits and costs are discussed. The course provides a solid understanding of economics and how economics affects the entertainment business industry.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability
Course Outline
Critical Analysis Argument Information Literacy Research Methods of Documentation of Sources Total credit hours Course length 4.00 4 weeks
Course Outline
Leadership Group Dynamics Motivating Building Effective Teams Decision-making Conflict Resolution
Course Outline
Supply and Demand Consumer Behavior International Economics Role of Government
Course Outline
Role of the Entrepreneur The Entrepreneurial Mindset Case Studies in Entrepreneurship Entrepreneurship as a Career Total credit hours Course length 4.00 4 weeks
Course Outline
Business Problem Analysis Strategic Management Decisions Total credit hours Course length 4.00 4 weeks
Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
3.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
202
FU L L S A I L U N I V E R SITY
M U SI C BU SI N ESS
203
Areas of Focus
Sound Fundamentals Music Production Recording and Mixing Postproduction
Recording
Arts
Bachelor of Science Degree Program
Music affects us like no other art form, attaching to key moments in our lives and remaining as connected to our memories as images and emotions. Great audio does the same for all of our favorite entertainment amplifying their impact with everything from multichannel soundtracks for blockbuster lms, to iconic video game sound effects. And while the knob-turners helping produce this media may not always get the same kind of acclaim as the musicians, lmmakers, and game designers, having the right set of hands behind the controls is the key to ensuring that audio is recorded accurately, effectively, and with a resonance that makes the hairs on your neck stand on end.
The Recording Arts Bachelors Degree Program at Full Sail University is designed to give you the skills you need to get your hands on those controls, and deliver those same feelings to listeners, whether in the studio with a groundbreaking artist, in audio postproduction on a Hollywood lm, creating sound effects for video games, or using digital and analog tools to produce your own tracks. At Full Sail, youll be surrounded by a group of fellow students, educators, and industry guests who share your passion for the kind of powerful sound and music that stays with an audience long after a track ends or the credits roll.
Graduates of this degree may apply to continue their education with the:
Entertainment Business
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FU L L S A I L U N I V E R SITY
* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS
ONLINE
CAMPUS
ONLINE PROGRAM
R ECO R D I N G A RTS
205
Areas of Focus
Sound Fundamentals
What if your console malfunctions in the middle of a session? Wheres the best spot to place a mic for a kick drum? How do you tell a musician youre working with that their instrument is out of tune? By ensuring that you have the sound fundamentals required in the recording arts, Full Sails program prepares you for any of these situations and more. Classes in critical listening will help tune your ear to recognize problems with an instrument or vocal, as well as various technical anomalies that might effect the quality of a recording. Audiotronics courses provide an understanding of the use and maintenance of the audio hardware and software youll be using in modern studios; in these classes youll not only be learning how to troubleshoot digital audio workstations, but also how to wire, solder, and test electronic equipment. Other courses teach microphone theory, professional etiquette, and the industry-standard workow youll encounter in real-world studio situations.
signal F LOW
RECORDING
s e s s io n
digital audio
W O R K S TAT I O N S
MIC
PLA CEM ENT
206
FU L L S A I L U N I V E R SITY
R ECO R D I N G A RTS
207
Areas of Focus
Music Production
Taking a musicians ideas and translating them into a recorded product can be a powerful experience. But its a combination of music theory and technical knowledge thats needed to make that experience as productive and creatively fullling as possible. No matter what the genre, there are fundamental songwriting and production methods that build the foundation of a great track, and the Recording Arts program can teach you the same processes used by top producers in the industry. From guring out the perfect place for a microphone to helping an artist develop song structure and melody, courses in music production and theory highlight proven creative techniques for making greatsounding music. Youll learn songwriting and music development, as well as vocal production techniques that best highlight the emotion of the lyrics. Classes on music history are also designed to diversify and enrich your knowledge and awareness of all types of music, as well as give you a deeper understanding of the societal role music has played throughout the years.
surround SOUNDMIXER
music HI ST ORY
ear earTRAINING
sk i l l s
sound
EFFEC TS
208
FU L L S A I L U N I V E R SITY
R ECO R D I N G A RTS
209
Areas of Focus
MIX M A S TER
record
postproduction
PROJECT
music B U SI NESS
PREPARATION PREPARA ARATION
Postproduction
The art of recording isnt limited to laying down tracks for musicians. Full Sails program allows you to take your studio skills and learn how to apply them to the creation and recording of dialogue, music, and sound effects for lms, television shows, and video games. Whether you want to be a foley artist generating sound effects for the big screen, a sound designer for video games, a dialogue editor for a television show, or a surround-sound mixer, the postproduction component of the Recording Arts degree helps you develop a broader understanding of the audio industry and the skills you need to excel within it.
DEVELOPMENT
skill set
210
FU L L S A I L U N I V E R SITY
R ECO R D I N G A RTS
211
Overview
Full Sail began in 1979 as a recording school; though weve grown over the years to include many different aspects of media and digital arts education, our dedication to studio production and audio engineering has never wavered. But just as the Full Sail of today is different than the Full Sail of 1979, the areas in which recording arts skills can be applied have expanded into various entertainment industries. Beyond just teaching you how to capture an artists sound in the studio, Full Sails Recording Arts program is a thorough, constantly developing curriculum that encompasses analog and digital recording, live music production, and audio postproduction for lm, television, and video games. From acoustic principles, amplication technology, and signal ow, to interactive audio, MIDI techniques, and sound effect design, we cover the many different procedures, formats, and applications found in the recording arts world. By working with the same gear found in some of the nest professional studios, youll gain the condence and skills needed to succeed in these environments after graduation. In addition to music production skills and techniques, youll also learn communication skills, music history, critical listening, songcraft, entertainment business and law, and how to prepare yourself for that rst step into the music industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the job market. In addition, our Career services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of audio needed to qualify for entry-level industry positions as assistant engineers, music recording engineers, postproduction audio engineers, MIDI/digital audio workstation operators and programmers, music/ effects/dialogue editors, live production engineers, assistant maintenance technicians, and a variety of other positions in the audio industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
RECORDING ARTS
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FU L L S A I L U N I V E R SITY
R ECO R D I N G A RTS
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Recording Arts
PROGRAM CORE
Code REC 4315 REC 3413 REC 3623 REC 4735 REC 1801 REC 2803 REC 2413 REC 2141 REC 2513 REC 1751 REC 2223 DGL 101 REC 4935 REC 2623 MUB 2011 SHP 2031 REC 1630 REC 1731 MUM 3308 MUH 2051 MUH 3051 REC 4511 Course
Course Descriptions
Program Core
REC 4315 Credit Hours 4.00 4.50 3.50 4.00 2.50 4.50 4.00 3.00 2.50 3.00 4.00 4.00 4.00 3.50 2.00 4.00 3.00 4.00 4.00 2.00 2.00 4.00 Totals: 32.00 REC 3413 Totals: 95.50 MUT 1023 REC 2131 MUM 1608 REC 2901 REC 3011 REC 3123 Music Theory Principles and Applications of Electricity Recording Consoles Session Recording Songwriting and Development Vocal Production 2.50 2.50 4.00 4.50 2.00 4.00 REC 3623 REC 1801 REC 2413
Advanced Audio Postproduction Advanced Audio Workstations Advanced Interactive Audio Advanced Session Recording Audio File Management and Documentation* Audio Postproduction Audio Workstations Audiotronics Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Digital Mastering Interactive Audio Introduction to Music Business Introduction to Show Production Systems Microphones and Theory MIDI Music Copyright and Publishing Music History I* Music History II* Music Producing and Arrangement
Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an overview of digital audio concepts and practices. Students receive instruction and practical experience with powerful computerbased recording systems typically found in the modern recording and show production industry.
Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management Digital Audio Theory and Practice Total credit hours Course length 4.00 4 weeks
GENERAL EDUCATION
Code ART 2007 CLP 1006 MFG 1213 CGS 1000 ENC 1101 PHY 1000 ENC 326 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* English Composition I* Fundamentals of Physics Professional Writing* Public Speaking Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Sound Effect Design and Editing Music Editing for Film and Television Dialogue Editing for Film and Television: ADR, Overdubs Sound Effect Design for Film and Television Mixing and Processing: Troubleshooting Total credit hours Course length 4.00 4 weeks
Course Outline
Mobile Phone Sound Development Game Sound Development Advanced Internet Audio Techniques Problem-solving Techniques with Interactive Audio Advanced Game Sound Design Total credit hours Course length 3.50 4 weeks
Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem Solving Skills Professional Etiquette and Protocol Total credit hours Course length 2.50 4 weeks
REC 2141
Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.
127.5 80
REC 4735
REC 2803
Audio Postproduction
The Audio Postproduction Course provides students with an overview of the creation and recording of production sound and audio postproduction sound design for feature film and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture Maintenance Total credit hours Course length 3.00 4 weeks
Course Outline
Advanced Editing and Mixing Problem Solving Techniques Synchronization Film and Surround File Management Total credit hours Course length 4.50 4 weeks
Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length 4.50 4 weeks
Course Outline
Studio Session Protocol and Etiquette Advanced Studio Signal Flow Advanced Recording Practices and Procedures Advanced Recording Techniques Recording Projects and Problem Solving Techniques Total credit hours Course length 4.00 4 weeks
DIGITAL MASTERING
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
214
FU L L S A I L U N I V E R SITY
R ECO R D I N G A RTS
215
Course Descriptions
Program Core
REC 2513 REC 2223 REC 4935 MUB 2011 REC 1630 MUM 3308 MUH 3051 REC 4511
Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.
Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.
Digital Mastering
In this final course of the Recording Arts Bachelors Degree Program, the Digital Mastering Course, students participate in an in-depth, project-oriented class that addresses the creative and technical issues involved in advanced music mastering, editing, and delivery. Additional course topics include CD and DVD mastering, multichannel audio formats, and the standards and practices of digital mastering.
Course Outline
Critical Listening Skills and Final Project Development Music Mastering Skills CD and DVD Mastering Multi-audio Formats Digital Mastering Process
Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/ Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks
Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks
Course Outline
Historical Overview of the Music Publishing Industry Music Publishing Overview and Concepts Copyright Law Copyright Requirements and Regulations Copyright Protection Copyright and Digital Technology Royalties
Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length 2.50 4 weeks
Course Outline
The Popular Music Revolution 19651970 Big Business Music, Promotion Convergence vs. the Fringe 19701990 Total credit hours Course length 2.00 4 weeks
Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries 4.00 4 weeks Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length 2.00 4 weeks
Course Outline
Arranging
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
REC 1731
REC 2623
Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and explore how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.
MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Finally, students learn how to interface computers with musical instruments for recording and live performance applications.
4.00 4 weeks
Creativity Budgets and Management Development of an Engineering Style Psychology and Creative Development Total credit hours Course length 4.00 4 weeks
MUH 2051
REC 1751
Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times in two classes, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.
SHP 2031
Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks
MUT 1023
Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multichannel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks
Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.
Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks
Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software Synchronization Total credit hours Course length 4.00 4 weeks
Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks
Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks
Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length R ECO R D I N G A RTS 2.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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FU L L S A I L U N I V E R SITY
217
Course Descriptions
Program Core
REC 2131 REC 2901 REC 3011 REC 3123
General Education
ART 2007 MGF 1213 ENC 1101 ENC 326
Session Recording
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.
Vocal Production
The Vocal Production Course will specifically address the production of vocal tracks and voice-overs for various media and musical applications. The creative component of this course will explore techniques and strategies for capturing the best vocal performance. Other topics of study will include preproduction with vocalists, establishing producer/vocalist rapport, conducting a vocal session, vocal compilation and background vocals, microphone selections, signal processing for vocals and voice-overs, and mixing for vocals and voice-overs.
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Professional Writing*
The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities
Course Outline
Multi-Disciplinary Writing Strategies for Drafting, Revising, and Proofreading Professional Documents Manuscripts and Adaptations Reports and Proposal Writing Total credit hours Course length 4.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks
Course Outline
Technical and Strategic Applications for Vocal Performances Conducting a Vocal Session Microphone Selection for Vocals and Voice-overs Signal Processing for Vocals and Voice-overs Mixing for Vocals and Voice-overs Total credit hours Course length 4.00 4 weeks
Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks
Course Outline
Basic Songwriting Techniques Engineering and Lyrical Considerations Engineering and Music Genre Considerations Compositional Decision Making Songwriting and the Production Process Technology Decisions Based on Songwriting Total credit hours Course length 2.00 4 weeks
SPC 1606
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
Public Speaking
PHY 1000
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
CGS 1000
MUM 1608
Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks
Course Outline
Studio Signal Flow Multitrack Recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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R ECO R D I N G A RTS
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Areas of Focus
Sound Fundamentals Recording and Mixing Music Production Audio Postproduction
Engineering
Associate of Science Degree Program
Understanding the nuances of recording a voice or instrument requires a broad-based approach that combines art and science. From dramatic instrumental scores to hard-driving rock and roll, all genres and media require an attention to detail and a respect for the integrity of the nished product. If your dream career is to be involved in the making of memorable recordings, Full Sail Universitys Recording Engineering Associates Degree Program can give you the building blocks to pursue a career working behind the scenes in professional audio. Quality recorded audio is not only needed for great albums, but for the media that shapes our lives. To address the need for skilled recording professionals, Full Sail Universitys Recording Engineering Associates Degree teaches students the core fundamentals of what it takes to record and master high-caliber music and soundtracks.
Recording
Graduates of this degree may apply to continue their education with the:
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CAMPUS PROGRAM
ONLINE PROGRAM
CAMPUS * IF YOURE INTERESTED IN ANOTHER EDUCATIONAL TRACK, PLEASE CONTACT OUR ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
ONLINE PROGRAM
R ECO R D I N G EN G I N EER I N G
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Areas of Focus
Sound Fundamentals
In the studio, you need to know much more than how to run the controls. Youll need to have the ear to determine if a guitars A string is at, or whether a vocal needs to be brightened up. When a signal or microphone fails, youll need to know how to effectively troubleshoot and x the problem as soon as possible. Your curriculum in the Recording Engineering program introduces you to all of the elements of sound from music basics, to ear training and critical listening. Youll also study audiotronics to learn how to properly use and maintain industry-standard recording hardware and software, as well as hands-on electronics knowledge so that you can wire, solder, and test equipment. Your coursework also includes industryspecic topics such as microphone theory and audio workow, as well as the essential communication skills needed in the music business.
elements
O F SO U N D
PROFESSIONAL
workflow
critical LISTEN IN G
a udio t r o n i c s
microphone THEORY
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Areas of Focus
mastering
Recording and Mixing
Whether the goal is a polished pop single, a bare-bones rock track, or an intricate soundtrack to a game or lm, a recording session can demand a diverse range of skill and knowledge. The Recording Engineering degree program is developed to prepare you for a variety of recording situations teaching you how to create a professional-caliber recording from the rst track to the nal mixed master. Your coursework includes classes in session recording, audio workstations and interactive audio. Within Full Sails professional-caliber studios, youll learn the theory and operation of recording and mixing equipment, and apply your knowledge of engineering standards by working with live musicians in realworld recording scenarios. In turn, you develop creative production skills in sound design and artist collaboration, as well as the personal skills needed to work with real people
recording& mastering
ARTIST collaboration
Music Production
Your vision of becoming a professional recording engineer isnt driven by a desire to push buttons its the idea of taking part in making a quality piece of music. A solid understanding of what goes into good music is essential for an engineer to get the most out of a musician or instruments sound and ultimately deliver a powerful nal product. In the Recording Engineering degree program, youll learn the processes and techniques used by top music producers to create awless tracks. From nding the sweet spot for microphone placement to working with an artist on song structure, your coursework in music theory gives you insight into the music recording process. The fundamentals of melody, harmony, rhythm and tone are all part of working successfully with musicians. Youll study music history to analyze music styles and musical milestones to diversify and enrich your awareness of the requirements of todays studio environment.
SOUND design
TECHNIQUES
PRODUCTION
vocal
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Areas of Focus
audio
EFFECTS
sound IN MEDIA
music &
Audio Postproduction
Producers of lm, video games, and television all agree: sound is half the experience. The audio postproduction focus in Full Sails Recording Engineering degree explores the creation of sound effects, music, and dialogue for todays media. Youll learn how the soundtrack surrounds the audience and brings the onscreen world to life.
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Overview
Full Sail Universitys Recording Engineering curriculum is designed to provide you with the fundamental knowledge and technical skills youll need to make the rst step into a career in the audio industry. With more than 30 years of experience educating people in the art and science of recording audio, Full Sail has evolved alongside the industry, and has developed a curriculum that addresses the basics not just of recording music, but also how analog and digital recording skills can be used in video games, lm, live music production, and more. Youll study the use and maintenance of studio equipment, the operation of digital workstations, the fundamentals of how to effectively run a studio session, music production processes, and the postproduction implementation of dialog and special effects. By working with the same technology and workows found in the professional audio industry, youll master the basics of recording during live sessions with musicians playing a variety of genres. Since a passion for music is what ultimately drives those who want careers in recording, your coursework includes topics such as music theory and critical listening. Youll also learn the basics of electronics and work with all types of recording equipment to develop your understanding of the underlying technology that makes it all happen. Additionally, courses in communications, the music industry, plus relevant math and computer science deliver the essentials needed to thrive in real-world business scenarios and prepare you for that rst step into the audio industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and get you ready to enter the job market. In addition, our Career Development services and advisors will be available for support and assistance throughout the length of your professional career.
Objective
Our goal is to provide you with the focused knowledge and understanding of audio needed to qualify for entry-level industry positions as assistant engineers, music recording engineers, postproduction audio engineers, MIDI/digital audio workstation operators and programmers, music/ effects/dialogue editors, production engineers for broadcast, assistant maintenance technicians, and a variety of other positions in the audio industry. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
RECORDING ENGINEERING
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Recording Engineering
PROGRAM CORE
Code REC 1801 REC 2803 REC 2413 REC 2141 REC 2513 REC 1751 REC 2223 DGL 101 REC 2623 MUB 2011 SHP 2031 REC 1630 REC 1731 MUH 2051 MUT 1023 REC 2131 MUM 1608 REC 2901 Totals: Course
Course Descriptions
Program Core
GENERAL EDUCATION
Credit Hours 2.50 4.50 4.00 3.00 2.50 3.00 4.00 4.00 3.50 2.00 4.00 3.00 4.00 2.00 2.50 2.50 4.00 4.50 59.50
* These specific courses are offered online. Please see course description for details.
REC 1801
REC 2413
REC 2513
REC 2223
Audio File Management and Documentation* Audio Postproduction Audio Workstations Audiotronics Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Interactive Audio Introduction to Music Business Introduction to Show Production Systems Microphones and Theory MIDI Music History I* Music Theory Principles and Applications of Electricity Recording Consoles Session Recording
Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an overview of digital audio concepts and practices. Students receive instruction and practical experience with powerful computerbased recording systems typically found in the modern recording and show production industry.
Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.
Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.
Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management Digital Audio Theory and Practice Total credit hours Course length 4.00 4 weeks
83.5 48
Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks
Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem Solving Skills Professional Etiquette and Protocol Total credit hours Course length 2.50 4 weeks
Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length 2.50 4 weeks
REC 2141
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
REC 2803
Audio Postproduction
The Audio Postproduction Course provides students with an overview of the creation and recording of production sound and audio postproduction sound design for feature film and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.
REC 1751
Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture Maintenance Total credit hours Course length 3.00 4 weeks
Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks
10
11
12
Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks
Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length 4.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
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Course Descriptions
Program Core
REC 2623 SHP 2031 REC 1731 MUT 1023 MUM 1608
General Education
CLP 1006
Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and explore how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.
MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Finally, students learn how to interface computers with musical instruments for recording and live performance applications.
Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.
Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
CGS 1000
PHY 1000
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multichannel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks
Course Outline
Studio Signal Flow Multitrack Recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae
Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks
Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length 2.50 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy
Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software Synchronization
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects 4.00 4 weeks Total credit hours Course length 4.00 4 weeks
REC 2901
REC 1630
4.00 4 weeks
Session Recording
REC 2131
The Microphones and Theory Course explores the application, placement, and creative usage of microphones in music production environments. The course includes the evaluation of various environments both in studio and live-location production along with recommended microphone applications for each setting. Students in this course learn about microphone design theory, microphone polar patterns, and the recording process.
MUH 2051
Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.
4.00 4 weeks
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
ENC 1101
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks
Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks
Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length 2.00 4 weeks
Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Live Event Production
Production
Bachelor of Science Degree Program
From rock concerts and performing arts to corporate presentations and theme park events, the buzz that lls the air while watching live entertainment is undeniable and unmistakable its a rush of emotion that leaves an impression on a crowd unlike any other experience. And while the audiences focus may be directed toward the performers in the spotlight, none of them would be presented at their best without the hard work, planning, and technical skill of the people working behind the scenes the technicians who build the stages, program and run the lights, set up microphones and balance the audio, and make sure everything looks and sounds just right for the audience. Those technical artists possess a unique set of skills that are separate from, but just as important as the talents of the performers on stage. Full Sails Show Production Bachelors Degree Program is designed to help you develop the skills you need to transform a night (or day) at a show, gig, or convention into an unforgettable experience, whether youre running sound, directing or controlling the lights, shooting video for projection imagery, or any other of the roles it takes to produce a memorable live event.
Graduates of this degree may apply to continue their education with the:
Show
Audio and Lighting Systems Audio Visual Technologies Concert Media Design
Entertainment Business
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* IF YOURE INTERESTED IN ANOTHER EDUCATIONAL PROGRAM TRACK, PLEASE CONTACT OUR PROGRAM ADMISSIONS PROGRAM DEPARTMENT TO EXPLORE YOUR OPTIONS.
CAMPUS
ONLINE
CAMPUS
ONLINE PROGRAM
SH O W PR O D U CTI O N
235
Areas of Focus
simulated LIVE-PRODUCTION
ENVIRONMENTS
monitor
lighting
Live Event Production
The lights dim and the crowd goes wild its show time, and theres no shortage of action going on behind the scenes, from running audio and lighting to shooting the event on video. In this area of the Show Production program, youll learn all about the production details of live events, handling the same gear thats used in the industry every day. Youll do this in real live sound environments integrated throughout our campus, where youll cut your teeth and put your skills to the test in multiple performance settings. From mixing the sound on stage at the front-of-house console, to executing a multi-camera shoot of the show, to recording and mixing the event in our production suites, its your chance to learn by doing in a fast-paced, exciting work space.
ENGINEERING
AUDIO
MIXING
RECORDING
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Areas of Focus
live MEDIA
VISUALS
AUDIO
concert rt
visual SYSTEMS
home
flow
Audio & Lighting Systems
Running a live event is more than just working the boards; its important to understand the concepts that can really drive a production and enhance the live experience. To that end, youll study signal ow and learn all about the construction and interface of show production systems, from their use and capabilities in a live forum all the way down to the wiring and how these machines operate. Youll also learn in-ear monitor system set-up and hone your live engineering skills by mixing live multitrack recordings. In addition to audio, youll also immerse yourself in the realm of lighting, learning color theory, photometrics, conventional xtures, dimmers, and other equipment that youll encounter when illuminating the stage. Youll later be asked to apply these concepts to programming and designing your own lighting systems using both stationary and moving light xtures.
SI G N A L
THEA THEATER
SET-UP
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Areas of Focus
visualization
PROGRAMS
SOUND quality
optimization
SYSTEMS
audio A N A LY S I S
environment
S P E C I F I C AT I O N
live
EVENT
PRODUCTIONS
SH O W PR O D U CTI O N
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Overview
Our Show Production curriculum provides you with practical and technical skills to prepare for a career in the live event eld of your choice whether its the concert and touring market, corporate productions, conventions, audio/visual installations, or other disciplines. Youll become immersed in the world of contemporary audio, lighting, and concert media design, learning the theories and principles behind these components, and getting extensive and immersive experience with a wide assortment of gear used by professionals in the industry. Once youve gotten a grasp of production concepts in a classroom setting, youll be able to put your skills to the test in real-world scenarios by collaborating with a live band to design, produce, and manage a full-scale show. Youll know how to ensure that things run smoothly, and how to maintain order when both technical and creative issues arise. In addition to show production-speci c skills, youll also have courses focusing on studio recording, communication, professional presentation, entertainment business and law, and how to prepare yourself for that rst step into live event production. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of live event production needed to qualify for entry-level, industry positions in sound reinforcement, lighting, live video and multimedia, computerized lighting, concert touring, and measurement system analysis. Additional skills you acquire in live event production will broaden your opportunities in related media elds. In addition to technical pro ciency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
SHOW PRODUCTION
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Show Production
PROGRAM CORE
Code SHP 4935 SHP 4123 SHP 4783 SHP 3213 REC 1801 SHP 4563 REC 2803 REC 2413 REC 2141 SHP 4725 REC 2513 REC 1751 REC 2223 DGL 101 SHP 4343 REC 2623 MUB 2011 SHP 2031 TPA 3011 REC 1630 REC 1731 MUH 2051 Course
Course Descriptions
Program Core
SHP 4935 Credit Hours 2.00 4.50 4.50 4.50 2.50 4.50 4.50 4.00 3.00 2.00 2.50 3.00 4.00 4.00 3.00 3.50 2.00 4.00 3.50 3.00 4.00 2.00 Totals: 32.00 Totals: 97.00 MUT 1023 REC 2131 MUM 1608 REC 2901 SHP 3633 SHP 3423 Music Theory Principles and Applications of Electricity Recording Consoles Session Recording Show Light Engineering Show Production Systems 2.50 2.50 4.00 4.50 4.50 4.50 SHP 4783 REC 1801 REC 2803
Advanced Concert Media Design Advanced Show Production Systems Advanced Video Production Audio and Visual Technologies Audio File Management and Documentation* Audio Measurement Systems Audio Postproduction Audio Workstations Audiotronics Concert Media Design Critical Listening Digital Audio and Theory Digital Consoles Digital Literacy Installation Technologies Interactive Audio Introduction to Music Business Introduction to Show Production Systems Lighting Concepts and Design Microphones and Theory MIDI Music History I*
Audio Postproduction
The Audio Postproduction Course provides the student with an overview of the creation and recording of production sound and audio postproduction sound design for feature films and television. Subjects include the history of the audio postproduction process, the recording of production sound, timecode and synchronization, the feature film audio postproduction process, and the television audio postproduction process.
Course Outline
Lighting for Live Concert Video Production Advanced Camera Techniques Advanced Video Switching Production Procedures Live Production Labs Total credit hours Course length 4.50 4 weeks
Course Outline
History of Audio Postproduction Recording Production Audio for Film and Video Timecode and Synchronization Feature Film Audio Postproduction Process Television Audio Postproduction Process Total credit hours Course length REC 2413 4.50 4 weeks
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 PHY 1000 ENC 326 SPC 1606 Course Art History* Behavioral Science College Mathematics Computer Science and Internet* English Composition I* Professional Writing* Public Speaking
Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00
Course Outline
Preproduction Media Server Content Development Lighting & Media Programming System Interface Labs Final Production Labs Total credit hours Course length SHP 4123 2.00 4 weeks
Course Outline
Overview Audio File Formats Understanding Audio File Format Management Audio Session Documentation Development of Audio File Problem-solving Skills Professional Etiquette and Protocol Total credit hours Course length SHP 4563 2.50 4 weeks
Fundamentals of Physics
SHP 3213
Audio Workstations
The Audio Workstations Course explores the digital audio workstation environment through an extensive study of digital audio concepts and practices. Students receive detailed instruction and hands-on practical experience with cutting-edge, computerbased recording systems typically found in the recording and show production industries.
129 84
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Course Outline
Workstation Hardware and Software Workstation Techniques and Procedures File Management for Audio Workstations Total credit hours Course length 4.00 4 weeks
Course Outline
Corporate Event Audio Signal Flow Video Display Presentation Technology Lighting Fixtures and Control Systems Communication Systems Video Switching and Set-up Labs Total credit hours Course length 4.50 4 weeks
10
11
12
13
Course Outline
Live Production
Course Outline
Acoustic Measurement Systems Audio Design Interconnections Audio System Tuning Data Analysis
15
16
17
18
19
20
21
Advanced Technical Systems Total credit hours Course length 4.50 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
4.50 4 weeks
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Course Descriptions
Program Core
REC 2141 REC 2513 REC 2223 SHP 4343 MUB 2011 TPA 3011 REC 1731 MUT 1023
Audiotronics
The Audiotronics Course provides an understanding of the proper maintenance and utilization of equipment found in music production studios and live event production venues. It begins with fundamental electronics and teaches the use of electronic test equipment, soldering skills, and cable maintenance. Students also explore maintenance and troubleshooting of electronic circuits and media systems. Emphasis is placed on the application of course information through individual lab projects and classroom demonstrations. Students are challenged to solve a variety of real-world technical problems that often arise in the audio industry.
Critical Listening
The Critical Listening Course focuses on developing critical listening skills through an engineering perspective that uses recorded music from studio sessions, live concert material, and audio postproduction mixes as the subject of analysis. Course topics include psychoacoustics of various audio environments, critical listening and the identification of engineering techniques such as balance, panning, EQ, reverb, compression, delay, and time-based effects, and instrument identification. Students also hone their critical listening skills by examining stylistic comparisons of engineering and mix techniques from several accomplished producers, studio engineers, and live engineers.
Digital Consoles
The Digital Consoles Course introduces the theory and operation of digital audio consoles in the music production and live event production environments. Students in this course explore the audio signal flow of digital consoles as well as the computer automation and recall systems they employ. Additional course topics include signal routing and processing, digital console design, audio signal paths, digital plug-ins, audio file management, live audio digital consoles, music production digital consoles, and digital console automation and recall.
Installation Technologies
The Installation Technologies Course provides students with the ability to assess, design, and execute professional installation plans for a wide variety of possible settings, including corporate boardrooms, conventions, house of worship audio and video systems, and home theater setups. Students are introduced to layouts, wiring, equipment, and control programming of various installation systems to provide them comprehensive knowledge of the options within the ever-expanding installation services industry.
MIDI
Musical Instrument Digital Interface (MIDI) is the electronic marriage of music and computer technology that revolutionized music composition, recording, and arrangement. Students are introduced to the history of the MIDI concept, its principles and theory, and MIDI production techniques as well as MIDI control, synchronization, troubleshooting, and the design of MIDI systems. Students will also survey the effect of MIDI on the modern recording studio environment and examine live audio MIDI applications. Students will learn how to interface computers with musical instruments for recording and live performance applications.
Music Theory
The Music Theory Course encompasses a thorough study of the workings of music and sound. Students will study music theory, song form, and notation as well as develop ear-training skills. The focus of the course lies in understanding the construction of music and gaining the ability to communicate effectively with musicians, composers, directors, programmers, and producers in the professional audio production environment.
Course Outline
Lighting Theory Lighting Components and Terminology Technical Systems and Layout Setup and Engineering Total credit hours Course length REC 1630 3.50 4 weeks
Course Outline
Music Theory and Construction Song Form and Instrumentation Music Notation Ear-Training Total credit hours Course length REC 2131 2.50 4 weeks
Course Outline
Digital Console Overview and Applications Digital Consoles Automation and Recall Systems Studio Concepts and Practices Total credit hours Course length DGL 101 4.00 4 weeks
Course Outline
Installation Concepts Control Systems Components and Wiring System Production Total credit hours Course length 3.00 4 weeks
Course Outline
Electronics and Test Equipment Computer Maintenance Audio Systems Maintenance and Troubleshooting Lighting Fixture and Live Production Maintenance Total credit hours Course length SHP 4725 3.00 4 weeks
Course Outline
Critical Listening and Engineering Analysis Psychoacoustics of Critical Listening Environments Engineering Techniques and Critical Listening Critical Listening Techniques for Various Audio Applications Case Studies Total credit hours Course length REC 1751 2.50 4 weeks
Course Outline
MIDI Concepts Sequencing MIDI Hardware and Software
Course Outline
Music Business Structures Understanding of the Various Job Titles in the Studio and Live Event Industries Performance Rights and Organization Overviews Overview of Deal Structures and Distribution Agreements Case Studies Total credit hours Course length SHP 2031 2.00 4 weeks
Synchronization Total credit hours Course length MUH 2051 4.00 4 weeks
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
REC 2623
Interactive Audio
The Interactive Audio Course introduces students to the importance of high-quality audio for all applications of interactive media. Students delve into specific examples of audio and how they apply to the final product. The course provides a survey of audio, computer, and synthesis fundamentals as applied to streaming audio, video games, and other interactive content.
Music History I*
The American music industry has generated hits and new style combinations through every decade. The Music History I Course surveys this rich evolution from its roots through modern times, examining each musical styles respective sociological and technological precedents. Music History I explores the unique historical and cultural conditions that serve to make American music distinctly original.
Course Outline
Overview of Microphones Architecture and Varieties Microphone Polar Patterns Microphones and Measurements/Specifications Creative Microphone Applications Microphone Selection and Music Genres Total credit hours Course length 3.00 4 weeks
Course Outline
Mac OS and the FSO Learning Platform 21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks
Course Outline
Fundamentals of Audio for Interactive Media Applications Sound Design and Postproduction for Various Interactive Media Multi-channel Surround Sound Formats and Applications Digital Audio Theories and Interactive Media Issues Total credit hours Course length 3.50 4 weeks
Course Outline
Roots of American Music: EuropeanAmerican Folk, and Blues/Gospel Urban and Rural Popular Forms of the Early 20th Century: Jazz Age Pop, Country The Pop Music for Youth Explosion 1945 to 1965 Total credit hours Course length 2.00 4 weeks
Course Outline
Advanced Editing and Mixing Data Compression and Encoding Synchronization Visual Content Development Technical Systems and Programming Display Systems Live Event Labs Case Studies Total credit hours Course length 2.00 4 weeks
Course Outline
Fundamentals of Digital Audio Digital Audio Recording Digital Audio Reproduction and Error Correction Digital Audio and Media Formats Digital Signal Processing Total credit hours Course length 3.00 4 weeks
Course Outline
Electrical Theory Study of Ohms Law: Resistance/Voltage/Current Introduction to AC Electrical Systems Motor Control Electrical Distribution Project Total credit hours Course length 2.50 4 weeks
Course Outline
Industry Study Audio Components and Terminology Technical Systems Interface and Layout Small System Setup and Engineering Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
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Course Descriptions
Program Core
MUM 1608
General Education
SHP 3633 ART 2007 MGF 1213 ENC 1101 ENC 326
Recording Consoles
The Recording Consoles Course explores the fundamental concepts of audio theory and practice. Students will learn recording console signal flow, multitrack recorder operation, signal processing, microphone technology, and professional audio techniques as the basic building blocks of their audio education.
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Professional Writing*
The Professional Writing Course is designed to further develop the rational/logical functions of the brain while cultivating intellectual prowess to master multiple genres of writing. Students identify and practice different writing styles while exploring the purposes of writing vital to their success as professionals.
Course Outline
Studio Signal Flow Multitrack recording Audio Hardware and Processing Audio Theory and Techniques Total credit hours Course length 4.00 4 weeks
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities
Course Outline
Multi-Disciplinary Writing Strategies for Drafting, Revising, and Proofreading Professional Documents Manuscripts and Adaptations Reports and Proposal Writing Total credit hours Course length 4.00 4 weeks
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Fixtures and Control Design and Programming Troubleshooting and Maintenance
Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability
REC 2901
Session Recording
The Session Recording Course provides overall experience in the theory, philosophy, and practice of contemporary music production in a world-class studio facility. The course introduces the theory and operation of large-format audio consoles. Emphasis will be placed on how to conduct a music session and how to work with a band in a studio setting. Additional topics of study will be studio signal flow, recording techniques, and synchronization. Students utilize cutting-edge audio recording technology for advanced study in order to gain expertise in the art and science of music production.
4.50 4 weeks
CLP 1006
SPC 1606
Behavioral Science
SHP 3423
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
PHY 1000
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Course Outline
Studio Signal Flow Recording Practices and Procedures Recording Techniques Recording Projects Total credit hours Course length 4.50 4 weeks
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive Speeches Creation and Delivery of Expository and Demonstrative Speeches Speech Outlines Audience Surveys Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks
Course Outline
Console Overview and Signal Flow Design Concepts Technical Systems Production and Engineering Total credit hours Course length 4.50 4 weeks
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Sports Marketing
New Media Marketing Content Creation Distribution Channels & Social Media Presence
Media &
Bachelor of Science Degree Program
Todays sports fans are connected to their favorite games, teams, and athletes more than ever before, as technology has brought athletes and their fans even closer together. Through new media and digital distribution efforts, sports organizations now have a wide range of opportunities to connect to their biggest supporters while reaching out to new and casual fans. Game Design
Our Sports Marketing & Media Bachelor of Science degree program helps you gain the skills needed to become the kind of professional who is able to understand both the creative process and the marketing considerations involved with the development of video, website content, and social media campaigns for sports organizations. As you learn about the business principles, content creation, and legal and ethical issues of the sports industry, youll develop the skills necessary to position yourself as a valuable player in the everevolving world of sports and media.
Graduates of this degree may apply to continue their education with the: Master of Science Degree Program
Media Design
CAMPUS PROGRAM
ONLINE PROGRAM
250
251
Areas of Focus
social
CONTENT
MOBILE
creation
D I G I TA L S PA C E S
professional
DEVELOPMENT
252
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Areas of Focus
LEADERSHIP
skills
marketing TECHNOLOGY
Distribution Channels & Social Media Presence
Throughout the program, youll learn about the new media distribution channels that sports organizations are using to connect with fans and consumers, and determine which channels best suit the product or service. Youll study the opportunities found in channels such as web 2.0, mobile devices, video games, virtual worlds, web mash-ups, blogs and wikis, email, interactive TV, and podcasting. Youll also gain a better understanding of how social networks can be employed to create and maintain an online connection with fans, connecting events, branding campaigns, and the media youve created.
N E G O T I AT I N G
maximize
engaging
CONTENT
254
FU L L S A I L U N I V E R SITY S PO RTS M A R K ETI N G & M ED I A
C R E AT E
255
Areas of Focus
multiple
PLATFORM
DEVELOPMENT
BUSINESS
NETWORKING
Content Creation
Checking the score of the game or nding out the latest information about your favorite team is no longer about watching a ticker scroll by or checking the sports pages today, you can access all of that information from a device that can t in your pocket. In the Sports Marketing & Media degree program, youll learn how to craft compelling and engaging content for multiple platforms, including television, mobile devices, and the web. Youll conceptualize, create, and edit advertising materials, video elements, feature stories, podcasts, and business presentations, while learning about the process that goes into making mobile applications, video games, television broadcasts, and more.
DEVELOPMENT
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Overview
Teams, companies, and organizations in the eld of sports business are rapidly moving into social, mobile, and digital spaces, while targeting opportunities to create content, control their messages, generate revenue, and create fan branding. These businesses are realizing that as the digital universe expands, they can connect with their respective clients and fan bases in a much more intimate way than has ever been possible. Because of this, the sports business has a universal need for creative minds who dont just understand and utilize technology, but who are able to communicate the information derived from it. In Full Sails Sports Marketing & Media Bachelor of Science degree program, youll have the opportunity to contribute to the new demands of the evolving eld of sports business, particularly from a position where digital art, design, communication, distribution, and marketing intersect. This degree program will provide you with a fundamental understanding of how marketing and content creation are becoming much more integrated into the everyday operations of sports businesses. The degree program also provides practical, real-time opportunities for students to create, distribute, and market content and includes topics such as social media marketing, new media distribution, and intellectual property, public relations, and leadership. The collaborative, project-based program culminates in the Sports Marketing Final Project course, which requires students to create and produce a targeted sports business marketing campaign for a selfselected company (i.e., team, league, university, or marketer). To help you move toward your desired career, weve got a team of Career Development professionals that will help you polish your interviewing skills and rsum. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
The objective of the Sports Marketing & Media Bachelor of Science degree program is to help students develop and rene skills in marketing and technology, which will be valuable for communication, revenue generation, event operations, marketing, and business development within the eld of sports business. The degree program focuses on ways that students can maximize the connection between fans, teams, and athletes, and students will learn how to utilize the principles of marketing in a sportsspecic context, while implementing original content on multiple platforms. Completion of the Sports Marketing & Media bachelors degree program will enable graduates to pursue new and emerging professional pathways in the eld of sports business.
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Course Descriptions
Program Core
GENERAL EDUCATION
Code ART 2007 CLP 1006 MGF 1213 CGS 1000 ENC 1101 PPE 2110 STA 2026 SPC 1606 Totals: Course Art History* Behavioral Science College Mathematics
SMM 4111 Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 3.50 4.00 31.50
WEB 2601
SMM 1201
MAN 2020
Introduction to Management
The Introduction to Management Course analyzes the management principles that lead to a successful company, as well as the nature of business decisions. Students learn about creating and maintaining different types of organizational structures within relationship, leadership, and legal contexts, while examining how to harness knowledge, resources, and ingenuity. The course also contains an introduction to risk management principles and practices and provides different types of risks and the strategies used to minimize them in relation to physical assets, legal liability, employee benefit programs, taxes, and retirement costs.
Computer Science and Internet* English Composition I* Ethics and Psychology Introduction to Statistics Public Speaking
Course Outline
Sports Organizations and Mass Media Print, Radio, and Television Sports Media Culture Sports Content and Programming Sports Journalism Ethics and Evolution Total credit hours Course length PGY 1106 4.00 4 weeks
Course Outline
Interactive Storytelling Thematic Narrative Development Design Proposals Multimedia Element Integration Total credit hours Course length 4.00 4 weeks
Course Outline
Creating and Maintaining Organizational Structure Human Resource Principles Local and National Labor Laws Risk Management Sports Business Management Case Studies Total credit hours Course length 4.00 4 weeks
Course Outline
Excel Data Reporting Organizational Principles
126 128
Project Finance Business Plan Development Total credit hours Course length DGL 101 4.00 4 weeks
SMM 4751
This specific course uses the Florida Statewide Course Numbering System (SCNS).
Digital Literacy
The Digital Literacy Course utilizes a collaborative learning environment to introduce basic computer functions, software programs, and web tools that help prepare students with skills for 21st century learning. In addition, students learn the operation and management of the Apple Mac Operating System, Apple hardware, and applicable technology. Students use these tools to complete various projects, conduct Internet research, collaborate with other students, and communicate with instructors.
INTRODUCTION TO MANAGEMENT
Course Outline
Global Sports Bodies, Governance, and Structures Global Sports Sponsorship Dynamics Integrated Marketing Plans Marketing Planning Process Total credit hours Course length 4.00 4 weeks
Course Outline
Still Photography Visual Storytelling Digital Workflow Image Sharing Total credit hours Course length 3.00 4 weeks
Course Outline
Mac OS and the FSO Learning Platform
10
11
12
13
14
21st Century Learning Skills Internet Tools for Research and Learning Collaborating with Peers Total credit hours Course length 4.00 4 weeks
SPORTS MARKETING
15
16
17
18
19
20
21
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
MKT 210 SMM 4833 IMK 221 SMM 3561 SMM 3621 SMM 4231 SMM 3231 SMM 3413
Introduction to Marketing
The Introduction to Marketing Course explores general marketing concepts as they relate to the nuances of business. Students construct strategic plans in the selection and development of media products and are introduced to entertainment licensing concepts and promotional avenues, such as trade shows, trade publications, and the Internet. In addition, this course strengthens students understanding of analytical tools and strategic analysis of the entertainment business, knowledge that can facilitate the success of their creative work. Consumer behavior and its effect on the success of entertainment products are also examined.
Sports Marketing
The Sports Marketing Course introduces students to the specific properties of marketing for sports. The course reviews the revenuegeneration aspects of sports business and will help students learn how to identify different types of sports business consumers, as well as a variety of marketing and media strategies and applications to engage consumers. Within their course of study, students create sports marketing initiatives for implementation on traditional and digital media platforms.
Course Outline
History of Sports Marketing Sports Marketing Concepts and Strategies Proper Market Research Consumer Identification Multiplatform Distribution Total credit hours Course length 4.00 4 weeks
Course Outline
Sports Marketing Research Strategies Demographic and Consumer Research Strategies Primary and Secondary Targeting Individual Project Development Total credit hours Course length SMM 2201 4.00 4 weeks
Course Outline
Marketing Principles and Terminology Competitive Tactics Marketing Plan Development Branding Advertising Total credit hours Course length PGY 2146 4.00 4 weeks
Course Outline
Campaign Development Process Marketing Plan Architecture and Integration Effective Campaign Management Customer Acquisition and Alignment Total credit hours Course length SMM 3933 4.00 4 weeks
Course Outline
Management Functions of Legal Theory Human Resource Management Strategic Governance Marketing Management Total credit hours Course length SMM 4413 4.00 4 weeks
Course Outline
New Media Distribution Channels Defined New Media Distribution Strategic Development New Media Distribution Channel Evaluation Total credit hours Course length SMM 3751 3.50 4 weeks
Course Outline
Social Media Campaign Development Social Web Participation Social Media Measurement Tools and Metrics Interruptive Advertising Social Media Channels Total credit hours Course length SMM 3111 4.00 4 weeks
Course Outline
Overview of Sports Event Management Sports Event Concept Design Project Plan Management and Development Target Audience Research Location Scouting and Logistics Technical Sports Event Development
SMM 4951
Introduction to Video
The Introduction to Video Course is designed to expose students to the basics of video production for the purpose of content creation. Students study field-producing techniques and methods for reporting, messaging, and storytelling through video. The interactive course teaches students how to identify stories best told in video and how to best structure these stories for their audiences. Students develop skills shooting video using personal handheld cameras and editing video on their MacBook Pros.
Sports Media
The Sports Media Course is an exploration of the relationship between sports, sports businesses, and the media, both advanced and traditional. The course examines a wide scope of media platforms and their historical and current roles in sports business and marketing strategy, including broadcast, cable, satellite, interactive TV (including regional sports networks and their territorial rights), radio (all formats), social media, mobile media, the role of conglomerates (Comcast/Universal, Disney/ ABC/, Newscorp, etc.), online media (blogs, podcasts, web 2.0); and location-based media (retail signage). Students examine the methods used to collect and process information and apply it to marketing sports services and products, with a focus on direct marketing and indirect public relations.
4.00 4 weeks
Course Outline
Sports Marketing Proposal Writing and Development Market Analysis Venture Description Marketing Plan and Budget Management Plan Total credit hours Course length 4.00 4 weeks
Course Outline
Storytelling Field Production Techniques Camera Techniques Design and Production Total credit hours Course length 4.00 4 weeks
Course Outline
Mobile Marketing Techniques Mobile Demographics Search Engine Optimization Mobile Application Development Brand Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Intellectual Property Rights Acquisition, Licensing, Sale, and Transfer of Rights E-Commerce and Technological Innovation Litigation Case Studies Total credit hours Course length 4.00 4 weeks
Course Outline
Sports Business Leadership Sports Properties and Marketplaces Revenue Management Financial Data Management Disciplines Total credit hours Course length 4.00 4 weeks
Course Outline
Broadcast Media Rights and Ownership Sports Network Relationships Revenue Generation through Content Development Location-Based Media Total credit hours Course length 4.00 4 weeks
Course Outline
Public Relations Ethics Reputation Management Information Services and Organizational Media Crisis Communications Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
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Course Descriptions
Program Core
SMM 4561
General Education
ART 2007 MGF 1213 ENC 1101 STA 2026
Art History*
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Introduction to Statistics
The Introduction to Statistics Course introduces statistics as a tool for decisionmaking. The first part of this course reviews how to collect, present, and organize data. It explores measures of central tendency and dispersion and how to calculate them. The course concentrates on representing data visually by creating and interpreting charts and graphs, exploring relationships found in data through correlation analysis, and assigning probability and calculating the likelihood of the occurrence of events. This knowledge is applied in solving problems and making decisions based on quantifiable data.
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length CLP 1006 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of Business Statistics Business Statistics Terminology Collecting and Organizing Data Presentation of Statistical Data Problem-solving Using Statistics Total credit hours Course length SPC 1606 3.50 4 weeks
Course Outline
Sales Force Creation, Strategies, and Negotiation Sports Consumer Behavior Sponsorship Rights Sports Segmentation and Pricing Branding and Activation Total credit hours Course length WEB 2703 4.00 4 weeks
Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length CGS 1000 4.00 4 weeks
Behavioral Science
The Behavioral Science Course introduces students to the complexities of self-awareness, self-directed learning, and effective interpersonal interactions. Students will learn to recognize the challenges that individuals face in a world that is technologically evolving at a rapid pace. They will become equipped with new ways to address their personal motivations, and will work to improve their learning strategies and methods of interacting within the Full Sail community. Students will also enhance their ability to analyze and evaluate information.
PPE 2110
Public Speaking
The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target-audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.
Course Outline
Self-Awareness Self-Regulation Motivation Empathy Social Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Values and Moral Reasoning Ethics and Ethical Dilemmas MBTI and Personality Archetypes Johari Window Communication Model Existential-Humanistic theories and Free Will
Course Outline
Impromptu Speeches Researching for Speech Manuscripts Creation and Delivery of Persuasive and Demonstrative Speeches Speech Outlines Audience Surveys and Evaluation Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Editing Systems Web Editing Applications Dialogue, Video, and Audio Computerized Editing Techniques Total credit hours Course length 4.00 4 weeks
Course Outline
Multimedia Presentations Operating Systems and Technologies Web 2.0 Tools Student Audio/Video Projects Total credit hours Course length 4.00 4 weeks
Cognitive Psychology and Personal Beliefs Systems Gender Issues in Entertainment Media and Marketing Final Group Presentations Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Interface Design & Usability Web Standards Interactivity Dynamic Back-end Development Website Development Project
Graduates of this degree may apply to continue their education with the: Master of Fine Arts Degree Program
CAMPUS PROGRAM ONLINE PROGRAM
266
267
Areas of Focus
ARCHITECTURE
information
DATA O R G A N I Z AT I O N
user
C R E AT I N G
A user
INTERF E INTERFAC
EXPERIENCE
friendly
intuitive
DESIGN
INTERFACE
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Areas of Focus
optimization
TEC H NIQ U E S
objectORIENTED
document OBJECT
PROGRAMMING
richMEDIA
DEPLOYMENT
MODEL
Interactivity
A compelling website is more than just some words thrown on a page. Truly stunning websites draw you in, offering an interactive experience that comes to life when your ngertips hit the keyboard. Adding music, sound effects, movies, and cartoons to a site can transport a user from their desk into your world. In this degree program, youll gain an understanding of object-oriented programming principles and learn languages and techniques that give you the ability to develop complex interactivity for your own websites. Once youre uent with this technology, youll be able to draw, design, animate, and code while implementing audio and video through both buffered and streaming deployment.
Web Standards
Have you ever accessed a website from different computers and noticed that its appearance and use were inconsistent from one platform to the next? That might be because whoever developed the site did not follow the guidelines set by the World Wide Web Consortium (W3C). The W3C standards exist to allow websites to look and function the same on as many different operating systems (Windows, Macintosh, Unix/Linux) and delivery platforms (multiple web browsers, mobile devices) as possible. Our web standards courses help you learn how to design, code, and deploy websites so that your content is the same regardless of where and how its being viewed. As you learn the proper graphic optimization techniques and understand how the validators developed by the W3C work, youll be able to make sure your (or your companys) message gets across loud and clear.
INTERACTIVE
EXPERIENCE
ENGAGING
270
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Areas of Focus
database tables
indexes
AUTHENTICATION AUTHENTICATION
security
database
SERVERS
web
A PPL I CAT I ON S
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Overview
Full Sails Web Design & Development degree is a program equally divided between the artistic and aesthetic concerns of creating websites and the coding and programming needed to make them work. Youll begin to unlock the secrets of web development in all of its forms by designing, coding, and publishing standards-based web content for a variety of formats. To make websites that are at their most dynamic and engaging, youll be using industry-standard tools, including HTML5, CSS, XML, Flash and ActionScript, server-side languages, database structures, and JavaScript. Youll also learn to develop content for smartphones, tablets, and other branches of the expanding realm of mobile devices. Each of your acquired skills will be used to create real-world projects and develop a wellrounded portfolio. In addition to giving you experience and assignments aimed at making you a well-rounded web designer, youll also have courses focusing on communication skills, English composition, professional presentation, art history, and how to prepare yourself for that rst step into the web design and development industry. To help you make that transition, weve also got a team of Career Development professionals that can help you polish your interviewing skills and rsum and get you ready to enter the industry. In addition, our Career Development services and advisors will be available for support and assistance throughout your career not just during your education.
Objective
Our goal is to provide you with the focused knowledge and understanding of web development production needed to qualify for entry-level industry positions as web designers, developers, and programmers. Additional skills you acquire in customer relations, copyright law, and corporate branding will broaden your opportunities for a variety of positions in the industry. In addition to technical prociency and creative development, your education will help you develop critical thinking, problem solving, and analytical skills that contribute to life learning, providing you with tools to help sustain a long and productive professional career in the entertainment and media industry.
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Course Descriptions
Program Core
DGT 241 Credit Hours 4.00 3.00 4.00 4.00 3.00 3.00 7.00 4.00 3.00 4.00 4.00 4.00 3.00 3.00 4.00 4.00 3.00 4.00 4.00 4.00 4.00 3.00 4.00 Totals: 32.00 Totals: 104.00 WDD 482 WDD 483 WDD 141 WDD 481 WDD 354 Web Final Project I Web Final Project II Web Interface and Usability Web Project Preproduction Web Standards Project 3.00 3.00 3.00 4.00 4.00 WDD 442 WDD 212 WDD 462
GENERAL EDUCATION
Code ART 2006 MGF 1213 ENC 1101 PHY 1000 MTG 1205 VIC 2003 SPC 2140 COM 2041 Course Art History College Mathematics English Composition I* Fundamentals of Physics
Course Outline
Credit Hours 4.00 4.00 4.00 4.00 4.00 4.00 4.00 4.00 WDD 432 Advanced Graphics Tools Advanced Color Models Layout and Composition Digital Imaging and Manipulation Image Optimization Total credit hours Course length 4.00 4 weeks
Course Outline
Writing Organized and Readable Code Scripting Server-side Applications Integrating Applications with Database Structures Presentation of Application Total credit hours Course length 4.00 4 weeks
Course Outline
Introduction to Objects Inheritance Polymorphism Encapsulation Total credit hours Course length 3.00 4 weeks
Course Outline
Conceptualizing and Storyboarding Interface Design and Structure Asset Creation Asset Integration and Testing Final Publishing and Archiving Total credit hours Course length 7.00 4 weeks
WDD 211
136 84
WDD 331
Database Structures
The Database Structures Course focuses on the creation of databases and their comprising table structures. In this class students learn the benefits of creating database structures with regard to such concepts as storage anomalies and table normalization. Students also learn a Data Definition Language used to create their database structures. Developing a database for use with a server-side scripting language allows students to develop more robust web applications, as they are an integral part of deploying dynamic web content for mid-tolarge-sized corporations.
DGT 112
* These specific courses are offered online. Please see course description for details.
These specific courses use the Florida Statewide Course Numbering System (SCNS).
Course Outline
Advanced Database Concepts Designing Advanced Database Structures
WEB STANDARDS PROJECT
Course Outline
Design Concepts for Interfaces Creating Interface Graphics Working with Color Screen Design and Layout Web Accessibility 3.00 4 weeks Total credit hours Course length 4.00 4 weeks
ART HISTORY
Course Outline
Vector Graphics Tools Color Models Vector Shading Techniques Designing with Vector Graphics Total credit hours Course length 4.00 4 weeks
ENGLISH COMPOSITION I
8
Optimizing Techniques for Advanced Databases Integrating Databases with Server-side Applications Total credit hours Course length
Course Outline
Multi-tier Architectures Database Tables and Indexes Validation Authentication and Security Total credit hours Course length 3.00 4 weeks
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Course Descriptions
Program Core
WDD 221 WDD 231 WDD 471 WDD 342 WDD 131 WDD 343 WDD 353 WDD 142
Flex Frameworks
The Flex Frameworks Course reinforces and builds upon ActionScript knowledge presented in the previous Flash platform courses. Students will explore the Flex SDK and will be introduced to the concepts of MXML including layout containers, data binding, and flash remoting. This course teaches students how to architect, develop, and deploy rich internet applications utilizing the open-source Flex Framework.
Server-side Languages
The Server-side Languages Course will examine the benefits of a server-side scripting language to heighten human computer interaction with web content. In this class students will learn how to take their existing knowledge of static-based web content and implement a server-side scripting language to develop a more robust web application. By implementing server-side languages within standards compliant XHTML web pages, students will be able to deploy dynamic content to further the level of interaction between client and server communication.
Course Outline
CSS Basics Selectors and Properties CSS and XHTML Elements Positioning and Graphics Total credit hours Course length 3.00 4 weeks
Course Outline
ActionScript and Flex Frameworks Flex Component Life-cycle Rich Internet Application Development MXML Syntax Total credit hours Course length 3.00 4 weeks
Course Outline
Mobile Device Overview Using Web Standards for Mobile Devices FlashLite and Mobile Devices Optimizing for Mobile Devices Total credit hours Course length 4.00 4 weeks
Course Outline
Project Workflow Flash Design Techniques Animation Techniques Final Output Total credit hours Course length 4.00 4 weeks
Course Outline
Production Process Phases Creating Production Documentation Production Prototyping Delivery, Archiving, and Maintenance Total credit hours Course length 3.00 4 weeks
Course Outline
HTML Graphics and the Web Validation and Doc Types XML and XHTML Total credit hours Course length 4.00 4 weeks
Course Outline
Control Structures Variables Object-oriented Programming Querying Sessions and Cookies Total credit hours Course length 4.00 4 weeks
Course Outline
DHTML Technologies Document Object Model Detecting Browser Features Animation with DHTML
WDD 332
PLA 2412
WDD 111
Flash Fundamentals
The Flash Fundamentals Course explores basic techniques and concepts used in creating powerful, compelling, and highly interactive digital content for the Web. Students are introduced to the core concepts of Flash including the interface, drawing tools, and symbol creation. This course also examines basic ActionScript techniques such as variables, functions, and conditionals.
WDD 121
WDD 232
Forms and Validation Total credit hours Course length 4.00 4 weeks
WDD 482
WDD 241
Course Outline
Extending the Flash ActionScript Object Model Advanced Programming Concepts in ActionScript Applying OOP for ActionScript Creating Applications with ActionScript Total credit hours Course length 4.00 4 weeks
Course Outline
Flash Interface The Flash Timeline Symbols and Instances Importing into Flash ActionScript Basics and Movie Clips Publishing and Exporting Total credit hours Course length 4.00 4 weeks
Course Outline
Overview of the Industries Business Practices Intellectual Property Contracts Business Law Total credit hours Course length 3.00 4 weeks
Course Outline
Computer and Internet History Computers and Peripherals Operating Systems Networks and Protocols Network Management Total credit hours Course length 4.00 4 weeks
Course Outline
Digital Audio and Video File Formats Digital Audio CODECs Digital Video CODECs Rich Media and Flash Optimization Settings and Buffering Total credit hours Course length 4.00 4 weeks
The Streaming Media Servers Course explores the technologies used to deliver media data over a network as a steady continuous stream, allowing playback to proceed while it is being received. Emphasis is placed on understanding the delivery system properties and protocols. Using current industry techniques, students learn how to deliver live or prerecorded rich media content in real time over the Internet. This course covers streaming media file formats, streaming media server protocols, and streaming media clients.
Course Outline
Project Management Interface Design Asset Creation Asset Integration and Testing Final Publishing and Archiving Project Presentation
Course Outline
Streaming Media File Formats Streaming Media Protocols Streaming Media Clients Deploying Streaming Media Total credit hours Course length 3.00 4 weeks
Course Outline
DHTML Technologies Document Object Model Detecting Browser Features Extending Browser Behavior Total credit hours Course length 4.00 4 weeks
3.00 4 weeks
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Course Descriptions
Program Core
WDD 483 WDD 481
General Education
ART 2006 ENC 1101 MTG 1205 VIC 2003 SPC 2140
Art History
The Art History Course introduces students to selected, impactful monuments of art and architecture in the Western tradition from the prehistoric to post-modernism era studied in relation to the intellectual background of the ages and civilizations that produced them. Lectures accompanied by various visual mediums inspire discussions of assigned readings in philosophical, religious, scientific, political, literary, artistic, and cultural contexts.
English Composition I*
The English Composition I Course is designed to introduce students to the writing process. Special attention is given to selecting and refining topics, identifying the audience, developing a purpose, and formulating thesis statements. Grammatical conventions and their applications are heavily stressed. Students will learn to compose mature, logical sentences, and paragraphs in order to create rhetorical cohesion.
Interpersonal Communications*
The Interpersonal Communication Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students ability to analyze and evaluate information.
Course Outline
Ancient Art Medieval and Renaissance Art Modern Art Post-modern Art Total credit hours Course length MGF 1213 4.00 4 weeks
Course Outline
Invention and Drafting Revising and Editing Grammar Essay Structure Audience Awareness Total credit hours Course length 4.00 4 weeks
Course Outline
Project Management Interface Design Asset Creation Asset Integration and Testing Final Publishing and Archiving Project Presentation Total credit hours Course length 3.00 4 weeks
Course Outline
Creating the Project Treatment Developing the Production Timeline Creating the Flowchart Storyboarding Identifying Assets Setting Design Standards Total credit hours Course length 4.00 4 weeks
Course Outline
A Brief History of Geometry Inductive and Deductive Reasoning Foundations of Geometry Triangles Parallel Lines and Polygons Quadrilaterals
Course Outline
Assessment and Evaluation Research and Planning Writing Rsums and Other Documents Networking and Interviewing Total credit hours Course length 4.00 4 weeks
Course Outline
Art as a Communication Tool Human Interfaces Historical References Artist Tools Future Applications and Implications Total credit hours Course length 4.00 4 weeks
College Mathematics
The College Mathematics Course is designed to enable students to build skills and confidence in algebra that are required to succeed in future math and core courses. Firsttime algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses algebra in practical situations.
PHY 1000
Fundamentals of Physics
The Fundamentals of Physics Course teaches students how to understand the world through physics. Real-world phenomena such as light, mechanics, motion, collisions, and magnetism are introduced. Emphasis is placed on how problems, in describing nature, are approached in terms of physical theories and mathematical formulae.
Similar Triangles and the Pythagorean Theorem Circles Areas of Polygons and Circles Solid Geometry Analytic Geometry Trigonometry Polar Coordinate System Total credit hours Course length 4.00 4 weeks
COM 2041
WDD 141
WDD 354
Course Outline
Review of Basic Arithmetic Operations with the Real Number System Measurement and Number Systems Exponents & Radical Expressions Linear Equations & Inequalities Graphing Proportions, Formulas, and Word Problems Introductory Statistics and Probability Business Applications and Mathematical Models Total credit hours Course length 4.00 4 weeks
Course Outline
Kinematics Motion Energy and Mechanics Electricity and Magnetism Electromagnetic Spectrum Survey of Light Physical Theories and Formulae Total credit hours Course length 4.00 4 weeks
Course Outline
Teams and Teamwork Communication Power Decision-making Leadership Total credit hours Course length 4.00 4 weeks
Course Outline
Interface Usability Concepts Interface Visualization Elements Interface Functionality Interface Accessibility Total credit hours Course length 3.00 4 weeks
Course Outline
Preproduction Asset Creation Asset Optimization Asset Integration and Testing Project Delivery and Archiving Total credit hours Course length 4.00 4 weeks
* This course is only offered online. It is conducted over the Full Sail Online Learning Environment a web-based platform which employs modern multimedia technologies, requires a logon for entry, and is accessible 24 hours a day via the Internet. Completion of the course is based on participation and successful completion of assignments.
This specific course uses the Florida Statewide Course Numbering System (SCNS).
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Areas of Focus
Reading Writing Listening
English
as a
Certicate Program
Full Sail Universitys English as a Second Language certicate program teaches the language skills tested in the TOEFL (iBT) exam, while introducing students to the entertainment and media industry. Prociency of the English language at an intermediate level is needed to participate in this program. If you are seeking a way to build your English language skills while preparing for an educational path in entertainment and media, Full Sail Universitys English as a Second Language (ESL) certicate program can teach you English in a creative, immersive way that ts in with your academic goals. In this intensive six-month program, youll build your skills in reading, writing, listening, and speaking using rich multimedia learning tools. Youll demonstrate your abilities through creative projects
Speaking
Second Language
and exercises including movies, songwriting, blogging, podcasts, art, and more. As you learn and create within Full Sails diverse facilities, youll explore various industry branches such as entertainment, art, video games, and business. You will have opportunities to interact with faculty and students, as well as industry guests and graduates, which will enhance your English uency and comprehension. Youll also learn strategies that will enable you to condently participate in further university programs and academic study at Full Sail University. The creative, interdisciplinary approach of this program will allow you to become immersed in Full Sails culture from day one, giving you a comfortable transition into your next educational journey.
Please Note:
This program has not been approved by the United States Department of Homeland Security to issue I-20s (the document required for students to apply for student visas). Full Sail University has received approval from its accrediting body to offer this program and is seeking approval from the Department of Homeland Security.
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Course Descriptions
Program Core
ESL 089 ESL 095 ESL 097 ESL 099
Accent Redux
In the Accent Redux course, or Accent Reduction and Pronunciation, students will improve the clarity and accuracy of their pronunciation through accent-reduction training. The course offers opportunities for students to stage theater plays, radio shows, and other interactive events to supplement their practice.
Course Outline
The Power of Voice Pronunciation of Individual Vowels and Consonants Word Stress Patterns Intonation, Rhythm, Linking, and the Subtlety of Meaning Total credit hours Course length 4.00 4 weeks
Course Outline
Interdisciplinary Overview of U.S. History and Culture through American Literature An Oral Account on American Communities and Organizations Listening and Understanding American Media and the Construction of Identity Oral Discussions: Consuming, Creating, and Building American Culture
Course Outline
Creative Skills Development Plot, Character, Dialogue, and Structure Observational Skills Effective Interviewing Scriptwriting Techniques Transmedia Writing Total credit hours Course length 4.00 4 weeks
Course Outline
Telling Myths and Reading Story Lines to Acquire New Vocabulary from Spoken Language Demonstrating Audience Awareness through American Language and Digital Cinematography Inferring Meaning of Unfamiliar Words Using Contextual Clues Using Vocabulary to Translate Images: Art as a Communication Tool Art of Animation: Watch, Listen, and Describe What You See Engaging Actively in Dialogue: Recording Arts, the Sounds of America Total credit hours Course length 4.00 4 weeks
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Expressing Opinions on Cultural Adjustment Narratives on Multicultural Influences: How Does America Change You? How Do You Change America? Total credit hours Course length 4.00 4 weeks
LISTEN UP
READING RULES
SPEAK UP
SHOW BIZ
ACCENT REDUX
Please Note:
This program has not been approved by the United States Department of Homeland Security to issue I-20s (the document required for students to apply for student visas). Full Sail University has received approval from its accrediting body to offer this program and is seeking approval from the Department of Homeland Security.
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Certificate Program
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Course Descriptions
Program Core
ESL 093 ESL 096 ESL 090 ESL 098 ESL 094
Reading Rules
In the Reading Rules course, or Reading and Vocabulary I, students learn basic reading and grammar skills and increase their English comprehension and vocabulary. Students are presented with magazine and newspaper headlines, comics, and product labels for analysis. Students also engage in live-streaming media of events, live journaling, talk show hosting, and group work to further enhance their skills. Students will exercise basic reading, grammar, vocabulary and writing topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.
Show Biz
Students in the Show Biz course, or Reading and Vocabulary III, will build upon the English language reading and vocabulary skills learned in the Lyrics and Jamming course. Students will engage in and study live and remote event productions in a real-world environment. The course also addresses marketing concepts, distribution, advertising and promotional tools, and the local and international forces that drive innovation in various spheres of American life. Activities include sessions with guest speakers from Full Sail Universitys business, technical, and programming schools, as well as field trips and shadowing of show production events. Students will exercise advanced reading, grammar, and vocabulary topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.
Speak Up
The Speak Up course, or Listening and Speaking II, will improve students listening and speaking skills solidified in the Listen Up course, as they develop competency in everyday conversation. During this course, students also learn effective strategies for presenting in English. Students train in public speaking, role-playing games, creating podcasts, as well as performing karaoke and staged newscasts in Full Sail Universitys studios. Students will exercise intermediate listening and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.
Course Outline
The Importance of Grammar Grammatical Terminology and Structure Verb Tenses Sentence-Level Grammar Coherence, Unity, and Completeness Proofreading Skills Total credit hours Course length 4.00 4 weeks
Course Outline
Narrative Structures Reading Comprehension Content Analysis and Evaluation American Prose Scanning Context to Find Meaning Mnemonics and Other Memorization Tools for Building Vocabulary Reading Retention Techniques Total credit hours Course length 4.00 4 weeks
Course Outline
American English: Formal and Informal Styles Reading Skills: Strategies and Practice Paragraph Construction, Coherence, and Cohesion Meanings of Prefixes, Suffixes, and Roots Oral Interpretation and Summarization of Texts Tools for Vocabulary Expansion Total credit hours Course length 4.00 4 weeks
Course Outline
Diction, Tone, and Style Clear Pronunciation Spoken Fluency Impromptu, Persuasive, Advocacy, Expository, and Other Types of Speech Speech Planning and Outlines Effective Speaking Techniques Evaluation of Speaking Effectiveness Total credit hours Course length 4.00 4 weeks
Course Outline
Business Innovation Global Audiences Visual Thinking and Writing Live Events New Media Basic Communication with American Audiences Total credit hours Course length 4.00 4 weeks
ESL 088
Listen Up
The Listen Up course, or Listening and Speaking I , teaches students strategies for improving listening comprehension. Students will sharpen their skills by listening to and interpreting television programs, radio broadcasts, movies, music, and multimedia shows. Students will exercise basic listening and speaking topics in preparation for the online-based TOEFL (iBT) exam at the conclusion of the program.
ESL 092
ESL 091
Course Outline
Sounds, Rhythms, and Intonation of Standard American English Multisensory Listening Skills Internationally Used English-Language Greetings and Introductions Listening, Comprehending, and Speaking Confidently and Effectively in a Variety of Everyday Situations Comprehension of Behaviors in Everyday Situations Total credit hours Course length 4.00 4 weeks
Course Outline
Communication Styles The Music in Language Listening as a Preface to Speaking Storytelling Personal Rapport and Credibility Basics on Evidence and Reasoning Total credit hours Course length 4.00 4 weeks
Course Outline
The Writing Process Mind Mapping Basics on Writing Styles Effective Paragraphs Grammar Drafting, Revising, and Editing Audience Awareness Total credit hours Course length 4.00 4 weeks
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Internship
Extended Studies
Media Arts
in the
The Internship Course , combined with Full Sails Career Development Department, is specifically tailored to further prepare degree students for the careers of their choice. Full Sail works with numerous entertainment media facilities that participate in the Internship Course and a Career Development Advisor works directly with host facilities to make sure participants gain practical experience and on-the-job training. Besides the many obvious advantages of gaining working experience in a real-world situation, a successful internship gives graduates a professional reference which can be very beneficial when seeking employment.
Course Outline
Career Consultation and Interview Techniques Rsum Review and Employment Tactics Internship Total credit hours Course length 5.50 6 weeks
The program is offered in addition to the Degree Programs and is available to any Full Sail graduate in good standing. Upon successful completion of the Extended Studies in the Media Arts program, a certicate is issued. These studies represent Full Sails effort to continue the expansion of educational services to our students and the industry.
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Degree Programs
Bachelors
COMPU T ER A NIM AT ION
Bachelor of Science Degree Program
Students in the Computer Animation Bachelors Degree Program learn the technical and creative processes used to develop content for games, television, feature lms, and more. The curriculum blends traditional art with the latest technology in specialized classes that cover 2D and 3D animation, lighting and shading for games, production modeling, character animation and rigging, and portfolio creation.
Online
G A ME A R T
G A ME DESIGN
At Full Sail University, weve taken our decades of experience in providing innovative and immersive education and created an intuitive and engaging online education platform thats based on three fundamentals:
GR A PHIC DESIGN
A Human Approach
One of the foundations of our approach is to keep you connected to people, so youll have one-click access to instructors, exclusive guest lectures, and intuitive, collaborative tools that enable you to meet, share, and receive feedback from your fellow students.
EN T ER TA INMEN T BUSINESS
Your Mac
All Full Sail Online students are provided with an Apple MacBook Pro notebook computer loaded with powerful software, all at a deep institutional discount. Your Mac is integrated into your curriculum, allowing you to utilize the power of Apple technology to create music, lm, games, animation, design, and more.
IN T ERNE T M A RK E T ING
Innovative Curriculum
From video, animation, and podcasts to more traditional lectures and essay assignments, weve developed extensive original and engaging content that allows us to challenge and inspire students.
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Degree Programs
Masters
CRE AT I V E W RI T ING
Master of Fine Arts Degree Program
The Creative Writing Master of Fine Arts Degree Program teaches students how to develop compelling narratives for entertainment media. Concepts explored include visual storytelling, character development, screenwriting and storyboarding for a variety of media, including lm, video games, television, animation, and gaming. Graduates leave the program with compelling, diverse portfolios and the knowledge and skills needed to enter the exciting eld of entertainment media.
Online
Bachelors
MEDI A COMMUNICAT IONS
Bachelor of Science Degree Program
IN T ERNE T M A RK E T ING
MEDI A DESIGN
In the Media Communications bachelors program, students learn core communication principles and writing techniques, while becoming familiar with digital media from video and audio, to games and animation. The programs projects and coursework relate to real-world communications issues, and students apply their skills in a nal project that relates to their potential career paths.
MOBIL E DE V EL OPMEN T
EN T ER TA INMEN T BUSINESS
MUSIC BUSINESS
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General
Information
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Admission
International Applicants
Applicants wishing to transfer credits toward the completion of the Entertainment Business and Music Business Bachelor of Science Degree Program must possess one of the following to be eligible:
An associates, or higher level degree from another accredited postsecondary educational institution recognized by the U.S. Department of Education, which is related to the educational program objectives of the Entertainment Business and Music Business Bachelor of Science Degree, with a transfer academic average of 2.0 minimum GPA. A copy of ofcial transcripts is required. Transcripts are required to include graduation date, nal GPA, and degree earned. Eligible applicants will be required to complete three additional Full Sail courses: College Mathematics, Computer Science and Internet, and Introduction to Media Arts. A Full Sail Associate or Bachelor of Science Degree with a minimum cumulative GPA of 2.0.
Applicants will be notied in writing in regards to acceptance upon completion and review of all required documents. The application fee and deposit(s) are credited to the cost of tuition but are not covered by nancial aid. All deposits are fully refundable.
Transfer Credit
Students who have applied to Full Sail may request credit for previous education. To be eligible for transfer credit, applicants must have successfully completed courses from another accredited postsecondary educational institution recognized by the U.S. Department of Education similar in scope and content to Full Sail courses, and received a grade of C or better. For the Entertainment Business and Music Business Bachelor of Science Degree Programs, graduates with an associates degree or higher from another accredited postsecondary educational institution recognized by the U.S. Department of Education may be eligible to transfer credits toward the completion of this degree. To be eligible, the previous degree should be related to the educational program objectives of the Entertainment Business Bachelors Degree.
Government Issued Photo IdenticationApplicants must submit a government issued photo ID. Such as:
Copy of a Valid State Issued Drivers License Copy of a Valid State Issued Identication Card Copy of a Valid Passport Copy of a Valid Military Identication Card
Financial Guarantee - must be provided to verify available funding for tuition and related expenses for the rst academic term of the chosen degree program. Documentation of High School Graduation - Full Sail requires that all applicants who have completed high school at a foreign institution must provide ofcial documentation to the International Department to determine U.S. equivalency.
(Graduate School Applicants Only) - college transcripts must be submitted to an outside evaluation service for determination of U.S. Bachelor equivalency. Please contact the International Department for recommended evaluation services.
NOTE: ALL REQUIRED DOCUMENTATION THAT IS NOT IN ENGLISH MUST BE ACCOMPANIED BY A CERTIFIED ENGLISH TRANSLATION. IF NATIVE LANGUAGE IS OTHER THAN ENGLISH, VERIFICATION OF LANGUAGE PROFICIENCY IS REQUIRED.
Applicants with a GPA lower than the required 2.5 must submit a Letter of Intent, rsum and college transcripts for Program Director review.
Computer Animation and Game Art Bachelor of Science Degree Program applicants should possess artistic skills. Traditional art classes are recommended prior to entering the program. A foundation of sketching, sculpting, and painting are important for the animation industry and are essential in developing the 3D artist. Game Development Bachelor of Science Degree Program applicants should demonstrate a minimum foundation in Algebra II. Advanced math classes such as pre-calculus and trigonometry are strongly recommended. Introductory programming classes are also recommended. A skills assessment test covering advanced mathematical concepts will be administered prior to beginning class. Applicants may request a Math Self-Evaluation from the Admissions Department to help them prepare for the skills assessment test.
Foreign School Credentials - must be submitted to an outside evaluation service for determination of U.S. equivalency. Please contact your Admissions Representative or an International Liaison for recommended evaluation services. English Translation - any documentation not in English must be accompanied by a certied English translation. Obtain Visa - applicants for a campus-based degree program are required to obtain the proper visa in order to study full time. (not required for online-based degree programs)
Procedure
Submit copy of ofcial transcript to the Admissions Department. Transcripts will be reviewed by the Registrars ofce. Applicants will be notied of transfer credit approval or denial approximately 30 days prior to their expected start date.
In an effort to minimize costs due to international currency exchange and bank surcharges, a wire transfer or a credit card is recommended for payment of all fees, deposits and tuition for International applicants and students. Regardless of payment method, all fees must be paid in United States currency. Please contact Full Sails International Liaison for details.
NOTE: REQUIREMENTS FOR ADMISSION APPLY EQUALLY TO ALL APPLICANTS WITHOUT REGARD TO RACE, COLOR, NATIONAL ORIGIN, SEX, DISABILITY, AGE, SEXUAL ORIENTATION, OR MARITAL STATUS.
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Admission
Individual Courses
Financial Ai
Financial Aid
Full Sails Financial Aid Department is here to provide assistance with tuition and/or living expenses for those who qualify. As a nancial aid student you need to make informed decisions regarding the types and amounts of nancial aid available. The Financial Aid Department is staffed and organized with our students needs in mind, dedicated to making the nancial aid process understandable and valuable. The Financial Aid Department encourages all applicants who apply for nancial aid to begin the process early. Those seeking federal nancial aid are required to complete a Free Application for Federal Student Aid (FAFSA). You may complete your FAFSA online by going to www.fafsa.ed.gov. The federal school code for Full Sail is 016812. Eligibility for Federal Financial Aid Programs requires that a student be a U.S. citizen or eligible non-citizen [Alien Registration Receipt Card (Form I-151) or Permanent Resident Card (Form I-551), commonly known as a green card]. Financial aid is only available to a student considering one or more Degree Programs. Individual course students are not eligible for nancial aid. Once you complete the FAFSA, the Department of Education will send you the results and you can discuss your available options with one of Full Sails nancial aid professionals. This discussion will assist in determining the best federal and non-federal aid resources that are available to you. Additional nancial aid and loan applications as well as other pertinent information on sources of funding are available through the Full Sail Financial Aid Department. While attending Full Sail, students must maintain Satisfactory Progress and meet specic credit hour and weeks of instruction requirements in order to receive their nancial aid. Students not actively attending due to a Interruption of Training, Suspension, Termination or Withdrawal may not receive award disbursements. FEDERAL SUPPLEMENTAL EDUCATIONAL OPPORTUNITY GRANT The Federal Supplemental Educational Opportunity Grant (FSEOG) is also designed to assist undergraduates with education expenses. Under this program, an undergraduate is one who has not earned a bachelors or rst professional degree. Amounts are determined by application of the federal formula regarding a students need as determined by the information provided on the Free Application for Federal Student Aid (FAFSA) and Pell Grant eligibility. Awards for the 2011-2012 year range up to $500. FLORIDA STUDENT ASSISTANCE GRANT The Florida Student Assistance Grant (FSAG) is a need-based program administered by the state. This grant is awarded to students who show nancial need based upon the eligibility criteria of the grant program and the availability of funds. FLORIDA BRIGHT FUTURES SCHOLARSHIP PROGRAM This is a lottery-funded scholarship to reward Florida high school graduates who demonstrate high academic achievement. This program is comprised of three awards: the Florida Academic Scholars Award, the Florida Medallion Scholars Award, and Florida Gold Seal Vocational Scholars Award. Each award has different criteria for eligibility. Applications and eligibility criteria are available from your high school guidance ofce.
Some courses may be taken on an individual basis. A $200 deposit for each individual course must be included with the application. The balance of tuition is due on or before the rst day of class. Individual course students are not eligible for nancial aid. Most individual courses have prerequisites. Acceptance into a course is determined by the respective Program Director and/or the Director of Student Affairs. Contact an Admissions Representative for more information.
Special Programs
FEDERAL WORK-STUDY Full Sail participates in the Federal Work-Study Program. The Federal Work-Study Program is designed to provide jobs to qualied students with nancial need allowing them to earn money to help pay education-related expenses. The program encourages community service work and work related to the students course of study. Students are awarded Federal Work Study funds based on a federallyprescribed formula. Full Sail is an equal opportunity employer.
5. 6.
Federal Loans
Federal Loans are provided to students through the William D. Ford Federal Direct Loan program. To apply for a federal loan, a Free Application for Federal Student Aid (FAFSA) should be completed. Once eligibility is determined, a Federal Master Promissory Note must be completed. The Financial Aid Department is available to answer any questions you may have regarding these forms.
Seven and one-half percent simple interest will be charged for the on-going tuition balance each year. Should the plan be canceled at any time, a full refund will be made within 30 days. Interest will not be paid on money deposited with Full Sail. Financial aid, for those who qualify, is available for living expenses to those participating in the Prepaid Tuition Program.
Stafford Loans
A Stafford Loan is a low-interest loan made to a student enrolled in a Full Sail Undergraduate or Graduate Degree Program. Annual loan limits increase in subsequent years where a student has progressed to a higher grade level. Repayment terms and conditions are exible in order to meet the needs of students after graduation.
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Financial Aid
Receipt of Financial Aid Funds
Students who receive nancial aid at Full Sail University must maintain satisfactory academic progress in an eligible degree or certicate program. The following requirements dene what satisfactory academic progress is for nancial aid recipients as it applies to eligibility for the receipt of nancial aid funds. Satisfactory academic progress is checked at the beginning of each Semester. Students not meeting the requirements stated in Full Sails Satisfactory Academic Progress policy will be placed on Financial Aid Unsatisfactory Academic Progress Warning during that semester of enrollment and will be notied of their Financial Aid Unsatisfactory Academic Progress Warning status by their respective Education Student Advisor. The Education Student Advisor will develop an Academic Recovery Plan mandating methods of improvement and strategies for accomplishing Satisfactory Academic Progress by the beginning of the next semester. The Academic Recovery Plan will be in writing and reviewed and agreed to by the student. Financial Aid Unsatisfactory Academic Progress Warning status will not prevent the student from receiving nancial aid. The semester during which the student is in a Financial Aid Unsatisfactory Academic Progress Warning status is meant to inform the student of academic problems and provide time for corrective action. The student may continue to receive nancial assistance during this warning period. At the end of the warning period in the current semester and at the beginning of the next semester the student will:
Be removed from the warning status if student has regained satisfactory academic progress. OR Lose nancial aid eligibility and be suspended from receiving assistance from federal, state, and institutional sources due to a failure to regain satisfactory academic progress. The students nancial aid will be removed and cash payments added to the students account. The student will receive a letter informing them of the loss of nancial aid eligibility.
Advancing your career in your industry or a new industry is challenging and sometimes difcult. Researching, networking, and staying current with industry trends are all keys to unlocking a successful career. The services of the Career Development Department support the technical and professional skills gained throughout a students education. Full Sails Career Development Department governs:
1. degree-specic lectures and presentations designed to prepare students for the pursuit of internships and entry level employment, including instruction about rsum creation, interview techniques, and the professionalism required within the industry, a regularly updated record of potential employers in the industry, a well-organized industry outreach effort to promote awareness of Full Sails degree programs, as well as qualied graduates and their successes, and an online community for all Full Sail alumni to promote networking and professional relationships.
2. 3.
The Committee will review the appeal and contact the student within three weeks. If the appeal is approved the student will be notied in writing along with the requirement to meet with their Student Advisor within one week of receipt of approval. The student will meet with the Education Student Advisor to complete agreement for appeal approval based on agreed upon academic recovery plan. Students whose appeals are granted will be placed into a Financial Aid Unsatisfactory Academic Progress Probation status. Students in this probation status will receive their nancial aid funding for the current semester and must have met the conditions of their academic recovery plan in order to receive nancial aid in the semester that follows. Students are allowed to appeal the loss of eligibility for nancial aid twice while in pursuit of a degree.
Full Sail degree program students preparing for graduation as well as alumni throughout their careers may utilize Career Development services. Those desiring assistance must register their requests with the Career Development Department. The Career Development Department requires a consistent and professional dialogue from each student or graduate in order to provide effective assistance. Flexibility is desirable with respect to location or type of employment and may enhance the efforts of our services. Relocation for specic types of employment may be necessary in order to successfully launch and maintain a career in the entertainment media industry. If specic, employment-related information beyond the scope of the Career Development Department is requested, every reasonable effort will be made to supply available contact information of other resources that may be able to further assist students and alumni. Full Sail educates students about the process of successfully marketing themselves to the industry. The Career Development Department is frequently approached by employers seeking the services of graduates. In selecting candidates, the department will review the graduates GPA, and GPS score. Graduates who meet the qualications set forth by the Career Development Department and the employers are then considered. Even though Full Sail makes a reasonable effort to assist each graduate in seeking employment, this in no way constitutes a promise or guarantee of employment. Career assistance may be suspended in the event that a students nancial commitments are delinquent or in default. Completion of individual courses does not qualify students for career assistance.
If a student loses nancial aid eligibility it will prevent the student from receiving any Title IV, state, or institutional nancial assistance until such time as the student meets all satisfactory academic progress standards. Students can regain nancial aid eligibility at the point that they are once again in satisfactory academic progress and may reapply for nancial aid at that time.
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Career Development
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Financial Ai
Tuition Breakdow
Tuition amounts are subject to change. For the most up-to-date tuition information, speak with your Admissions Representative or visit www.fullsail.com/about/downloads.
GAME ART Semester 1 Semester 2 Semester 3 Semester 4 Semester 5 Total Tuition Cost per Credit Hour
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TU I TI O N BR EA K D O W N
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General Informatio
Multiple Degrees
Students may take any combination of Associate of Science Degree Programs, Bachelor of Science Degree Programs, Master of Science Degree Programs, and/or Bachelor of Fine Arts Degree Programs, based on eligibility requirements. A $200 refundable deposit is required to apply for each additional Associate, Bachelor, Master of Science, or Bachelor of Fine Arts Degree Program. An Admissions Representative is available to offer recommendations on Degree Program combinations and order.
Fees/Deposits
A $75 application fee is required to apply for a Degree Program. A $200 refundable deposit is required prior to a Degree Program start date in order to reserve a seat. For those applying for a second, or multiple degrees, an additional $200 refundable deposit is required. A $200 deposit is required for each individual course. Availability of a course or degree start date is subject to class size limitations. A seat will only be reserved upon receipt of each course/ programs deposit. The application fee and deposit(s) are not covered by nancial aid. The application fee and deposit(s) are included in the tuition prices listed. Deposits held for future Degree Programs may be credited toward any amount due Full Sail, for any other tuition or fees that may be due.
Whats Included
The cost of a Full Sail Degree Program includes expenses such as textbooks, manuals, media, production materials, lab fees, technology fees, and other associated costs except as noted.
Fee Amount
$2,805.00 $3,025.00 $2,720.00 $2,835.00 $3,050.00 $520.00 $2,800.00 $2,455.00 $2,915.00 $3,135.00 $2,805.00 $3,025.00 $2,300.00 $2,300.00 $2,615.00 $2,775.00 $2,530.00 $2,530.00 $2,530.00 $2,730.00 $4,540.00 $2,650.00 $2,865.00
Institutional Fee
All students are required to purchase a computer and software in addition to tuition. Technology congured in accordance with program specications.
Computer Animation Bachelor of Science 36 month Creative Writing for Entertainment Bachelor of Fine Arts Digital Arts & Design Bachelor of Science Digital Arts & Design Bachelor of Science 36 month English as a Second Language (certicate program) Entertainment Business Bachelor of Science Entertainment Business Master of Science Film Bachelor of Science Film Bachelor of Science 36 month
Degrees Awarded
Upon completion of the campus degree program, the student will be awarded: Master of Science Degree
Entertainment Business Game Design
Project LaunchBox
The primary component of the institutional fee is Project LaunchBox, which is an Apple MacBook Pro computer* that serves as a personal workstation throughout their education. This notebook computer comes with degree-specic software that allows students to work on their projects on and off-campus and maintain their personal portfolio of work wherever they may be. The choice of Apple hardware has allowed Full Sail to develop our curriculum to a high and specic standard of computer capability, while giving students maximum exibility for their creativity. In addition, Full Sails Online Learning Environment, which is utilized by all Full Sail students, is built around the capabilities of Apple workstations, helping the school to provide the same high level of education and innovation both online and on-campus.
* Computers for Game Development students may vary in make and model.
Game Development Bachelor of Science Game Design Master of Science Graphic Design Associate of Science Music Business Bachelor of Science Recording Arts Bachelor of Science Recording Arts Bachelor of Science 36 month Recording Engineering Associate of Science Show Production Bachelor of Science Sports Marketing & Media Bachelor of Science Web Design & Development Bachelor of Science Web Design & Development Bachelor of Science 36 month
Non-Sufficient Funds
A $25 fee will be charged for any check returned for non-sufcient funds.
Certicate Program
English as a Second Language
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PR O J ECT LA U N CH BO X
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Class Schedule
Class Schedules
Computer Animation
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Entertainment Business
GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015 REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Game Development
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Recording Engineering
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Film
Graphic Design
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Game Art
GRADUATION October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 September 3/4, 2015
Music Business
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Entertainment Business
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Game Design
GRADUATION September 4/5, 2014 October 2/3, 2014 October 30/31, 2014 November 25/26, 2014 December 19/20, 2014 February 5/6, 2015 March 5/6, 2015 April 2/3, 2015 May 7/8, 2015 June 4/5, 2015 June 26/27, 2015 August 6/7, 2015 REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
Recording Arts
REGISTRATION January 3, 2013 January 28, 2013 February 25, 2013 April 2, 2013 April 29, 2013 May 28, 2013 July 8, 2013 July 29, 2013 August 26, 2013 September 23, 2013 October 21, 2013 November 18, 2013
* ALTHOUGH THE DURATION OF PROGRAMS IS CORRECTLY REFLECTED IN THESE DATES, EXACT GRADUATION DATES ARE SUBJECT TO CHANGE.
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Holiday Schedul
Online Educatio
Student Services
Housing Resources
All students are encouraged to contact the Housing Resources department for assistance in nding suitable housing accommodations, as well as information on roommates and local services. This assistance is offered at no charge.
Online Support
The staff of Full Sail Online Support works together with students, faculty, and administration to make the student experience positive, reassuring, and seamless throughout our online courses Our mission is to provide the highest standard of technical support and to nurture students growth and development while allowing them to enhance the skills necessary to be successful in an online environment. Full Sail Support Specialists can assist with resolving technical issues associated with the functionality of the online platform. You can reach Online Support by phone at 877-437-6349 or by email at FSOSupport@fullsail.com.
Attendance
Attendance for online courses is based on participation and timely completion of assignments.
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Student Services
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Class Size
Full Sails philosophy is to put students in environments with optimal student to instructor ratios. To achieve this, the student to lab specialist ratio in lab settings can vary from six-to-one to twenty-four-to-one, depending on the degree program and the needs of students in a specic lab. Lectures vary in size from course to course, but the maximum size for a degree programs core curriculum is 85. In lectures attended by students from multiple degree programs, the maximum number is 120. Although these are Full Sails published maximum class sizes, most classes within the degree programs typically range between 36 and 85 students. Online course sections are limited to a maximum of 25 students per instructor.
TEST OUT CREDIT Campus-based students who have work experience, or students who cannot provide a college transcript prior to the deadline for submission, may take the test out exam in each course for which credit is being sought and must obtain a raw score of 75 percent or better in order to receive credit. Test out exams must occur within the rst two weeks of attendance at Full Sail. For those classes that begin the rst week, the test must be taken before the course begins. The right to test out of a course is only granted for extensive experience. If credit is earned, the tuition and program hours are reduced accordingly. A minimum of 25 percent of a Degree Programs semester hours or equivalent must be taken to receive a Full Sail Degree. Matriculation agreements with other postsecondary institutions or universities are handled on an individual basis and may negate the usual testing procedure. Test out exams are not available for all courses. Courses that are very gear specic may require both a written test out exam and a practical test out exam. Many intermediate and advanced courses in the programs core curriculum are not eligible for test out exams. A specic list of courses available for test out credit may be obtained from the Director of Student Affairs. Credits earned by test out exam may change a students eligibility for certain types of nancial aid. TRANSFERABILITY OF CREDIT Questions regarding matriculation should be directed to the institution at which continued education is being sought. The transferability of credit from Full Sail to another institution is at the discretion of the accepting institution. It is the students responsibility to conrm whether or not credits will be accepted by another college.
to be viewed as more competitive and better qualied for entering the industry. The GPS contains ve main components that will be evaluated throughout the education term as a student. These components are:
Timeliness Evidencing Respect Preparation Alertness/Attentiveness Compliance with Full Sails policies as well as local and federal laws
Anti-Hazing Policy
Full Sail does not allow hazing for any reason whatsoever. Students engaging in any potentially harmful activities will be disciplined and may be subject to suspension or termination.
Appeals
Any disciplinary or administrative action taken according to Full Sail policies may be appealed to an Appeals Committee. Appeals must be submitted in writing to Student Advisors. The Appeals Committee is convened as required by the Director of Advising and consists of no less than ve senior Full Sail administrators including the Program Director for a given students particular program of study.
Each students professional skills will be assessed during their tenure with Full Sail in three areas: Learning Environments, Education, and Community.
Learning Environments and Education: The ability to follow the code of conduct set forth in the Full Sail Student Manual (factors including: timeliness, evidencing respect, preparation, alertness/ attentiveness and compliance with Full Sails policies as well as local and federal laws) will ensure that each student maintains a GPS score of 100 percent. Failure to follow any and/or all parts of the Full Sail code of conduct will result in points being deducted from the GPS score. Community: This element represents the ability to add to the GPS score by contributing and participating in events both within Full Sail and throughout the larger community. Events may include: volunteer work, attending designated tutorials or workshops, starting or participating in a community-minded group, or organizing a benevolent fund-raising event. The Global Professionalism Standards program was created with the help of industry professionals and students to help the current student become familiar with the professional attributes of employment and to enhance the ability to successfully navigate within a professional environment.
Conduct
Students are expected to conduct themselves honorably and with dignity at all times. They are responsible for learning and abiding by state and local laws. Conviction for a criminal offense or any behavior reecting dishonor or discredit on the college is sufcient grounds for termination. In addition, Full Sail reserves the right to terminate enrollment in the event of cheating, disruptive behavior, substance abuse or destruction of property at studios, ofces, classrooms, or any other accommodations arranged by Full Sail. Although the mode of dress is casual, shoes, pants and shirts must be worn at all Full Sailrelated activities. Discretion, modesty, and good taste are expected at all times.
Attendance
For students in on-campus programs, regular class attendance and lab participation are two of the most signicant factors for success. Students are expected to attend classes and lab sessions unless prevented by illness or emergency. To satisfactorily complete a course, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions. If unexcused absences exceed 10 percent of a courses total hours, students fail the course (see Repeat of a Course section on page 278). Tardiness is entered on class records, whether excused or unexcused. An accumulation of 5 tardies equals one unexcused absence. Leaving class early is considered an unexcused absence. The failure of a course either online or on campus can affect a students cumulative grade point average, thereby resulting in a probationary status. If no improvement is shown over the designated period, student status will then be determined by the Director of Student Advising. This determination may include interruption of training.
Evaluations
During courses, students are evaluated on their performance through a series of quizzes, exams, and lab evaluations. They are evaluated on theory, technical and practical application, and attitude.
Grading System
GRADE A+ A B+ B C+ C D F NUMERICAL GRADE 95100 90-94 85-89 80-84 76-79 7375 70-72 below 70 GRADE POINTS 4.0 3.5 3.0 2.5 2.0 1.5 1.0 0
Auditing
Graduates of Full Sails Degree Programs may audit (attend without credit) any current course in their degree program with permission of the Director of Student Affairs. Auditing is allowed on an availableseating basis.
Changes
Full Sail reserves the right to affect changes in tuition, textbooks, equipment, administration, schedules, subject matter, faculty and staff, and to teach courses in any order it deems necessary.
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COURSES AT NONREGIONALLY ACCREDITED INSTITUTIONS The SCNS makes available on its home page (http://scns.doe.org) a report entitled Courses at Nonregionally Accredited Institutions that contains a comprehensive listing of all nonpublic institution courses in the SCNS inventory, as well as each courses transfer level and transfer effective date. This report is updated monthly. Questions about the SCNS and appeals regarding course credit transfer decisions should be directed to Debbie Mills, Director of Student Affairs or to the Florida Department of Education, Ofce of Articulation, 1401 Turlington Building, Tallahassee, Florida 32399-0400. Special reports and technical information may be requested by calling the SCNS ofce at (850) 245-0427 or at http://scns.doe.org.
EXCEPTIONS TO THE GENERAL RULE FOR EQUIVALENCY Since the initial implementation of the SCNS, specic disciplines or types of courses have been excepted from the guarantee of transfer for equivalent courses. These include courses that must be evaluated individually or courses in which the student must be evaluated for mastery of skill and technique. The following courses are exceptions to the general rule for course equivalencies and may not transfer. Transferability is at the discretion of the receiving institution.
A. Courses not offered by the receiving institution. B. For courses at non-regionally accredited institutions, courses offered prior to the established transfer date of the course in question. C. Courses in the _900-999 series are not automatically transferable, and must be evaluated individually. These include such courses as Special Topics, Internships, Apprenticeships, Practica, Study Abroad, Theses, and Dissertations. D. College preparatory and vocational preparatory courses. E. Graduate courses. F . Internships, apprenticeships, practica, clinical experiences, and study abroad courses with numbers other than those ranging from 900-999. G. Applied courses in the performing arts (Art, Dance, Interior Design, Music, and Theatre) and skills courses in Criminal Justice (academy certicate courses) are not guaranteed as transferable. These courses need evidence of achievement (e.g., portfolio, audition, interview, etc.).
Freshman Composition
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Make-up Work
Students with an excused absence who are eligible to make up work should contact the appropriate Course Director(s) within seven days to make arrangements.
Refunds are made within thirty (30) days of termination or withdrawal. If a student is provided with living expense funds originating from a student nancial assistance program and fails to complete the semester for any reason, the student is required to return the unearned funds. Full Sail University will notify the student of the amount owed. If the student fails to satisfy the repayment, he or she will be ineligible for any further federal student nancial aid assistance. REFUNDS DUE TO WITHDRAWAL Full Sail University has an established add/drop period that is the rst week of each semester. All tuition, excluding the application fee, will be refunded to students who drop within the add/drop period. After the add/drop period, the tuition and fees for the semester will be charged as follows:
PERCENTAGE OF TUITION CHARGED DROP DATE 0% of tuition charged . . . . . . . . . . . . . . . . . . . . . . . . . . Prior to semester start date 0% of tuition charged . . . . . . During add/drop period (first week of semester) 25% of tuition charged . . . . . . . . . . . . . . . . . . . . During second week of semester 75% of tuition charged . . . . . . . . . . . . . . . . . . . . . . During third week of semester 100% of tuition charged . . . . . . . . . . . . . . . . . . . . . . . After third week of semester
In order to receive a degree from one of Full Sails graduate degree programs, a student must:
1. 2. 3. 4. 5. Achieve a minimum GPA of 2.0 and a minimum attendance rate of 90 percent in each course, Complete all applicable courses within the degree, Not accrue in excess of 1.5 times the credits required to complete the program, Achieve an overall cumulative GPA of 3.0, and Fulll all nancial responsibilities.
Probationary Status
Students who do not meet Full Sail grading, attendance, nancial, or conduct standards may be placed on probation. During this time, students are advised as to the level of improvement or the action necessary to rectify the probationary status. Students are removed from probation when satisfactory progress standards have been met. Students who do not meet satisfactory progress requirements at the end of their probationary period are subject to termination.
Individual Courses
Individual Courses are offered for personal benet and do not necessarily lead to employment. Retakes for attendance reasons are permitted for each course only if tuition is paid again. No consideration for a refund is given in the event of a course not being satisfactorily completed. The deposit submitted with an application for any individual course is for the purpose of reserving a seat in the class (based on available seating), and in the event of cancellation prior to the rst day of class, is fully refundable within 30 days of notice to cancel. Requirements for satisfactory progress are maintained for individual course students. In order to successfully complete each individual course taken, students must attend a minimum of 90 percent of the lectures, seminars, and lab sessions, and achieve a minimum grade point average of 1.0.
All institutional fees will be refunded to students when unopened materials and equipment are returned to Full Sail University. The date from which the refund is calculated is the last date that the student attended a class. Refunds will be made within thirty (30) days of the date that Full Sail University determines that the student has withdrawn. The original source from which monies are received dictates the entity to which monies are to be refunded. Refunds due to the student that are less than one dollar are not issued unless the student submits a written request. In the event of a students prolonged illness, accident, death in the family, or other circumstances that make completion of the semester impossible or impractical, the school will attempt to make a fair and reasonable settlement. Full Sail University reserves the right to modify these policies in order to remain in compliance with any changes in the applicable laws and regulations.
Interruption of Training
In the event of extenuating circumstances, students may be permitted to interrupt their training temporarily (IOT). Students must discuss eligibility and ramications of an IOT with a Student Advisor. An IOT may be granted for a limited time to students who have maintained satisfactory progress. Those not returning to class at the scheduled end of the IOT are terminated using their last actual day of attendance as the date for processing the termination.
Re-Entry
Students who have been dismissed and wish to return to school must submit a written request for re-entry. They may re-enter only at the discretion of the Director of Student Advising. Students who have been allowed to re-enter may return at their original tuition rate as long as the return is within one year of their dismissal. If more than one year has passed, students re-enter at current tuition. Students receive nancial credit for all previous Full Sail training at the correlated tuition. Any balance of tuition must be paid prior to re-entry. Upon re-entry, students are placed on probation for eight weeks and must maintain satisfactory progress to continue. Once satisfactory progress is achieved, probation is discontinued and they may continue their education as well as re-apply for nancial aid.
Living Expenses
Disbursement of living expense funds due to the student may be withheld or delayed pending receipt of payment for any outstanding account balances owed by the student. Students not actively attending classes may not receive living expense disbursements.
When student withdrawal involves the repayment of Title IV funds, Full Sail University returns these funds based upon a federally recognized payment period. Full Sail Universitys federally recognized payment period is dened as a semester. If a student withdraws on or before completing 60% of the federally recognized payment period (dened above), a portion of the total Title IV funds awarded will be returned. The Return of Title IV Funds calculation may result in a student owing a balance to the federal government and, in some cases, to Full Sail University.
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Satisfactory Progress
Satisfactory progress is evaluated at the end of each course and at 24 credit hours/32 weeks (which represents the end of the rst academic year). Students are graded by periodic examinations, both written and practical, using a standard system of percentages to gauge progress. To successfully complete each course, in an undergraduate program, a student must attain a grade of D or better, and attend a minimum of 90 percent of the lectures and labs. To successfully complete each course in a graduate program, a student must attain a grade of C or better, and attend a minimum of 90 percent of the lectures and labs. To maintain satisfactory progress in an undergraduate program, students must attain a minimum cumulative grade point average of 1.0 at the end of the rst 25 percent of their program, a 1.5 cumulative grade point average by the mid-point of their program and a 2.0 cumulative grade point average by graduation. To maintain satisfactory progress in a graduate program, students must attain a minimum cumulative grade point average of 2.0 at the end of the rst 25 percent of their program, a 2.5 cumulative grade point average by the mid-point of their program and a 3.0 cumulative grade point average by graduation. Students who fail to meet these standards are placed on probation. This probation is usually for a 90-day period. Those who fail to achieve satisfactory progress after the probationary period may be terminated. This is left to the discretion of the Director of Student Advising. Mitigating circumstances are taken into consideration. Students are required to follow a predetermined program of study; the school does not offer noncredit remedial courses or a grade of incomplete for a course in an undergraduate degree program. The exception to this is the Game Development Bachelor of Science Degree Program where students may be required to complete a noncredit math and pre-programming preparation course prior to beginning the core course requirements in the Degree Program curriculum. Students will be scheduled for this course based upon results of the math assessment skills test taken before the rst day of class.
A copy of the Commissions Complaint Form is available at the school and may be obtained by contacting Debbie Mills, Director of Student Affairs.
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Memberships/Affiliations
Graduate Certicates
Education Media Design & Technology Internet Marketing
Accrediting Commission of Career Schools and Colleges Association for Computing Machinery Association of Private Sector Colleges and Universities ACM SIGGRAPH Advanced Educational Research Association American Institute of Graphic Arts Alias Global User Association American Academy of Advertising American Bar Association American Counseling Association American Library Association American Management Association American Marketing Association American Society for Group Workers Apple Distinquished Educators Apple University Executive Forum Attention Decit Disorder Association Audio Engineering Society Autodesk User Group Autodesk Education Better Business Bureau Central Florida Teachers of English to Speakers of Other Languages Commission for Independent Education Educational Theater Association Educause Entertainment Arts and Sports Law Florida Bar Enzian Theater Advisory Board Federal Bar Association Florida Association of Postsecondary Schools and Colleges Florida Bar Association Florida Film Group Florida Institute for Film Education Florida Motion Picture and Television Association Game Developers Conference Hewlett-Packard Artist and Animators of the Future Advisory Council iLL Clan Institute for Electrical and Electronics Engineers Instructional Technology Council Independent Game Developers Association International Advertising Association Maitland Art Center Modern Language Association Music and Entertainment Industry Educators Association National Academy of Television Arts and Sciences National Association of Broadcasters National Association of Latino Independent Producers National Association of Women Business Owners National Association of Recording Merchandisers National Council for Teachers of English National Systems Contractors Association New Media Consortium North American Council of Online Learning Orlando Advertising Federation Orlando Chamber of Commerce Orlando Museum of Art Orlando Science Center Otronicon Professional Educators Network of Florida Professional Photoshop User Group Project Management Institute Project Zero with Harvard University State Educational Technology Directors Association Search Engine Marketing Professional Organization Society of Motion Picture and Television Engineers Society of Professional Audio Recording Studios Teachers of English to Speakers of Other Languages The National Academy of Recording Arts and Sciences Winter Park Chamber of Commerce Winter Park Hospital Women in Film and Television
Governing Body
Full Sail University is a ctitious name registered by Full Sail, LLC., organized and chartered under the laws of the State of Florida. The address of the governing body is the same as that of the school.
Certicate Program
English as a Second Language
Co-Chairmen/CEOs
Ed Haddock Bill Heavener Jon Phelps
Full Sail qualies as an eligible institution under Title IV of the United States Department of Education, Higher Education Act of 1965, as amended. Financial aid is available for students who qualify. Full Sail is approved for veterans training by the Bureau of State Approving for Veterans Training, Florida Department of Veterans Affairs. Full Sail is authorized under federal law to enroll non-immigrant, alien students. Full Sail University is registered as a Private Institution with the Minnesota Ofce of Higher Education pursuant to sections 136A.61 to 136A.71. Registration is not an endorsement of the institution. Credits earned at the institution may not transfer to all other institutions.
Administration
Garry Jones Ken Goldstone Isis Jones Debbie Magruder Geoff Rogers Christopher Marconi Stella Posada Mary Beth Plank-Mezo Matthew Pengra Tammy Elliott Andrew Solberg Mark Gilbert Sharon Grifth Craig Daily Luis Garcia President Chief Operating Ofcer Chief Information Ofcer Chief Financial Ofcer Executive Vice President Executive Vice President Senior Vice President, Image, Design & Development Vice President, Admissions Vice President, Admissions Vice President, Career Development Vice President, Marketing Vice President, Information & Media Technology Vice President, Financial Aid Vice President & Creative Director Vice President, Full Sail Online
Education Directors
Dave Franko Nell Thompson Erik Noteboom Jennifer Hill Pat Bishop Debbie Mills Jon Craig Vice President, Academic Affairs Vice President, Academic Innovation Vice President, Education Operations Director of Education Compliance Director of Graduate Studies Director of Student Affairs Director of Academic Success
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A D M I N I STR ATI O N
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Statement of Nondiscrimination Policies Full Sail does not discriminate on the basis of race, color, national origin, sex, disability, age, sexual orientation, or marital status in its programs and activities. Deborah Mills, Director of Student Affairs, has been designated the schools Section 504, Title IX and ADA Compliance Officer. She is responsible for handling inquiries regarding Section 504 nondiscrimination policies and accommodations and any Title IX and ADA compliance matters. Ms. Mills may be contacted at (407) 551-2024, ext. 8501, 3300 University Boulevard, Winter Park, FL 32792. A description of the disability services, auxiliary aids and the procedures for filing a grievance regarding disability or discrimination issues are available in the Student Handbook. This school is authorized under Federal law to enroll nonimmigrant students.
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The terms Full Sail, Full Sail University, Full Sail Real World Education, If youre serious about your dream, well take your dream seriously, You Can Get There From Here, and the Full Sail University Logo are either registered service marks or service marks of Full Sail, LLC. Other product and company names mentioned herein may be the trademarks of their respective owners. The appearance of these marks does not necessarily indicate a formalized sponsorship or affiliation with other such companies.
Full Sail University 3300 University Boulevard Winter Park, FL 32792-7429 Local/International: 407.679.6333 Toll Free: 800.226.7625 Online Programs: 888.993.7338 fullsail.edu
Accredited University, ACCSC. Financial aid available for those who qualify. Career development assistance. To view detailed information regarding tuition, student outcomes, and related statistics, please visit fullsail.edu/outcomes-and-statistics.
09/2012
The Full Sail Catalog is printed on paper that contains ber from forests that are carefully managed, independently certied and adhere to strict environmental standards. The cover is printed on paper that contains 10% post consumer recycled ber.