May 18, 2024  
2020-2021 Undergraduate Catalog 
    
2020-2021 Undergraduate Catalog [ARCHIVED CATALOG]

Course Descriptions


 

Environmental Policy

  
  • ENP 420 - Climate Change and Energy Policy


    Climate change is real and influenced by human activity, and it will require a concerted international, national and local effort to avoid or mitigate significant alterations to planetary life and supporting systems. Students will examine the causes, both current and future impacts and options designed to address this issue. They will examine the enormous complexity of global law and policy that bear on current energy policy and future choices.
    Prerequisites ENP 200

    EITHER an ENP course, SCI 150, OR SCI 210 OR SCI 310 OR Core 230: Ethics and the Environment
    Credits: 3
    EHS

  
  • ENP 450 - Environmental Decision Making


    Students will explore the several modes of making environmental policy decisions: Technical Analyses, Cost-Effectiveness, Benefit/Cost Analyses, Risk Assessments, Alternatives Assessment, Environmental Impact Analyses, and Ethical Analyses. They will be assigned an environmental policy question and prepare a written report, presented orally, containing their policy recommendations on this question and defending these recommendations on the basis of these decision making models.
    Prerequisites ENP-200.
    Credits: 3
    EHS
  
  • ENP 490 - Environmental Policy Internship


    Students will complete a two credit internship experience that will reflect the focus area they have chosen with the faculty advisor. The internship will provide experience in the field exposure to issues, and an opportunity for integration and reflection. Choice of internship site will be related to Focus Area chosen.
    Prerequisites ENP-450
    Credits: 3
    EHS

Event Management

  
  • EVT 125 - Creating Event Experiences


    This course provides a foundation of knowledge and skills required for the successful management of events, in both business and leisure contexts. Areas of focus include basic project management techniques, experience design principles, concept and theme development, program design destination/site research and selection, sourcing of vendors and service providers, and fundamental target marketing concepts. As a central project students develop a multi-day experience for a target audience at a specific destination, designed to enhance an anchor event.
    Credits: 3
    CCM
  
  • EVT 240 - Event Planning and Coordination


    Students will learn the skills necessary for executing a wide variety of events, including corporate, social, sport, cultural entertainment, fundraising and publicity applications. Topics include site selection program design and planning timelines, as well as detailed logistical preparation such as registration or ticket sales, audio/visual and production requirements, food & beverage needs room setups, décor/ambience, crowd control security, staffing and post-event evaluation. Students complete a series of projects that illustrate a range of challenges inherent in event planning and coordination.(Offered Fall only)
    Prerequisites Complete EVT-125 and either MKT-110-OR BUS-120.
    Credits: 3
    CCM
  
  • EVT 295 - Event Management Practicum


    Students gain first-hand knowledge and experience by completing a series of activities encompassing the planning, execution and management of special events, from initial concept development to post-event evaluations. Students work with the course facilitator to identify a series of brief field experiences with planners of several on- or off-campus events, in order to observe and participate in each function on the checklist. Students also document and reflect on these learning experiences.
    Prerequisites EVT-240
    Credits: 3
    BUS
  
  • EVT 315 - Event Publicity, Promotion and Sponsorship


    Events require publicity to gain attendees, promotion to engage clients and customers, and sponsorships to help off-set costs. Students will learn the skills necessary to promote, and market an event, and may also be responsible for design, planning, organization and implementation. The course will emphasize the marketing techniques required to ensure a successful event, including pitching potential event sponsors, creating supporting sponsorship documents/media kits, integrating budgeting and measurement of success, and exploring how to get trade, press and media coverage for the promotional event.
    Prerequisites Complete MKT-110 OR BUS-120 and 60 credits
    Credits: 3
    CCM
  
  • EVT 340 - The Business of Event Management


    This course will cover the planning and organization of special events, as well as the broader strategic and business aspects of event management. Topics will include concept development, proposals and agreements, site evaluation, budgeting, generating revenue, and coordination between multiple stakeholders and service providers. Special attention will be paid to risk management and techniques for ensuring the success of an event. Project-based learning exercises are supplemented by case studies and guest speakers. Students create a comprehensive operations manual for a multi-faceted event. (Offered Fall only)
    Prerequisites Complete EVT-240
    Credits: 3
    CCM
  
  • EVT 350TVL - Destination Event Management


    In this course we will explore cause-related event planning, sustainable and responsible tourism, the types of organizations that support the event management industry, and how they function in a destination setting. Students will apply their knowledge of destination event planning through travel to the Bahamas, a popular destination for corporate, social, and cause-related events. This section features engagement with a destination management company located in Nassau/Paradise Island on a required spring break trip to the Commonwealth of the Bahamas, a country within the Lucayan Archipelago in the West Indies.


    Prerequisites

    EVT 125 - Principles of Event Management

    OR

    EVT 240 - Event Planning and Logistics

    OR

    by permission of instructor

     

    Credits: 1
    CCM

  
  • EVT 450 - Event Management Seminar


    An exploration of a wide range of current and,emerging issues in the hotel, restaurant and,tourism industry. Presented as a series of,discussion-based seminars, the course uses a,combination of recent magazine articles, current,news reports, Internet websites and book,excerpts to illustrate the range of challenges to,be faced by hospitality managers in the near,future. Students participate in both the selection,of topics and presentation of material, and gain,experience in running a meeting. (Fall only)
    Prerequisites HSP-270
    Credits: 3
    BUS
  
  • EVT 490 - Senior Event Management,Apprenticeship


    This course consists of an on-site management,internship at a full-service resort property,,working closely with an individual department,manager/mentor at least 2 full days per week.,Students select a specific area of management that,they are interested in pursuing and are paired,with an appropriate manager/mentor to observe and,participate in his or her daily duties and,challenges. The class includes a weekly online,group discussion component. (Spring only)
    Prerequisites Must complete 90 credits before taking this course.
    Credits: 6
    BUS

Filmmaking

  
  • FLM 100 - Film Studies: Screenings


    Through weekly film screenings and critical exposure to a variety of films, students’ will develop their ability to analyze and discuss various aspects of the film craft, including screenwriting, cinematography, mise-en-scene, editing, sound, and acting. Students will learn to look at films closely, critically, and analytically.  This course must be taken three times for credit.
    Prerequisites Filmmaking majors only.
    Credits: 1
    CCM
  
  • FLM 110 - Filmmaking, Introduction to


    In this course students are introduced to the language of film. Through a combination of lectures, screenings, readings, discussions, and film exercises, students will investigate the fundamentals of screenwriting, producing, directing, composition, sound design, and editing. Students will be exposed to documentary, narrative feature, short and web series, and experimental films from around the world representing different perspectives and experiences.  They will explore the evolving landscape of production and the social impact of filmmaking. 
    Prerequisites Take FLM-110L concurrently
    Credits: 3
    CCM
  
  • FLM 125 - Audio Production for Film


    This course covers the theory and practice of field/location and studio audio recording for motion pictures. Students learn techniques in the use of field/studio recorders and mixers, microphones, and boom poles. The class covers digital recorders, time-code synchronization management, foley recording, and additional dialogue replacement (ADR).  Students will complete two (2) sound recording projects by the end of the course.
    Prerequisites FLM-110
    Credits: 3
    CCM
  
  • FLM 128 - Screenwriting I


    This course provides an introduction to screenwriting. In seminar and writing workshop style, students will read and discuss short and feature-length screenplays, including their own works-in-progress, as well as compare scripts to their final films. Students will learn basic structures of screenplays, character development, conflict, dialogue writing, industry standards for script formatting and ways to ignite their creative spark. Students will complete one short film script.
    Prerequisites Complete COR-115 for FILM and CREM majors. All other majors complete 30 credits and COR-115.
    Credits: 3
    CCM
  
  • FLM 210 - Film History


    Through an overview of film history and aesthetics, students will explore film history from 1895 to 1949.  The class will watch and discuss experimental, narrative, and documentary films from various countries, genres, movements, and directors/producers/screenwriters.
    Prerequisites Must complete 30 credits before taking this course.
    Credits: 3
    CCM
  
  • FLM 211 - Film History II


    A continued overview of film history and aesthetics, this course picks up where Film History I (FLM 210) leaves off by exploring film history from 1950 to present day.  The class will watch and discuss experimental, narrative, and documentary films from various countries, genres, movements, and directors/producers/screenwriters.  
    Prerequisites Complete FLM-210 OR any COR-2XX.
    Credits: 3
    CCM
  
  • FLM 215 - Filmmaking I


    Each student will make their own narrative short with a maximum five minute run time.  Before principal photography begins the class will focus on script writing, pitching, production management, risk management, crew responsibilities, location sound recording, and casting.  Upon completion of the production phase students will screen and critique dailies, rough cuts, and final cuts. Students will strengthen their collaborative and storytelling skills.
    Prerequisites Film majors only. Complete FLM-225, FLM-128 and FLM-230.
    Credits: 3
    CCM
  
  • FLM 225 - Cinematography and Lighting


    This course focuses on cinematic storytelling and explores digital video cinematography techniques for both studio and field. Students will familiarize themselves with multiple digital video camera formats. Students will also use lighting equipment, determine set and lighting needs block scenes, and become familiar with topics including film space, continuity, lenses, color, filters and camera control. Over the course of the semester, students will collaborate to produce a number of short works in both field and studio environments.
    Prerequisites Complete either FLM-110 or MCM-110. Take FLM-225L concurrently.
    Credits: 3
    CCM
  
  • FLM 225L - Cinematography & Lighting Studio


    Prerequisites Must be taken concurrently with FLM-225
    Credits: 0
    CCM
  
  • FLM 230 - Audio & Video Editing


    Through a combination of classroom instruction and project-based work, students will learn and gain command of industry standard software and fluidly demonstrate picture editing, sound design, transitions, and professional workflow.  Students will view and analyze the work of master editors and apply these techniques to their individual projects.  The class will be exposed to the editing process in experimental, documentary, and narrative feature and short pieces.
    Prerequisites Complete FLM-110 or MCM-110. Take FLM-230L concurrently.
    Credits: 3
    CCM
  
  • FLM 230L - Audio & Video Editing Studio


    Prerequisites Take FLM-230 concurrently.
    Credits: 3
    CCM
  
  • FLM 240 - Applied Video


    You understand the principles of video creation and you’re eager for more. In this class you will investigate video as a phenomenon, the evolution creative possibilities, technical components and output methods such as Pod-casting, installation and DVD authoring. Through a combination of lecture, research and hands on investigation you will be introduced to video history, the format wars, sound design, advanced editing styles and compression.
    Prerequisites Complete FLM-230
    Credits: 3
    CCM
  
  • FLM 250 - Introduction to Stop Motion Animation


    This course guides students through the active creation of several individual stop motion animation projects while developing their knowledge and expertise in traditional stop motion animation techniques using modern computing technology. Students present their developing ideas and original projects for critical assessment. Students are also exposed to the rich history and evolution of stop motion animation.
    Prerequisites 27 completed credits
    Credits: 3
    CCM
  
  • FLM 260 - Documentary Filmmaking


    Students will study and practice documentary writing, camera use, location sound recording, lighting, picture and sound editing, pre-production techniques, and the art of the interview while exploring the craft of documentary filmmaking with a focus on social impact and personal expression. Students will apply creative common and fair use options and create an individually or small group produced short form documentary as a final project.
    Prerequisites Complete FLM-110 or MCM-110.
    Credits: 3
    CCM
  
  • FLM 280 - Irish Culture Through Film


    Credits: 3
    CCM
  
  • FLM 281 - Canadian Culture Through Films


    This course will help students understand the complexities of Canadian society and its various cultures/identities through the study of film. Specific focus will be paid to Quebecois and Aboriginal perspectives. Film viewings and supplementary readings, as well as numerous site visits, will teach students about the fundamental cultural and historical characteristics of Montreal, Quebec and Canada.
    Credits: 3
    CCM
  
  • FLM 285 - Directing & Acting for the Screen


    The course provides student filmmakers with practical tools for working with actors. Students will be introduced to different acting techniques, participate in acting exercises, and direct and act in scenes. Students will analyze texts, break down scripts, and identify subtext. 
    Prerequisites Complete FLM-228.
    Credits: 3
    CCM
  
  • FLM 301 - Topics in Cinema


    Topics in Cinema is a rotating-subject course designed to introduce students to a wide range of concepts within the field of film studies. Its scope is broad and changes from semester to semester; topics may include but are not limited to the study of specific filmmakers, specific film genres, certain national cinemas, film movements, or other special topics.
    Prerequisites Complete FLM-210
    Credits: 3
    CCM
  
  • FLM 310 - Production Management


    Students will explore the role of assistant director and unit production manager through an in-depth study and practice of breaking down a feature script, budgeting, and creating a production schedule. Students will become adept with industry-standard production management software that is integral to film production. This course is designed for students who aspire to be film directors.
    Prerequisites FLM-215 or as a co-requisite
    Credits: 3
    CCM
  
  • FLM 311 - Film Theory


    Students will follow a roughly chronological path through the history of film theory to investigate the how and why of meaning creation in film. Students will identify the historical, intellectual, artistic, and political factors that give rise to various strands of film theory. Through readings and film screenings, the course will examine specific theoretical perspectives including Realist, Formalist, Constructivist, Semiotic and Feminist approaches.
    Prerequisites Complete either FLM-210 OR Any COR-2XX
    Credits: 3
    CCM
  
  • FLM 315 - Filmmaking II


    Students will pitch, write scripts, and shoot, either individually or in small teams, a film with a maximum eight minute run time.  By creating a documentary, narrative, or experimental film, students will develop skills in production design, which includes set design, costume, make-up, props, and color scheme. The focus will be on directing, with an emphasis on working with actors and crew. These skills, along with advanced cinematography and sound design, will enable students to enhance production quality and express their vision.  
    Prerequisites FLM-215
    Credits: 3
    CCM
  
  • FLM 320 - The Business of Film


    This course examines the changing landscape of the moving image industry, highlighting areas where film and business intersect, including funding, promotion, international co-production norms, tax breaks and other incentive programs, festivals, grants, distribution options, and career pathways. 
    Prerequisites Must complete 57 credits before taking this course.
    Credits: 3
    CCM
  
  • FLM 325 - Advanced Cinematography


    Advanced Cinematography offers students the opportunity to deepen their aesthetic study and practice of the craft through the employment of atmospheric lighting, integration of camera and production design, and complex camera movements.  The course covers the importance of constructive collaboration and effective crew management. Over the course of the semester, students will produce short works in both field and studio environments, as well as study examples of cinematography at work in the industry and elsewhere.
    Prerequisites Complete 57 credits and “C” or higher in FLM-225 or by permission of the CCM Dean.
    Credits: 3
    CCM
  
  • FLM 328 - Screenwriting II


    In this course students will learn how to structure a feature film script.  The course will move from idea creation through various structure models, exploring plot points, character development, planting and pay off.  Students will shepherd their original idea from inception through pitching, beat sheet, and detailed outline.  Both independent and commercial forms will be explored through readings and screenings. 
    Prerequisites Complete FLM-128
    Credits: 3
    CCM
  
  • FLM 330 - Video Compositing and Special Effects


    This course introduces students to special effects and compositing. Through classroom instruction and project-based work, students will learn and gain command of industry standard software.  By the end of the semester, students will have the ability to skillfully demonstrate the use of effects, animation, keying, motion graphics, and color correction.
    Prerequisites Complete  FLM-230
    Credits: 3
    CCM
  
  • FLM 360 - Documentary Filmmaking II


    This course deepens students’ knowledge of documentary production by engaging them in proposal writing, formulating a distribution plan, and working with archival resources. Using the historical documentary form as a foundation, students will learn to effectively work with archival footage libraries, incorporate the use of motion graphics and animation, and apply current industry practices on fair use and music licensing to create a 10-15 minute documentary as a final project.
    Prerequisites FLM-260
    Credits: 3
    CCM
  
  • FLM 383 - Experimental Moving Image


    Students will explore experimental film production. The course will encourage students to break boundaries and reevaluate their relationship to conventional film by applying inventive formal approaches to conceptually rigorous and challenging content. Students will study the history, theory and artistry of the experimental genre, and produce experimental work of their own.
    Prerequisites FLM.BFA or CREM.BFA majors with at least 57 completed credits; others by permission.
    Credits: 3
    CCM
  
  • FLM 389 - Urban Indie Filmmaking


    In this course students will apply their training from the screenwriting and cinematography intensive workshops to their own film productions. In a cohort based learning environment and under the guidance of an experienced filmmaker, students each direct one film and produce another student’s film. In addition to this, the class screens and analyzes a number of short films to provide a foundation for each student’s filmmaking and its technical treatment.
    Prerequisites Permission to enroll in Summer Montreal Filmmaking Program required. Complete FLM-225 and FLM-228.
    Credits: 6
    CCM
  
  • FLM 415 - Filmmaking III


    Students, working individually or as a group, will complete pre-production and principal photography on a portfolio film with a maximum 15 minute run time.  The course calls upon all of the techniques and skills acquired in the first three years.  The film should demonstrate a marked progression in screenwriting, producing, directing, cinematography, and sound recording.  Students will also explore various fundraising avenues.
    Prerequisites FLM-315
    Credits: 3
    CCM
  
  • FLM 420 - Senior Portfolio


    In this course students will finalize and compile their collected film works to create a final reel. Students will also gain fluency in the latest output methods in digital film distribution.
    Prerequisites Complete FLM-410
    Credits: 3
    CCM
  
  • FLM 428 - Screenwriting III


    Students will complete their first draft of a feature film based on a detailed outline produced in Screenwriting II.  Through readings and scene dissections, students will delve into dialogue, scene construction, description, action, and the use of imagery.  Pathways for professional screenwriters will be explored, including agents, managers, festivals, and studios.  Students will produce a 90 - 120 page script by the end of the semester.
    Prerequisites FLM-328
    Credits: 3
    CCM
  
  • FLM 430 - Color Grading and Correction


    Students will learn to apply color grading and color correction through the study of color theory and science, and practical exercises.  They will understand the role of the digital imaging technician and their prominent place in production.  Topics covered in the course include shot matching, scene balancing, memory colors, animating grades, and shapes.
    Prerequisites FLM-330
    Credits: 3
    CCM
  
  • FLM 490 - Filmmaking Internship


    Students gain practical experience as interns in a professional aspect of filmmaking. The student, instructor and work site supervisor work together to determine specific learning objectives for each student. In addition to involvement in the workings of their placement organization students will complete their own related project.
    Prerequisites Film majors only.  Must complete 60 credits prior to taking,this course.
    Credits: 3
    CCM

Finance

  
  • FIN 240 - Financial Management I


    This is a first course in corporate finance. The course is designed to introduce students to the concepts and techniques necessary to analyze and implement optimal investment decisions. The course covers the effect of time and uncertainty on decision making. Topics include discounting techniques and applications, stock and bond valuation, diversification and portfolio choice, and capital budgeting.
    Prerequisites
    ACC-135

    Credits: 3
    BUS
  
  • FIN 300 - Investments


    A comprehensive study of investments and investment markets, giving a broad perspective from the viewpoint of the individual and institutional investor. Covers corporate securities, public securities, real-estate and mortgage investments, and the organization and operation of the principal securities markets. Students are required to establish a hypothetical investment portfolio and follow their investments.
    Prerequisites ACC-130
    Credits: 3
    BUS
  
  • FIN 310 - Applied Regression Analysis


    A key challenge facing successful managers is processing the vast amounts of data available. Topics may include: the application of data analysis, statistical inference, regression model selection, and an introduction to time series models for financial and business analysis.
    Prerequisites Complete MTH-180 OR MTH-280
    Credits: 3
    BUS
  
  • FIN 340 - Financial Management II


    This is a second course in corporate finance. The course is designed to further students’ knowledge of the concepts and techniques necessary to analyze and implement optimal investment and financing decisions. Topics include capital budgeting, capital structure decisions, cash management, and option theory. Students will work on cases and write memoranda explaining rationale and decisions.
    Prerequisites MGT-240 or ACC-341
    Credits: 3
    BUS
  
  • FIN 400 - Advanced Investment Topics


    Derivatives and alternative investments have become increasingly important in managing financial risk, seeking diversification and improved returns, and obtaining exposure to asset classes. This course focuses on portfolio management, alternative investments and derivatives, including futures, options and swaps.
    Prerequisites FIN-300
    Credits: 3
    BUS

Game Art and Animation

  
  • GAA 105 - Game Art Fundamentals


    Game Art Fundamentals covers the essential art and design topics of elements of design, color theory, and composition. These principles are introduced through digital art practices and media used in the game development industry and the Game Art & Animation Program.
    Prerequisites GART.BS, CREM.BFA students only or by permission of GART Program Director
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 125 - Drawing for Realism I


    Learn to draw the human figure through the study of form, volume, structure and anatomy in order to clearly visualize position and proportion of anatomical landmarks. Students will use traditional drawing techniques to understand the concepts of proportion, foreshortening, lighting and composition to realistically render the human form.

     

     
    Prerequisites GART only and CREM students with portfolio approval.
    Credits: 3
    CCM - Communication and Creative Media

  
  • GAA 135 - Introduction to 3D Modeling & Texturing


    This course is an introduction to the foundation principles of 3D modeling and texturing for games. Students will learn to create optimized and aesthetically successful textured 3D models that work within the constraints of graphics production for real-time 3D game engines.

     

     
    Prerequisites GART.BS, GDES.BS, EGPR.BS, CREM.BFA students only, or by permission of GART Program Director.
    Credits: 3
    CCM - Communication and Creative Media

  
  • GAA 175 - Introduction to Animation for Games


    This course is an introduction to the fundamental principles of animation and the aesthetics of motion. Students will learn to apply these principles to create beginner level 2D and 3D animations.

     

     
    Prerequisites GART.BS, GDES.BS or CREM.BFA students only, or by permission of the GART Program Director.
    Credits: 3
    CCM - Communication and Creative Media

  
  • GAA 205 - 2D Game Art


    In 2D Game Art, students will explore the many ways in which 2-dimensional bitmap and vector art are used in game media and the tools and processes necessary to create this type of artwork. Topics include 2D game genres and aesthetics, sprite design and animation, storyboarding, 2D backgrounds and cut-scenes, interface design and tools, and the use of 2D artwork across a variety of platforms from mobile to consoles.
    Prerequisites GAA-105, GAA-125 and GART.BS, CREM.BFA, or by permission of GART Program Director.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 225 - Drawing for Realism II


    Learn to use linear perspective systems to convey the illusion of dimensional forms in space on a two dimensional surface. Gain a working knowledge of perspective concepts in order to accurately design realistic objects in space from various points of view using digital 2D drawing/painting tools.
    Prerequisites GAA 125 Drawing for Realism I
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 235 - 3D Modeling


    Building on the fundamental skills developed in Introduction to 3D Modeling & Texturing, students create detailed 3D models that are optimized for use in real-time game engines. Focus will be on refining high poly to low poly baking techniques, texture creation workflow, and in-engine material and lighting techniques.
    Prerequisites GAA-135, grade C or higher, and GART.BS, GDES.BS, CREM.BFA students only, or by permission of GART Program Director.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 245 - Foundations of Concept Painting


    To harness the power of the visual, the successful concept artist must couple a balanced composition of light, form, space, and axes of action with narrative. In this course you will learn to tell the engaging stories of your imagination by exercising the fundamentals of digital painting.
    Prerequisites GAA-225, GART.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 255 - 3D Modeling II


    3D Modeling II builds on the subjects covered in 3D Modeling I with a focus on modeling organic forms using digital sculpting software and techniques. Although the course focuses on organic forms, digital sculpting technology and related workflows are prevalent in the modeling of solid surface objects as well. We will also focus on using 3D painting, mesh topology and hi-poly to low-poly baking.
    Prerequisites GAA 235, grade C or higher, and GART, GDES, CREM
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 275 - 3D Animation I


    This course focuses on the aesthetics of motion with emphasis on the principles of traditional animation. Students begin with the basics of putting 3D models in motion and work through the tools, techniques, and principles required to animate fully articulated characters using skeletal deformation and control rigs. This course emphasizes the realization of the principles of animation through group critique.
    Prerequisites GAA 175, grade C or higher, and GART, GDES, CREM
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 345 - 3D Character Development


    In this course students work to create believable dynamic and ultimately hyper-realistic characters through the reference and understanding of existing anatomical structures. Students utilize digital sculpting tools and techniques that mimic those of traditional sculpture to achieve highly detailed character models. A strong emphasis is put on anatomy, design and detail.
    Prerequisites GAA-255, GAA-245 minimum grades of C, GART.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 350 - Procedural Material Development


    Students will implement advanced techniques to create believable and aesthetically successful procedural materials for use on 3D models in game engines and 3D painting software.
    Prerequisites

    GAA-235 3D Modeling
    Credits: 3
    CCM

  
  • GAA 355 - Game Environments


    The artist plays an important role in the development of the immersive 3D environments that games are played in. The successful environment artist understands how to control mood and atmosphere through spatial definition, lighting, coloring and effects all in support of game-play and design. This course puts emphasis on the artistic side of level design and students work with both proprietary and custom-created game-art assets to build an in-game environment that is both beautiful and immersive.
    Prerequisites GAA-235 with a minimum grade of C, GDES.BS, GART.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 365 - Technical Art


    Technical Art brings together programming and art, relying extensively on an artist’s knowledge of workflow, tools and art-production practices in the area of 3d graphics production. By combining this knowledge with a foundation in programming, students write tools and develop art pipelines to be used personally by other artists and production teams. This course requires no previous knowledge of programming and covers the creation of custom tools and associated user-faces in a 3d software environment.
    Prerequisites 60 Credits and GAA-235, minimum grade C.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 375 - 3D Animation II


    Students extend knowledge of animation for game development (learned in GAA-275) through applied aesthetic, technical and narrative techniques. Students will animate functional in-game, player characters and NPC(s). This course will prepare animators to quickly integrate within production teams in a game development studio.
    Prerequisites Complete GAA-275 with a minimum grade of C. Game Art students only or by approval of the CCM Dean’s Office.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 380 - Adv Seminar: Art & Animation


    The Advanced Seminar in Game Art & Animation course is designed as a supplement to the foundation classes in Game Art & Animation allowing students to concentrate on creating marketable portfolio pieces of their own determination. Students will create a detailed semester-long plan, including specific milestones and deliverables, and work throughout the semester with an instructor on creating dynamic work for their portfolio.
    Prerequisites Game Art and Animation majors only, 60 credits complete (or by permission of CCM Division Dean) and must have approval of program director before taking this course.
    Credits: 3
    CCM - Communication and Creative Media
  
  • GAA 415 - Senior Portfolio: Art & Animation


    Game Art & Animation majors enroll in this course. The culmination of your art degree is your portfolio. As a game artist this includes a demo-reel, complimentary website, print materials and some final preparations for transitioning into the job market. In Senior Portfolio you will finalize your portfolio work and compile your visual portfolio into a dynamic and marketable combination of materials. To successfully complete the course you are required to have an approved body of work.
    Prerequisites 90 credits completed, GART.BS students only, or by permission of the CCM Division Dean.
    Credits: 3
    CCM - Communication and Creative Media

Game Design

  
  • EGD 102 - Game History


    Game History is an integrated, cross-disciplinary hands-on history class where students actively research the evolution and history of games through the lenses of design, art, technology, business, society and culture. Working with resources from the Game History Teaching Collection, and from the perspective of their discipline as a game developer, students will play, study and research historical to contemporary games. In this way, students will discover the nexus of relationships driving game development.
    Prerequisites GDES.BS, GART.BS, GPMG.BS, GPRO.BS students only, or by permission of Dean.
    Credits: 3
    CCM
  
  • GMD 100 - Visual Communication for Game Design


    Communication is at the center of success for a Game Designer. Visual Communication for Game Designers takes an integrated approach exploring technology, visual design aesthetics and principles, and visual design communication forms most often used by game designers to successfully communicate their ideas to their teams and build and test good user interaction models.
    Prerequisites Game Design majors only.
    Credits: 3
    CCM
  
  • GMD 110 - Introduction to Game Design


    What’s the difference between an FPS and an RPG? Are discovery and exploration important in every style of game, or can they detract from a cool game concept? We answer these questions by examining genres in games and analyzing some of the gameplay styles associated with them. Then, once we’ve discovered strengths and weaknesses inherent to particular game styles we’ll develop skills necessary to formulate and evauluate our own original gameplay ideas.
    Prerequisites MCRM.BS, CREM.BS students only or by permission of CCM Division Dean
    Credits: 3
    CCM

  
  • GMD 200 - Game Technology I


    Game designers need an essential skill set that allows them to realize their concepts through working prototypes. In Game Technology I students learn how to develop and manipulate game mechanics and environments through visual and traditional scripting tools. This class is the first in a series that supports skills needed for level editing and design, prototyping, and working in game engines.
    Prerequisites CIT-135 (Introduction to Computer Theory) or CSI-140 (Introduction to Programming) and GDES.BS or GART.BS students, or by permission of CCM Division Dean.
    Credits: 3
    CCM
  
  • GMD 210 - Principles of Game Design


    The Principles of Game Design focuses on preparing the game designer to lead in the development of a game. The course covers the full spectrum of a game designer’s role and responsibilities including conceptualization documentation, team management, and defining all aspects of the design from target market to the world and gameplay.
    Prerequisites GDES.BS, CREM.BS, or by permission of the CCM Dean. Complete EGD 110 with a “C” or better.  Complete EGD 120.  Enroll in EGD 202 concurrently.
    Credits: 3
    CCM
  
  • GMD 240 - Level Design


    A level designer controls moment by moment what a player sees, hears and feels during the game experience. Following the broader direction of the game designer, the level designer creates the setting and crafts the challenges for each individual level. The style and content of individual game levels must establish the right mood, support the anticipated functionality advance the storyline, and satisfy the idiosyncratic requirements of the players. Building on the design foundation of Conceptual Design, this course teaches students how to successfully design, draft, document, and implement successful game levels.
    Prerequisites EGD-202 and EGD-212, grades C or higher, and GDES.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM
  
  • GMD 300 - Game Technology II


    Acquire the integration skills needed to successfully build a 3D game. In Game Engine I we explore both the technical construction and practical design of games in a 3D game engine. The technical skills required to use the game engine software are combined with knowing how and when to use “spaces” in a level, construct an interface, establish moods, and direct a player’s attention through sound effects, lighting, camera angles, and text to create a complete working game.
    Prerequisites EGD-202 with a minimum grade of C, GDES.BS students or by permission of CCM Division Dean.
    Credits: 3
    CCM
  
  • GMD 310 - Applied Ludology


    Students learn to apply methodologies of modern ludic theory in both the deconstruction and analysis of games and their systems, as well as the generation of innovative gameplay solutions. We will cover an array of topics that range from understanding forms of logic and reasoning to evaluating gameplay analytics in an effort to develop a comprehensive framework for game design problem-solving.
    Prerequisites GDES.BS or CREM.BS Game Design Specialization students,only.  Must have completed EGD-212 with a C or higher.
    Credits: 3
    CCM
  
  • GMD 320 - Game Systems and Experience Design


    At the core of every game experience are the systems that generate that experience. In this advanced game design course, we will examine a full spectrum of game experiences and deconstruct their systems. We will look at the many facets of creating a player-centric game experience from the cultural significance of games and play to conceptualizing and proving concepts for a broad range of game media target markets and purposes.
    Prerequisites GDES.BS students only or by permission of CCM Division Dean.  Complete EGD-212 with a minimum grade of C.
    Credits: 3
    CCM
  
  • GMD 330 - Interactive Storytelling


    Telling stories in games is not like telling stories in movies or books: the addition of interactivity robs writers of many of the tools used to create emotion, develop character arcs and even maintain a consistent plot line. This class examines the conflicting demands of gameplay and story, and then discusses alternate story-telling methods that can transform stories in games from simplistic, clunky add-ons into mature and compelling art forms.
    Prerequisites EGD-212 with minimum grade C. GDES.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM
  
  • GMD 340 - Level Design II


    The goal of the successful level designer is to create compelling experiences for the player. Level Design II builds off the foundational conceptual and technical knowledge established in Level Design I. Students in this course explore advanced topics of level design while building and polishing game level environments. Some topics include creating and balancing mechanics systems and gameplay, developing engaging play environments, narrative and content development lighting and special effects, and engine scripting and optimization.
    Prerequisites EGD-230 with grade of C or higher, EGD-215 with grade of C- or higher, GDES.BS students only, or by permission of CCM Division Dean.
    Credits: 3
    CCM
  
  • GMD 350 - Interactive Narrative II


    Interactive Narrative II builds on the concepts, tools and skills from Interactive I. In this course you’ll create narrative structures beyond simple branching, as you gain a deeper understanding of narrative design theory. You’ll hone your player-facing writing skills to write professional-quality dialogue and text. Projects in this class will challenge you to complete real-world assignments on time and to specifications. You’ll gain proficiency with industry-standard tools and bring your analysis, critique and revision skills to a professional level. This course provides a strong foundation for the Advanced Seminar and eventual work in the field.
    Prerequisites Interactive Storytelling, GMD-330 (to be renamed GMD 230 - Interactive Narrative I in 2019)
    Credits: 3
    CCM
  
  • GMD 350 - Interactive Narrative II


    Interactive Narrative II builds on the concepts, tools and skills from Interactive I. In this course you’ll create narrative structures beyond simple branching, as you gain a deeper understanding of narrative design theory. You’ll hone your player-facing writing skills to write professional-quality dialogue and text. Projects in this class will challenge you to complete real-world assignments on time and to specifications. You’ll gain proficiency with industry-standard tools and bring your analysis, critique and revision skills to a professional level. This course provides a strong foundation for the Advanced Seminar and eventual work in the field.
    Prerequisites Interactive Storytelling, GMD-330 (to be renamed GMD 230 - Interactive Narrative I in 2019)
    Credits: 3
    CCM
  
  • GMD 410 - Senior Portfolio: Game Design


    Looking to land a job as a game designer? In today’s fast changing industry, you’ll need to demonstrate top-notch skills, get attention and stand out from the crowd. This class allows you to define, refine, and develop an individual body of work that will capture the attention of hiring managers. Emphasis is on presentation editing, and organization of a personal portfolio under the guidance of faculty to ensure a professional product.
    Prerequisites 90 credits completed, GDES.BS students only, or by permission of the CCM Division Dean.
    Credits: 3
    CCM

Game Programming

  
  • GPR 100 - Introduction to Game Programming


    Students will be introduced to and familiarized with their roles as Game Programmers.  The course explores the various disciplines and vocations within game programming, provides an overview of the skills that make a game programmer successful, and presents both industry and academic contexts for their duties.  Through hands-on projects using modern game technology, students will gain practical experience in their craft.
    Prerequisites

    Game Programming major or by permission of program director (Game Programming)
    Credits: 3
    ITS

  
  • GPR 200 - Introduction to Modern Graphics Programming


     

    This course takes a shaders-first dive into modern computer graphics programming. Students are introduced to vertex and fragment shaders, 2D and 3D coordinate spaces, drawing primitives, lighting and shading, data flow and manipulation, and modern GPU capabilities. Linear algebra and 3D math concepts will be refreshed and/or introduced for applicable topics.
    Prerequisites C or better in CSI-240
    Credits: 3
    ITS

  
  • GPR 250 - Game Architecture


    Prerequisites

    Game Architecture explores components and subsystems of electronic games and their associated architectures. Topics include game state representation, time management, the main game loop and game subsystems. Game design and planning from first concept to start of development are explored in detail. In addition to game architecture, we will also look into the issues of game design, team building, and management. The focus will be on those implementations that work well, and will include situations to avoid and how to fix errors.
    Credits: 3
    ITS

  
  • GPR 300 - Intermediate Graphics & Animation Programming


    Students will gain a profound appreciation for the graphics pipeline by implementing 3D rendering tools, post-processing algorithms and industry-standard shaders. The animation side introduces mesh manipulation techniques, such as morphing and skeletal animation, using modern GPU-based algorithms. Linear algebra and 3D math concepts will be refreshed and/or introduced for applicable topics.
    Prerequisites GPR-200 AND (GPR-250, OR Game Art & Animation major with 60+ credits)
    Credits: 3
    ITS

  
  • GPR 340 - Artificial Intelligence For Games


    This course provides a technical introduction to the core concepts of artifical intelligence (AI). Students will be introduced to the history of AI, agents (agent architecture and multi-agent behavior), search (search space, uninformed and informed search, constraint satisfaction, game playing), knowledge representation (logical encoding of domain knowledge, logical reeasoning systems), planning (search over plan space, partial-order planning, practical planning), uncertainty and probability, learning (inductive learning, linear separators, decision trees, boosting, reinforcement learning), and perception and cognition (natural language, machine vision, robotics).
    Prerequisites GPR-200 and GPR-250
    Credits: 3
    ITS

  
  • GPR 350 - Game Physics


    Students learn the theory and practical application of techniques used in games to simulate real-world physical interactions. Implementation of 2D and 3D algorithms to effect movement, particle systems, collision detection gravitational forces, kinematics, and spring systems are covered. Implementations trade-offs of efficiency for accuracy are adapted for real time games.
    Prerequisites Complete EGP-300, SCI-250;
    Credits: 3
    ITS
  
  • GPR 400 - Advanced Real-Time Rendering


    This course builds upon the technical experience obtained in prior Graphics courses. Students will explore the latest real-time rendering techniques and GPU architecture. Potential topics include volumetric rendering, ray-tracing, industry-standard renderer architectures, and the latest graphics APIs. Projects are introduced to implement advanced visual effects.
    Prerequisites C or better in GPR-300
    Credits: 3
    ITS

  
  • GPR 420 - Console Programming


    Console Programming focuses on console video game system development using contemporary architectures and development tools. Students will assimilate and implement techniques for efficient game console programming. Implemented programs will also incorporate techniques for effective use of 2D graphics, 3D graphics controllers, memory management and the audio system.
    Prerequisites GPR-200 and GPR-250
    Credits: 3
    ITS

  
  • GPR 430 - Networking for Online Games


    Students learn the architectural, design and implementation strategies used to develop online games. They develop and stress test reliable and efficient protocols to address network latency (game lag), security and scalability requirements. Students will utilize distributed object caching along with these protocols to implement registration, authentication, server discovery and game lobby systems.
    Prerequisites GPR-200 and GPR-250
    Credits: 3
    ITS

  
  • GPR 440 - Advanced Artificial Intelligence for Games


    Students with a firm foundation in the basic techniques of artificial intelligence for games will apply their skills to program advanced pathfinding algorithms, artificial opponents, scripting tools and other real-time drivers for non-playable agents. The goal of the course is to provide finely-tuned artificial competition for players using all the rules followed by a human.
    Prerequisites C or better in GPR-340
    Credits: 3
    ITS

  
  • GPR 450 - Advanced Animation Programming


    With a high industry demand for animation programmers and technical artists, we introduce a programmer’s approach to understanding industrial-grade tools such as Maya, Max and others. Students will build upon animation algorithms to develop advanced skeletal animation systems, character locomotion systems, and tools for 3D animators. The course will provide breadth to programmers who are interested in the art-to-screen pipeline, and will also be valuable to artists wanting to view their daily activities through a programmer’s lens.
    Prerequisites C or better in GPR-300 OR (C or better in GPR-200 and C or better in GAA-275)
    Credits: 3
    ITS

  
  • GPR 460 - Game Engine Design and Implementation


    At the core of any successful game or interactive experience is a powerful game engine.  Unreal and Unity are prime examples of leading engines currently in industrial use, but how do they actually work?  In this course students will explore the inner workings of industrial-grade tools and learn the skills needed to build their own.  The course will focus on low-level programming, memory management, editors, optimization and more.
    Prerequisites C or better in GPR-200 and C or better in GPR-250
    Credits: 3
    ITS

  
  • GPR 480 - Advanced Seminar in Game Programming


    TBD by instructor.
    Credits: 3
    ITS


Geography

  
  • GEO 110 - World Geography


    A study of the cultural, political, social,,economic and physical aspects of geography on a,regional basis.
    Credits: 3
    EHS

Graphic Design and Digital Media

  
  • VCD 100 - Form and Color


    A rewarding practice in any visual art discipline begins with language of vision. In this course you will explore the dynamics of two-dimensional form beginning with basic compositional study using only black and white forms, and then more complex projects incorporating principles of tonality and color theory. You will also be developing your skills in physical artwork, essential to later course work. Basic art supplies are required; a packet is available in the College Bookstore, or contact the instructor or department prior to the semester for the list.
    Prerequisites Visual Communication Design, Graphic Design, Game Art, and Game Design majors only
    Credits: 3
    CCM
  
  • VCD 111 - Visual & Digital Fundamentals


    This course will introduce you to the fundamental language of visual form and basic skills on the Macintosh operating system, including the industry-standard software applications used to create, acquire, and manipulate digital images. You will learn about two-dimensional design color theory and terminology, and will apply these principles to a variety of basic design projects. Color, form and meaning will be explored as well in terms of cultural, psychological physiological, and historical aspects
    Prerequisites Creative Media Majors only.
    Credits: 3
    CCM
  
  • VCD 115 - The Digital Image


    With the advent of digital technology, the pleasure of taking and viewing digital photographs and video clips is now commonplace. The professional designer, however, must be able to control this technology to a much greater degree than does the layperson, and to that end this course introduces you to the finer points of planning, capturing, transferring, modifying, and formatting your still and video imagery for use in successful graphic design projects. While students may borrow both digital still- and video-cameras from the College free of charge, owning a good SLR digital camera would be very helpful; ask the instructor for recommendations.
    Credits: 3
    CCM
  
  • VCD 115L - Digital Image - Studio Component


    With the advent of digital technology, the pleasure of taking and viewing digital photographs and video clips is now commonplace. The professional designer, however, must be able to control this technology to a much greater degree than does the layperson, and to that end this course introduces you to the finer points of planning, capturing, transferring, modifying, and formatting your still and video imagery for use in successful graphic design projects. While students may borrow both digital still- and video-cameras from the College free of charge, owning a good SLR digital camera would be very helpful; ask the instructor for recommendations.
    Prerequisites Take VCD-115
    Credits: 0
    CCM
  
  • VCD 150 - Pre-College Graphic Design Preparatory Course


    The Pre-College Graphic Design Summer Program provides an opportunity for students to create or refine their portfolios, get a taste of college life at Champlain, and earn three general elective college credits. Students are immersed in graphic design foundational studies, including observational drawing, an introduction to color and composition, and digital skills building. The Program is further enhanced by a mock internship experience that exposes students to professionals working in the field and provides them the opportunity to create a “real-world” project.  When not attending class, students enjoy recreational activities as well as cultural and social events that highlight the advantages of studying in Vermont.
    Prerequisites Approval of Program Director, Acceptance into the Summer Program
    Credits: 3
    CCM
  
  • VCD 181 - Design Solutions


    Here is your opportunity to bring your communication ideas to life. You will learn how to plan, design, typeset, produce artwork, proof and manage production for brochures, posters, and other communication collateral materials. You will learn the basic language of design and the overall production process-all to help you produce these projects yourself or work with design and production professionals to produce complex projects. Some basic art supplies will be required.
    Credits: 3
    CCM
 

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