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LCAD-Catalog-2016-2018

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elationships with publisher contacts, producers, art<br />

directors, and marketing departments. Students also<br />

will learn how to manage game development teams<br />

through milestone scheduling, setting realistic time<br />

considerations for tasks, and agile methodologies to<br />

keep developers accountable and prepared for the<br />

inevitable rapid schedule changes in production.<br />

ELECTIVE CLASSES<br />

UI-UX DESIGN FOR UNITY<br />

(Elect)<br />

2-4 Units<br />

This course focuses on player interaction with user<br />

interface elements. How a player interacts with a<br />

game will make or break their experience. Students<br />

will explore the hazards of clunky gameplay and<br />

ineffective presentations of information. Students will<br />

learn to balance what is on screen so that players will<br />

feel empowered by the information presented rather<br />

than burdened by it.<br />

TOOL THEORY<br />

(Elect)<br />

2-4 Units<br />

Tool Theory focuses on the placement of different<br />

functions in a pipeline. This course will focus on<br />

streamlining a repetitive task or batch operation.<br />

Learning to speed up production processes and to<br />

spot and improve bottlenecks by implementing new<br />

tools or repurposing old ones.<br />

SCALE AND SCOPE IN PROJECT DEVELOPMENT<br />

(Elect)<br />

2-4 Units<br />

This course will instruct students on best practices<br />

for managing project scope and feature inventories.<br />

Understanding these practices is important to keeping<br />

gameplay focused on players’ core experiences. In<br />

Scale and Scope in Project Development, students<br />

will learn to spot when a project is getting away from<br />

core ideas and will learn best methods for saving and<br />

repurposing trimmings for future projects.<br />

PARTICLE SYSTEMS AND ADVANCED LIGHTING<br />

(Elect)<br />

2-4 Units<br />

Particle Systems and Advanced Lighting focuses on<br />

bringing worlds to life with subtle movements and<br />

grand lighting. Details like motes of dust and pollen in<br />

the air, leaves falling from trees, and smoke bellowing<br />

from trenches are examples of finishing touches that<br />

will help make a game experience more dynamic.<br />

Mood and color are additional factors that contribute<br />

to a vibrant world. This course will explore mastering<br />

use of these effects and more.<br />

SPECIAL TOPICS IN GAME DESIGN<br />

(Elect)<br />

2-4 Units<br />

Special Topics in Game Design focuses on current<br />

topics in the field of game design. Topics include<br />

process, art, development, and marketing.<br />

GRADUATE FIELD INTERNSHIP<br />

(Elect)<br />

3 Units<br />

The Graduate Field Internship allows students to<br />

undertake an internship in a field of study of their<br />

own choosing.<br />

GRADUATE TEACHING INTERNSHIP<br />

(Elect)<br />

3 Units<br />

The Graduate teaching internship allows students<br />

to undertake a teaching assignment under the<br />

supervision of a faculty member of <strong>LCAD</strong>’s BFA<br />

program in Game Art.<br />

MFA DRAWING<br />

PICTORIAL SPACE<br />

(/)<br />

3 Units<br />

This course will examine concepts of pictorial<br />

space that move beyond the single viewpoint of<br />

one- and two-point perspective. Horizontal and<br />

vertical panoramic formats integrating multiple<br />

perspectives will be used as the setting for narrative<br />

structures that interact with the space dynamically.<br />

Experimentation with topographical and worm’s eye<br />

views will also be included. Art Historical precedents<br />

dating from the Renaissance to contemporary periods<br />

will form the basis of a dialogue on the nature of the<br />

perception and representation of space.<br />

TIME: SEQUENCE, PROCESS AND NARRATIVE<br />

(PA617)<br />

3 Units<br />

The depiction of time will be examined in a number<br />

of ways both through single and serial imagery. The<br />

notion of simultaneity within a single image will be<br />

treated as a phenomenon of the creative process and<br />

of narrative progression. Sequential imagery drawing<br />

on conventions of comic books and graphic novels<br />

will depict linear narratives and variations on single<br />

themes. Depictions of time throughout Art History<br />

will be cited and used as visual paradigms.<br />

COLOR: COMPOSITION AND PSYCHOLOGY<br />

(PA616)<br />

3 Units<br />

This course will explore the structural and thematic<br />

aspects of color composition. Works will be created<br />

based on color harmonies and contrasts, gestalt<br />

groupings, chromatic light, dominant hue and<br />

saturation contrasts. The class will investigate the<br />

psychological and narrative potentials of these<br />

combinations. Homework will use color composition<br />

strategies to support narrative content. Readings<br />

on the scientific and psychological bases of color<br />

perception will be a part of the class.<br />

APPROPRIATION<br />

(PA614)<br />

3 Units<br />

This studio course will examine the various historical<br />

and contemporary strategies of appropriation and<br />

recontextualization of imagery. Beginning with the<br />

borrowed styles and formats of the Baroque period<br />

through the ironic anti-modernist gambits of Pop and<br />

the selective reuse of visual mass media conventions<br />

in contemporary art, the class will execute a series<br />

of works experimenting with each approach. Goals<br />

of the class will include the incorporation of coopted<br />

imagery into a synthetic representational<br />

artwork. Questions of originality and authorship<br />

will be explored in class discussions and short<br />

written assignments. Examples of the various types<br />

of appropriation will be reviewed through slide<br />

presentations.<br />

SURREALISM<br />

(PA618)<br />

3 Units<br />

The class will use the theoretical writings and major<br />

artworks of the Surrealist movement as the basis<br />

for a series of studio projects. The canonical texts<br />

of psychology dealing with the unconscious will<br />

also play a role in the assignments. Image-making<br />

strategies that draw on the unconscious including<br />

automatic drawing and the exquisite corpse will be<br />

deployed. Additionally, Surrealist literary works will<br />

be a source of subject matter.<br />

POLITICAL NARRATIVE/IDENTITY<br />

(PA619)<br />

3 Units<br />

Contemporary events and issues will be used as a<br />

starting point for allegories dealing with political<br />

subject matter. Historical and contemporary examples<br />

of imagery that explores social content will serve<br />

as paradigms for assignments. Varieties of cultural<br />

perspective on particular events will be examined<br />

and will be informed by texts that address strategies<br />

of reading and issues of identity.<br />

MYTHOLOGICAL/SYMBOLIC NARRATIVE<br />

(PA620)<br />

3 Units<br />

This course will draw on classical literary sources to<br />

create contemporary narrative works. Readings from<br />

the Western and non-Western canon will form the<br />

basis for each assignment. Readings from Structuralist<br />

philosophy texts will supplement and inform the<br />

strategies for placing the historical narrative into a<br />

contemporary translation.<br />

REQUIRED LIBERAL ARTS COURSES<br />

THESIS PREPARATION<br />

(LA621 / 622 / 633)<br />

1 Units<br />

These one-unit, specialized academic courses are<br />

designed to help the student develop a substantial<br />

academic Thesis that both describes and analyzes<br />

the process involved in the creation of the MFA<br />

studio work. This in-depth analysis will integrate<br />

the student’s understanding of historical and<br />

contemporary issues in art as they relate to themes<br />

CATALOG<br />

248

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